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.
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.
Hello,
we applied a fix, it should be present in Steam Dev version 126952 and higher. Thank you for reporting the problem!
"Just take a look at the Fast Forward control under Plane Controls... That control makes your plane nose go down."
In my config, which is default, there is no key under plane controls assigned to actual "Fast Forward" option. If you are talking about W, then W under plane controls is assigned to "Nose Down".
I was talking about "Fast Forward" under plane control which is not mapped by default.
but my point is that it should not even be there in that part of the menu.
I have to disagree with most of your control suggestions save for the Fast Forward in Plane Controls which is most certainly an oversight. The customizatability of ArmA's controls is one of its strong suites. I for one find it infuriating that other games do not allow the kind of chording of keys one can achieve in ArmA to trigger functions. For example being able to use one mouse button for my compass, watch and binoculars by using alt and control as modifiers as well as have optional toggles by double clicking.
That's 3 buttons for 5 functions. Other games would either force me to choose toggles early as well as map functions to individual buttons.
If the controls don't suit you then modify them until they do.
As for all the View commands you highlighted in Yellow, I suggest you get a TrackIR, then you might actually realize what they are for.
The suggested new version of the Industry standard preset is a mix of the industry standards and my personal preferences which also make sense.
BUT THAT IS NOT THE POINT OF THE TICKET.
The point is that many controls are not even functional.
Just take a look at the Fast Forward control under Plane Controls... That control makes your plane nose go down.
And there is also an awful amount of duplicates and a general inconsistency when it comes to toggles...
I am not being picky, Arma 3 controls need improvement !
look at the pictures...
PDF FILE LINK https://www.dropbox.com/s/q0n1vqgpsu05bb8/Arma%203%20Controls%20Update%20V1.pdf?dl=0
All of these are just your own personal preferences.
Broken? In what way?
What are the allowed file type O.O! pdf is not even working ......
The controls are fine. Arma is a big game, its not like COD or Battlefield or Counter Strike, you know, those more casual games. You need tons of controls to play this game. I can't see your images anyway. I don't think reporters can view files under the "Attached Files" section. Also, you've this issue posted five times.
If you take a close look at the controls you will see that they are brokens. I'm not talking about making Arma 3 a COD game here. I'm talking about fixing issues.
correct ticket http://feedback.arma3.com/view.php?id=20455
Duplicate please close
Duplicate please close
correct ticket http://feedback.arma3.com/view.php?id=20455
Duplicate please close
correct ticket http://feedback.arma3.com/view.php?id=20455
Duplicate post please close
correct ticket http://feedback.arma3.com/view.php?id=20455
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.
This is intended behaviour, if a player hasn't got a weapon mod for example he cannot see when other players using this weapon.
Either you aren't using the mods required by the server, or they are using mods that they shouldn't.
I don't believe its possible for them to have a "Replacement" for modded uniforms and items. Unless it forces you to see the underwear rather then it being actually <I>invisible</I>.
BIS aren't responsible for mods.
Hey, thanks for the info, closing the issue.
Seems to be related to FreeTrack. Uninstalled it and Arma3 works...
No awnser ?
(I am forced to remove the process arma 3 tried to defreeze my pc)
and it makes buger other processes such as steam or google chrome)
New file with rtp, bidmp and mdmp
File name : crash.rar
i found the rtp and the bidmp but i don't found mdmp
Hello,
unfortunately none of the files is complete crashdump (crashdump is rpt + bidmp + mdmp file with same name).
Could you please try to upload these?
Thank you!
Does it really need to function inside free-aim function? I think it's cool that you can use it and if you can master it you can be pretty accurate. Does this "bug" allow too much for heavier guns?
Sorry I haven't tested this enough to know and I can't until Friday. But I think this could be a nice feature.
Fixed some time ago
Yes it does. If you activate the freeaim(pressing alt during optic view) then you disable the weapon inertia effect.
