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May 10 2016

Bohemia updated subscribers of T75149: VON/VOIP 3D broadcast attenuates too little over distance.
May 10 2016, 7:29 AM · Arma 3
Bohemia added a project to T75150: Cannot Manual Fire in the Mi-48: Arma 3.
May 10 2016, 7:29 AM · Arma 3
AtkinsA added a comment to T75148: Setting VonCodecQuality to 11 or higher makes the 3D (positional) function of comms to not work.

Ticket about the attenuation and distance of 3D voice comms:
http://feedback.arma3.com/view.php?id=16790

May 10 2016, 7:29 AM · Arma 3
Dale added a comment to T75148: Setting VonCodecQuality to 11 or higher makes the 3D (positional) function of comms to not work.

We need this ASAP.

May 10 2016, 7:29 AM · Arma 3
Koala added a comment to T75148: Setting VonCodecQuality to 11 or higher makes the 3D (positional) function of comms to not work.

/upvoted

I think, the whole voice over network option needs a polish.

It's not a big issue, but since Armed Assault I would like to have seperate sliders for the different VON channels (because of the annoying side channel spammers):
http://feedback.arma3.com/view.php?id=16196

May 10 2016, 7:29 AM · Arma 3
DarkSideSixOfficial added a comment to T75148: Setting VonCodecQuality to 11 or higher makes the 3D (positional) function of comms to not work.

Up voted. Devs, please take a look at this.

May 10 2016, 7:29 AM · Arma 3
AtkinsA edited Steps To Reproduce on T75148: Setting VonCodecQuality to 11 or higher makes the 3D (positional) function of comms to not work.
May 10 2016, 7:29 AM · Arma 3
Astaroth added a comment to T75147: Game Crashing Randomly.

We need dxdiag and files from this folder for solve your problem. C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package please?
When package will be smaller than 2,097k, so you can attach here. When package will be bigger, please use some free sharing service and post link here. Thank you.

http://feedback.arma3.com/how-to-user.html.html

May 10 2016, 7:29 AM · Arma 3
Bohemia updated subscribers of T75148: Setting VonCodecQuality to 11 or higher makes the 3D (positional) function of comms to not work.
May 10 2016, 7:29 AM · Arma 3
Astaroth added a comment to T75147: Game Crashing Randomly.

Nothing Here
The file you're looking for has been deleted or moved.

May 10 2016, 7:29 AM · Arma 3
Bohemia added a project to T75148: Setting VonCodecQuality to 11 or higher makes the 3D (positional) function of comms to not work: Arma 3.
May 10 2016, 7:29 AM · Arma 3
Bohemia updated subscribers of T75147: Game Crashing Randomly.
May 10 2016, 7:29 AM · Arma 3
Bohemia updated subscribers of T75146: Getting in server owned Hellcat for the first time skips get in animation.
May 10 2016, 7:29 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T75146: Getting in server owned Hellcat for the first time skips get in animation.
May 10 2016, 7:29 AM · Arma 3
Bohemia added a project to T75146: Getting in server owned Hellcat for the first time skips get in animation: Arma 3.
May 10 2016, 7:29 AM · Arma 3
PLeasant edited Steps To Reproduce on T75147: Game Crashing Randomly.
May 10 2016, 7:29 AM · Arma 3
Bohemia added a project to T75147: Game Crashing Randomly: Arma 3.
May 10 2016, 7:29 AM · Arma 3
Bohemia updated subscribers of T75145: Steam authentication is rubbish and it hurts the game.
May 10 2016, 7:29 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T75145: Steam authentication is rubbish and it hurts the game.
May 10 2016, 7:28 AM · Arma 3
mcgee edited Steps To Reproduce on T75144: SQL Support.
May 10 2016, 7:28 AM · Arma 3
Bohemia updated subscribers of T75144: SQL Support.
May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75145: Steam authentication is rubbish and it hurts the game: Arma 3.
May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75144: SQL Support: Arma 3.
May 10 2016, 7:28 AM · Arma 3
Bohemia added a comment to T75143: Accuracy of fire in sitting and standing identical.

