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May 10 2016

Triada added a comment to T80122: RPG-42 HE Rocket in Russian local named "Зенитный снаряд" (AA missile).

RPG-42 is "гранатомёт" not "ракетомёт"(ПТУР)

May 10 2016, 9:43 AM · Arma 3
Triada added a comment to T80122: RPG-42 HE Rocket in Russian local named "Зенитный снаряд" (AA missile).

AT - "ББ выстрел РПГ-42", "ББ"

HE - "ОФ выстрел РПГ-42", "ОФ"

or another variants:

AT - "ПТ выстрел РПГ-42", "ПТ"

HE - "ПП выстрел РПГ-42", "ПП"

ПТ - ПротивоТанковая (antitank)
ПП - ПротивоПехотная (antipersonal)
ББ - БронеБойная (armor-piercing)
ОФ - Осколочно-Фугасная (high-explosive)

May 10 2016, 9:43 AM · Arma 3
Bohemia added a comment to T80122: RPG-42 HE Rocket in Russian local named "Зенитный снаряд" (AA missile).

Look here https://ru.wikipedia.org/wiki/%D0%98%D0%BD%D0%B4%D0%B5%D0%BA%D1%81_%D0%93%D0%A0%D0%90%D0%A3 what is that, If military

May 10 2016, 9:43 AM · Arma 3
Bohemia added a comment to T80122: RPG-42 HE Rocket in Russian local named "Зенитный снаряд" (AA missile).

There is "Индекс ГРАУ" and "Индекс выстрела(заводской)".

May 10 2016, 9:43 AM · Arma 3
Triada added a comment to T80122: RPG-42 HE Rocket in Russian local named "Зенитный снаряд" (AA missile).

"Отдел 7 (ГРАУ)

Пехотные боеприпасы

    7БЗ… — патроны с бронебойно-зажигательными пулями
    7БТ… — патроны с бронебойно-трассирующими пулями
    7В… — взрыватели для гранат
    7Г… — гранаты
    7Ж… — запалы для гранат
    7-З… — патроны с зажигательными пулями
    7-ЗП… — патроны с пристрелочно-зажигательными пулями
    7К… — капсюли-детонаторы
    7КВ… — капсюли-воспламенители
    7Н… — нормализованные патроны (основной боекомплект)
    !!!!!!!!!!!!!!! 7П… — выстрелы гранатометов !!!!!!!!!!!!!!!!!!!!!!!!!!"
  • new system classification

as i say not !ракета! - !выстрел!

May 10 2016, 9:43 AM · Arma 3
Triada added a comment to T80122: RPG-42 HE Rocket in Russian local named "Зенитный снаряд" (AA missile).

In this link say:

"Отдел 57 — пехотные боеприпасы

   57-ГК… — реактивные кумулятивные (противотанковые) гранаты
   57-ГО… — реактивные осколочные гранаты ..."
  • old system classification

as i say not "ракета",- "граната", only "реактивная ... граната"

May 10 2016, 9:43 AM · Arma 3
Triada added a comment to T80122: RPG-42 HE Rocket in Russian local named "Зенитный снаряд" (AA missile).

WIKI for translaters https://ru.wikipedia.org/wiki/%D0%93%D1%80%D0%B0%D0%BD%D0%B0%D1%82%D0%BE%D0%BC%D1%91%D1%82%D0%BD%D0%B0%D1%8F_%D0%B3%D1%80%D0%B0%D0%BD%D0%B0%D1%82%D0%B0

May 10 2016, 9:43 AM · Arma 3
Triada added a comment to T80122: RPG-42 HE Rocket in Russian local named "Зенитный снаряд" (AA missile).

You dont understanding me, in arma3 it is ALREADY HE named ОФ, not in WIKI! And does we saying about rpg-7? (rpg-42)

May 10 2016, 9:43 AM · Arma 3
Bohemia added a comment to T80122: RPG-42 HE Rocket in Russian local named "Зенитный снаряд" (AA missile).