I have to say, now that i had time, How does an US army soldier sway the gun so much after doing a tactical walk (a fast walk with the gun raised) for 20 seconds? i literally tested this even with light equipment and while aiming down sights just seconds after doing a tactical walk the sight goes ALL OVER THE FUCKING SCREEN.
If that's not the weapon handling update mentioned here, i dont know what it really is, i haven't noticed any other changes after the bootcamp update that were actually bad (i like the new fatigue system, btu the sway is a nightmare)
Koala, what the Author is pointing out is not the fact that the free-aim zone is a function in ArmA or not; he's pointing out that the new Weapon Inertia system in Dev Build is not functioning inside the free-aim function.
I think it is a bug, you still hold the gun. There should be horizontal sway when you freeaim.
Here is a video to demonstrate the issue. I yank the gun from left to right, up and down and there is no inertia at all.
https://www.youtube.com/watch?v=MybdEmersRI
Upvoted
Good god, THIS is their implementation of Weapon Inertia? Can someone take the BI devs to a range to do some shooting with proper instruction on cheek weld please?
The rear sight should NOT move in relationship to the eye with a proper cheek weld.
That is not a bug, that is intended.
It has nothing to do with the upcoming weapon inertia.
As far as I know, the aim-down-sights-and-hold-Alt-viewing is present since Armed Assault (at least ArmA 2). Correct me, if I am wrong.
You can still walk straight and aim a little bit to the side with that combination without changing the walk direction. So you don't have to push the forward and side keys to do a 45 degree walk.
You can also use that combination to watch a specific area (watching point), hold down Alt and watch to the left and right, to watch the area around. If you let got the Alt-key, your view jumps back to the watching point or center of your body direction.
Well, BIS supposedly designed real life versions of their gun to make accurate data.
Yet they fucked up the sound design badly.
That's sensible I guess. 'Freeaim' means you only move the weapon but not your body. Weapon inertia results from - let's say - heavy movements of your body.
I guess it's as intented.
That is a nonsense, Illuminous. Your hands still have to obey physical laws. This is clearly a bug that can be exploited a lot during MP.
Its been acknoleged by others in this 0020383
Yes, you have
Yeah, I've just noticed. Don't think I have the ability to close this myself unfortunately.
Known issue, assumed "resolved": http://feedback.arma3.com/view.php?id=16634
Waiting for permanent solution,...
A poor d.i.y. solution is:
when you save at a main point of your game, alt tab, go to arma3\saved\missions\... find your current mission folder. find such files as autosave.Arma3save or save(nbr).Arma3save. Normally you have at least a very recent file. Choose the most recent file, copy to another path (desk or else) rename for continue.Arma3save.
when you want to resume your game, just add this file if it doesn't exist anymore, in the correct mission saved folder. When you click at your mission, the resume button is here.
So it's not resolved.
Thanks for your workaround. I actually used this trick a couple times. Now I just watched the location of my last know issue occurrence:
– autosave.Arma3Save: modified at 00:11, 50MB (this is the last performed autosave)
– continue.Arma3Save: (then a moment later I decided to go to bed and clicked to save and exit) modified at 00:12, but 36MB ??????????
Is this could be a clue ? I'm backing up the files in case of…
Same issue here with 1.40 version. It does not always happen but long missions with multiple auto saves are mostly affected like «Whole Lotta Altis/Stratis» «DUWS» or «Operation Cold Rising».
Waituntil needs to be executed in scheduled environment, which debug console execution field is not. Use spawn for that matter from debug console:
I was just looking for a temporary workaround for this issue
and I discovered that the "while" command seems to be having
some similar trouble, its some fairly odd behavior.
Unlikely to be related to that, as the rotational problem occurs in all stances, not specifically neutral crouch.
Edit: Though after testing it did not occur when wielding a pistol or a launcher, which leads me to believe that it only occurs with the Rifle crouch animation.