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May 10 2016

Branzik edited Steps To Reproduce on T75234: Can´t load saved games in Campaing Adapt.
May 10 2016, 7:31 AM · Arma 3
Bohemia added a project to T75234: Can´t load saved games in Campaing Adapt: Arma 3.
May 10 2016, 7:31 AM · Arma 3
Bohemia added a project to T75232: First Aid Kit not working!: Arma 3.
May 10 2016, 7:31 AM · Arma 3
Bohemia added a project to T75233: Add "PATH" and "MEMORY" LODs to "intersect" command: Arma 3.
May 10 2016, 7:31 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T75233: Add "PATH" and "MEMORY" LODs to "intersect" command.
May 10 2016, 7:31 AM · Arma 3
Cressid edited Steps To Reproduce on T75232: First Aid Kit not working!.
May 10 2016, 7:31 AM · Arma 3
sms added a comment to T75231: "assignedVehicleRole" is [] on server while server owns the vehicle.

I've seen similar behaviour for two players - driver sees ["Driver"] for himself and [] for passenger. While passenger sees ["Driver"] for driver and ["Cargo",[whatever]] for himself.

May 10 2016, 7:31 AM · Arma 3
Bohemia updated subscribers of T75231: "assignedVehicleRole" is [] on server while server owns the vehicle.
May 10 2016, 7:31 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T75231: "assignedVehicleRole" is [] on server while server owns the vehicle.
May 10 2016, 7:31 AM · Arma 3
Astaroth added a comment to T75230: m5 expose.

Thank you for reporting, but this report is duplicate of 16808.

May 10 2016, 7:31 AM · Arma 3
Bohemia added a project to T75231: "assignedVehicleRole" is [] on server while server owns the vehicle: Arma 3.
May 10 2016, 7:31 AM · Arma 3
Bohemia added a project to T75230: m5 expose: Arma 3.
May 10 2016, 7:31 AM · Arma 3
Bohemia updated subscribers of T75229: Fins along with rebereather when using normal uniform.
May 10 2016, 7:31 AM · Arma 3
bombe edited Steps To Reproduce on T75230: m5 expose.
May 10 2016, 7:31 AM · Arma 3
Another123 edited Steps To Reproduce on T75229: Fins along with rebereather when using normal uniform.
May 10 2016, 7:31 AM · Arma 3
Bohemia added a project to T75229: Fins along with rebereather when using normal uniform: Arma 3.
May 10 2016, 7:31 AM · Arma 3
Astaroth added a comment to T75228: Fins along with rebereather when using normal uniform.

Duplicate of 16870.

May 10 2016, 7:31 AM · Arma 3
Another123 edited Steps To Reproduce on T75228: Fins along with rebereather when using normal uniform.
May 10 2016, 7:31 AM · Arma 3
Bohemia added a project to T75228: Fins along with rebereather when using normal uniform: Arma 3.
May 10 2016, 7:31 AM · Arma 3
Killzone_Kid added a comment to T75227: Player in "Cargo" of helicopter is undetectable with "nearEntities" and "nearObjects" commands.

Should mention this happens in MP and SP (editor)

May 10 2016, 7:31 AM · Arma 3
Killzone_Kid added a comment to T75227: Player in "Cargo" of helicopter is undetectable with "nearEntities" and "nearObjects" commands.

Has been fixed, no idea when. Repro checks out, closing

May 10 2016, 7:31 AM · Arma 3
Bohemia added a project to T75227: Player in "Cargo" of helicopter is undetectable with "nearEntities" and "nearObjects" commands: Arma 3.
May 10 2016, 7:31 AM · Arma 3
Bohemia updated subscribers of T75226: MK200 having green tracers instead of yellow ones (independent).
May 10 2016, 7:31 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T75227: Player in "Cargo" of helicopter is undetectable with "nearEntities" and "nearObjects" commands.
May 10 2016, 7:31 AM · Arma 3
Bohemia added a comment to T75225: Damage made by the rifles are not enough.

