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May 10 2016

Renz added a comment to T77702: UH-80 door gunner too powerful against buildings.

Awesome video :)

Down voted

May 10 2016, 8:32 AM · Arma 3
RobertHammer added a comment to T77702: UH-80 door gunner too powerful against buildings.

You know BIS - that faster rate of fire doesnt mean to have bigger penetration than 12.7mm

also your M134 minigun uses weaker 6.5mm tracer bullets (for some weird futuristic reason) and not magical .50 cal bullets

even IRL m134 (7.62x51) cannot take down a building with 300 rounds or more

May 10 2016, 8:32 AM · Arma 3
Akibuua-FIN- added a comment to T77702: UH-80 door gunner too powerful against buildings.

Ok, fine it's powerful, but not that powerful. You can not bring down a building with less 30 rounds of 6.5 mm rounds. Or more precisely you shouldn't be able to. Even if the rounds were explosive that would not happen. You can not pack that kind of explosive power into a casing 6.5 mm across.

And to compare. Ifrit blew up after about 200 - 300 rounds. Now when you combine the facts, that would mean that driving an Ifrit at 60 kph (40 mph) against air control tower would collapse the tower, not cripple the vehicle.

And more. I tried firing the 12.7 anti-material sniper rifle against air control tower. Same point of impact at the same distance, and after 55 rounds (more than twice what was needed to bring down the building before) not even shattered glass or the cracked wall which is the first sign that building has taken damage.

Last note. If an re-enforced concrete building (looks that way because of the rubble) would collapse from 30 about fist size holes in a wall, none of the buildings would survive even a small earthquake (there were a few earthquakes in campaign, remember).

May 10 2016, 8:32 AM · Arma 3
Iceman added a comment to T77702: UH-80 door gunner too powerful against buildings.

Hello,

thank you for submitting the ticket. I believe this is not a bug. Gatling guns are really capable of very extensive power despite their low caliber.

Please, see this video:
http://www.youtube.com/watch?v=tJL7u7sBueA

Thank you for your feedback, have a nice day.

May 10 2016, 8:32 AM · Arma 3
Akibuua-FIN- edited Steps To Reproduce on T77702: UH-80 door gunner too powerful against buildings.
May 10 2016, 8:32 AM · Arma 3
Bohemia added a project to T77702: UH-80 door gunner too powerful against buildings: Arma 3.
May 10 2016, 8:32 AM · Arma 3
Ghost added a comment to T77701: Player Automatically stands when colliding with something.

this is basically the same issue as http://feedback.arma3.com/view.php?id=2149 So this is actually a duplicate.

May 10 2016, 8:32 AM · Arma 3
Iceman added a comment to T77701: Player Automatically stands when colliding with something.

Hello,

would it be possible to upload a short video describing the problem?

Thank you.

May 10 2016, 8:32 AM · Arma 3
Ghost edited Steps To Reproduce on T77701: Player Automatically stands when colliding with something.
May 10 2016, 8:32 AM · Arma 3
Bohemia added a project to T77701: Player Automatically stands when colliding with something: Arma 3.
May 10 2016, 8:32 AM · Arma 3
MadDogX added a comment to T77700: B_UAV_AI cannot be deleted on the client (or how to make 5 FPS in 5 seconds).

Mass closing tickets marked as resolved more than 1 month ago.

If the issue is in fact not resolved, please create a new ticket referencing this one and ask for it to be re-opened.

May 10 2016, 8:32 AM · Arma 3
Killzone_Kid added a comment to T77700: B_UAV_AI cannot be deleted on the client (or how to make 5 FPS in 5 seconds).

Thank you Druid and Iceman, all AIs are now deleted when vehicle is deleted, no more FPS dropping.

May 10 2016, 8:32 AM · Arma 3
Bohemia updated subscribers of T77700: B_UAV_AI cannot be deleted on the client (or how to make 5 FPS in 5 seconds).
May 10 2016, 8:32 AM · Arma 3
Iceman added a comment to T77700: B_UAV_AI cannot be deleted on the client (or how to make 5 FPS in 5 seconds).

Hello,
should be fixed on Steam Dev rev. 125595 and higher. Could you please confirm?
Thank you very much.

May 10 2016, 8:32 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T77700: B_UAV_AI cannot be deleted on the client (or how to make 5 FPS in 5 seconds).
May 10 2016, 8:32 AM · Arma 3
Bohemia added a project to T77700: B_UAV_AI cannot be deleted on the client (or how to make 5 FPS in 5 seconds): Arma 3.
May 10 2016, 8:32 AM · Arma 3
MadDogX added a comment to T77699: Zues CTD.

