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May 10 2016

gutsnav added a comment to T79016: Vehicle Damage Model Improvement Considerations.

We already have many of the effects described in this ticket (broken windows, smoking engine, damage textures). They just aren't noticeable enough (or nonexistent). The main problem is that vehicles explode. It's fine if there's a fireball, like when the fuel leaks out and starts burning, but vehicles don't explode unless they have something to make them blow up (stored ammunition). Sure in "The A-Team" they do, but that's because they are loaded with Hollywood explosives. What I am saying (mainly), as represented in this ticket, is that the crew really shouldn't die from an explosion when the vehicle is dead. RPGs or AGMs are what is going to kill the crew, not the vehicle itself.

May 10 2016, 9:07 AM · Arma 3
pops added a comment to T79016: Vehicle Damage Model Improvement Considerations.

I wholeheartedly agree. I noticed that the karts have a different damage model than other cars, only catching on fire when critically damaged. Maybe that can be adopted for all unarmed vehicles.

I'd like to be able to escape a burning vehicle and not having to worry about a detonation 5 seconds later. A detonation (velocity of expanding gases and thus shrapnel exceeding 1 km/s) requires proper explosives to be present, while fuel usually burns with a much lower speed (so called deflagrations, velocity several m/s). This difference is what makes a deflagration usually survivable, especially given proper clothing (kart overalls).

May 10 2016, 9:07 AM · Arma 3
mickeymen added a comment to T79016: Vehicle Damage Model Improvement Considerations.

Yet not voted.
You are right in many parts, but I think, if deprive the vehicles explosions, then this will create many additional problems.
In this case, will need to add a huge number of effects of the damage to each vehicle! This is a broken glasses, the destroyed out doors, damages textures, effects and may be deformations of the vehicle case.
It will be a huge of work and it is unlikely and unfortunately the developers will want to do it!

May 10 2016, 9:07 AM · Arma 3
SilverDude added a comment to T79016: Vehicle Damage Model Improvement Considerations.

Related: https://www.youtube.com/watch?v=jGSNbuj4hYE

^Damage model right now^

May 10 2016, 9:07 AM · Arma 3
Bohemia updated subscribers of T79016: Vehicle Damage Model Improvement Considerations.
May 10 2016, 9:07 AM · Arma 3
R3vo added a comment to T79016: Vehicle Damage Model Improvement Considerations.

Thanks for all your effort, you've got some truely amazing ideas there. I hope BI get to see that.
#UPVOTED

May 10 2016, 9:07 AM · Arma 3
gutsnav edited Steps To Reproduce on T79016: Vehicle Damage Model Improvement Considerations.
May 10 2016, 9:07 AM · Arma 3
ECID added a comment to T79015: Server gets stuck since BeClient.dll Fix - hitting 2Gb memory limit rapidly.

That is supposed to state "instances of crashs". Should have been more thoughtful with wording - fixed in above thread.

We are running a maximum of 3 production arma3Servers per physical server. For a grant total of 5 production arma3 servers and 2 testing instances (only active when needed) .

Even if it where "8 instances on 5 servers", that is 1,6 arma instances per machine. But lets not split hairs here.

This is not a "hardware overloaded issue". It is about Arma3Server gobbling Ram like its candy, 6 times faster then it used to do (1.24), and the server then becoming stuck and not even crashing, so you can only see that something is wrong, by you joining the server and getting infinite loading screen.

May 10 2016, 9:07 AM · Arma 3
Bohemia added a project to T79016: Vehicle Damage Model Improvement Considerations: Arma 3.
May 10 2016, 9:07 AM · Arma 3
Inch added a comment to T79015: Server gets stuck since BeClient.dll Fix - hitting 2Gb memory limit rapidly.

You're running eight instances on a E3? That is overselling those machines I expect you to have performance issue OR your customers if they fill their servers at the same time as other instances, you're pushing it with four full instances.

May 10 2016, 9:07 AM · Arma 3
ECID added a comment to T79015: Server gets stuck since BeClient.dll Fix - hitting 2Gb memory limit rapidly.

pretty sure this has been fixed since 1.30 . At least it has not appeared since then.

May 10 2016, 9:07 AM · Arma 3
ECID added a comment to T79015: Server gets stuck since BeClient.dll Fix - hitting 2Gb memory limit rapidly.

