You are surely talking about every helicopter except for the MH-9/AH-9 and the Mohawk.
The most obvious ones with this case are the Ghosthawk and the Blackfoot. (Which really need reworking)
You are surely talking about every helicopter except for the MH-9/AH-9 and the Mohawk.
The most obvious ones with this case are the Ghosthawk and the Blackfoot. (Which really need reworking)
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,
thanks for the report. There indeed is a problem where one of the enemy AI can spawn inside a rock and you cannot see him. In order to continue, you need to complete the first task (Neutralize guards) successfully. It may take several tries. This problem will be fixed in Steam Dev in one of the next updates. You can also temporarily switch to the Dev version. Sorry for inconveniences and thanks for helping us finding the problem.
It seems the only way to stop the headgear being removed is to add "ASIS" i.e. [this,"SIT","ASIS"] call BIS_fnc_ambientAnim; Having done this and then setting - this setVariable ["BIS_enableRandomization", false]; and then adding specified headgear does not stop headgear randomization. The commands only seem to work correctly on Men (story).
I did that but it didn't help
Make sure you turn effects down majorly, if you still can't hear people then their mic settings aren't maxed out clearly.
Turn your VOIP volume to max and lower effects, radio and music volume.
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.
Thanks a lot.
@Dev
Thanks a lot for your answer, but please respond to the following:
Is this a Bug or a change?
Will this work again in future updates or not?
If not, what needs to be done to make the Zeus module available the same way as it was before? (using #loggedAdmin, logging in and pressing Z)
Fixed again in Steam Dev rev. 127800 and higher.
Yes this is a result of the serverCommandAvailable command changing in the latest release: direct relation to http://feedback.arma3.com/view.php?id=21137
The bug still exists for me.
Hello,
thank you for the report. This is a known issue for Dev branch, should be fixed in couple of days. Stable build is not affected.
This problem also persist when advanced fly model disabled.
Related to http://feedback.arma3.com/view.php?id=21103
It doesn't help. Camera shake remains in helicopters.
Hello,
you can turn off the camera shake in options.
I dont get motionsickness from it, but it's unrealistic.
If you feel acceleration there is no wild shaking. Shaking only occurs if you have turbulences, and acceleration in random directions in short order.
Or does your entire body shake if you accelerate in a car? No it doesnt! Same with an airplane or helicopter. Remove it. Replace it by blackout/redout viewlimitations if you must.
So do you mean that the units cannot move around properly when they are in/on structures when ordered by Zeus Game Master.
Yes, definitely.
You can already do that. ALT-drag to change elevation.
haven't heard from any one in awile
i just recreated the crash and here are the new files 11-22-14
dont think this should make a difference but did do a clean install of win 7 recently had a virus that caused Glyph to crash on start up and Origin to do the same, after i was finshed everything worked, arma 3 was the only game that had problems and same for Arma 2 MP
That was the first file i uploaded arma 3 biggest file size on this page.
u guys know whats wrong haven't heard anything from u in a wile
WELL?
Hello,
Thank you for reporting the issue.
We need crash dump files from this folder for solve your problem.
C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package please?
When the archive is smaller than 5000k, you can attach it here. When it is bigger, please use some free sharing service and post link here.
How to find correct crashdump file:
Try to make the crash happen
Look into crashdump folder
Upload crashdump with latest date in name (crashdump is rpt + bidmp + mdmp file with same name). Please try to provide as many crashdumps as possible, it helps us investigating the problem in a big way.
Thank you.
the small arma 3 zip is the cfg. in my documents i delete this it gets a little further and google this problem cause im not the only one,
as far as i know killer is up to date
start > run > dxdiag , press enter
chose save all information > save the file, upload it here
I ask again how do u find the DxDiag file and any other files u need
how do i find it
Hello,
do you have a Killer network card? Could you please upload your DxDiag file? Thank you.
I've run across this while working on a loadout saving script.
This is a really weird limitation. Maybe the current updates to attachments that are being done on DEV branch will introduce something for this as well?
EDIT: Would http://feedback.arma3.com/view.php?id=22000 work for your requirements?
yes ImperialAlex, that is perfect.
OK, now I see.
Thanks for info.
