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May 10 2016

pwndaily added a comment to T81731: Marksmen DLC: ASP-1 Kir very inaccurate.

Ballistics on ASP-1 are broken: https://www.youtube.com/watch?v=H59fZShSmrQ

Skip to 5:15 to really see the problem, I've never seen or know of a round that has that much arc and low velocity

May 10 2016, 10:40 AM · Arma 3
RobertHammer added a comment to T81731: Marksmen DLC: ASP-1 Kir very inaccurate.

ASP-1 is meant to be used only in close range - not above 500-600m because of ballistics , sure you can hit someone with it in that range but you won't get a flat accuracy from it

more info here > http://forums.bistudio.com/showthread.php?189714-Marksmen-DLC-Weapon-Feedback&p=2908131#post2908131

also the 12.7x54mm isn't 12.7x99mm aka .50 cal BMG which M82 uses

May 10 2016, 10:40 AM · Arma 3
Fireball added a comment to T81731: Marksmen DLC: ASP-1 Kir very inaccurate.

Here:

https://www.youtube.com/watch?v=NDopc6qQRtE

Maybe it's just me, but 1 out of 10 shots in average is not very good. And it's certainly not zeroing, since you can see the wide lateral dispersal of the bullets too.

May 10 2016, 10:40 AM · Arma 3
csathdfw added a comment to T81731: Marksmen DLC: ASP-1 Kir very inaccurate.

KIR is good and accurate.

I dont know what some people expect from a suppressed fiddy cal...

May 10 2016, 10:40 AM · Arma 3
CraftLourens added a comment to T81731: Marksmen DLC: ASP-1 Kir very inaccurate.

Record video please. For me ASP-1 Kir is okay. Maybe you forgot about zeroing ? //Sorry for my bad english.

May 10 2016, 10:40 AM · Arma 3
Bohemia added a project to T81731: Marksmen DLC: ASP-1 Kir very inaccurate: Arma 3.
May 10 2016, 10:40 AM · Arma 3
Adam added a comment to T81730: Marksmen DLC: Mk14 damage too low and quite inaccurate.

To answer your question about VR and body armor: If you have a specific vest equipped the VR Copies it along with the armor it provides.

May 10 2016, 10:40 AM · Arma 3
Fireball edited Steps To Reproduce on T81731: Marksmen DLC: ASP-1 Kir very inaccurate.
May 10 2016, 10:40 AM · Arma 3
Fireball added a comment to T81730: Marksmen DLC: Mk14 damage too low and quite inaccurate.

Ok, then at least remove any zeroing above 1000m - this is ridiculous.

May 10 2016, 10:40 AM · Arma 3
Adam added a comment to T81730: Marksmen DLC: Mk14 damage too low and quite inaccurate.

Hey there Fireball,

I'm sorry but this is not an issue.

May 10 2016, 10:40 AM · Arma 3
RobertHammer added a comment to T81730: Marksmen DLC: Mk14 damage too low and quite inaccurate.

over 600m it is usually 2-3 shots in the torso when they got a body armor

max effective range is 800m and max range is 1000m for 7.62x51 , the 1600m is overkill for this round

May 10 2016, 10:40 AM · Arma 3
Bohemia added a project to T81730: Marksmen DLC: Mk14 damage too low and quite inaccurate: Arma 3.
May 10 2016, 10:40 AM · Arma 3
Fireball edited Steps To Reproduce on T81730: Marksmen DLC: Mk14 damage too low and quite inaccurate.
May 10 2016, 10:40 AM · Arma 3
InstaGoat added a comment to T81729: Game Crashes constantly, always with code C0000005 (Dumps, Rpt and DxDiag incl).

Another zip added with Dumps and RPT, not using any mods. Identical Symptoms.