I think this issue has been covered on a lot of other tickets, perhaps close this one and up vote another - I reckon that's why you have some down votes...

May 10 2016, 7:31 AM · Arma 3
Unknown Object (User) added a comment to T75225: Damage made by the rifles are not enough.

"Is it because they have some kind of armor ?"

I would just politely tell you why your problem is present, but that question made you look...... so stupid......

May 10 2016, 7:31 AM · Arma 3
Bohemia added a project to T75226: MK200 having green tracers instead of yellow ones (independent): Arma 3.
May 10 2016, 7:31 AM · Arma 3
Bohemia added a project to T75225: Damage made by the rifles are not enough: Arma 3.
May 10 2016, 7:31 AM · Arma 3
Crix edited Steps To Reproduce on T75226: MK200 having green tracers instead of yellow ones (independent).
May 10 2016, 7:31 AM · Arma 3
Kelevra edited Steps To Reproduce on T75225: Damage made by the rifles are not enough.
May 10 2016, 7:31 AM · Arma 3
Bohemia updated subscribers of T75223: Game Options - Controls - Gestures.
May 10 2016, 7:31 AM · Arma 3
Bohemia added a project to T75223: Game Options - Controls - Gestures: Arma 3.
May 10 2016, 7:31 AM · Arma 3
Bohemia updated subscribers of T75224: Tanks can be dropped from miles high without any damage.
May 10 2016, 7:31 AM · Arma 3
Bohemia added a project to T75224: Tanks can be dropped from miles high without any damage: Arma 3.
May 10 2016, 7:31 AM · Arma 3
Narsil edited Steps To Reproduce on T75224: Tanks can be dropped from miles high without any damage.
May 10 2016, 7:31 AM · Arma 3
Goomer edited Steps To Reproduce on T75222: Infantry turn speed increases when running into objects.
May 10 2016, 7:30 AM · Arma 3
DarkSideSixOfficial edited Steps To Reproduce on T75223: Game Options - Controls - Gestures.
May 10 2016, 7:30 AM · Arma 3
Bohemia updated subscribers of T75222: Infantry turn speed increases when running into objects.
May 10 2016, 7:30 AM · Arma 3
Bohemia added a project to T75222: Infantry turn speed increases when running into objects: Arma 3.
May 10 2016, 7:30 AM · Arma 3
Goomer added a comment to T75222: Infantry turn speed increases when running into objects.

This is still an issue with 1.40. Here's a demonstreation video: http://youtu.be/98_r7n4bmds

May 10 2016, 7:30 AM · Arma 3
Goomer added a comment to T75222: Infantry turn speed increases when running into objects.

Turning with the "Turn left" and "Turn right" keys while running is exactly as fast as mouse turning while running into objects.
When standing still, key-turn speed returns to normal. Whereas mouse-turn speed stays the same when running or standing still, and NOT running into objects.

May 10 2016, 7:30 AM · Arma 3
Bohemia updated subscribers of T75221: PhysX Crash...
May 10 2016, 7:30 AM · Arma 3
VKVlad edited Steps To Reproduce on T75221: PhysX Crash...
May 10 2016, 7:30 AM · Arma 3
VKVlad added a comment to T75221: PhysX Crash...

Please fix this

May 10 2016, 7:30 AM · Arma 3
Bohemia added a project to T75221: PhysX Crash..: Arma 3.
May 10 2016, 7:30 AM · Arma 3
ceeeb added a comment to T75220: AI use line Formation evry time.

Safe mode has caused groups to use a column formation since Arma (1).

May 10 2016, 7:30 AM · Arma 3
tryteyker added a comment to T75220: AI use line Formation evry time.

Looks a lot like intended behavior. "Issue" is still there on Exe Rev. 114484 21/01/2014. The problem with Formations is that they differ a lot depending on heading. Column and Line may essentially be the same thing depending on heading.