Find there https://ru.wikipedia.org/wiki/%D0%A0%D0%9F%D0%93-7 grenade named "ОФ".

May 10 2016, 9:43 AM · Arma 3
Triada added a comment to T80122: RPG-42 HE Rocket in Russian local named "Зенитный снаряд" (AA missile).

As for me, ОФ better than АА (wrong)

May 10 2016, 9:43 AM · Arma 3
Triada added a comment to T80122: RPG-42 HE Rocket in Russian local named "Зенитный снаряд" (AA missile).

RPG-32 does not have a HE rocket, but... it is not RPG-32 it is PRG-42, in english local named HE rocket, in russian local wrong!!!! named (Зенитная ракета) that is all!

May 10 2016, 9:43 AM · Arma 3
Bohemia added a comment to T80122: RPG-42 HE Rocket in Russian local named "Зенитный снаряд" (AA missile).

RPG-32 does not have a HE rocket, instead, it has Thermobaric Grenades TBG-32.
http://jresco.zpf.me/SitePage.aspx?PageId=103

TBG - Thermobaric Grenades (ТБГ-...)

or:

    Standard package :
  1. Rocket Launcher Nash-shab
  2. Standard Day sight 1P81.
  3. Anti-tank (Tandem) Grenade ATG-32.
  4. Multi- Purpose (Thermo baric) Grenade TBG-32.

In my opinion Multi- Purpose Grenade is better than "Зенитная рокета" or aa-missile. Or simply anywhere where it written "Зенитный" write "Фугасный" (only for rpg42).

May 10 2016, 9:43 AM · Arma 3
Bohemia added a comment to T80122: RPG-42 HE Rocket in Russian local named "Зенитный снаряд" (AA missile).

For RPG-42 "Зенитная ракета" will be called "Фугасная ракета".

May 10 2016, 9:43 AM · Arma 3
Killzone_Kid added a comment to T80122: RPG-42 HE Rocket in Russian local named "Зенитный снаряд" (AA missile).

Thanks for suggestion. What would you call it?

May 10 2016, 9:43 AM · Arma 3
Triada added a comment to T80122: RPG-42 HE Rocket in Russian local named "Зенитный снаряд" (AA missile).

Now it called in inventory "зенитный снаряд для РПГ-42", in the display it called "фугасн."; accordingly AT missile named in inventory "граната для РПГ-42", in the display it called "ПТ",
i propose to call they :

AT - "ББ выстрел РПГ-42", "ББ"

HE - "ОФ выстрел РПГ-42", "ОФ"

or another variants:

AT - "ПТ выстрел РПГ-42", "ПТ"

HE - "ПП выстрел РПГ-42", "ПП"

ПТ - ПротивоТанковая (antitank)
ПП - ПротивоПехотная (antipersonal)
ББ - БронеБойная (armor-piercing)
ОФ - Осколочно-Фугасная (high-explosive)

May 10 2016, 9:43 AM · Arma 3
Bohemia updated subscribers of T80122: RPG-42 HE Rocket in Russian local named "Зенитный снаряд" (AA missile).
May 10 2016, 9:43 AM · Arma 3
Triada edited Steps To Reproduce on T80122: RPG-42 HE Rocket in Russian local named "Зенитный снаряд" (AA missile).
May 10 2016, 9:43 AM · Arma 3
Bohemia added a project to T80122: RPG-42 HE Rocket in Russian local named "Зенитный снаряд" (AA missile): Arma 3.
May 10 2016, 9:43 AM · Arma 3
cyckuan added a comment to T80121: ArmA 3 windows server is not releasing files after execVM, preprocessFile* and loadFile.

Use-case for releasing files after reads or loads

  1. Accelerates script development, especially if the scripts are read from files.
  2. Allows hotfixes and run-time changes of configurations/settings.
  3. Increases interoperability and file-based interfacing.

Client-side, to release files held by a multiplayer session, it is necessary to back out to the multiplayer server selection screen.