Mass closing tickets marked as resolved more than 1 month ago.

If the issue is in fact not resolved, please create a new ticket referencing this one and ask for it to be re-opened.

May 10 2016, 8:32 AM · Arma 3
Iceman added a comment to T77699: Zues CTD.

Hello,
we analysed your crashdumps and applied fix. It will be projected in next Stable update.

Thank you.

May 10 2016, 8:32 AM · Arma 3
john681611 edited Steps To Reproduce on T77699: Zues CTD.
May 10 2016, 8:32 AM · Arma 3
john681611 edited Steps To Reproduce on T77698: Zues CTD.
May 10 2016, 8:32 AM · Arma 3
Bohemia added a project to T77698: Zues CTD: Arma 3.
May 10 2016, 8:32 AM · Arma 3
Fireball added a comment to T77697: Distance and CursorTarget on Supply Crates not working as intend (after 1.22 release).

Mass-closing all resolved issues not updated in the last month.

Please PM me in BI Forums (http://forums.bistudio.com/member.php?55374-Fireball) if you feel your bug was closed in error.

May 10 2016, 8:32 AM · Arma 3
Bohemia added a project to T77699: Zues CTD: Arma 3.
May 10 2016, 8:32 AM · Arma 3
Igi_PL added a comment to T77697: Distance and CursorTarget on Supply Crates not working as intend (after 1.22 release).

Related to http://feedback.arma3.com/view.php?id=19324

May 10 2016, 8:32 AM · Arma 3
Bohemia added a project to T77697: Distance and CursorTarget on Supply Crates not working as intend (after 1.22 release): Arma 3.
May 10 2016, 8:32 AM · Arma 3
MarioF edited Steps To Reproduce on T77697: Distance and CursorTarget on Supply Crates not working as intend (after 1.22 release).
May 10 2016, 8:32 AM · Arma 3
Bohemia updated subscribers of T77696: #lightpoint lightAttachedObjects.
May 10 2016, 8:32 AM · Arma 3
Bohemia updated subscribers of T77697: Distance and CursorTarget on Supply Crates not working as intend (after 1.22 release).
May 10 2016, 8:32 AM · Arma 3
Bohemia added a project to T77696: #lightpoint lightAttachedObjects: Arma 3.
May 10 2016, 8:32 AM · Arma 3
Wiki added a comment to T77695: Blackfoot HUD for pilote is broken.

Doesn't solve the problem of the HUD not being at the center of the screen.
When you go to editor and create te blackfoot with nothing else, the gunner aims right in front of him.

When you go to manual fire and shoot, the rockets and cannon fire right at the middle of the screen whereas the HUD is too much on the right.

May 10 2016, 8:32 AM · Arma 3
AD2001 added a comment to T77695: Blackfoot HUD for pilote is broken.

When you're using manual fire as a pilot, you can only shoot where your gunner is aiming. You can't aim yourself as a pilot.

May 10 2016, 8:32 AM · Arma 3
Buliwyf edited Steps To Reproduce on T77696: #lightpoint lightAttachedObjects.
May 10 2016, 8:32 AM · Arma 3
Harzach added a comment to T77695: Blackfoot HUD for pilote is broken.

AD2001, The issue of weapon employment is secondary to the fact that the HUD is not centered on the screen.

May 10 2016, 8:32 AM · Arma 3
Wiki edited Steps To Reproduce on T77695: Blackfoot HUD for pilote is broken.
May 10 2016, 8:32 AM · Arma 3
Bohemia updated subscribers of T77693: A proposal: Add a parameter, so that we can use it adjust the head camera position relative to the weapon we are holding..
May 10 2016, 8:32 AM · Arma 3
Bohemia added a project to T77694: Different variants of the MRAP: Arma 3.
May 10 2016, 8:32 AM · Arma 3
nick103 edited Steps To Reproduce on T77694: Different variants of the MRAP.
May 10 2016, 8:32 AM · Arma 3
Bohemia updated subscribers of T77694: Different variants of the MRAP.
May 10 2016, 8:32 AM · Arma 3
Bohemia added a project to T77695: Blackfoot HUD for pilote is broken: Arma 3.
May 10 2016, 8:32 AM · Arma 3
LaoFeiMao edited Steps To Reproduce on T77693: A proposal: Add a parameter, so that we can use it adjust the head camera position relative to the weapon we are holding..
May 10 2016, 8:32 AM · Arma 3
Bohemia updated subscribers of T77692: Players gun shakes very fast when in combat pace and fatigued.
May 10 2016, 8:32 AM · Arma 3
SilentSpike added a comment to T77692: Players gun shakes very fast when in combat pace and fatigued.