May 10 2016, 10:40 AM · Arma 3
Bohemia added a project to T81729: Game Crashes constantly, always with code C0000005 (Dumps, Rpt and DxDiag incl): Arma 3.
May 10 2016, 10:40 AM · Arma 3
Koala added a comment to T81728: Huron get in sound is extremely loud and distorted.

I can reproduce that issue too. It doesn't matter what seat you will take, the sound is extrem distorted, loud and I can only hear it on my left channel.

All the other helicopters and vehicles sound fine to me.

I am using a "Creative Soundblaster X-Fi Elite Pro" Soundcard in combination with CMSS3D (surround for stereo headset).

I was able to reproduce the issue with the 1.42.129967 RC and dev-branch 1.43.129986

May 10 2016, 10:40 AM · Arma 3
Fireball added a comment to T81728: Huron get in sound is extremely loud and distorted.

Dupe of #21268.

May 10 2016, 10:40 AM · Arma 3
InstaGoat edited Steps To Reproduce on T81729: Game Crashes constantly, always with code C0000005 (Dumps, Rpt and DxDiag incl).
May 10 2016, 10:40 AM · Arma 3
FrankHH added a comment to T81728: Huron get in sound is extremely loud and distorted.

I did some more testing and found out that this only happens with my headphones. Using speakers doesn't break the get in sound. And by "break" I don't mean the sound just getting louder, I mean extremely cracked and distorted. Like when you play a bass-heavy song on a super cheap speaker.

Very weird, considering that this is the ONLY sound that breaks when I use the headphones (Razer Kraken 7.1). Not even other helis give me this sound bug. I tried disabling its virtual surround software (Razer Synapse) and the problem still occurs. Oh well, at least I'm not using them anymore currently.

May 10 2016, 10:40 AM · Arma 3
Adam added a comment to T81728: Huron get in sound is extremely loud and distorted.

Hello,

I'm unable to reproduce this issue on Stable and Dev. Could you please provide more info?

May 10 2016, 10:40 AM · Arma 3
FrankHH edited Steps To Reproduce on T81728: Huron get in sound is extremely loud and distorted.
May 10 2016, 10:40 AM · Arma 3
joostSidy added a comment to T81727: Walking speed is unnaturally fast.

I agree, they sped it up one time to get it closer to the faster speeds of the other walk/run modes, but it looks a bit unnatural and I prefer the slower speed.

May 10 2016, 10:40 AM · Arma 3
Bohemia added a project to T81728: Huron get in sound is extremely loud and distorted: Arma 3.
May 10 2016, 10:40 AM · Arma 3
Bohemia added a project to T81727: Walking speed is unnaturally fast: Arma 3.
May 10 2016, 10:39 AM · Arma 3
FrankHH set Category to category:anims on T81727: Walking speed is unnaturally fast.
May 10 2016, 10:39 AM · Arma 3
austin_medic added a comment to T81726: Update faction showcase missions with all new additions.

It would be a nice thing for them to do if theres time to 'go back for it', though not a big need in my opinion.

May 10 2016, 10:39 AM · Arma 3
Bohemia added a project to T81726: Update faction showcase missions with all new additions: Arma 3.
May 10 2016, 10:39 AM · Arma 3
runekn set Category to category:featurerequest on T81726: Update faction showcase missions with all new additions.
May 10 2016, 10:39 AM · Arma 3
HereisJohnny edited Steps To Reproduce on T81725: Scipting command <b><i>format</i></b> trims strings with more than 8191 characters.
May 10 2016, 10:39 AM · Arma 3
Bohemia added a project to T81725: Scipting command <b><i>format</i></b> trims strings with more than 8191 characters: Arma 3.
May 10 2016, 10:39 AM · Arma 3
danczer added a comment to T81724: Hold breath is broken in the deployed mode.

Fixed in version: 1.43.129986

May 10 2016, 10:39 AM · Arma 3
danczer added a comment to T81724: Hold breath is broken in the deployed mode.

Just finished the Marksman Showcase and my experience was that the deployed weapon has lower accuracy because of the missing hold breath.