I'm assuming that the column formation they're using in safe mode is so the AI can move along the roadside in a safe manner without being run over by vehicles, or intended for similar behavior.

May 10 2016, 7:30 AM · Arma 3
GrumpyOldMan added a comment to T75220: AI use line Formation evry time.

Just tried the attached mission file on the current devbranch, as long as the behavior is set to "Careless" or "Safe" they are using a "FILE" formation, not a line.
Interesting find, upvoted.

May 10 2016, 7:30 AM · Arma 3
SAMAGO added a comment to T75220: AI use line Formation evry time.

I'm sure this is not intended in any way.

What I'm trying to do is have a unit on a path patrolling in the basic manner, walking upright with guns down in a Staggered Column formation. This is currently not possible because of this issue. The AI will walk upright with guns down only in a Column/File formation.

May 10 2016, 7:30 AM · Arma 3
Bohemia updated subscribers of T75220: AI use line Formation evry time.
May 10 2016, 7:30 AM · Arma 3
Bohemia added a project to T75220: AI use line Formation evry time: Arma 3.
May 10 2016, 7:30 AM · Arma 3
Pillord edited Steps To Reproduce on T75220: AI use line Formation evry time.
May 10 2016, 7:30 AM · Arma 3
ramius86 added a comment to T75219: Add support for Lucid Virtu MVP 2.0's Hyperformance.

I think you are a little confused about what this is..
I heard about this because some times ago I was making benchmark of my new pc and on famous benchmark site this MVP is forbidden because it gain you a boost without overclocking your hardware..
You can also check on youtube, it's full of comparison and don't know where you find your 30 to 33 fps. Btw this software IS WORKING, it only need a little care of somethink, some glitch sometimes, don't know why. I'm not a noob to arma, I haven't touch viewdistance and so on, I put myself on Stratis via editor and started the game with and without this. Didn't touch anything..
Btw I know and you know that with this engine there's nothing to do even spending resources to optimize it.. It need to be rebuild from the ground. I just try everything to make this game more stable ( fps -> gameplay ).
You are free to do what you want =)

May 10 2016, 7:30 AM · Arma 3
Lehmann added a comment to T75219: Add support for Lucid Virtu MVP 2.0's Hyperformance.

sorry, but I just don't think, this is a good idea.

everytime, I hear a company claiming to have developed the magic-algorithm, I have my doubts. They claim to increase Performance, temperature and powerusage on all devices from ATI/AMD to nvidia, who have both put huge amounts of research into opengl, directx, cuda and opencl, and are working on it patch after patch?

They claim 300% ! performance improvement, WOW!
When reviews actually put it down to around 10% (if they get it running)
http://www.hardwaresecrets.com/article/Virtu-Universal-MVP-Review/1548

So in other words, the 30 fps get raised to 33. You say you jumped from 30 to 80? Maybe you had other factors influencing the result.

so when I try to look a bit deeper into the company, I can't help, but dislike it.

  1. their ways of telling how magic is being done felt not convincing (subjective).
  2. the supposed 300% fps boost turned out to be far less in reality.
  3. damn those privacy policies! I've seen some really bad ones, but at least they show them.

Here you get a reference to the U.S.-EU SAFE HARBOR privacy policies.
http://lucidlogix.com/privacy-and-legal-info/
which are by no means perfect, but when I look up the actual registrations
http://safeharbor.export.gov/list.aspx
lucidlogix.com or lucid are nowhere to be found, so they couldn't even register their company for Save Harbor?

  1. What's with those discounts? 70$ -> 26$ or 90$ -> 41$ and no discount deadline?

http://lucidlogix.com/buy-now/
looks like some bs marketing strategy to me, where you just pretend your product is much more worth than the price today ... or tomorrow, or next week ... or whenever.