Thanks KK, I was just stumbling over this one as well...
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 is not the count. pushBack has been expanded and returns the index of last element inserted, which is Number, and count expects either Nothing or Boolean.
b = []; {0 = b pushBack _x} count allUnits
assigning result of pushBack to 0 will make it return nothing.
Closing, no vanilla game bug.
Hi, there is no such surrender system in the vanilla game. If you are playing the modded game with surrender system, then please report this issue to the author of given mod. We can't fix user-made mods. Thank you
well with setVelocityTransformation, you set start position and orientation of the object, end position and orientation of the object and then you change the last param from 0 to 1 and the object will move from start to end. How smooth depends on the step you will use iterating from 0 to 1
Hm, I've never been into vectors (shame on me and nothing I couldn't learn, right right) but it seems as if this is pretty much the same as using a setPos loop - just with more options. Which is exactly what I'm trying to avoid.
A short explanation:
I'm working on a mod that simulates reverb created by firing a gun moving through the environment, based on terrain. In order to get the reverbs (using a #particlesource as a dummyobject) to move I'm using a setPos loop that uses a 0.2s sleep between each step to save performance.
But oh well, using so many setPos loops really has a noticable impact on the framerate.
I've already written a leightweight script that deletes old dummyobjects in case there are more than fifty floating around, but it still gets laggy sometimes.
Sorry, got longer than I thought - and please correct me if I'm wrong!
Thanks for your efforts anyway, really appreciating it.
There is setVelocityTransformation for for these kind of things
"Xyz is horrible" is not a good ticket title; it's one issue per ticket.
If you want to get acknowledged you want to make a ticket e.g. about "Helicopter flight noise sounds are not 3D positioned" and then match the content of the description.
As somebody else pointed out, we already have a ticket about the crash sound and we also have a ticket about the crash model.
EDIT: Make new ticket as you think something is not covered.
Sounds are not 3D-positioned. It breaks immersion every time you turn head in helicopter.
@Benargee, I see on my monitor that helicopter blows up and in fire, but... I hear only engine failure sound. Is it ok? No. There are two solutions:
Title is already - ok. All infromation from mys last comment already was in topic, please read it more carefully.
OK, please improve your ticket. Modify your title to match your latest comment.
I also do not agree, I personally find the new sound environment in the helos very refreshing.
But with what I agree, is that they overlay each VON activity (specifically in the xH-9), while normally heli pilots or passengers wear headsets for that reason.
Seems to me these problems could be fixed with volume sliders for helicopter sounds.
I thought the new sounds were alot more realistic than the ones we had previously. Flying the hummingbird actually felt real now with all the new sounds.
I don't have trackIR so I didn't notice the problem with audio placement but, regardless, that seems to be the only problem in this ticket.
At least there is a non constant engine/rotor sound when flying. It actually feels like you are putting strain on the helicopter now.
As for crash sounds, how do you know how they should sound? Been a few helicopter crashes recently?
I agree that sound direction should change when rotating head. I do think that when you wear a pilots helmet, sounds should be muffled and wind whistle should not be heard as much.
Edit: and if you feel your post was too emotional, it can be edited the same way I edited this message.
Sorry guys, my first message was too emotional. I corrected the feedback with new details. Hope this will help to make game better. If they will do nothing, well I see only one solution - JSRS mod.
Sure, but if you turn your head in helicopter sound of wind will not change. You may turn your head to the left on 90 degrees but sound never changes. Your right ear will get the same sample as in neutral position.
It is bad and cause motion seakness.
Btw, in RL pilots use special helmets and you will not hear that sounds so clearly.
Congratulations OP, you provided detailed feedback. Now do it on the actual ticket instead of making yourself look dumb.
(The following refers to all the sounds except of the crashing sound) It might be unaccustomed for now but if your see it neutrally it is very realistic that for instance you can hear the wind when flying fast especially in open helicopters like the Hummingbird
No, cause 21143 is related to crash sounds only. And I am talking about all new sounds:
and others.
Sometimes this sounds plays twice,for example, landing and crush sounds.
Really, I feel pain in my ears after 10 minutes of flying.
All of the above is true for first person view only. In 3rd person you will not notice that.
duplicate 21143