Kneeling and Sitting are two very different firing positions so your post is a little miss leading.

But as for the kneeling position having the same stability as the standing, you can see that the in-game kneeling position is un-supported, so basically from the waist up there is no change in stance.

In a real kneeling position you would rest your left elbow just behind your left knee (assuming your right handed) which would offer a more stable firing position, this however is not modelled in game.

May 10 2016, 7:28 AM · Arma 3
tyler2 added a comment to T75143: Accuracy of fire in sitting and standing identical.

Sitting position , I mean knee.
It's not about accuracy rifle , weapon accuracy constant. It's about gun control during shooting , rifle control should be easier in a sitting position (knee) . Long ago I fired AK74 in different positions, and I can tell exactly what sitting position (knee) is more stable than the standing position , in turn lying position is more stable than the sitting position (knee) . More stable position greatly affects a person's ability to absorb recoil , this leads to better accuracy , in this you can see by visiting any site on Small Arms . Change of position has a great influence on the accuracy of a single fire mode , the automatic is less influence , but it is still there.

May 10 2016, 7:28 AM · Arma 3
tyler2 added a comment to T75143: Accuracy of fire in sitting and standing identical.

Ben85+

In fact, there is little change, you move the center of mass (recoil force rifle) closer to the ground (support). It also gives an advantage (if to seek help from physics) is certainly not as significant if to rest the elbow to the knee.

May 10 2016, 7:28 AM · Arma 3
Unknown Object (User) added a comment to T75143: Accuracy of fire in sitting and standing identical.

if its the recoil, i agree, note that i haven't been able to test this out myself but even if its a little recoil reduction it should still be present

May 10 2016, 7:28 AM · Arma 3
tyler2 added a comment to T75143: Accuracy of fire in sitting and standing identical.

In this case, I mean:
Recoil weapons - the energy that strikes man on the shoulder, this value is constant.
Accuracy of fire - a value throws up rifle, or the distance between the holes on the wall :)

The distance between the holes on the wall when firing from a standing position can not be the same as when firing from a sitting position.

May 10 2016, 7:28 AM · Arma 3
Vitdom added a comment to T75143: Accuracy of fire in sitting and standing identical.

Sitting is by default accomplished by going Prone and holding Ctrl while pressing W.

May 10 2016, 7:28 AM · Arma 3
AD2001 added a comment to T75143: Accuracy of fire in sitting and standing identical.

I suppose by "sitting" you mean crouching, correct?

May 10 2016, 7:28 AM · Arma 3
Unknown Object (User) added a comment to T75143: Accuracy of fire in sitting and standing identical.

ok, i dont know how to say this to you but:

the position does NOT change the accuracy of the weapon, the weapon will remain with the same accuracy, i dont care what COD or BF or some arcadish shoter told you, its not logically possible that going from standing up to prone the rifle magically is more accurate.

this is not a problem, its a misunderstanding.

May 10 2016, 7:28 AM · Arma 3
tyler2 added a comment to T75143: Accuracy of fire in sitting and standing identical.

Rifle throws up in both cases are identical.
In this video:

  1. standing position
  2. sitting position
  3. lying position
May 10 2016, 7:28 AM · Arma 3
AD2001 added a comment to T75143: Accuracy of fire in sitting and standing identical.

Is this about accuracy or recoil? Where is sitting in that video?

May 10 2016, 7:28 AM · Arma 3
tyler2 edited Steps To Reproduce on T75143: Accuracy of fire in sitting and standing identical.
May 10 2016, 7:28 AM · Arma 3
JCae2798 added a comment to T75142: selectWeapon script command not functioning..

That worked Killzone, thank you!

May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75143: Accuracy of fire in sitting and standing identical: Arma 3.
May 10 2016, 7:28 AM · Arma 3
Bohemia added a comment to T75142: selectWeapon script command not functioning..

I'm having a lot of problem arming launchers with the selectWeapon command - I opened a thread on it, but now I've seen this one. I guess it's a related problem right? KillZone - you're a pillar of the Arma3 community - you've been amazingly helpful with so many scripting issues - so, respect where respect is due! Kudos.