I still have some respect for BI and would not like to see them spend resources to optimize for third party driver software instead of optimizing the original game.

May 10 2016, 7:30 AM · Arma 3
ramius86 added a comment to T75219: Add support for Lucid Virtu MVP 2.0's Hyperformance.

? Everyone with a modern cpu got this... You only need a cpu with integrated gpu ( intel hd series ) and a dedicated gpu.. It's not a so strange technology =)

May 10 2016, 7:30 AM · Arma 3
ramius86 edited Steps To Reproduce on T75219: Add support for Lucid Virtu MVP 2.0's Hyperformance.
May 10 2016, 7:30 AM · Arma 3
Bohemia added a project to T75219: Add support for Lucid Virtu MVP 2.0's Hyperformance: Arma 3.
May 10 2016, 7:30 AM · Arma 3
Chomp added a comment to T75219: Add support for Lucid Virtu MVP 2.0's Hyperformance.

I don't feel spending development time on this would be a good use of resources, it only helps people with that particular piece of technology. All 3 of them.

May 10 2016, 7:30 AM · Arma 3
Bohemia updated subscribers of T75219: Add support for Lucid Virtu MVP 2.0's Hyperformance.
May 10 2016, 7:30 AM · Arma 3
Varick added a comment to T75217: Soldier does not insert new grenade when reloading underbarrel grenade launcher.

Hopefully this (and Bipods) will see some love in the Marksman DLC, since it wasn't addressed for release.

May 10 2016, 7:30 AM · Arma 3
kinghyctr edited Steps To Reproduce on T75218: Maxwell before the last Mission.
May 10 2016, 7:30 AM · Arma 3
Bohemia added a project to T75218: Maxwell before the last Mission: Arma 3.
May 10 2016, 7:30 AM · Arma 3
MadDogX added a comment to T75217: Soldier does not insert new grenade when reloading underbarrel grenade launcher.

Duplicate of #290.

May 10 2016, 7:30 AM · Arma 3
JackusCTB added a comment to T75217: Soldier does not insert new grenade when reloading underbarrel grenade launcher.

@AD2001 Of course I trust you. I check the Dev changelog everyday to see if they added, tweaked something important.
Don't get me wrong from my posts: for me smoothness comes first than eye candy but you can't deny that issues like these are not important as well.
They are trying to optimize the game, to edit useless calculation but hey, the game is still bad optimized. In the general topic a guy even said that the new dev update looked more slugghis than the stable branch.

May 10 2016, 7:30 AM · Arma 3
AD2001 added a comment to T75217: Soldier does not insert new grenade when reloading underbarrel grenade launcher.

http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog/page20

Why don't you just look at them yourself?

May 10 2016, 7:30 AM · Arma 3
Killzone_Kid added a comment to T75217: Soldier does not insert new grenade when reloading underbarrel grenade launcher.

@JackusCTB I think he just cherry picked few points from Change Log to make it look like the performance and bug fixes are overwhelming.

May 10 2016, 7:30 AM · Arma 3
Killzone_Kid added a comment to T75217: Soldier does not insert new grenade when reloading underbarrel grenade launcher.

@AD2001 Oh really? I see quite a lot of "increased damage this", "reduced damage this", "AI tweak" and not much of "bug fixed", "performance improved".

May 10 2016, 7:30 AM · Arma 3
FrankHH added a comment to T75217: Soldier does not insert new grenade when reloading underbarrel grenade launcher.

They should fix both things. Polishing is always good.

May 10 2016, 7:30 AM · Arma 3
JackusCTB added a comment to T75217: Soldier does not insert new grenade when reloading underbarrel grenade launcher.

^
Only one simple question: you are stating that ArmA III is well optimized, aren't you?

May 10 2016, 7:30 AM · Arma 3
AD2001 added a comment to T75217: Soldier does not insert new grenade when reloading underbarrel grenade launcher.