Server-side, it is necessary to restart the server.

Please, prioritise this. Not releasing files after reads and loads is not very professional.

May 10 2016, 9:43 AM · Arma 3
cyckuan edited Steps To Reproduce on T80121: ArmA 3 windows server is not releasing files after execVM, preprocessFile* and loadFile.
May 10 2016, 9:43 AM · Arma 3
Adam added a comment to T80120: Floating trash heap at [6602.96,20067.5,0.00134277].

Trash piles have decided to settle down. Fixed on devrbanch.

May 10 2016, 9:43 AM · Arma 3
Bohemia added a project to T80121: ArmA 3 windows server is not releasing files after execVM, preprocessFile* and loadFile: Arma 3.
May 10 2016, 9:43 AM · Arma 3
R3vo edited Steps To Reproduce on T80120: Floating trash heap at [6602.96,20067.5,0.00134277].
May 10 2016, 9:43 AM · Arma 3
Iceman added a comment to T80119: arma3.exe appcrash in MP mostly after firing the gun and kill.

Could you please upload new crashdumps with Steam Dev revision 128488 or higher?

May 10 2016, 9:43 AM · Arma 3
brooker added a comment to T80119: arma3.exe appcrash in MP mostly after firing the gun and kill.

Hello,

ived chekc this out. The problem is the same and standing still :o(

What can i do? I cant train with my clan.

Regards

Brooker

May 10 2016, 9:43 AM · Arma 3
Bohemia added a project to T80120: Floating trash heap at [6602.96,20067.5,0.00134277]: Arma 3.
May 10 2016, 9:43 AM · Arma 3
Bohemia added a comment to T80119: arma3.exe appcrash in MP mostly after firing the gun and kill.

Hello Icemen,

i can play 1 1/2 with out a crash, but then again :o/ logfile from 22:08.

Greetings brooker

May 10 2016, 9:43 AM · Arma 3
Bohemia added a comment to T80119: arma3.exe appcrash in MP mostly after firing the gun and kill.

Hello Icemen,

sorry, but today i cant play. After 10-15 min the picture is frosen with the new in-game profil :o//

What can i do?

Thanks for your support.

Greetings

Brooker

May 10 2016, 9:43 AM · Arma 3
Iceman added a comment to T80119: arma3.exe appcrash in MP mostly after firing the gun and kill.

Hello,
there were some fixes made based on your crashdumps, could you please try on Steam Dev rev. 128488 and higher? Thank you very much.

May 10 2016, 9:43 AM · Arma 3
Iceman added a comment to T80119: arma3.exe appcrash in MP mostly after firing the gun and kill.

Hello,
sorry for inconveniences, your files were sent to programmers to take a look. It can take some time but hopefully there are some clues in them.

May 10 2016, 9:43 AM · Arma 3
Iceman added a comment to T80119: arma3.exe appcrash in MP mostly after firing the gun and kill.

Hello,
it seems that some of your data is corrupted, is it possible to verify your data?
https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335

Also, is it possible to try to create new in-game profile?

Thank you.

May 10 2016, 9:43 AM · Arma 3
Bohemia added a comment to T80119: arma3.exe appcrash in MP mostly after firing the gun and kill.

Hello Icemen,

now, i have run the verify yesterday before i pleayed with crashes. I do that again now.

Ive checked with a new in-game profil this evening.

Thanks for your support.

Greetings

brooker

May 10 2016, 9:43 AM · Arma 3
Bohemia added a comment to T80119: arma3.exe appcrash in MP mostly after firing the gun and kill.

Hello Icemen,

now, a crash again with a new in-gameprofil :o((

Look in the last uploaded file.

And now? What can i do?