May 10 2016, 7:28 AM · Arma 3
Killzone_Kid added a comment to T75142: selectWeapon script command not functioning..

@JCae

try this:

0 = this spawn {
_this addWeapon "Binocular";
waitUntil {"Binocular" in weapons _this};
_this selectWeapon "Binocular";
};

The reason it doesn't work for you is AI doesn't have binocs in inventory when you order it to select it. By making sure it has binocs before hand solves it.

May 10 2016, 7:28 AM · Arma 3
fabrizioT added a comment to T75142: selectWeapon script command not functioning..

I think Killzone_Kid gave valid and useful hints here.

To me selectweapon "Throw" was working fine within ArmA3 1.08 and not later, so i think that whatever is broken, it was broken within DEV builds just after 1.08.

May 10 2016, 7:28 AM · Arma 3
Killzone_Kid added a comment to T75142: selectWeapon script command not functioning..

@PartyHead Dude Druid acknowledged that *something* is broken, not that *it* is broken I can read too you know. But whatever, if you think I don't want this fixed, you are wrong. If you think I am not helping, fine I'll leave.

May 10 2016, 7:28 AM · Arma 3
JCae2798 added a comment to T75142: selectWeapon script command not functioning..

Also having same issue. I am attempting to give a civilian the binoculars and have them stand using it. When i use the code below, he does not select it. I've switched to the unit as player and its the only item in his inventory.

Code in INI line:
this addWeapon 'Binocular'; this selectWeapon "Binocular";

BTW if you are wondering why i am using a civilian, its because i am attempting to use this unit as a decoy and not alert my AI team when i have to search for him as a bomb spotter. I am adding a addaction and script to then arrest the unit.

May 10 2016, 7:28 AM · Arma 3
joostSidy added a comment to T75142: selectWeapon script command not functioning..

@KillZone, don't take it personal, but I have the feeling that your input in this case was not helping.

  • Your points seem 'academic' and too much about semantics, whether it's 100% broken or 80% broken or whatever
  • Your examples address very specific unusual circumstances where it does work or requires elaborate workarounds

This gives me a feeling of frustration, because, for example, I'm not interested in removing allweapons of AI or use selectWeapon only on the player.

I think the reporters of a ticket are more interested in either proof that something is working/not working as intended or a reasonable workaround for specific situations.

May 10 2016, 7:28 AM · Arma 3
PartyHead added a comment to T75142: selectWeapon script command not functioning..

@Killzone_Kid can you please stop cluttering up this report with useless information that is of no help to the Dev's DarkDruid has already replied back on the Dev scripting forum that they acknowledge it is broken and they will take a look into it.

The fact that a unit will select binoculars when binoculars are all the unit has does not mean selectWeapon is working as you say 100%. The function of selectWeapon is to select between weapons which it does not do at the moment, so therefore yes it is definitely and 100% broken.

May 10 2016, 7:28 AM · Arma 3
PartyHead added a comment to T75142: selectWeapon script command not functioning..

selectWeapon is definitely broken at the moment and if you want to see what it is suppose to work and look like just convert my repro mission attached to this report into an Arma 2 mission and watch what the unit in the mission does, which is how it should work in Arma 3. This command hasn't always been broken in Arma 3 it did use to work how its suppoes to once, and has been broken since the last stable patch before the recent one.

May 10 2016, 7:28 AM · Arma 3
joostSidy added a comment to T75142: selectWeapon script command not functioning..

@PartyHead: good to hear that it once worked as expected (I never played ArmA2, OFP only). Mixed infantry attacking vehicles get massacred because infantry with launchers fire too late (rifles firing first). I want to use 'selectWeapon' on infantry with launchers to force them to fire early on targeted vehicles.

May 10 2016, 7:28 AM · Arma 3
joostSidy updated subscribers of T75142: selectWeapon script command not functioning..

@KillZone 'So the problem is that AI changes to the "Binocular" momentarily and then defaults back to what it is holding. The problem is with AI refusing to use binoculars when ordered.'