14-01-2014: "Added several safety checks to prevent unnecessary AI calculations"

15-01-2014: "Merged and used some optimization of collision detections from DayZ"

Nope, can't see any optimization.

14-01-2014: "Fixed: Crash caused by wrong vertex data in specific objects"

15-01-2014: "Mk20 rifle has correct zeroing steps of iron sights"

16-01-2014: "Fixed: 3rd person mortar view
Fixed: MLRS not shooting at given position
Fix for low skill AI turret gunners shooting at impossible-to-hit targets
Fixed: Possible issues with cinema border function being called badly"

17-01-2014: "Swimming soldiers stop levitating / swimming on land
Fixed: Creation of duplicate post process effect handles after saved game is loaded"

Nope, they didn't fix any bugs, either.

May 10 2016, 7:30 AM · Arma 3
FrankHH added a comment to T75217: Soldier does not insert new grenade when reloading underbarrel grenade launcher.

I wonder when they will start finishing the reload animations for grenade and missile launchers. Maybe never, seeing as these unfinished animations are here since the alpha.

May 10 2016, 7:30 AM · Arma 3
JackusCTB added a comment to T75217: Soldier does not insert new grenade when reloading underbarrel grenade launcher.

They like to ignore basic features like these, which are implemented in other games since 2005. If you look closely, they only care to fix crash and performance issues. The funny thing is the game is very badly optimized.

May 10 2016, 7:30 AM · Arma 3
RobertHammer added a comment to T75217: Soldier does not insert new grenade when reloading underbarrel grenade launcher.

AD2001 - irony huh when dev performance is worse than stable thats funny

also these animations are missing since when Alpha started so thats a long time dont you think?

May 10 2016, 7:30 AM · Arma 3
AD2001 added a comment to T75217: Soldier does not insert new grenade when reloading underbarrel grenade launcher.

"Oh, those BIS guys are idiots! They try to fix crashes and improve performance when they could be giving us eye candy. Shame on them!"

May 10 2016, 7:30 AM · Arma 3
JackusCTB edited Steps To Reproduce on T75217: Soldier does not insert new grenade when reloading underbarrel grenade launcher.
May 10 2016, 7:30 AM · Arma 3
Bohemia added a project to T75216: lookAt Command Doesn't Work in Vehicles: Arma 3.
May 10 2016, 7:30 AM · Arma 3
Bohemia edited Steps To Reproduce on T75216: lookAt Command Doesn't Work in Vehicles.
May 10 2016, 7:30 AM · Arma 3
Bohemia added a comment to T75216: lookAt Command Doesn't Work in Vehicles.

Yeah - passengers sort of turn into zombies. Have you seen what happens when a helicopter gets shot down and you're in it? No one looks alarmed at all.

May 10 2016, 7:30 AM · Arma 3
Bohemia updated subscribers of T75216: lookAt Command Doesn't Work in Vehicles.
May 10 2016, 7:30 AM · Arma 3
Bohemia added a project to T75217: Soldier does not insert new grenade when reloading underbarrel grenade launcher: Arma 3.
May 10 2016, 7:30 AM · Arma 3
Killzone_Kid added a comment to T75215: 15 satchel charges cannot destroy 1 small tree.

I remember dev build where you could destroy those big sandbags with sustained fire from .50cal ...ah the good times.

May 10 2016, 7:30 AM · Arma 3
AD2001 added a comment to T75215: 15 satchel charges cannot destroy 1 small tree.

I don't know, but apparently they reduced the damage of satchels AND demo charges because of that ticket.

May 10 2016, 7:30 AM · Arma 3
AD2001 added a comment to T75215: 15 satchel charges cannot destroy 1 small tree.

I remember knocking down trees with a single claymore while the game was still in alpha, so they probably changed something.

May 10 2016, 7:30 AM · Arma 3
heyvern69 added a comment to T75215: 15 satchel charges cannot destroy 1 small tree.