Greetings

brooker

May 10 2016, 9:43 AM · Arma 3
Bohemia edited Steps To Reproduce on T80119: arma3.exe appcrash in MP mostly after firing the gun and kill.
May 10 2016, 9:43 AM · Arma 3
Bohemia added a project to T80119: arma3.exe appcrash in MP mostly after firing the gun and kill: Arma 3.
May 10 2016, 9:43 AM · Arma 3
Hatchet_AS added a comment to T80118: Roadway LODs cause massive FPS hit, with ShipX vehicles. (video).

Technically, if you place a ShipX vehicle with a Roadway LOD in it, next to any other vehicle class with a Roadway, the same happens. As in the video.

Where all of those models have the same Roadway LOD in them.

May 10 2016, 9:43 AM · Arma 3
Hatchet_AS added a comment to T80118: Roadway LODs cause massive FPS hit, with ShipX vehicles. (video).

Chatted with Dwarden, I'll add some files this evening to make this painless for you guys. :P

May 10 2016, 9:43 AM · Arma 3
Chairborne added a comment to T80118: Roadway LODs cause massive FPS hit, with ShipX vehicles. (video).

Is this still happening?

May 10 2016, 9:43 AM · Arma 3
Hatchet_AS added a comment to T80118: Roadway LODs cause massive FPS hit, with ShipX vehicles. (video).

How much more info is needed here?

May 10 2016, 9:43 AM · Arma 3
Hatchet_AS added a comment to T80118: Roadway LODs cause massive FPS hit, with ShipX vehicles. (video).

Turns out ShipX vehicles are the only negatively affected vehicles. Roadways in the other classes (TankX, CarX, etc..), appear to be fine.

http://youtu.be/91zbc2vT3lY

May 10 2016, 9:43 AM · Arma 3
Hatchet_AS added a comment to T80118: Roadway LODs cause massive FPS hit, with ShipX vehicles. (video).

Well, I'm going to release the boat this week with the Roadway in it.

I do not know what else you guys need regarding info. This was/is a simple to reproduce issue. If you put a Roadway LOD in a ShipX vehicle (and only ShipX class), and then place two or more of those vehicles in close proximity to each other, there is a direct, measureable, consistent, drop in FPS.

Does not matter where on the map you place them, in view or not. Happens 100% of the time. And when I say 'close to each other', it seems that is a precise distance, relative to the size of the roadway itself.

The more detailed the Roadway, the more FPS hit there is.**

May 10 2016, 9:43 AM · Arma 3
Hatchet_AS added a comment to T80118: Roadway LODs cause massive FPS hit, with ShipX vehicles. (video).

Example of the same roadway (plus the already present roadway), in one of Milkmans little projects. Class "Truck_F". Note the FPS.

Really cool toy btw. :P

https://www.dropbox.com/s/wwzubwf9bxaha9t/arma3%202014-11-19%2019-36-14-65.png?dl=0

May 10 2016, 9:43 AM · Arma 3
DarkSideSixOfficial added a comment to T80118: Roadway LODs cause massive FPS hit, with ShipX vehicles. (video).

Has there been any kind of news on this matter? I'm certain that there is enough information to at least have the status changed from, "Not Enough Info"

May 10 2016, 9:43 AM · Arma 3
Hatchet_AS added a comment to T80118: Roadway LODs cause massive FPS hit, with ShipX vehicles. (video).

Current testing suggests, that the number of faces IS what has measurable influence on things. And not at what I would consider 'normal' counts. Much, much lower.

For illustration purposes, this is the current MkV roadway I'm testing with: https://www.dropbox.com/s/y3o2fizaselyvmg/current_roadway.PNG?dl=0

The roadway I created for the sample boat as mentioned earlier, looks like this: https://www.dropbox.com/s/9i5k7ol5ey46mg3/sBoat_roadway.PNG?dl=0

I've since increased the counts in the sample boat model (where I thought it was fine), and I can basically control my FPS via face count at this point. Which again, really makes me think there is perhaps some kind of background calculation going on. Given how the proxied roadways act on the vehicles (ie.. won't hook properly, regardless of autocentering), it seems almost like there is water interaction occurring.

https://www.dropbox.com/s/8rtebvnqfcnkc4i/carrier_roadways.PNG?dl=0
For what it's worth, every square meter of this roadway for the carrier, works, 100% of the time, with no FPS issues. However that is not a ShipX vehicle.