Somehow without hold breath the bullet randomly miss the target at 300m with +-30cm.

This should be fixed in the Marksman DLC, because its break the immersion that the deployed weapon is more precise than the not deployed.

May 10 2016, 10:39 AM · Arma 3
danczer edited Additional Information on T81724: Hold breath is broken in the deployed mode.
May 10 2016, 10:39 AM · Arma 3
Bohemia added a project to T81724: Hold breath is broken in the deployed mode: Arma 3.
May 10 2016, 10:39 AM · Arma 3
bux578 added a comment to T81723: "gunnerAction" is not a class ("gunnername" accessed).

This seems fixed. Can be closed. Can't repo on 1.48 stable.

May 10 2016, 10:39 AM · Arma 3
Bohemia added a project to T81722: Game Crashes when loading Campaign: Arma 3.
May 10 2016, 10:39 AM · Arma 3
KBARRETT89 set Category to category:gamecrash on T81722: Game Crashes when loading Campaign.
May 10 2016, 10:39 AM · Arma 3
bux578 edited Steps To Reproduce on T81723: "gunnerAction" is not a class ("gunnername" accessed).
May 10 2016, 10:39 AM · Arma 3
Bohemia added a project to T81723: "gunnerAction" is not a class ("gunnername" accessed): Arma 3.
May 10 2016, 10:39 AM · Arma 3
Adam added a comment to T81721: Error Code 81.

Hello,

I'm sorry to hear you are having trouble. Could you please attach .RPT Files located in C:\Users\<Name>\AppData\Local\Arma 3\ and launcher .RPT files located in C:\Users\<Name>\AppData\Local\Arma 3 Launcher\Logs

Thank you.

May 10 2016, 10:39 AM · Arma 3
CuppedKake edited Steps To Reproduce on T81721: Error Code 81.
May 10 2016, 10:39 AM · Arma 3
Bohemia added a project to T81721: Error Code 81: Arma 3.
May 10 2016, 10:39 AM · Arma 3
BISWizard added a comment to T81720: Launcher does allow joining servers from Steam.

Hello,
we've found out the root cause(s) of this issue and devised a fix.

A possible workaround is to manually correct parameters passed to the game. In the Launcher, go to Parameters page and on it is a text box labelled "Command line parameters". You have to add + sign before 'connect' and 'password' and enclose the password itself in double quotes.

E.g.:
The following parameters:

connect 127.0.0.1:2302 password 123 456

should be corrected to:

+connect 127.0.0.1:2302 +password "123 456"
May 10 2016, 10:39 AM · Arma 3
simp1yhotmailcouk set Category to category:launcher on T81720: Launcher does allow joining servers from Steam.
May 10 2016, 10:39 AM · Arma 3
SaOk added a comment to T81719: onMouseMoving and many other eventhandlers not working for many control class types.

Found out that those eventhandlers still working for StructuredText so no more urgent need.

May 10 2016, 10:39 AM · Arma 3
Bohemia added a project to T81720: Launcher does allow joining servers from Steam: Arma 3.
May 10 2016, 10:39 AM · Arma 3
SaOk set Category to category:scripting on T81719: onMouseMoving and many other eventhandlers not working for many control class types.
May 10 2016, 10:39 AM · Arma 3
Bohemia added a project to T81719: onMouseMoving and many other eventhandlers not working for many control class types: Arma 3.
May 10 2016, 10:39 AM · Arma 3
SaOk edited Steps To Reproduce on T81718: displayAddEventHandler "MouseMoving" return nonsense values.
May 10 2016, 10:39 AM · Arma 3
Bohemia added a project to T81718: displayAddEventHandler "MouseMoving" return nonsense values: Arma 3.
May 10 2016, 10:39 AM · Arma 3
Arkhir edited Steps To Reproduce on T81717: Parse .ogg sounds and music defined in description.ext for use in Zeus..
May 10 2016, 10:39 AM · Arma 3
Bohemia added a project to T81717: Parse .ogg sounds and music defined in description.ext for use in Zeus.: Arma 3.
May 10 2016, 10:39 AM · Arma 3
burkhar added a comment to T81716: Character goes prone when you switch to binoculars when crouch (weapon down).