And one would like to use 'selectWeapon' to do exactly that. So that means 'selectWeapon' is broken doesn't it? At this moment 'selectWeapon' seems pretty useless. I had the same problem with trying to force the AI to use a launcher.

May 10 2016, 7:28 AM · Arma 3
Killzone_Kid updated subscribers of T75142: selectWeapon script command not functioning..

@joost AIs have their own mind. If you take all weapons from AI it will select Binocs when ordered, so no selectWeapon is not broken, AI is. selectWeapon also works on player 100%.

May 10 2016, 7:28 AM · Arma 3
joostSidy added a comment to T75142: selectWeapon script command not functioning..

I'm a little confused by your point Killzone. If selectWeapon only works when one weapon is available, it's broken isn't it? 'SELECT' implies choosing from multiple options.

I think the OP wishes (and I certainly do) a command that forces an AI to arm a specific weapon from its inventory list consisting of multiple weapons. It uses the selected weapon as primary weapon connected to a controllable condition (this goes for binocs, launchers, rifles, handguns and maybe grenades)

If such a command were created I think it would be useful to name it 'selectWeapon'.

May 10 2016, 7:28 AM · Arma 3
Killzone_Kid added a comment to T75142: selectWeapon script command not functioning..

@fabrizioT "Throw" ticket is kinds related but I fear selectWeapon not quite working with it is due to different system used in A3, mainly that you have a separate key for throwing items. Making throw stay would mean you could throw grenades with your LMB and not "G" key

May 10 2016, 7:28 AM · Arma 3
fabrizioT added a comment to T75142: selectWeapon script command not functioning..

Moved a note to other ticket:
http://feedback.arma3.com/view.php?id=14177

May 10 2016, 7:28 AM · Arma 3
fabrizioT added a comment to T75142: selectWeapon script command not functioning..

@DarkDruid:
Any chance we'll got this fixed soon?

May 10 2016, 7:28 AM · Arma 3
Killzone_Kid added a comment to T75142: selectWeapon script command not functioning..

@fabrizioT B_soldier_F doesnt have binoculars in the inventory, you are trying to make AI select non existent weapon. Add them first and it works:

this addweapon "binocular";
handle = this spawn {
sleep 1;
_this selectWeapon "Binocular";
hintc format["%1", currentweapon _this];
};

May 10 2016, 7:28 AM · Arma 3
fabrizioT added a comment to T75142: selectWeapon script command not functioning..

@Killzone_Kid:

can't reproduce what you write.
Just tested on 10/01/2014 DEV version.
The following code, put into unit init field:

handle = this spawn {
sleep 1;
_this selectWeapon "Binocular";
hintc format["%1", currentweapon _this];
};

shows current weapon being the original weapon and not binocular even immediately after selectweapon execution.
So i think selectweapon is broken.
It worked fine till version 1.08 though.

---

Run the attached repro (selectweapon_bug_2.Stratis.zip).

May 10 2016, 7:28 AM · Arma 3
Killzone_Kid added a comment to T75142: selectWeapon script command not functioning..

Today's update fixed AI switching to handgun but it still refuses to switch to Binoculars.

May 10 2016, 7:28 AM · Arma 3
fabrizioT added a comment to T75142: selectWeapon script command not functioning..

@Killzone_Kid:

Bah. You're right.
I originally tested the code with "Throw", then swapped to "Binocular" to keep on track with original report.
Forgot checking unit inventory.

Code:

handle = this spawn {
sleep 1;
_this selectWeapon "Throw";
hintc format["%1", currentweapon _this];
};

is not working right anyway.
I've seen this ticket of yours, looks related:
http://feedback.arma3.com/view.php?id=14177

May 10 2016, 7:28 AM · Arma 3
Killzone_Kid added a comment to T75142: selectWeapon script command not functioning..

Updating this with my finding to steer devs in right direction :)

The selectWeapon command works no problem. In fact if you do something like

bob selectWeapon "Binocular"; hint currentWeapon bob; sleep 1; hint currentWeapon bob

The first hint will show "Binocular" and the 2nd will show the current weapon AI is holding. So the problem is that AI changes to the "Binocular" momentarily and then defaults back to what it is holding. The problem is with AI refusing to use binoculars when ordered.

