So that means, if you are shot in the arm pit(not armored), it kills you as fast as if you would not be wearing armor?
That would be great. Then it would not give your entire torso more health. Also it would only be realistic.
So that means, if you are shot in the arm pit(not armored), it kills you as fast as if you would not be wearing armor?
That would be great. Then it would not give your entire torso more health. Also it would only be realistic.
Having two systems could cause communication issues though.
That is a good point.
Almost every other sim game has this option why not arma? I prefer Metric myself but a user friendly option should be available.
Have you already tried http://community.bistudio.com/wiki/setSystemOfUnits ?
I assume the above link works in startup parameters? However I think it would be a lot easier to add into the options to make it more accessible to the common player.
Even though I am american, I do not like the imperial measurement system.
Meter is in my opinion better, but you should be able to switch between them. Especially when you are used to it.
I have updated the driver multiple times and did so after frsh install of windows, any other fixes maybe?
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,
this is a known problem with Killer Network card. Please try to update your card's drivers, the problem should disappear.
standard ch-47
i forgot about the floats on that one lol. the cargo bay actually submerges to about a foot at the shallowest when open with the floats, but the standard ch47 can do that as well but the collective cant be lowered all the way. needs just a bit of lift to 'sit' on the water. I believe its something like 5 min to sink complete in a water ditch scenario. most commercial aircraft are designed to stay afloat for roughly half an hour to facilitate evacuation, military is just long enough for crew to escape therefor we should be able to softly drop a helo in the water and swim away when something fails. with the new physics we need better collisions.
Different helo, but same modifications could be applied to a futuristic helo.
what do you mean the chopper can float in its fuel tanks? fuel is heavier than water, even if that's true it would only float in case the chopper had under 1/3 of fuel, more or less, and when i say "float" i mean "not sink", not "keeping the cargo bay out of the water"
@Dr_Death remember that the fuel has a density about .8 depending the kind of fuel and temperature due this way the fuel is always lighter than the water.
Anyways the aircraft doesnt float over its fuel tanks itself, is over the belly. About the ramp open or close I had no info about that.
http://en.wikipedia.org/wiki/Amphibious_helicopter
If my physics lessons from high school don't betray me, by Archimedes' principle an object can float even if it's heavier as long as it displaces enough water.
It would be nice to have, and i hope the devs fix the collisions, helicopters explode in the most ridiculous circumstances.
Making a crash landing results almost always in instantaneous explosions.
Pretty sure the cargo doors are not watertight, also it floats to recover or drop equipment in water, if the cargo door was to be closed then how would you do that?
Upvoted and agree with all written above.
I like both of your points. Helicopters need better collision physics with, well... everything.
Helicopter + water = kaboom
Helicopter + stone = kaboom
Helicopter + bush = kaboom
Oh, and my "favorite":
Helicopter tips over = michael bay movie
I wish they would at least make them more tough against crashes/flipping over/water. Landing with a Huron in the water and recovering divers/boats would be pretty epic.
It is very strange the helicopter to sink only 15% in water and its rotor and ruined.
Alright, I tested everything out, turns out the rpt files didn't lie and it was in fact a mod. The reason it crashed still when I tried to play vanilla was because arma was launching with the mods for some reason, but so far so good. Thanks for the reply I guess. I'll make another ticket or re-open this if I find another issue.
Glad it's ok now.
Mass-closing all resolved issues not updated in the last month.
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I"ve uploaded the rpt, it could have been a mod now that I read it, but this has happened even when launching through the arma 3 launcher without any addons attached.
Hello,
coulf you please upload also your rpt file?
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.
I agree they're a bit underpowered. The MD-500 is quite capable and I would assume its offspring would only be more powerful.
Hello,
this is a known issue for current Stable branch and will be fixed in another. It happens only when you fail the first task of the mission.
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.
I found two enemies inside a rock. As I walk into the rock with the intention to kill, I kill them.
As much as I repeat the mission, never fails to happen
Issue is fixed. If you experience anymore crashes please create a new issue. Thank you.
Upvoted.
More useful content is always good.
So, I checked it and it's been around 0.002 secs for ~30m or so.
Thanks for pointing that out, mate, I'll see if this fits my needs. :)
0.00089s (0.89ms) in the middle of a forest for me with 30 radius (22 trees counted)
what about:
trees = [];
{
if ((str _x) find ": t_" > -1) then {
trees pushBack _x;
};
} forEach nearestObjects [player, [], 100];
Hm, I by far am no master to sqf, but this looks performance heavy.
I'm aiming for a solution that will be called for each shot.
Do you think this is a practicable way?
(Can't test it right now)
+1
Make it bigger or sizable and add a scroll bar please.
All the init/on/act boxes are also much harder to use now they are smaller in A3, it splits the lines of code making it harder to follow.
There is generally so much wasted space in the editor menus it's criminal.
I had to load arma3.exe into hexeditor to read the rest.
There's no way to scroll in this window, can't they just add that?
Arma 2's script help window was big.
oh, and player deaths should be in there also.
[<inf Kills>, <Vehicle Kills>, <Air Kills>, <playerdeaths>, <TeamKills>]
Being able to store data types other then a string in a data field for GUI's would be a very nice change in the engine. Right now when using objects in it, it can become rather tricky to work-around string limitation.
+1
Agreed, the slide/bolt sound is quite unpleasant on the ACP, Sting and PDW. It used to be pretty loud on all weapons but I think they reduced the volume on the rifles.
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.
fixed. new version will be released soon. thx for providing the pbo
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,
glad it's fixed for you now. The problem is that system sometimes marks temporary locations as "read only" and it is impossible for the game to write there anything (such as settings or save files).