@Iceman

running one server without BE now. Will report back with news.

May 10 2016, 9:07 AM · Arma 3
ECID added a comment to T79015: Server gets stuck since BeClient.dll Fix - hitting 2Gb memory limit rapidly.

The BattlEye disabled server has now become stuck in the same manner.

disabling BattlEye did, as predicted, have no bearing on the servers crashing.

May 10 2016, 9:07 AM · Arma 3
ECID added a comment to T79015: Server gets stuck since BeClient.dll Fix - hitting 2Gb memory limit rapidly.

Still happening. we have got 8 occurances of crashs on 5 different servers (windows 2012 / Ubuntu Wine) where it has happened during last 2 days.

May 10 2016, 9:07 AM · Arma 3
Inch added a comment to T79015: Server gets stuck since BeClient.dll Fix - hitting 2Gb memory limit rapidly.

Hi there,

May I ask some questions.
What mission is it that you're running?
How many objects does the mission have?

Other than the server side crashes you're getting those memory figures are normal for Altis. I have several servers that reach that working set quite easily.

Just for verification, could you do a file integrity check, it seems odd that you've started crashing server side after a clientside update.
Since the A3 server does not use the client.dll something else must be at fault here.
Could you also re-download the server.dll http://www.battleye.com/
Place this in the working config DIR/BattlEye.

May 10 2016, 9:07 AM · Arma 3
ECID added a comment to T79015: Server gets stuck since BeClient.dll Fix - hitting 2Gb memory limit rapidly.

I managed to create a Manual Dump of a stuck arma3server.exe:

Taskmanager --> Detail --> Arma3server.exe -> Create Dump File.
It is 90Mb packed in RAR (1.7 GB unpacked). It is available on this download link:
https://www.dropbox.com/s/dciovms1qu5vwph/arma3server.manual.Dump.rar?dl=0

When i then tried to analyze the "wait chain", it caused the arma3server.exe to crash and create a crashdump.
It is available here:
https://www.dropbox.com/s/6zuvik7y91dsixk/server_4_Crash_-08_09_2014_infinite.zip?dl=0

May 10 2016, 9:07 AM · Arma 3
Bohemia updated subscribers of T79015: Server gets stuck since BeClient.dll Fix - hitting 2Gb memory limit rapidly.
May 10 2016, 9:07 AM · Arma 3
Iceman added a comment to T79015: Server gets stuck since BeClient.dll Fix - hitting 2Gb memory limit rapidly.

Hey,
could you please try to reproduce it with Battleye disabled? We don't think it should depend on in but we'd like to be sure about it.

Thank you very much!

May 10 2016, 9:07 AM · Arma 3
Bohemia added a project to T79015: Server gets stuck since BeClient.dll Fix - hitting 2Gb memory limit rapidly: Arma 3.
May 10 2016, 9:07 AM · Arma 3
ECID edited Steps To Reproduce on T79015: Server gets stuck since BeClient.dll Fix - hitting 2Gb memory limit rapidly.
May 10 2016, 9:07 AM · Arma 3
amooei added a comment to T79013: game crash because of Ntdll.dll.

Ok crash does not happened again after removing that launch parameter.
fixed!

May 10 2016, 9:07 AM · Arma 3
amooei edited Steps To Reproduce on T79014: bright lines on character or vehicle edges when background is shadow.
May 10 2016, 9:07 AM · Arma 3
Fireball added a comment to T79013: game crash because of Ntdll.dll.

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, 9:07 AM · Arma 3
Bohemia added a project to T79014: bright lines on character or vehicle edges when background is shadow: Arma 3.
May 10 2016, 9:07 AM · Arma 3
amooei added a comment to T79013: game crash because of Ntdll.dll.

thanks I will try it.

May 10 2016, 9:07 AM · Arma 3
Iceman added a comment to T79013: game crash because of Ntdll.dll.

Hello,
does it still crash when you use default allocators instead of system? To try it, remove all starting parameters.
If it crashes, please upload new crashdumps. Thank you very much.