**Also note: If I remove the roadway LOD, there is no performance issues at all. But that is completely against the direction many of us modelers/modders would like to go with the new water features and the assets (you guys dont have..) to support it.

May 10 2016, 9:43 AM · Arma 3
Hatchet_AS added a comment to T80118: Roadway LODs cause massive FPS hit, with ShipX vehicles. (video).

Hey Iceman, not really aware of a current asset that features a roadway? At least not in a physx vehicle. Konyos MH-47's have proxied roadways, does not behave like this. Although studying those models, I can not account for many things going on there.

I'm thinking it's tied to physx things, and have a sneaky suspicion it might have something to do with the water functionality.

I'll throw a roadway in the sample boat tomorrow, and report back. (haha, not sure if that qualifies as standard/unmodded model. we hope so right?)

May 10 2016, 9:43 AM · Arma 3
Iceman added a comment to T80118: Roadway LODs cause massive FPS hit, with ShipX vehicles. (video).

Hello,
does it happen also with unmoded game/vanilla vehicles?

May 10 2016, 9:43 AM · Arma 3
Bohemia updated subscribers of T80118: Roadway LODs cause massive FPS hit, with ShipX vehicles. (video).
May 10 2016, 9:43 AM · Arma 3
Bohemia added a project to T80118: Roadway LODs cause massive FPS hit, with ShipX vehicles. (video): Arma 3.
May 10 2016, 9:43 AM · Arma 3
Hatchet_AS edited Steps To Reproduce on T80118: Roadway LODs cause massive FPS hit, with ShipX vehicles. (video).
May 10 2016, 9:43 AM · Arma 3
Killzone_Kid added a comment to T80117: Lost all account stats.

Thank you for reporting this.

May 10 2016, 9:43 AM · Arma 3
emartinez11 edited Steps To Reproduce on T80117: Lost all account stats.
May 10 2016, 9:43 AM · Arma 3
Bohemia added a comment to T80116: Sling load assistant circles displaced.

This issue is still present in todays dev branch.

May 10 2016, 9:43 AM · Arma 3
Bohemia added a project to T80117: Lost all account stats: Arma 3.
May 10 2016, 9:43 AM · Arma 3
Bohemia added a comment to T80116: Sling load assistant circles displaced.

I tried it on dev branch and there is still the same issue. See the uploaded image.

May 10 2016, 9:43 AM · Arma 3
Bohemia added a comment to T80116: Sling load assistant circles displaced.

A bump in case it was forgotten. The circles have a fixed size, see previuos post.

May 10 2016, 9:43 AM · Arma 3
Iceman added a comment to T80116: Sling load assistant circles displaced.

Could you please try on dev branch today on today's version?

May 10 2016, 9:43 AM · Arma 3
Bohemia added a comment to T80116: Sling load assistant circles displaced.

I got whats going on: the SLA was resized and the circles and height bar are fixed in their size (see 2014-11-19_00002.jpg). I can't remember resizing it on my own, but maybe it has to do with the old SLA. I tried the dev-branch when the old one was in place, so maybe it safed the size of it and doesn't update for the new one.

May 10 2016, 9:43 AM · Arma 3
Iceman added a comment to T80116: Sling load assistant circles displaced.

Hello,
we have seen this issue already but still are not able to reproduce it. COuld you please post screenshots of your graphical settings?

Thank you.

May 10 2016, 9:43 AM · Arma 3
Bohemia added a project to T80116: Sling load assistant circles displaced: Arma 3.
May 10 2016, 9:43 AM · Arma 3
Bohemia edited Steps To Reproduce on T80116: Sling load assistant circles displaced.
May 10 2016, 9:43 AM · Arma 3
Lobakus added a comment to T80115: Better Performance.