Hello, fixed in DEV branch 1.43.130481.

May 10 2016, 10:39 AM · Arma 3
Shields added a comment to T81716: Character goes prone when you switch to binoculars when crouch (weapon down).

Awesome, thanks!

May 10 2016, 10:39 AM · Arma 3
burkhar added a comment to T81716: Character goes prone when you switch to binoculars when crouch (weapon down).

Hello, problem is fixed now. Fix should be reflected in latest DEV branch version tomorrow (23-04-15). Would you please test it then and advise? Thank you very much!

May 10 2016, 10:39 AM · Arma 3
burkhar added a comment to T81716: Character goes prone when you switch to binoculars when crouch (weapon down).

Hi, you are right, L, LB, B and RB movements still affected. Will review and fix the issue ASAP. Will advise.

May 10 2016, 10:39 AM · Arma 3
Adam added a comment to T81716: Character goes prone when you switch to binoculars when crouch (weapon down).

Thanks, the video helped me a lot and i was able to reproduce the issue. It has been scheduled for a fix.

May 10 2016, 10:39 AM · Arma 3
Shields added a comment to T81716: Character goes prone when you switch to binoculars when crouch (weapon down).

Pistols works for all directions now.
However the same bug still occurs when moving left or backwards with a rifle.
Can you reopen this?

May 10 2016, 10:39 AM · Arma 3
burkhar added a comment to T81716: Character goes prone when you switch to binoculars when crouch (weapon down).

Hi, problem fixed for all movement directions and both pistol and rifle. Fixed in DEV branch 1.43.130380. Would you please test it and close the issue eventually? Thank you!

May 10 2016, 10:39 AM · Arma 3
Shields added a comment to T81716: Character goes prone when you switch to binoculars when crouch (weapon down).

Whenever moving forward in a crouch position and your weapon undeployed (2xLCTRL) if you switch to binoculars, rangefinder or laser designator the character will automatically go to the prone stance.

https://www.youtube.com/watch?v=lA-JuDFokb4&feature=youtu.be

As you can see in the video, as soon as i switch to binoculars the player automatically ducks to the ground. Same happens with handguns and rangefinder/laser deg as mentioned.

May 10 2016, 10:39 AM · Arma 3
Shields added a comment to T81716: Character goes prone when you switch to binoculars when crouch (weapon down).

Still a problem in 1.42

May 10 2016, 10:39 AM · Arma 3
Shields added a comment to T81716: Character goes prone when you switch to binoculars when crouch (weapon down).

Have you reviewed the video yet? I'd like to remove it from my account.

May 10 2016, 10:39 AM · Arma 3
Adam added a comment to T81716: Character goes prone when you switch to binoculars when crouch (weapon down).

Hello,

I'm unable to reproduce your issue could you please provide more information? Thank you.

May 10 2016, 10:39 AM · Arma 3
Adam added a comment to T81715: Game crashes at start (exept in window-mode).

Hello

Have you successfully resolved the issue? If so can you please confirm it so i can close this issue.

May 10 2016, 10:39 AM · Arma 3
Shields edited Steps To Reproduce on T81716: Character goes prone when you switch to binoculars when crouch (weapon down).
May 10 2016, 10:39 AM · Arma 3
Bohemia added a project to T81716: Character goes prone when you switch to binoculars when crouch (weapon down): Arma 3.
May 10 2016, 10:39 AM · Arma 3
LeToerke added a comment to T81715: Game crashes at start (exept in window-mode).