May 10 2016, 9:07 AM · Arma 3
amooei edited Steps To Reproduce on T79013: game crash because of Ntdll.dll.
May 10 2016, 9:07 AM · Arma 3
Bohemia added a project to T79013: game crash because of Ntdll.dll: Arma 3.
May 10 2016, 9:07 AM · Arma 3
Bohemia added a project to T79012: Bomb Config Suggestion: Arma 3.
May 10 2016, 9:07 AM · Arma 3
bigpickle edited Steps To Reproduce on T79012: Bomb Config Suggestion.
May 10 2016, 9:07 AM · Arma 3
Bohemia added a project to T79011: New Bombs Inherit From Rockets: Arma 3.
May 10 2016, 9:06 AM · Arma 3
bigpickle edited Steps To Reproduce on T79011: New Bombs Inherit From Rockets.
May 10 2016, 9:06 AM · Arma 3
Bohemia updated subscribers of T79010: AI Cycle waypoint not behaving as expected..
May 10 2016, 9:06 AM · Arma 3
cpd edited Steps To Reproduce on T79010: AI Cycle waypoint not behaving as expected..
May 10 2016, 9:06 AM · Arma 3
Bohemia added a project to T79010: AI Cycle waypoint not behaving as expected.: Arma 3.
May 10 2016, 9:06 AM · Arma 3
Bohemia edited Steps To Reproduce on T79009: Vehicles on Dev aren't driving properly on roads.
May 10 2016, 9:06 AM · Arma 3
Bohemia added a project to T79009: Vehicles on Dev aren't driving properly on roads: Arma 3.
May 10 2016, 9:06 AM · Arma 3
Bohemia edited Steps To Reproduce on T79008: Supply Network - Convoy Never Arrives.
May 10 2016, 9:06 AM · Arma 3
Bohemia added a project to T79008: Supply Network - Convoy Never Arrives: Arma 3.
May 10 2016, 9:06 AM · Arma 3
strelnikov edited Steps To Reproduce on T79007: Fire modes and forced behaviour for groups in Zeus.
May 10 2016, 9:06 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T79006: setFatigue 0 does not reset fatigue immediately.
May 10 2016, 9:06 AM · Arma 3
Bohemia added a project to T79007: Fire modes and forced behaviour for groups in Zeus: Arma 3.
May 10 2016, 9:06 AM · Arma 3
Bohemia added a project to T79006: setFatigue 0 does not reset fatigue immediately: Arma 3.
May 10 2016, 9:06 AM · Arma 3
de edited Steps To Reproduce on T79005: Chat input activates toggle function like watch and compass.
May 10 2016, 9:06 AM · Arma 3
Bohemia added a project to T79005: Chat input activates toggle function like watch and compass: Arma 3.
May 10 2016, 9:06 AM · Arma 3
rogerx added a comment to T79003: Joystick input switched off during chat input active.

swissMAG: Thanks for proving me wrong on the single versus double pilot seat scenario. I guess it's up to BI to explain what they're thinking here.

I didn't realize there was a "full throttle" key. It would probably be preferable for it to be remapped by default, but doing so would possibly create a scenario where players cannot get going forward when their jet is at a full stop. (ie. Sometimes the jet will not move forward with a joystick throttle at full, until the "full throttle" key is actuated.) Probably best to fix this bug first, then remove the mapping of "full throttle" as it definitely conflicts with virtual way point mapping.

Lex: Can you remap the "Collision Lights" action? Can you remap the Shift key for performing the Shift + "Left Mouse Click" keys?

May 10 2016, 9:06 AM · Arma 3
Bohemia added a project to T79004: Wrong tag for RPG42 HE Rocket: Arma 3.
May 10 2016, 9:06 AM · Arma 3
F27Sharps edited Steps To Reproduce on T79004: Wrong tag for RPG42 HE Rocket.
May 10 2016, 9:06 AM · Arma 3
Lex added a comment to T79003: Joystick input switched off during chat input active.

Shift + "Left Mouse Click" - What does the keyboard shortcut? It is not in game management. The game is not working.
On the Shift key you configured Chat?
What is the second function of the Shift key is you?

May 10 2016, 9:06 AM · Arma 3
Lex added a comment to T79003: Joystick input switched off during chat input active.

rogerx: Any action is easily reassigned.
Any repetitive actions highlighted in red. You decide to leave everything as it is, can you do to prevent the management, or assign another key.
https://www.youtube.com/watch?v=pT5AqDBOT54&feature=youtu.be
I changed all the keys in the game, the standard scheme does not suit me.
The keys have two functions are configured so that in certain situations is performed only one function is available.

