Awesome video :)
Down voted
Awesome video :)
Down voted
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
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).
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.
this is basically the same issue as http://feedback.arma3.com/view.php?id=2149 So this is actually a duplicate.
Hello,
would it be possible to upload a short video describing the problem?
Thank you.
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Thank you Druid and Iceman, all AIs are now deleted when vehicle is deleted, no more FPS dropping.
Hello,
should be fixed on Steam Dev rev. 125595 and higher. Could you please confirm?
Thank you very much.
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Hello,
we analysed your crashdumps and applied fix. It will be projected in next Stable update.
Thank you.
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.
Related to http://feedback.arma3.com/view.php?id=19324
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.
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.
AD2001, The issue of weapon employment is secondary to the fact that the HUD is not centered on the screen.
Noticed this weird jittering as well but was unsure what specifically was causing it, definitely visible in combat pace.
related to minor obstacles you pass over, try running up sth like a Castle tower and you get it immiadetly.
Hello,
do you have any USB/joystick device plugged in?
Hello,
would it be possible to send your newest rpt file?
C:\Users\<Name>\AppData\Local\Arma 3\
Thank you very much.
Should be fixed in dev branch.
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
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
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.
Confirming this. Noticed it the other day.
Screenshot was taken @207067, A couple meters south of Selakano's town marker
Hello,
could you please upload an image showing the problem? I could not reproduce it in my conditions.
Thank you very much.
they are all good :) But cheers for the suggestion!
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
Go to your game dir, create a text file called steam_appid.txt with 107410 as content.
Cheers.
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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
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
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.
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.
Hi Iceman,
yes, this is to do with Supply Crates. Do you know when this bug will be rectified?
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.
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.
possible duplicate of #0009341
Related to http://feedback.arma3.com/view.php?id=19339
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.