SOLUTION: Disabled RivaTunerStatisticsServer (Part of MSI Afterburner) for arma3.exe! Looks like it is not compatible anymore...

May 10 2016, 10:39 AM · Arma 3
DJNICKY95 added a comment to T81714: Random e frequently crash.

I continue to support my ticket. I attach june files. I'm going to keep this ticket because I spent money for this game and I have a right to have a solution.

May 10 2016, 10:39 AM · Arma 3
LeToerke edited Steps To Reproduce on T81715: Game crashes at start (exept in window-mode).
May 10 2016, 10:39 AM · Arma 3
Bohemia added a project to T81715: Game crashes at start (exept in window-mode): Arma 3.
May 10 2016, 10:39 AM · Arma 3
DJNICKY95 added a comment to T81714: Random e frequently crash.

I understand you.In fact it's from when I bought it that makes these crashes.I never had the desire and time because I knew it could be a problem for long a time. But the last few times the crashes have increased.

May 10 2016, 10:39 AM · Arma 3
DJNICKY95 added a comment to T81714: Random e frequently crash.

I posted recently bidmp. I don't know why appears 2 bidmp file after some crashes. But Bohemia help me I want to play without crashes, please.

May 10 2016, 10:39 AM · Arma 3
DJNICKY95 added a comment to T81714: Random e frequently crash.

And my friends have less powerfull pc than me and they haven't crashes, never.

May 10 2016, 10:39 AM · Arma 3
jls1cm added a comment to T81714: Random e frequently crash.

here is the same issue that i reported last year. Still unresolved.

http://feedback.arma3.com/view.php?id=19776

May 10 2016, 10:39 AM · Arma 3
Adam added a comment to T81714: Random e frequently crash.

Hey,

The bidmp file is still missing. Could you please attach it? Thank you!

May 10 2016, 10:39 AM · Arma 3
DJNICKY95 added a comment to T81714: Random e frequently crash.

I can't find bidmp files. Where are find them? In AppData/local/arma3 i found only these rpt files. Attach screen.

May 10 2016, 10:39 AM · Arma 3
Adam added a comment to T81714: Random e frequently crash.

Hello and thank you for your ticket

We need crash dump files from this folder to analyze your problem.
C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package, please?
Archive smaller than 5000 KB can be attached directly to the ticket. For bigger archives, please use some free sharing service and post link here.

How to find correct crashdump file:
Try to make the crash happen without running mods or custom allocators
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.

May 10 2016, 10:39 AM · Arma 3
DJNICKY95 added a comment to T81714: Random e frequently crash.

I uploaded files report of today. I hope they are the files that you want.

May 10 2016, 10:39 AM · Arma 3
Bohemia updated subscribers of T81714: Random e frequently crash.
May 10 2016, 10:39 AM · Arma 3
muf added a comment to T81713: No Entry 'bin\config.bin\CfgMarkers.markerName'.

The setMarkerTypeLocal command searches the type in configfile >> "cfgMarkers" not in missionConfigFile >> "cfgMarkers". You need to define the new marker using addon instead of description.ext.

May 10 2016, 10:39 AM · Arma 3
DJNICKY95 edited Steps To Reproduce on T81714: Random e frequently crash.
May 10 2016, 10:39 AM · Arma 3
FatPiggy updated subscribers of T81713: No Entry 'bin\config.bin\CfgMarkers.markerName'.

Alright, so this would be a good solution:

Arma 3 Root Folder\@MarKeR\config.hpp

class playerMarker {
name = "playerMarker";
icon = "media\playerMarker.paa";
color[] = {1, 0, 0, 1};
size = 32;
shadow = true;
scope = private;
};

And in the description.ext

class CfgMarkers
{
#include "@MarKeR\config.hpp"
};

would this be a viable solution? May help others if they come across this ticket.