Noticed this weird jittering as well but was unsure what specifically was causing it, definitely visible in combat pace.

May 10 2016, 8:32 AM · Arma 3
N3croo added a comment to T77692: Players gun shakes very fast when in combat pace and fatigued.

related to minor obstacles you pass over, try running up sth like a Castle tower and you get it immiadetly.

May 10 2016, 8:32 AM · Arma 3
Bohemia added a project to T77693: A proposal: Add a parameter, so that we can use it adjust the head camera position relative to the weapon we are holding.: Arma 3.
May 10 2016, 8:32 AM · Arma 3
flat-E edited Steps To Reproduce on T77691: Freeze during loading screen in Single Player.
May 10 2016, 8:32 AM · Arma 3
Bohemia added a project to T77691: Freeze during loading screen in Single Player: Arma 3.
May 10 2016, 8:32 AM · Arma 3
Iceman added a comment to T77690: crosshair is constantly moving.

Hello,
do you have any USB/joystick device plugged in?

May 10 2016, 8:32 AM · Arma 3
Iceman added a comment to T77691: Freeze during loading screen in Single Player.

Hello,
would it be possible to send your newest rpt file?
C:\Users\<Name>\AppData\Local\Arma 3\

Thank you very much.

May 10 2016, 8:32 AM · Arma 3
Bohemia added a project to T77692: Players gun shakes very fast when in combat pace and fatigued: Arma 3.
May 10 2016, 8:32 AM · Arma 3
Niklas edited Steps To Reproduce on T77692: Players gun shakes very fast when in combat pace and fatigued.
May 10 2016, 8:32 AM · Arma 3
Bohemia updated subscribers of T77691: Freeze during loading screen in Single Player.
May 10 2016, 8:32 AM · Arma 3
jasen edited Steps To Reproduce on T77690: crosshair is constantly moving.
May 10 2016, 8:32 AM · Arma 3
Bohemia updated subscribers of T77690: crosshair is constantly moving.
May 10 2016, 8:32 AM · Arma 3
Bohemia added a project to T77690: crosshair is constantly moving: Arma 3.
May 10 2016, 8:32 AM · Arma 3
DarkDruid added a comment to T77688: UAV does not have collision with units, but units do [VIDEO].
  1. I'm not sure about this as expected behaviour. The EpeContact event handler is triggered only when PhysX collision happens (https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#EpeContact). Foot soldiers are not a part of the PhysX scene and collisions with them are computed different way. Because of this, collision between soldier and any vehicle is not triggering the EpeContact type of event handler.
  1. I have tested it with manually driven UAV and collisions were much better. Both, soldier and UAV, got some damage according to speed of UAV and they were destroyed in high speeds. Could you please give me some repro for testing used in that video? I guess createVehicle and setVelocity script commands are used? Thanks!
May 10 2016, 8:32 AM · Arma 3
Bohemia updated subscribers of T77689: Add new aiming reticle for RPG 42 Alamut..
May 10 2016, 8:32 AM · Arma 3
DarkDruid added a comment to T77688: UAV does not have collision with units, but units do [VIDEO].

Should be fixed in dev branch.

May 10 2016, 8:32 AM · Arma 3
Killzone_Kid added a comment to T77688: UAV does not have collision with units, but units do [VIDEO].

Unfortunately, this issue is not solved. Here is the video after the fix:

http://www.youtube.com/watch?v=KKGbtb4AMKs

What changed is that the unit may (or may not) get pushed when uav is colliding with the unit. TBH this change doesn't make it better... well, maybe even worse, sorry dude :(

What expected is

  1. EpeContact type event handler attached to UAV to fire when UAV collides with the unit. Currently this doesn't happen at all.
  1. UAV bouncing off unit like it was an obstacle and possibly getting damaged (optional as it can be done with EpeContact EH if it is fixed)
May 10 2016, 8:32 AM · Arma 3
Killzone_Kid added a comment to T77688: UAV does not have collision with units, but units do [VIDEO].