It's not a matter of reduced damage. Explosives do ZERO damage to trees. Nothing. Nada. Explosives need to do SOME type of damage to trees. Right now, it's ZERO.

Even if it takes a lot of explosives to knock down a tree, there should be some amount of damage done.

May 10 2016, 7:30 AM · Arma 3
Bohemia added a comment to T75215: 15 satchel charges cannot destroy 1 small tree.

This was brought up back in the alpha, http://feedback.arma3.com/view.php?id=5316 , but was never acknowledged.

I dont think it has anything to do with vryoffbtdrummr's ticket as hes talking about over powered explosive charges and buildings, not satchels and indestructible trees.

May 10 2016, 7:30 AM · Arma 3
AD2001 added a comment to T75215: 15 satchel charges cannot destroy 1 small tree.

http://feedback.arma3.com/view.php?id=14849

It's vryoffbtdrummr's fault.

May 10 2016, 7:30 AM · Arma 3
Bohemia updated subscribers of T75215: 15 satchel charges cannot destroy 1 small tree.
May 10 2016, 7:30 AM · Arma 3
Bohemia added a comment to T75214: Campaign Menu Overview Image.

Ah, great stuff MulleDK19 - I'm sure that will sort it!

May 10 2016, 7:30 AM · Arma 3
MulleDK19 added a comment to T75214: Campaign Menu Overview Image.

Works fine for me?

http://i.imgur.com/dmXtlvZ.jpg

Just make sure your image is either JPG or PAA.
The path is relative to the game folder.

So, if your campaign description.ext is located at
Arma 3\Campaigns\Campaign1\description.ext

And your image is located at
Arma 3\Campaigns\Campaign1\cmp_overview.jpg

Your campaign class needs
overviewPicture = "Campaigns\Campaign1\cmp_overview.jpg";

May 10 2016, 7:30 AM · Arma 3
Bohemia added a project to T75215: 15 satchel charges cannot destroy 1 small tree: Arma 3.
May 10 2016, 7:30 AM · Arma 3
heyvern69 edited Steps To Reproduce on T75215: 15 satchel charges cannot destroy 1 small tree.
May 10 2016, 7:30 AM · Arma 3
Bohemia added a comment to T75214: Campaign Menu Overview Image.

Appears to be working.

May 10 2016, 7:30 AM · Arma 3
Bohemia added a comment to T75214: Campaign Menu Overview Image.

Patience - I'm sure BIS will sort it soon! :)

May 10 2016, 7:30 AM · Arma 3
Bohemia added a comment to T75214: Campaign Menu Overview Image.

Seriously, why is this still not working?

May 10 2016, 7:30 AM · Arma 3
Bohemia added a comment to T75214: Campaign Menu Overview Image.

I have no idea why it works for BIS on their official campaign - perhaps all we need is an up-to-date wiki on how the campaign arrangement works?

May 10 2016, 7:30 AM · Arma 3
Bohemia added a comment to T75214: Campaign Menu Overview Image.

Still no news on this? It might not even need a fix? Just an explanation!

May 10 2016, 7:30 AM · Arma 3
Kazanzakis added a comment to T75214: Campaign Menu Overview Image.

Hopefully someone from the community might be able to help. I've tried countless times to get this to work and no luck. Sure it must be a bug.

May 10 2016, 7:30 AM · Arma 3
Bohemia added a comment to T75214: Campaign Menu Overview Image.

I don't think so Kaz, as far as I'm aware a lot of people are struggling with this.

May 10 2016, 7:30 AM · Arma 3
Kazanzakis added a comment to T75214: Campaign Menu Overview Image.

I've noticed this is an issue. Not sure if I'm doing wrong or whatever?

May 10 2016, 7:30 AM · Arma 3
Bohemia added a comment to T75214: Campaign Menu Overview Image.

Looking at it again I think that it is certainly a bug.

May 10 2016, 7:30 AM · Arma 3