Page MenuHomeFeedback Tracker
Feed Arma 3 Activity

May 10 2016

Bluecewe edited Steps To Reproduce on T81749: 'vehicle player' returns player object when player is in vehicle.
May 10 2016, 10:40 AM · Arma 3
Bohemia added a project to T81749: 'vehicle player' returns player object when player is in vehicle: Arma 3.
May 10 2016, 10:40 AM · Arma 3
yhp8470 added a comment to T81748: NATO forces in 'Exit Strategy' mission?.

Adam// oh, I did reproduce this problem one more, but looks like this problem is solved. Issue close please, sorry.

May 10 2016, 10:40 AM · Arma 3
Adam added a comment to T81748: NATO forces in 'Exit Strategy' mission?.

Hello and thank you for your ticket. Unfortunately i was unable to reproduce your issue. Could you please provide more info?

May 10 2016, 10:40 AM · Arma 3
SomeSangheili added a comment to T81748: NATO forces in 'Exit Strategy' mission?.

What you mean is that there are for some reason American troops other than Kerry on Altis during the middle of Adapt, and it doesn't make sense because Kerry was the only American to survive the first episode (also they're wearing full US Army kit which doesn't make sense)
They should instead be CTRG (British) guys or just simple rebels

May 10 2016, 10:40 AM · Arma 3
yhp8470 added a comment to T81748: NATO forces in 'Exit Strategy' mission?.

Yes, Kerry is NATO. But I mean NATO peoples around James.
Before, James come with the FIA ​​people. but now, Changed NATO peoples.
NATO is only alive Kerry in Altis.

May 10 2016, 10:40 AM · Arma 3
Unknown Object (User) added a comment to T81748: NATO forces in 'Exit Strategy' mission?.

Technically, kerry is NATO.

May 10 2016, 10:40 AM · Arma 3
Bohemia added a project to T81748: NATO forces in 'Exit Strategy' mission?: Arma 3.
May 10 2016, 10:40 AM · Arma 3
yhp8470 edited Steps To Reproduce on T81748: NATO forces in 'Exit Strategy' mission?.
May 10 2016, 10:40 AM · Arma 3
simp1yhotmailcouk set Category to category:visualstructures on T81747: Kavala Castle wall traps players.
May 10 2016, 10:40 AM · Arma 3
simp1yhotmailcouk set Category to category:visualstructures on T81746: Kavala Castle wall traps players.
May 10 2016, 10:40 AM · Arma 3
Bohemia added a project to T81747: Kavala Castle wall traps players: Arma 3.
May 10 2016, 10:40 AM · Arma 3
debug added a comment to T81745: Unable to deploy weapon one team/group members.

disregard, weapon stabilization is already supported and is good enough, deployed weapon makes no sense anyway. thank you.

May 10 2016, 10:40 AM · Arma 3
Bohemia added a project to T81746: Kavala Castle wall traps players: Arma 3.
May 10 2016, 10:40 AM · Arma 3
debug edited Steps To Reproduce on T81745: Unable to deploy weapon one team/group members.
May 10 2016, 10:40 AM · Arma 3
debug added a comment to T81745: Unable to deploy weapon one team/group members.

even in the live release video we all saw that we could deploy the weapon on a team member.

May 10 2016, 10:40 AM · Arma 3
Koala added a comment to T81745: Unable to deploy weapon one team/group members.

Are you sure you were able to do that? I can't remember to read about that feature in the changelogs.

May 10 2016, 10:40 AM · Arma 3
Bohemia added a project to T81745: Unable to deploy weapon one team/group members: Arma 3.
May 10 2016, 10:40 AM · Arma 3
celticalliance added a comment to T81744: starts with luncher no mods.

While the launcher is nice and all I find it rather annoying I do not have the choice anymore to directly play Arma 3 when I want to run the game through Steam, or try to join servers through Steam's server browser. It keeps throwing me into the launcher which is just annoying and a rather odd move if I may be so honest.

Can this please be reverted? I do not intend to use the launcher and just want to be able to run Arma 3 directly from the Steam menu, or join servers from Steam's server browser.

Just bring back the options we had on Steam before, play Arma 3 etc., after you ran Arma 3 from the Steam menu.