May 10 2016, 10:39 AM · Arma 3
Bohemia added a project to T81714: Random e frequently crash: Arma 3.
May 10 2016, 10:39 AM · Arma 3
FatPiggy added a comment to T81713: No Entry 'bin\config.bin\CfgMarkers.markerName'.

Adam, I have uploaded the test mission, reproducing the error with the least amount of code needed.

The init.sqf executes the player_markers.sqf inside the scripts folder.
The description.ext contains the marker config.
The paa file is within the media folder.
The reference to the "playerMarker" marker name is in scripts\player_markers.sqf on line 128.

Let me know if you need anything else! Thanks

May 10 2016, 10:39 AM · Arma 3
FatPiggy added a comment to T81713: No Entry 'bin\config.bin\CfgMarkers.markerName'.

Sure thing.

May 10 2016, 10:39 AM · Arma 3
Adam added a comment to T81713: No Entry 'bin\config.bin\CfgMarkers.markerName'.

Thank you. The repro mission was a huge help :)

May 10 2016, 10:39 AM · Arma 3
Adam added a comment to T81713: No Entry 'bin\config.bin\CfgMarkers.markerName'.

Hello,

thank you for submitting the ticket. Could you please upload a simple repro mission displaying the problem? It would be a big help.

Thank you.

May 10 2016, 10:39 AM · Arma 3
oukej added a comment to T81712: Turning your character alerts nearby enemies..

Fixed in https://forums.bistudio.com/topic/140837-development-branch-changelog/page-32#entry2921906

Thank you for helping us improve the game!

May 10 2016, 10:39 AM · Arma 3
Katulobotomia added a comment to T81712: Turning your character alerts nearby enemies..

@oukej: Good to hear and np! :)

May 10 2016, 10:39 AM · Arma 3
Bohemia added a project to T81713: No Entry 'bin\config.bin\CfgMarkers.markerName': Arma 3.
May 10 2016, 10:39 AM · Arma 3
Bohemia updated subscribers of T81713: No Entry 'bin\config.bin\CfgMarkers.markerName'.
May 10 2016, 10:39 AM · Arma 3
FatPiggy edited Steps To Reproduce on T81713: No Entry 'bin\config.bin\CfgMarkers.markerName'.
May 10 2016, 10:39 AM · Arma 3
Katulobotomia added a comment to T81712: Turning your character alerts nearby enemies..
NOTE: it was found that the issue happens because when you turn your view fast enough, it equates as the character moving across the terrain with a certain speed...even though you are just turning in place. This apparently might be due to it being tied to the AI being aware of fast moving objects around it.
May 10 2016, 10:39 AM · Arma 3
oukej added a comment to T81712: Turning your character alerts nearby enemies..

Hey and thank you for the report.

We have recently discovered this issue as well and are already looking for ways of improving the detection

Will keep you informed.

May 10 2016, 10:39 AM · Arma 3
greenfist added a comment to T81712: Turning your character alerts nearby enemies..

A video with speed values: https://youtu.be/Jg1-QC0ExFk

May 10 2016, 10:39 AM · Arma 3
runekn added a comment to T81711: Character dies when deploys weapon.

I've also died when I deployed, some dev builds ago. Havent seen it since though.

May 10 2016, 10:39 AM · Arma 3
Bohemia added a project to T81712: Turning your character alerts nearby enemies.: Arma 3.
May 10 2016, 10:39 AM · Arma 3
Katulobotomia edited Steps To Reproduce on T81712: Turning your character alerts nearby enemies..
May 10 2016, 10:39 AM · Arma 3
pops added a comment to T81711: Character dies when deploys weapon.

You can also die or get seriously injured when you deploy close to another player, who is also deployed. When moving around, the bodies collide and both players receive injuries.

May 10 2016, 10:39 AM · Arma 3
Adam added a comment to T81711: Character dies when deploys weapon.

Hello,

i'm not able to reproduce this issue. Could you provide more information? Like the video you have suggested.

May 10 2016, 10:39 AM · Arma 3