This has been improved recently. You can check the behavior in the Dev Branch.
Thank you for your feedback!
This has been improved recently. You can check the behavior in the Dev Branch.
Thank you for your feedback!
Just saw this is a dupe of http://feedback.arma3.com/view.php?id=12981 , which has been open since 8/13 :/
In very high acceleration, yes the g-forces may give that impression, but we're talking about an average pick up truck and a couple of SUV's, not bugatti veyrons, ferraris and jets.
yeah...aren't you supposed to feel heavier or something when going at that speed?
Hello,
this is intended behavior, it serves to simulate high speed effects on human body.
Shouldn't this already be considered fixed since "param" and "params" are in the stable branch?
Should be fixed in current dev branch version. Marking as resolved.
Related to #0023614
Yes, new recoil seems to break the UGL recoil.
It is a shame that this bug should not be left into the stable version.
All Grenade Launchers still have no recoil
which before the recoil update , they had a recoil
+1 totes agree
Have you actually managed to crash the game with the reproduction?
yes several times, alt tabbing seems to cause it the most, but ive also noticed it once when changing view distance
This got fixed by https://forums.bistudio.com/topic/150500-development-branch-captains-ai-log/page-4#entry2888103
Thank you for helping us improve the game!
In progress.
Very old issue. Maybe oukej wants this one? :-)
I uploaded a picture demonstrating this behaviour combined with another flaw: the grenadier fires in different directions because he fires before reloading/moving animations are finished.
It can be very frustrating seeing the ai firing useless smoke grenades at the enemy (or all over the place).
Repro mission added
Video http://www.youtube.com/watch?v=eOqqWM6_0YI
My Tickets:
0022791: Sidearm does not lower in Movement and a while upright causes the player to lower his weapon
http://feedback.arma3.com/view.php?id=22791
0022792: Add a second key for "Cycle Throw Items", "Countermeasure mode", "Change gunner weapon"
http://feedback.arma3.com/view.php?id=22792
0022794: AI fires smoke from UGL when it runs out of HE rounds
http://feedback.arma3.com/view.php?id=22794
0023226: Units health, open for modding
http://feedback.arma3.com/view.php?id=23226
There should be a edit button below the note, on the left
I suggest fixing the title if you want more chances of this being looked at. Should be: "AI fires smoke from UGL when it runs out of HE rounds)
FrankHH
I don't know how to do it.
Still true.
My Tickets:
0022791: Sidearm does not lower in Movement and a while upright causes the player to lower his weapon
http://feedback.arma3.com/view.php?id=22791
0022792: Add a second key for "Cycle Throw Items", "Countermeasure mode", "Change gunner weapon"
http://feedback.arma3.com/view.php?id=22792
0022794: AI fires smoke from UGL when it runs out of HE rounds
http://feedback.arma3.com/view.php?id=22794
0023226: Units health, open for modding
http://feedback.arma3.com/view.php?id=23226
My Tickets:
0022791: Sidearm does not lower in Movement and a while upright causes the player to lower his weapon
http://feedback.arma3.com/view.php?id=22791
0022792: Add a second key for "Cycle Throw Items", "Countermeasure mode", "Change gunner weapon"
http://feedback.arma3.com/view.php?id=22792
0022794: AI fires smoke from UGL when it runs out of HE rounds
http://feedback.arma3.com/view.php?id=22794
0023226: Units health, open for modding
http://feedback.arma3.com/view.php?id=23226
Hello,
it looks like there is a problem with your DirectX, could you please consider reinstalling it?
Could do so:
UAV owner has full control over it.
Team member can have only camera image, but can not control it.
Sounds like this is a Wasteland problem and not a UAV problem.
Hello,
we can't replicate the issue, but I believe that I have found a potential problem and issued an fix for the next version.
Sorry for the inconvenience.
Hello,
a potential bug was potentiality fixed in the Launcher v1.2 that is bundled with the game update 1.42.
Sorry for the inconvenience. Please let us know if the issue is not resolved.
Hi,
I've uploaded files here so please take a look.
Thanks.
So.. I fixed the problem by downloading all the steam mods and using them as local mods, which is not the best solution,but there is yet no other solution and there even won't be..
Hello,
can you upload Launcher's logs and presets, please. You can find them in:
C:\Users\<YourUserName>\AppData\Local\Arma 3 Launcher\
in Logs and Presets folders. Please compress these two folders into ZIP or RAR archive and upload them here so we can investigate.
Thank you.
@TakeHomeTheCup: Don't even get me started on 1 unit.
Yeah... I agree with MulleDK19.
It's pretty easy to tell who the group leader is even with 2 units in a group...
Seriously there should be any kind of mark to identify group leader
If you have millions of lines everywhere, you're doing it wrong.
And it's just as easy distinguishing the leader in a two man group. You always put the leader in front.
Seriously, I think you're the only one who's ever had an issue with this.
Eh? The leader is the unit who has all the lines pointed at him.
hi iceman, are you sure they patrol? i could not see any and i was watching for a good amount of time.
I thought the same until I tried it in VR map, it seems they spawn a patrol at a good distance from the placement of the module, it can be 200-300 meters away.
In a built up area you may not see them.
Hello,
Observation post and Base have their soldiers patrolling around, the other ones (ie. Traffic Checkpoint) do not have this capability as a design decision.
Its working strange on these walls, cant deploy bipod on them too properly (it always deploys on ground)
Well the new deploying seems to work pretty well on those places. Resting is still missing and deploying can't be done on every feet on those low rock walls but this is kind of a half resolved. Resting doesn't still work but deploying kinda eliminates mostly that problem?
I could be wrong but I think this might be because the actual 3d geometry of these walls is kind of a sloped mound, to allow walking over them.
Upvoted. I find that these walls, especially the one in the second picture, are some of the most common points of cover that I use when I'm out in the open.
Agree, especially when viewed beside the Neophron (which actually has a wreck model), the undamaged A-164 doesn't look very good.