May 10 2016, 10:40 AM · Arma 3
cowant edited Additional Information on T81744: starts with luncher no mods.
May 10 2016, 10:40 AM · Arma 3
stoney-dsp added a comment to T81744: starts with luncher no mods.

you can install your Mods via the launcher, or put the mods in seperate file and link it via the launcher. under parameters check the box Mods than insert the map where the mods are in, than go 2 MODS and check the 1s you want, per profile you can save different mods

May 10 2016, 10:40 AM · Arma 3
Adam added a comment to T81743: Graphics driver crash after entering game world - narrowed down to Bloom setting (Files attached).

It seems that your problem is that DirectX crashes. This may be from various reasons, such as outdated DirectX, outdated drivers, overclocked CPU or GPU [by manufacturer or user] and many more.

Sadly, there is nothing that can be done from our side. I linked this problem to bug number #0000579, where you can read useful tips in comments. Also, please check out the forums page for another useful tips:
http://forums.bistudio.com/showthread.php?147598-Endless-DXGI_ERROR_DEVICE_REMOVED-Crashes

Sorry for the inconvenience, have a nice day.

May 10 2016, 10:40 AM · Arma 3
Adam added a comment to T81743: Graphics driver crash after entering game world - narrowed down to Bloom setting (Files attached).

The .mdmp file is missing. Could you please attach it too? It is an essential file.

Thank you.

May 10 2016, 10:40 AM · Arma 3
Bohemia added a project to T81744: starts with luncher no mods: Arma 3.
May 10 2016, 10:40 AM · Arma 3
zandor2002 added a comment to T81743: Graphics driver crash after entering game world - narrowed down to Bloom setting (Files attached).

I´m sorry but i don´t find any .mdmp files on my system. Not in the C:\Users\*username*\AppData\Local\Arma 3 directory or anywhere else.

May 10 2016, 10:40 AM · Arma 3
zandor2002 added a comment to T81743: Graphics driver crash after entering game world - narrowed down to Bloom setting (Files attached).

Sure, i uploaded two new dumps. Both without mods and Bloom at 100, one with TrackIR one without, both crashed after about a minute. Again setting Bloom to 0 worked fine.

May 10 2016, 10:40 AM · Arma 3
Adam added a comment to T81743: Graphics driver crash after entering game world - narrowed down to Bloom setting (Files attached).

Hello,
Thank you for reporting the issue.
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
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.

http://feedback.arma3.com/how-to-user.html

May 10 2016, 10:40 AM · Arma 3
Adam added a comment to T81743: Graphics driver crash after entering game world - narrowed down to Bloom setting (Files attached).

Could you please try disabling the mods and try to reproduce the crash without any mods? Thank you

May 10 2016, 10:40 AM · Arma 3
zandor2002 added a comment to T81743: Graphics driver crash after entering game world - narrowed down to Bloom setting (Files attached).

Hi Adam,
There are already two Winrar archives attached with all the files i found in the folder you specified. There aren´t any mdmp files.

May 10 2016, 10:40 AM · Arma 3
Adam added a comment to T81742: RC Release - Vest flag.

Hello,

Sorry but this is not an issue. All flags located on vests and uniforms are facing the same way as Heavy GL Carrier.

May 10 2016, 10:40 AM · Arma 3
Bohemia added a project to T81743: Graphics driver crash after entering game world - narrowed down to Bloom setting (Files attached): Arma 3.
May 10 2016, 10:40 AM · Arma 3
JCae2798 added a comment to T81742: RC Release - Vest flag.

Are you referring to me? Maybe i'm wrong but if you look at the arms of the new vests, you'll see one arm is displayed correctly (stars in upper left hand corner), while the other arm has the stars are on the opposite side (upper right hand side). The flag still shows, just the image is wrong unless that was as intended which i think is wrong?

May 10 2016, 10:40 AM · Arma 3
zandor2002 edited Steps To Reproduce on T81743: Graphics driver crash after entering game world - narrowed down to Bloom setting (Files attached).
May 10 2016, 10:40 AM · Arma 3
JCae2798 added a comment to T81742: RC Release - Vest flag.

I just researched and maybe this is the correct way. Sorry if i was wrong :|

May 10 2016, 10:40 AM · Arma 3
InstaGoat added a comment to T81742: RC Release - Vest flag.

Why? What?

Flags are both facing stars forward, which is the correct way to apply the flag during wartime for the US Army last I checked. I've never seen anybody wear the flag stars backward, apart from vintage pre WW2 photographs and maybe late 90s pictures.