May 10 2016, 9:06 AM · Arma 3
Lex added a comment to T79003: Joystick input switched off during chat input active.

Any key or combination of keys, you can change the function. You can set the 2X "button" any function.
Assign a "chat" to another key problem?
Remove with a function key, which leads to an accident.

May 10 2016, 9:06 AM · Arma 3
rogerx added a comment to T79003: Joystick input switched off during chat input active.

Lex: The "chat" key is CAPS LOCK.

Not every key of the keyboard, nor can every action be remapped within ARMA 3.

May 10 2016, 9:06 AM · Arma 3
swissMAG added a comment to T79003: Joystick input switched off during chat input active.

"May later suggestion is probably why this bug is being ignored, as real pilots likely truly hand over the controls versus trying to fly while reading a map or their favorite magazine!"
Well, what about A-10 pilot or an F-16 Pilot? Both are flying solo. And they can control their CDU (basicly writing message, receiving 9-Liners, typing in flight plans) or take a look at their TAD (Mapscreen) for the next waypoitns. Another importend point is the control of the radio panels which comes with ACRE2/TFAR.

This argument was always brought up and its just nonsense... and definitly not an excuse why a aircraft should loose its throttle/collective response while in a dialog. Sorry mate.

I do not get whats your issue with the waypoint is? Even if you are pressing full throttle (with your shift) why would you press your LMB while on the mapscreen if you didnt want to create a waypoint? Putting down a marker maybe? While you cannot change the Shift and LMB to make a waypoint, you can change your "full throttle" Key.

May 10 2016, 9:06 AM · Arma 3
swissMAG added a comment to T79003: Joystick input switched off during chat input active.

In Arma 2 this issue was also occuring when opening the map... At least one of the things were fixed...

Please continue to fix all the dialog & Chat promts also.

Thank you.

May 10 2016, 9:06 AM · Arma 3
rogerx added a comment to T79003: Joystick input switched off during chat input active.

Whats even worse, SHIFT+"Left Mouse Click" on the map creating a virtual way point while on the ground or while flying elsewhere.

The SHIFT action is mapped to "full thrust" and the fore mentioned "create virtual way point" action; and can easily lead to critical adverse reactions while piloting.

WORKAROUND: A good workaround for preventing all the related bugs here, maintain a safe operating altitude while viewing the map. (ie. At least greater than 1,000 meters.) And as far as the SHIFT+"Left Mouse Click" altering the thrust or altitude of the rotary wing aircraft, just be aware that this might occur while on the ground and expect this to occur by immediately returning from the map after using SHIFT+"Left Mouse Click". Immediately actuate the throttle controller to readjust the thrust and return to the map as needed. All the workarounds are not flawless and still inhibit risks, such as travelling at higher rates of speed at only 1,000 meters. If I'm not mistaken, the SHIFT key cannot be remapped to a CTRL or ALT key, nor can the SHIFT key's thrust action. Another solution I later thought of and noted below, "the pilot could also hand-over the controls to the co-pilot while he created his own virtual way point or viewed his map, then have the co-pilot hand back over controls."

Another idea, is to turn the engine off prior to looking at the map or creating a virtual way point, but this sounds a little absurd! The use of a co-pilot is ideal, but the co-pilot cannot create a virtual way point on the map for the pilot. A previous bug is or was already opened for the allowing the co-pilot to create a virtual way points for the pilot, but is or was likely disregarded due to time or closed. I guess the pilot could also hand-over the controls to the co-pilot while he created his own virtual way point, then have the co-pilot hand back over controls. But I think players are not going to adhere to a strict regime of flight operations.

May later suggestion is probably why this bug is being ignored, as real pilots likely truly hand over the controls versus trying to fly while reading a map or their favorite magazine!

May 10 2016, 9:06 AM · Arma 3
swissMAG added a comment to T79003: Joystick input switched off during chat input active.

Still happening in the actual 1.48...

May 10 2016, 9:06 AM · Arma 3
rogerx added a comment to T79003: Joystick input switched off during chat input active.