If you remove all weapons from AI and give it binocs, it will obey. Same happens in trying to persuade AI to use handgun. It will just hold on to the rifle.

Hope this helps.

May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75142: selectWeapon script command not functioning.: Arma 3.
May 10 2016, 7:28 AM · Arma 3
PartyHead edited Steps To Reproduce on T75142: selectWeapon script command not functioning..
May 10 2016, 7:28 AM · Arma 3
Killzone_Kid added a comment to T75142: selectWeapon script command not functioning..

both addWeapon and selectWeapon need unit to be local, you should revise your mission accordingly.

I have never had problem with selectWeapon.

May 10 2016, 7:28 AM · Arma 3
Bohemia updated subscribers of T75140: AI too smart against snipers.
May 10 2016, 7:28 AM · Arma 3
Fireball added a comment to T75140: AI too smart against snipers.

I don't view this as an issue. Can you show me when they really spot you inhumanly fast and kill you on first shot?

Please don't make a video or mission with skill 1 (Super AI), as with that skill they're supposed to be very very skilled and superhumanly accurate too.

May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75141: Invisible Helicopter Textures: Arma 3.
May 10 2016, 7:28 AM · Arma 3
redstone added a comment to T75141: Invisible Helicopter Textures.

I am not able to reproduce in DEV version.

May 10 2016, 7:28 AM · Arma 3
Pluestyle edited Steps To Reproduce on T75141: Invisible Helicopter Textures.
May 10 2016, 7:28 AM · Arma 3
Fireball added a comment to T75140: AI too smart against snipers.

Hmm, I just tested this with me as Blufor Sniper unit at ~600m against a Squad of Opfors and conclusion is:

  • I'm not spotted too soon, only after 4-5 shots they can pinpoint me
  • Automatic Rifleman lays down a barrage of fire support on me once Im spotted
  • Squad Leader and Team Leader try to snipe me down, both have (A)RCO scopes
  • Other squaddies have mostly only red dots and don't shoot or give arbitrary fire support

Result:
The SL or TL eventually snipes me down if I disregard them too long, but they're not too accurate with default difficulty settings of the units and "Veteran" difficulty in game.

May 10 2016, 7:28 AM · Arma 3
Bohemia updated subscribers of T75139: Remove "gearIDCAmmoCount" and "gearSlotAmmoCount" commands and provide an alternative.
May 10 2016, 7:28 AM · Arma 3
RCRABBE13 edited Steps To Reproduce on T75140: AI too smart against snipers.
May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75140: AI too smart against snipers: Arma 3.
May 10 2016, 7:28 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T75139: Remove "gearIDCAmmoCount" and "gearSlotAmmoCount" commands and provide an alternative.
May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75139: Remove "gearIDCAmmoCount" and "gearSlotAmmoCount" commands and provide an alternative: Arma 3.
May 10 2016, 7:28 AM · Arma 3
Bohemia updated subscribers of T75138: Performance Suggestion.
May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75138: Performance Suggestion: Arma 3.
May 10 2016, 7:28 AM · Arma 3
Bohemia updated subscribers of T75137: AI Pushes players out of building.
May 10 2016, 7:28 AM · Arma 3
Marcelievsky added a comment to T75136: The edges of shelters do not allow shots correctly.

Good one!

May 10 2016, 7:28 AM · Arma 3
carBOMBz edited Steps To Reproduce on T75137: AI Pushes players out of building.
May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75137: AI Pushes players out of building: Arma 3.
May 10 2016, 7:28 AM · Arma 3
tyler2 edited Steps To Reproduce on T75138: Performance Suggestion.
May 10 2016, 7:28 AM · Arma 3
Koala added a comment to T75136: The edges of shelters do not allow shots correctly.

Just upload your video on Youtube and give us the link :)

May 10 2016, 7:28 AM · Arma 3
DarkWanderer added a comment to T75136: The edges of shelters do not allow shots correctly.

Suggestion: can you post a video of the bug and provide map coordinates?