OK now what should i do the other people who are playing have 60 FPS

May 10 2016, 9:43 AM · Arma 3
the_Demongod added a comment to T80115: Better Performance.

This has been explained time and time again but I'll reiterate: multiplayer FPS relies on the server's fps, limiting the client fps. Please don't spam the feedback tracker.

May 10 2016, 9:43 AM · Arma 3
Lobakus edited Steps To Reproduce on T80115: Better Performance.
May 10 2016, 9:43 AM · Arma 3
Peter added a comment to T80114: Lighthouse [Small] produces no light.

Yes. I noted long ago and to be honest I do
Idnt know if ever those lights work. Anyways upvoted.

May 10 2016, 9:43 AM · Arma 3
Bohemia added a project to T80115: Better Performance: Arma 3.
May 10 2016, 9:43 AM · Arma 3
Bohemia added a project to T80114: Lighthouse [Small] produces no light: Arma 3.
May 10 2016, 9:42 AM · Arma 3
gutsnav edited Steps To Reproduce on T80114: Lighthouse [Small] produces no light.
May 10 2016, 9:42 AM · Arma 3
Sgt_Cold edited Steps To Reproduce on T80113: Player is ALWAYS in command of AI vehicles!.
May 10 2016, 9:42 AM · Arma 3
Bohemia updated subscribers of T80113: Player is ALWAYS in command of AI vehicles!.
May 10 2016, 9:42 AM · Arma 3
Iceman added a comment to T80111: C0000005 ACCESS_VIOLATION at 010F9D23.

It is fixed on Steam Dev rev. 128386 and higher, thank you.

May 10 2016, 9:42 AM · Arma 3
Bohemia added a project to T80113: Player is ALWAYS in command of AI vehicles!: Arma 3.
May 10 2016, 9:42 AM · Arma 3
Bohemia added a project to T80112: MK6 Mortar Reload: Arma 3.
May 10 2016, 9:42 AM · Arma 3
slider162 edited Steps To Reproduce on T80112: MK6 Mortar Reload.
May 10 2016, 9:42 AM · Arma 3
richardbiely added a comment to T80111: C0000005 ACCESS_VIOLATION at 010F9D23.

File: support\modules\bon_recruit_units\dialog\recruiment.hpp
Line 21: text = "\a3\ui_f\data\map\Markers\NATO\b_inf.paa; <- missing quote here

May 10 2016, 9:42 AM · Arma 3
Rellikplug added a comment to T80111: C0000005 ACCESS_VIOLATION at 010F9D23.

Could you enlighten me as to what this mistake is? I have created this mission by porting an existing mission from Altis to Sratis. It was working fine and I was adding to the paramsArray in the description.ext when the crash started. Is it something I added to the description.ext?

May 10 2016, 9:42 AM · Arma 3
Iceman added a comment to T80111: C0000005 ACCESS_VIOLATION at 010F9D23.

There is a mistake in the mission config which makes Arma perform an emergency shutdown. This could be repaired only by mission author. Closing this ticket, thank you a lot for the cooperation.

May 10 2016, 9:42 AM · Arma 3
Rellikplug added a comment to T80111: C0000005 ACCESS_VIOLATION at 010F9D23.

Mission files uploaded.

May 10 2016, 9:42 AM · Arma 3
Iceman added a comment to T80111: C0000005 ACCESS_VIOLATION at 010F9D23.

Do you happen to have the mission? We would definitely use it.

May 10 2016, 9:42 AM · Arma 3
Rellikplug added a comment to T80111: C0000005 ACCESS_VIOLATION at 010F9D23.

I have narrowed the cause of the crash to be the presence of a mission in the mpmissions folder. What could I have done in the mission files to cause the game to crash when loading into a LAN host to edit.

May 10 2016, 9:42 AM · Arma 3
Rellikplug added a comment to T80111: C0000005 ACCESS_VIOLATION at 010F9D23.