After more testing what happens is when UAV is colliding with a unit, the damage to the unit is registered from "B_UAV_AI" which is the driver and not the craft. This is why EpeContact never fires for the craft, and if EH is assigned to the driver, it also doesn't fire as AI driver seems to get 0 damage.

Made a workaround based on the above, but this solution is far from ideal: http://www.youtube.com/watch?v=NLrLerlb3lo

May 10 2016, 8:32 AM · Arma 3
Bohemia edited Steps To Reproduce on T77689: Add new aiming reticle for RPG 42 Alamut..
May 10 2016, 8:32 AM · Arma 3
Bohemia added a project to T77689: Add new aiming reticle for RPG 42 Alamut.: Arma 3.
May 10 2016, 8:32 AM · Arma 3
Killzone_Kid added a comment to T77688: UAV does not have collision with units, but units do [VIDEO].

In my tests uav is flawn by AI, this is why it might be different. Just createVehicleCrew for empty uav and set velocity towards target. In your tests, does uav push unit? Id rather prefer to go back how it was before as new behaviour looks a bit silly and also I found workaround.

May 10 2016, 8:32 AM · Arma 3
Bohemia added a project to T77688: UAV does not have collision with units, but units do [VIDEO]: Arma 3.
May 10 2016, 8:32 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T77688: UAV does not have collision with units, but units do [VIDEO].
May 10 2016, 8:32 AM · Arma 3
SilentSpike added a comment to T77688: UAV does not have collision with units, but units do [VIDEO].

Confirming this. Noticed it the other day.

May 10 2016, 8:32 AM · Arma 3
Bohemia updated subscribers of T77688: UAV does not have collision with units, but units do [VIDEO].
May 10 2016, 8:32 AM · Arma 3
Bohemia added a project to T77687: Configure action presets do not work: Arma 3.
May 10 2016, 8:32 AM · Arma 3
Zed added a comment to T77686: Stencil shadows for Land_GarbageContainer_open_F are wrong.

Screenshot was taken @207067, A couple meters south of Selakano's town marker

May 10 2016, 8:32 AM · Arma 3
Bohemia updated subscribers of T77687: Configure action presets do not work.
May 10 2016, 8:32 AM · Arma 3
Iceman added a comment to T77686: Stencil shadows for Land_GarbageContainer_open_F are wrong.

Hello,
could you please upload an image showing the problem? I could not reproduce it in my conditions.

Thank you very much.

May 10 2016, 8:32 AM · Arma 3
Zed edited Steps To Reproduce on T77687: Configure action presets do not work.
May 10 2016, 8:32 AM · Arma 3
Bohemia updated subscribers of T77686: Stencil shadows for Land_GarbageContainer_open_F are wrong.
May 10 2016, 8:32 AM · Arma 3
alexh0661 added a comment to T77685: Since updating ArmA3 to 1.22 my dedicated server is not being displayed in server browser.

they are all good :) But cheers for the suggestion!

May 10 2016, 8:32 AM · Arma 3
Bohemia added a project to T77686: Stencil shadows for Land_GarbageContainer_open_F are wrong: Arma 3.
May 10 2016, 8:32 AM · Arma 3
Zed edited Steps To Reproduce on T77686: Stencil shadows for Land_GarbageContainer_open_F are wrong.
May 10 2016, 8:32 AM · Arma 3
alexh0661 added a comment to T77685: Since updating ArmA3 to 1.22 my dedicated server is not being displayed in server browser.

With the new HotFix it seems to be fixed, but it seems I can't host a dedicated server on the same pc I want to run the client on

May 10 2016, 8:32 AM · Arma 3
Fireball added a comment to T77685: Since updating ArmA3 to 1.22 my dedicated server is not being displayed in server browser.

Go to your game dir, create a text file called steam_appid.txt with 107410 as content.

Cheers.

May 10 2016, 8:32 AM · Arma 3
MadDogX added a comment to T77685: Since updating ArmA3 to 1.22 my dedicated server is not being displayed in server browser.

Mass closing tickets marked as resolved more than 1 month ago.

If the issue is in fact not resolved, please create a new ticket referencing this one and ask for it to be re-opened.

May 10 2016, 8:32 AM · Arma 3
Bohemia updated subscribers of T77685: Since updating ArmA3 to 1.22 my dedicated server is not being displayed in server browser.
May 10 2016, 8:32 AM · Arma 3
Fireball added a comment to T77685: Since updating ArmA3 to 1.22 my dedicated server is not being displayed in server browser.

