Thanks.
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Arma 3 Activity
May 10 2016
OK, should be 5 crashlogs in here. One whilst playing on a custom campaign,
one with shacktac modset, one whilst playing on a multiplayer server - interesting thing to note about that one is it took about an hour and a half maybe 2 hours. Last two are planes showcase and support showcase. https://www.dropbox.com/s/lasdofomj0gg93z/Arma%203%20Crash%20part%202.zip?dl=0
I'll work on generating some in a few hours.
Heres a couple more https://www.dropbox.com/s/i5167b1niefmccd/Arma%203%20Crashes%20part%203.zip?dl=0
Hello,
thank you for the report and also crashdumps. However, all of the dumps are with mods loaded. It is very hard for us to debug such information, could you please attach crashdumps where you have no mods activated? Thank you very much.
This really needs some attention, absolutely love the new flight mechanics, but super hard to fly when the controls are so sensitive yet you can't make small adjustments. Big let down thus far.
Any progress on this? Been waiting a long time...
DCS does this. Seems like a good idea, it allows you to actually make small adjustments. You should also be able to configure the curve vs. time that occurs as you hold the key.
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.
This still hasn't been worked on yet? *facepalm AI still need to be more aggressive about treating wounds.
Upvoted. But the medic may not always be available during the battle. The AI also should be able to heal himself, without an order.
Please vote also here:
http://feedback.arma3.com/view.php?id=20021
My item 14, about this.
Possible duplicate of http://feedback.arma3.com/view.php?id=21595
Attached another crash's dump. Basically impossible to finish slingloading mission.
Sad to see only 4 people considering this to be an issue.
It s really hard to understand why a developer would ignore important stuff like this.
Personally I use this method to place navigation markers when flying halicopter and it leaves me squinting for the marker rather than being able to focus fully on the flying itself.
Yeap. Agreed :-)
Really like your suggestions.
If they would implement this you actually could call the person a loadmaster.
It's not decided yet but you can switch to Steam Dev in the meantime. Bear in mind that it's less stable and updated daily with cca 1 GB. The fix will be there tomorrow.
You can find how to change to Steam Dev here:
http://forums.bistudio.com/showthread.php?149411-How-to-change-Arma-3-branches-between-STABLE-amp-DEVELOPMENT-versions-STEAM-client
Hello,
there was a problem which we applied a fix on. It will be present in the next update. Thank you very much!
Haa ! Glad to help !
I guess the update will come soon ! Crash/Freeze while you fly is not cool ! ;)
Thanks to you.
Greats. :)
I added friend files too with the same problem
Info about my computer :
CPU : intel i7 Extreme 990X
Mem : 24 Go DDr3
GPU : AMD Radeon R9 280X - 3Gb
SSD : Samsung 840Pro 512Go
HD : WD - 10000T/m - 300Go
I'm using Kimis HUD Mod to put radar ground targets back on radar.
New crash today.
I have DL last logs and mission played
a war game that is in 2035 and some choppers have radar , I would even give my army Radars on all Armed choppers wether its a civilian radar or military. BIS jus give the armed choppers there radar back or give the armed orca a decent gatlin gun like 7,62) and not a peeshooting 6.5mm
We could provide a kind of Radar on middle class helicopter as navigation tool.
Not a military grade radar but a Civil version.
Please, developer have a look on that.
Everyone work on a better realism there.
Thanks.
I wish we could just turn it off and on in the realism settings. That way servers who want to have it disabled can. Definitely a feature that is required.
Iceman: I believe disabling radars on helicopters to be an unwise decision. From my preliminary research, military aircraft have some sort of warning system for anti-aircraft missiles, including (if I'm not mistaken) ground/air radar.
This decision likely ruined game play, and should have been an option created within the server configuration file. Also note, the radar is useless when flying above 1,500k, including searching for air targets flying above 1,500k?
I suggest opening a new bug, as this is likely on their ignore list. :-/
(I'm reading several cockpit helicopter manuals clearly citing the usage of radar.)
Honestly, this is awful. I believe players enjoyed this feature. At bare minimum, give server devs the option to enable or disable it as they wish. As obviously at this point we are quite used to aerial vehicle radar, not everyone will agree with this choice.