Creating a new profile has resolved the crash.

May 10 2016, 9:42 AM · Arma 3
Iceman added a comment to T80111: C0000005 ACCESS_VIOLATION at 010F9D23.

It seems that there is something wrong with your data. Could you please verify your game cache and create new ingame profile?
https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335

May 10 2016, 9:42 AM · Arma 3
Rellikplug added a comment to T80111: C0000005 ACCESS_VIOLATION at 010F9D23.

New crash dump files uploaded.

May 10 2016, 9:42 AM · Arma 3
Iceman added a comment to T80111: C0000005 ACCESS_VIOLATION at 010F9D23.

Hello,
could you please upload new crashdumps without -nologs parameter? Parameter -nologs prevents errors being recorded to rpt.
Also, is it possible to upload your Dx-Diag file?
You can find how to get your file here:
http://www.matrixgames.com/forums/tm.asp?m=1597548
Thank you

May 10 2016, 9:42 AM · Arma 3
Rellikplug added a comment to T80111: C0000005 ACCESS_VIOLATION at 010F9D23.

Of course, I had intended to remove the param but forgot. New crash rtp files inbound in an hour or so. Dx-diag has been uploaded.

May 10 2016, 9:42 AM · Arma 3
Bohemia added a project to T80111: C0000005 ACCESS_VIOLATION at 010F9D23: Arma 3.
May 10 2016, 9:42 AM · Arma 3
Rellikplug edited Steps To Reproduce on T80111: C0000005 ACCESS_VIOLATION at 010F9D23.
May 10 2016, 9:42 AM · Arma 3
Adam added a comment to T80110: appcrash.

Issue is fixed. If you encounter another issue please create new ticket. Thank you.

May 10 2016, 9:42 AM · Arma 3
KopRaaS edited Steps To Reproduce on T80110: appcrash.
May 10 2016, 9:42 AM · Arma 3
Bohemia added a project to T80110: appcrash: Arma 3.
May 10 2016, 9:42 AM · Arma 3
mattaust added a comment to T80109: Bridge missing an RVMAT.

Come on, this is a simple fix!

May 10 2016, 9:42 AM · Arma 3
mattaust edited Steps To Reproduce on T80109: Bridge missing an RVMAT.
May 10 2016, 9:42 AM · Arma 3
Bohemia added a project to T80109: Bridge missing an RVMAT: Arma 3.
May 10 2016, 9:42 AM · Arma 3
Bohemia added a project to T80108: Vehicle windows: Arma 3.
May 10 2016, 9:42 AM · Arma 3
rggdafreak edited Steps To Reproduce on T80108: Vehicle windows.
May 10 2016, 9:42 AM · Arma 3
Iceman added a comment to T80107: D3DCOMPILER_43 Frequent Crashing.

Hello,
thank you for the report. Could you please try to attach new crashdumps without any mods and parameters active? It helps us analyse them a lot.

Thank you.

May 10 2016, 9:42 AM · Arma 3
Bohemia added a project to T80107: D3DCOMPILER_43 Frequent Crashing: Arma 3.
May 10 2016, 9:42 AM · Arma 3
Dr3adn0ught35 edited Steps To Reproduce on T80107: D3DCOMPILER_43 Frequent Crashing.
May 10 2016, 9:42 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T80106: Picking up handgun magazine causes player to imitate reload of primary weapon [VIDEO].
May 10 2016, 9:42 AM · Arma 3
Bohemia added a project to T80106: Picking up handgun magazine causes player to imitate reload of primary weapon [VIDEO]: Arma 3.
May 10 2016, 9:42 AM · Arma 3
Killzone_Kid added a comment to T80105: Pick Up weapon should be priority over inventory with single weapon in weaponholder [PICTURE].

Can't do that, new people have no idea what key does what. On the other hand there should be UI option so you can specify if you want those actions displayed in action menu or not.

May 10 2016, 9:42 AM · Arma 3