Happens with any menu prompt. (ie. ESC Menu)

May 10 2016, 9:06 AM · Arma 3
Bohemia added a project to T79003: Joystick input switched off during chat input active: Arma 3.
May 10 2016, 9:06 AM · Arma 3
Gundy added a comment to T79003: Joystick input switched off during chat input active.

The same happens if any scripted dialog is shown. When using the joystick as your control input for collective, you start falling out of the sky at a rapid pace. If you are using your keyboard (default settings), this doesn't happen, the helicopter seems to keep its altitude for the most part.

Joystick pilot that opens a dialog > likely to die.
Keyboard pilot that opens a dialog > likely to live.

May 10 2016, 9:06 AM · Arma 3
de edited Steps To Reproduce on T79003: Joystick input switched off during chat input active.
May 10 2016, 9:06 AM · Arma 3
Bohemia updated subscribers of T79003: Joystick input switched off during chat input active.
May 10 2016, 9:06 AM · Arma 3
Bohemia added a project to T79002: parameter has limit about mod numbers: Arma 3.
May 10 2016, 9:06 AM · Arma 3
macmillaninc edited Steps To Reproduce on T79002: parameter has limit about mod numbers.
May 10 2016, 9:06 AM · Arma 3
Gundy added a comment to T79001: BIS_fnc_getFromPairs is unable to return nil when key cannot be found.

Is this going to get looked at? Its still "new".

FYI, I have seen other BIS functions incorporate the same workaround / fix (check return value for nil before returning it).
I think getting this to behave the same in both scheduled and un-scheduled environments would be preferred, ideally so that one can return a nil variable without having to check for it, but I'd take it the other way around if this means we get some consistency here.

May 10 2016, 9:06 AM · Arma 3
Bohemia updated subscribers of T79001: BIS_fnc_getFromPairs is unable to return nil when key cannot be found.
May 10 2016, 9:06 AM · Arma 3
Gundy edited Steps To Reproduce on T79001: BIS_fnc_getFromPairs is unable to return nil when key cannot be found.
May 10 2016, 9:06 AM · Arma 3
Bohemia added a project to T79001: BIS_fnc_getFromPairs is unable to return nil when key cannot be found: Arma 3.
May 10 2016, 9:06 AM · Arma 3
DarkDruid added a comment to T79000: RCO Incorrect Reticle (Closed).

Closing on author's request.

May 10 2016, 9:06 AM · Arma 3
Shields added a comment to T79000: RCO Incorrect Reticle (Closed).

Withdrawing this feature request.
This ticket can be closed.

May 10 2016, 9:06 AM · Arma 3
Shields edited Steps To Reproduce on T79000: RCO Incorrect Reticle (Closed).
May 10 2016, 9:06 AM · Arma 3
Koala added a comment to T78999: Add Mode: Hide everything except markers.

According to the ticket author that issue got resolved.

May 10 2016, 9:06 AM · Arma 3
Bohemia added a project to T79000: RCO Incorrect Reticle (Closed): Arma 3.
May 10 2016, 9:06 AM · Arma 3
Bohemia added a project to T78999: Add Mode: Hide everything except markers: Arma 3.
May 10 2016, 9:06 AM · Arma 3
R3vo edited Steps To Reproduce on T78999: Add Mode: Hide everything except markers.
May 10 2016, 9:06 AM · Arma 3
SaMatra edited Steps To Reproduce on T78997: Attempt to reproduce lag (100k desync).
May 10 2016, 9:06 AM · Arma 3
Bohemia added a project to T78997: Attempt to reproduce lag (100k desync): Arma 3.
May 10 2016, 9:06 AM · Arma 3
coreypett edited Steps To Reproduce on T78998: Xbox One controllers does not work when I hop into a helicopter..
May 10 2016, 9:06 AM · Arma 3
Bohemia updated subscribers of T78997: Attempt to reproduce lag (100k desync).
May 10 2016, 9:06 AM · Arma 3
Bohemia added a project to T78998: Xbox One controllers does not work when I hop into a helicopter.: Arma 3.
May 10 2016, 9:06 AM · Arma 3
Bohemia added a comment to T78996: AI vehicles won't drive on Roads anymore.

Lol, knew you guys would be all over it! Thanks for the update!