Yes people did grow quite comfortable with the All-Seeing-Eye. I for one prefer it this way, as it allows much more flexibility with ground vehicles, when a guy with 12000 view distance in a hummingbird cannot spot a moving quad bike across the island, via the little radar squares.
at least add a warning missile indicator or a warning sound
Barely any helicopters have radar, except for some attack and scout helicopters. They mostly just have missile and enemy radar warning systems. We do seriously need those (radar isn't properly simulated in Arma anyway, but hey we can improve it).
Helicopters should at least have radar warning receivers and missile launch detection... It's pretty much a standard for military helicopters now.
I thought this is announced as simulation, so bring back the radar to every helicopter. Taken away the radar and give it a compass is not an option!
Wish it was mission description.ext setting instead
FUTURE Helicopters need a RWR(Radar Warning Receiver), even if they don't have a Radar. And they should all have flares & chaff.
Please stop crippling this "futuristic game" by removing such basic features.
And while we're at it, the new 2D gauges & features like wheel brakes should be available with the novice flight model. Novices need to use helicopter gauges & wheel brakes too, not just the "advanced" pilots.
Given that it is 2035, any of the helicopters (except maybe the Pawnee/hummingbird, due to weight restrictions and likely employment) should definitely have Missile Warning Receivers and Radar Warning Receivers. The Mohawk model actually has MWS blisters on the nose and tail, so removing that feature is a bit naff.
I support the radars being removed from the helicopters though. I'd suggest this should be removed from the Blackfoot as well, as the planned implementation of the radar was a Apache Longbow setup above the main rotor. I acknowledge if the radar must be included to get DAGRs etc to work though.
A better solution would be to reduce the effectiveness of flares or just have a bit more fidelity on how they actually decoy missiles. I'm pretty sure IIR missiles (that is, Imaging IR.) aren't actually decoyed by flares anyway.
Honestly, this is awful. I believe players enjoyed this feature. At bare minimum, give server devs the option to enable or disable it as they wish. As obviously at this point we are quite used to aerial vehicle radar, not everyone will agree with this choice.
why isn't such a change mentioned in the changelogs for 1.34?
took me some time to find this post hidden in the feedback tracker.
i can only second what gippo says - there should be a possiblity to set the radar on vehicles as needed.
Thank you for your answer.
Still, I think the script commands to enable/disable (and customize) the radar on vehicles is needed.
Personally think it is good those vehicles have their radars removed. They should keep their RWR to detect radar locks/missile launches though.
Yup, I can confirm. I checked all the helicopters:
Pawnee/hummingbird - disabled
Ghost hawk - disabled
Blackfoot - enabled
Huron - disabled
Orca Armed - enabled
Orca Armed Black and White - disabled
Orca Unarmed - disabled
Kajman - enabled
Taru - disabled
Hellcat armed - disabled
Hellcat unarmed - disabled
Mohawk - disabled
If it's on purpose, then it's inconsistent, also mission creators don't have the option to properly balance the game with enabling / disabling radar on vehicles. I suggest adding script commands. (example http://forums.bistudio.com/showthread.php?173657-Vehicles-radar-system)
If it isn't on purpose, then please fix it ASAP. This can make PVP missions completely unbalanced.
Hello,
this is a design decision. Most helicopters now have a compass instead of radar, so it is not showing units and incoming missiles. The only helicopters which still use radar are gunships and Orca with guided rockets.
Bad news: This is a duplicate report.
Good news: The original report has been assigned. http://feedback.arma3.com/view.php?id=21512
Ok. Thank you. I will delete this report as soon as I can
This should be a thing, even for MRAPs with hatches like the Strider and Hunter.
I was trying to do that and i was unable.
You can sling load ammo crates...
Can also confirm. Right-clicking any of the items listed above with an occupied Huron defaults to the "Destroy" command for the Waypoint.
Edit: After some further investigation, it would appear that the issue is related to the items themselves. None of the helicopters will lift the Huron Containers/Cargo Nets/Supply Boxes, however all of the helos that you would expect to have a reasonable amount of lifting capability (ie. Huron, Hellcat, Taru,ect.) will lift the Taru boxes using the AI with no problem.
As a workaround, Remote controlling the choppers will allow you to lift the items in question, after which you can release control and order the unit to their drop cargo destination. However, as Zeus, I feel like manually managing logistics in this way is a bit cumbersome and might detract from the greater story you are trying to create.
Its not that the huron cant sling. I tried the huron on taru boxes and it does just fine. This is not a problem with sling loading, it a zeus only issue.
Confirmed! Also have the same problem. See attached mission pbo.
It is a pity, but 1.36 didn't do that.