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.
The crash seems to be connected do use of activeX allocators and there is nothing which can be done by us to prevent it. I'd recommend to reinstall your system.
Hello,
thank you for the report. It is necessary for you to upload the whole crashdumps (rpt + bidmp + mdmp with the same name). If these are too large, please provide link to your dropbox and I will analyse them. Thank you!
I've also noticed issues with Say3D - sound volume drops and then for no reason gets much louder - where sound source (object) is static and player is also stationery. Almost like sound is being duplicated and or competing. These other sound tickets seem to relate: 0020323, 0021208, 0021246.
Hello,
these looping sound should not be present in the game anymore, can you please confirm?
There is a related issue that is still happening (wasn't present two patches ago) - when a MP game session or the editor is shut down there is avery brief sound (1 sec) of a sound file playing in the background - presumably from the mission that was just loaded - it gets shut off just prior to the menu being loaded. Not sure if this relates only to missions with custom sound files. In any event the sound should not be playing when the editor or MP session shuts down. This could imply there is a larger issue involved.
Duplicate of http://feedback.arma3.com/view.php?id=21135
Duplicate of #16632
Performance is greatly impacted in altis. Performance was better in the first area where u start the game.
Duplicate of #4351
Issue is still not resolved. Joystick deactivation also happens during singleplayer now.
Happens with Saitek X52 Pro too.
Also happens with Logitech Extreme 3d Pro joystick, only possible way that I've found to get joystick controls visible again is to restart the game.
Happends with Saitex X-55 Rhino and Rudder paddels aswell, does not happen everytime, it happends randomly when using, the method described by vision33, but also if the mission have build-in setting like setting view distance. TrackIR on the otherhand is not effected.
Fixed in https://forums.bistudio.com/topic/140837-development-branch-changelog/page-33#entry2930347
Thank you for helping us improve the game!
Still happening. Might have to fly a little rough.
Hi, I wasn't able to reproduce this issue anymore. Are you still observing this issue? Thanks
I already checked the damage in the debug console. it's 0.0.
I have noticed that too, just maybe it is so small it does not recognize it. Although it only appears when you fly rough, so it must be some kind of "damage".
I think they just haven't implemented an indicator for that yet.
I will see in Zeus if it does any damage to the helicopter, even if it is 1%.
Yes, I have. And it's 0% damaged when it's shaking.
Have you enabled "stress damage"?
If you fly very rough then you can damage your helicopter's mechanisms. Repairing fixes it though.
I have the same exact issue in 1.30 :-/ I had to reconnect to the server to fix it on a temp basis.
Thanks. Hopefully it will work.
This is due to a bug that was supposedly fixed a long time ago, but as it turns out, it's still very much present: http://feedback.arma3.com/view.php?id=17602
As a temporary workaround, you can enable the debug console (Granted you're admin), and execute the following in the debug console, which will automatically remove empty groups each half minute (only execute it once):
{
while { true } do { { if (count units _x < 1) then { deleteGroup _x; }; } forEach allGroups; sleep 30; };
};
Duplicate of http://feedback.arma3.com/view.php?id=11960
In Arma 2 something like that was actually kinda included.
It burned for a while (counts how much fuel was in it), then thick smoke came out for a little time and then it vanished. Now it just burns for a certain amount of time (no matter how much fuel is in it) and then it just switches off.
Vehicles also explode at random when the vehicle spawns near to the player (You can buy them at a vehicle store). Like in Wasteland you can buy vehicles and they sometimes explode on entering/starting the vehicle.
But, this does not always happen. Gotta love random explosions.
In Wasteland it also happens with randomly spawned vehicles.
I MAY have found a solution to this....still testing :)
New rpt and bidmp added.
Out of Memory.
Hello,
could you please upload crashdumps if there are any (rpt + bidmp + mdmp with the same name)?
Problem is still present, and it's impossible to aim with the UAV camera with precision.
At 500m above ground the camera shakes so much it has a dispersion of around 5-10m.
Taking accurate aim is impossible because everytime you make small corrections the camera goes off target by far.
This happens on dedicated server only, in editor and locally hosted games it works just fine.
I'm not trying to make publicity or anything but take a look at this video i made sunday and you'll notice how painful that is to make any use of the UAV camera:
Camera movement got much more better now (v1.42), but twitching on high camera zoom is still present
1.50 and issues still present at high zoom.
Also comment from YouTube video, representing exactly what i was experiencing when talking about issue №2:
The mouse is incredibly hard to control and is very sensitive to the point of were I can't put the cross hairs on a tank at 2000 meters up and 1200 meters loiter.... This is not a problem with my mouse as I do not experience the problem when in a ground role, I'm can let go of the mouse and the camera will stay still but if I move it a fraction in any direction, the camera moves wildly away from were it was aimed at. I can find is that whenever I play, I'll move the camera but it's as though the camera is affected by the uav movement and not on a gimbal and smooth" (like on F18 mod part of the video: http://youtu.be/_uezKtn-_eI )
St. Jimmy, sadly it is not. Both CameraShake=0; in *.Arma3Profile and enableCamShake False; in init.sqf has no effect on issue
Currently why camera shaking happens is because of the camera shake difficulty option 22394
Turns out it is somehow affected by AI flying algorithms — when Greyhawk flying in a straight line — sight is perfectly stable, but when it flying in circular path, it jumps and shakes a lot. Same with the Kajman — when using auto-hover, zoomed up visor is shaking like crazy and without auto-hover it's almost perfectly stable. Hope this info helps
1.36 stable. Issue still present. Despite this line in changelog:
"Tweaked: Small change for speed usage in MP prediction (should lower camera zoom flicker)"
Here is the updated video of issue: http://youtu.be/_uezKtn-_eI
No need for another ticket at this moment. Fixing of this issue hopefully fixes the attack helicopter issue as well.