May 10 2016, 7:28 AM · Arma 3
Bohemia updated subscribers of T75136: The edges of shelters do not allow shots correctly.
May 10 2016, 7:28 AM · Arma 3
Marcelievsky added a comment to T75136: The edges of shelters do not allow shots correctly.

Detail: edges of trees, vertical walls, vehicles also show the same problem

May 10 2016, 7:28 AM · Arma 3
Marcelievsky added a comment to T75136: The edges of shelters do not allow shots correctly.

I'll try to post a video that does not exceed the upload limit

May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75136: The edges of shelters do not allow shots correctly: Arma 3.
May 10 2016, 7:28 AM · Arma 3
Fireball added a comment to T75135: Showcase Tanks: First task has a typo: "In den Panzers einsteigen". Must read: "In den Panzer einsteigen".

Mass-close of resolved tickets not updated in last two weeks.

May 10 2016, 7:28 AM · Arma 3
Marcelievsky edited Steps To Reproduce on T75136: The edges of shelters do not allow shots correctly.
May 10 2016, 7:28 AM · Arma 3
Gekon added a comment to T75135: Showcase Tanks: First task has a typo: "In den Panzers einsteigen". Must read: "In den Panzer einsteigen".

Fixed, will be in the next update

May 10 2016, 7:28 AM · Arma 3
Wayneoween edited Steps To Reproduce on T75135: Showcase Tanks: First task has a typo: "In den Panzers einsteigen". Must read: "In den Panzer einsteigen".
May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75135: Showcase Tanks: First task has a typo: "In den Panzers einsteigen". Must read: "In den Panzer einsteigen": Arma 3.
May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75134: Truck cargo positions: Arma 3.
May 10 2016, 7:28 AM · Arma 3
812815014 edited Steps To Reproduce on T75133: playing online at Server Arma3 Collapse and will No response.
May 10 2016, 7:28 AM · Arma 3
Astaroth added a comment to T75133: playing online at Server Arma3 Collapse and will No response.

We need dxdiag and files from this folder for solve your problem. C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package please?
When package will be smaller than 2,097k, so you can attach here. When package will be bigger, please use some free sharing service and post link here. Thank you.

http://feedback.arma3.com/how-to-user.html.html

May 10 2016, 7:28 AM · Arma 3
Larrow edited Steps To Reproduce on T75134: Truck cargo positions.
May 10 2016, 7:28 AM · Arma 3
X39 added a comment to T75132: ........Crash upon startup: Cannot create DX11 device.......

make sure that you match the system requirements ^^
'Error E_OUTOFMEMORY"'
http://www.arma3.com/buy#requirements

May 10 2016, 7:28 AM · Arma 3
Donnalady edited Steps To Reproduce on T75132: ........Crash upon startup: Cannot create DX11 device.......
May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75133: playing online at Server Arma3 Collapse and will No response: Arma 3.
May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75132: ........Crash upon startup: Cannot create DX11 device......: Arma 3.
May 10 2016, 7:28 AM · Arma 3
Astaroth added a comment to T75132: ........Crash upon startup: Cannot create DX11 device.......

Did you try other DX11 games?
Could you try dev version on Steam.
Right click on Arma III in your Steam Library>Properties>Betas>development build
This version may not stable and it can contain more bugs, than Stable Arma 3 version.

Thank you.

May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75131: #vote missions bug: Arma 3.
May 10 2016, 7:28 AM · Arma 3
tyler2 added a comment to T75130: ObjectViewDistance reduces performance even without objects.

If you disable objects by setting "sceneComplexity = 1" , or fly away from the island for 40,000 meters, and then change the setting visibility of objects , but do not change the overall visibility , the FPS will change , and very significantly. This should not happen , as the scene has no objects. I ask to get rid of the bug that reduces FPS without changing the image quality. This bug can be seen in the picture number 2 , I'm getting there only 34 FPS ! , Compare the quality of graphics on the image number 2 and number 3 , the difference in graphics quality is not, and the difference in FPS twice .

May 10 2016, 7:28 AM · Arma 3
Bohemia updated subscribers of T75131: #vote missions bug.
May 10 2016, 7:28 AM · Arma 3