May 10 2016, 9:06 AM · Arma 3
oukej added a comment to T78996: AI vehicles won't drive on Roads anymore.

Should be back to "normal" :)

May 10 2016, 9:06 AM · Arma 3
Fireball added a comment to T78996: AI vehicles won't drive on Roads anymore.

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, 9:06 AM · Arma 3
Bohemia added a comment to T78996: AI vehicles won't drive on Roads anymore.

As well as 'Supply Network' - actually makes the mission unplayable! (Switching to Stable, I'm sure it'll be fixed soon!)

May 10 2016, 9:06 AM · Arma 3
oukej added a comment to T78996: AI vehicles won't drive on Roads anymore.

Thank you for the report!

Was introduced by recent AI fixes/optimizations. We're on it!

May 10 2016, 9:06 AM · Arma 3
JoeOBrien added a comment to T78996: AI vehicles won't drive on Roads anymore.

By the way BIS, this bug totally messes up the convoy behaviour in "Moral Fiber" from the WIN episode.

May 10 2016, 9:06 AM · Arma 3
Bohemia added a comment to T78996: AI vehicles won't drive on Roads anymore.

Yeah, as Armadillo says, I'm sure it'll get a quick fix!

May 10 2016, 9:06 AM · Arma 3
Bohemia added a comment to T78996: AI vehicles won't drive on Roads anymore.

I've noticed that on Dev Branch. AI pathfinding on roads has gone very strange.

May 10 2016, 9:06 AM · Arma 3
JoeOBrien added a comment to T78996: AI vehicles won't drive on Roads anymore.

I thought this was just happening to me on particular bit of road. I've got some APCs driving up a steep hill, and they keep swerving off course and rolling off the edge. I had to put down concrete barriers to stop them doing it, but then it got worse after the recent change relating to AI walking through editor-placed objects. After that, the APCs started trying to avoid the barriers and ended up going up the hill on the other side of the road.

May 10 2016, 9:06 AM · Arma 3
Bohemia added a comment to T78996: AI vehicles won't drive on Roads anymore.

Yes, it seems AI vehicle movement on roads is er, not right. Any idea if this is just Dev Branch tweaking?

May 10 2016, 9:06 AM · Arma 3
Bohemia added a comment to T78996: AI vehicles won't drive on Roads anymore.

Ah - noticed it effects everything, cars included - guessing this might just be a devBranch, WIP thing!

May 10 2016, 9:06 AM · Arma 3
Bohemia added a project to T78996: AI vehicles won't drive on Roads anymore: Arma 3.
May 10 2016, 9:06 AM · Arma 3
Bohemia added a comment to T78996: AI vehicles won't drive on Roads anymore.

I've uploaded a picture - you can still see the tank tracks - but I've added a yellow line to show the tank's path.

May 10 2016, 9:06 AM · Arma 3
Bohemia edited Steps To Reproduce on T78996: AI vehicles won't drive on Roads anymore.
May 10 2016, 9:06 AM · Arma 3
Bohemia added a project to T78995: shownUAVFeed should have been called > visibleUAVFeed, and showUAVFeed > forceUAVFeed: Arma 3.
May 10 2016, 9:06 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T78995: shownUAVFeed should have been called > visibleUAVFeed, and showUAVFeed > forceUAVFeed.
May 10 2016, 9:06 AM · Arma 3
Bohemia updated subscribers of T78994: NVG.
May 10 2016, 9:06 AM · Arma 3
Potatoaster edited Steps To Reproduce on T78994: NVG.
May 10 2016, 9:06 AM · Arma 3
Bohemia added a project to T78994: NVG: Arma 3.
May 10 2016, 9:06 AM · Arma 3
Lex added a comment to T78993: AV camera viewdistance is always 500 whatever the player viewdistance.

http://feedback.arma3.com/view.php?id=24256
Closed a subject??? What in it not so? I think Army3 have no prospect of the solution of a question of productivity. Excuse for criticism. But it is the fact, to ignore
"2569 vote" in a subject

May 10 2016, 9:06 AM · Arma 3
Benargee added a comment to T78993: AV camera viewdistance is always 500 whatever the player viewdistance.

arma 3 PIP sucks, end of story

May 10 2016, 9:06 AM · Arma 3