May 10 2016, 10:40 AM · Arma 3
JCae2798 edited Additional Information on T81742: RC Release - Vest flag.
May 10 2016, 10:40 AM · Arma 3
Bohemia added a project to T81742: RC Release - Vest flag: Arma 3.
May 10 2016, 10:40 AM · Arma 3
Bohemia updated subscribers of T81741: VR Characters Opaque.
May 10 2016, 10:40 AM · Arma 3
Koala added a comment to T81741: VR Characters Opaque.

Hello, is this still an issue for you?

Please check and write a respose.

Best regards

May 10 2016, 10:40 AM · Arma 3
Bohemia added a project to T81741: VR Characters Opaque: Arma 3.
May 10 2016, 10:40 AM · Arma 3
SpeedSter edited Additional Information on T81741: VR Characters Opaque.
May 10 2016, 10:40 AM · Arma 3
Killzone_Kid added a comment to T81740: missionStart always same value on dedicated server.

Should be fixed in Monday DEV

May 10 2016, 10:40 AM · Arma 3
IT07 added a comment to T81740: missionStart always same value on dedicated server.

For example, a synced var named missionStartServer will make me and other developers able to make script that check for the actual uptime of the server by comparing it to the time when player joins. (that will be missionStartServer - missionStart executed on the client)

May 10 2016, 10:40 AM · Arma 3
IT07 edited Steps To Reproduce on T81740: missionStart always same value on dedicated server.
May 10 2016, 10:40 AM · Arma 3
Bohemia set Category to category:featurerequest on T81739: ARMA 3's texture/color ( what about green???).
May 10 2016, 10:40 AM · Arma 3
Bohemia added a project to T81740: missionStart always same value on dedicated server: Arma 3.
May 10 2016, 10:40 AM · Arma 3
Killzone_Kid added a comment to T81738: New Command: lnbSetPictureColor.

There is such command already in game, not sure if on stable but definitely on DEV

lnbSetPictureColor [101, [0,1], [1,0,1,1]]

May 10 2016, 10:40 AM · Arma 3
Adam added a comment to T81737: Load New/Next mission, Reload, Restart: Severe FPS Lag.

Hello,

Could you please specify how much RAM you have? Thank you very much

May 10 2016, 10:40 AM · Arma 3
Bohemia added a project to T81739: ARMA 3's texture/color ( what about green???): Arma 3.
May 10 2016, 10:40 AM · Arma 3
Dorbedo set Category to category:featurerequest on T81738: New Command: lnbSetPictureColor.
May 10 2016, 10:40 AM · Arma 3
Bohemia added a project to T81738: New Command: lnbSetPictureColor: Arma 3.
May 10 2016, 10:40 AM · Arma 3
Bohemia added a project to T81737: Load New/Next mission, Reload, Restart: Severe FPS Lag: Arma 3.
May 10 2016, 10:40 AM · Arma 3
Shala edited Steps To Reproduce on T81737: Load New/Next mission, Reload, Restart: Severe FPS Lag.
May 10 2016, 10:40 AM · Arma 3
FrankHH added a comment to T81736: Rifles reloading animations (and drills) are wrong and/or incomplete.

Welcome to the A3 feedback tracker, where "won't fix" means "resolved", instead of something more appropriate like "closed".

May 10 2016, 10:40 AM · Arma 3
oggoeg added a comment to T81736: Rifles reloading animations (and drills) are wrong and/or incomplete.

The engine cannot handle different types of reloading, just reload.
It's not even a big deal

May 10 2016, 10:40 AM · Arma 3
Fisgas added a comment to T81736: Rifles reloading animations (and drills) are wrong and/or incomplete.

Nothing you can do about it???? I find that hilarious and depressing at the same time is it because the models are already in the game? Redesign them then if needed, in the end of the day it was your mistake to put them in incomplete and buggy in the first place. Also howcome this issue is marketing as "Resolved"? If it's not fixed than it's not resolved.

May 10 2016, 10:40 AM · Arma 3
Adam added a comment to T81736: Rifles reloading animations (and drills) are wrong and/or incomplete.

Hello,

Unfortunately this issue cannot be fixed.

Thank you for your feedback.

May 10 2016, 10:40 AM · Arma 3
frzburn added a comment to T81736: Rifles reloading animations (and drills) are wrong and/or incomplete.