Make sure you open the Steam ports and define them properly in your server.cfg (if you need to modify them):

https://community.bistudio.com/wiki/server.cfg#Additional_details

May 10 2016, 8:32 AM · Arma 3
Bohemia added a project to T77685: Since updating ArmA3 to 1.22 my dedicated server is not being displayed in server browser: Arma 3.
May 10 2016, 8:32 AM · Arma 3
Bohemia updated subscribers of T77684: unable to see servers in multiplayer.
May 10 2016, 8:32 AM · Arma 3
alexh0661 edited Steps To Reproduce on T77685: Since updating ArmA3 to 1.22 my dedicated server is not being displayed in server browser.
May 10 2016, 8:32 AM · Arma 3
wolverine edited Steps To Reproduce on T77684: unable to see servers in multiplayer.
May 10 2016, 8:32 AM · Arma 3
Bohemia added a project to T77684: unable to see servers in multiplayer: Arma 3.
May 10 2016, 8:32 AM · Arma 3
Igi_PL added a comment to T77683: AddAction condition no longer working.

addAction is working for me, but if you are using supply crate this can be related to this http://feedback.arma3.com/view.php?id=19324 and this http://feedback.arma3.com/view.php?id=19339

May 10 2016, 8:32 AM · Arma 3
Iceman added a comment to T77683: AddAction condition no longer working.

Hello,
can you please confirm that the command is broken for you? The issue with supply crate is known and working on fix is in progress.

May 10 2016, 8:32 AM · Arma 3
MadDogX added a comment to T77683: AddAction condition no longer working.

Mass closing tickets marked as resolved more than 1 month ago.

If the issue is in fact not resolved, please create a new ticket referencing this one and ask for it to be re-opened.

May 10 2016, 8:32 AM · Arma 3
ozdeadmeat added a comment to T77683: AddAction condition no longer working.

Hi Iceman,

yes, this is to do with Supply Crates. Do you know when this bug will be rectified?

May 10 2016, 8:32 AM · Arma 3
ozdeadmeat edited Steps To Reproduce on T77683: AddAction condition no longer working.
May 10 2016, 8:32 AM · Arma 3
Fireball added a comment to T77682: B_supplyCrate_F is no longer interacting with various scripts/missions.

Mass-closing all resolved issues not updated in the last month.

Please PM me in BI Forums (http://forums.bistudio.com/member.php?55374-Fireball) if you feel your bug was closed in error.

May 10 2016, 8:32 AM · Arma 3
Killzone_Kid added a comment to T77683: AddAction condition no longer working.

It would help if you could explain what you attach the action to and under what circumstance the action is suppose to show. Throwing a bunch of code with no repro or explanation is not going to help anyone.

May 10 2016, 8:32 AM · Arma 3
Bohemia updated subscribers of T77683: AddAction condition no longer working.
May 10 2016, 8:32 AM · Arma 3
Bohemia added a project to T77683: AddAction condition no longer working: Arma 3.
May 10 2016, 8:32 AM · Arma 3
Bohemia updated subscribers of T77682: B_supplyCrate_F is no longer interacting with various scripts/missions.
May 10 2016, 8:32 AM · Arma 3
Bohemia added a project to T77682: B_supplyCrate_F is no longer interacting with various scripts/missions: Arma 3.
May 10 2016, 8:32 AM · Arma 3
Zectbumo added a comment to T77681: Placement Radius for objects not working.

possible duplicate of #0009341

May 10 2016, 8:32 AM · Arma 3
Igi_PL added a comment to T77682: B_supplyCrate_F is no longer interacting with various scripts/missions.

Related to http://feedback.arma3.com/view.php?id=19339

May 10 2016, 8:32 AM · Arma 3
lawndartleo edited Steps To Reproduce on T77682: B_supplyCrate_F is no longer interacting with various scripts/missions.
May 10 2016, 8:32 AM · Arma 3
Igi_PL added a comment to T77682: B_supplyCrate_F is no longer interacting with various scripts/missions.

This is something with B_supplyCrate_F and nearestObjects. B_supplyCrate_F is not visible for nearestObjects.

It can be or not boundingCenter = [-0.00921002,-0.00295222,12.1003]. Z now is 12 and was 0. boundingBox and boundingBoxReal was not correct, but boundingCenter was at ground level. I do not have idea how to fix IgiLoad now.

Pleas fix boundingBox, boundingBoxReal and restore previous boundingCenter or make it in REAL boundingBoxReal.

May 10 2016, 8:32 AM · Arma 3