Seriously, can you provide more info please? I'd take "we have other priorities right now" as an answer, or I would be very happy with "we're working on something else related to rifles". Anything that makes sense...

But simply "this issue cannot be fixed" is not a valid reply IMO. It tells me that you acknowledged that there is an issue, but nobody cares and ain't gonna do anything about it.

May 10 2016, 10:40 AM · Arma 3
frzburn added a comment to T81736: Rifles reloading animations (and drills) are wrong and/or incomplete.

Animations "cannot" be fixed? You must be kidding me...

May 10 2016, 10:40 AM · Arma 3
Adam added a comment to T81736: Rifles reloading animations (and drills) are wrong and/or incomplete.

As i previously stated there is nothing we can do to fix it.
This is not about that we do not care or that we are lazy.

Thank you for understanding.

May 10 2016, 10:40 AM · Arma 3
Bohemia added a project to T81736: Rifles reloading animations (and drills) are wrong and/or incomplete: Arma 3.
May 10 2016, 10:40 AM · Arma 3
frzburn edited Steps To Reproduce on T81736: Rifles reloading animations (and drills) are wrong and/or incomplete.
May 10 2016, 10:40 AM · Arma 3
Adam added a comment to T81735: Don't DQ firing drills because of accelerated time.

Unfortunately we cannot override the function. It would be easily exploitable since the timers are not aligned properly for fast forwarding.

Thank you for your feedback once again.

Adam

May 10 2016, 10:40 AM · Arma 3
Bohemia updated subscribers of T81736: Rifles reloading animations (and drills) are wrong and/or incomplete.
May 10 2016, 10:40 AM · Arma 3
Killzone_Kid added a comment to T81735: Don't DQ firing drills because of accelerated time.

maybe BI mission designer can override time acceleration key to make everyone happy? just a thought.

May 10 2016, 10:40 AM · Arma 3
Adam added a comment to T81735: Don't DQ firing drills because of accelerated time.

Hello,

Thank you for your feedback but this is not an issue.

May 10 2016, 10:40 AM · Arma 3
rndmplyr added a comment to T81735: Don't DQ firing drills because of accelerated time.

Well, I think it is, because being instantly DQ'ed from a drill I spent 10 minutes in because I pressed a key I forgot I mustn't press (without warning!) is annoying.

May 10 2016, 10:40 AM · Arma 3
Bohemia added a project to T81735: Don't DQ firing drills because of accelerated time: Arma 3.
May 10 2016, 10:40 AM · Arma 3
rndmplyr set Category to category:gameplay on T81734: Don't DQ firing drills because of accelerated time.
May 10 2016, 10:40 AM · Arma 3
rndmplyr set Category to category:gameplay on T81735: Don't DQ firing drills because of accelerated time.
May 10 2016, 10:40 AM · Arma 3
Bohemia added a project to T81734: Don't DQ firing drills because of accelerated time: Arma 3.
May 10 2016, 10:40 AM · Arma 3
Bohemia updated subscribers of T81733: Clear Mission variables/Profile/UI namespace when leaving a server/mission.
May 10 2016, 10:40 AM · Arma 3
Benargee added a comment to T81732: YOUR LAUNCHER IS FUCKING SHIT!.

Launcher works fine for me. Maybe it only works for competent people. If you are using PW6 there is an option to fix this.

May 10 2016, 10:40 AM · Arma 3
Bohemia added a project to T81733: Clear Mission variables/Profile/UI namespace when leaving a server/mission: Arma 3.
May 10 2016, 10:40 AM · Arma 3
SomeSangheili added a comment to T81732: YOUR LAUNCHER IS FUCKING SHIT!.

lol have fun getting banned idiot

May 10 2016, 10:40 AM · Arma 3
MGTDB edited Steps To Reproduce on T81733: Clear Mission variables/Profile/UI namespace when leaving a server/mission.
May 10 2016, 10:40 AM · Arma 3
Unknown Object (User) added a comment to T81732: YOUR LAUNCHER IS FUCKING SHIT!.

not cool ... we all love Bohemia , Bohemia is love & life <3

May 10 2016, 10:40 AM · Arma 3
frzburn added a comment to T81732: YOUR LAUNCHER IS FUCKING SHIT!.
  1. I like it.
  2. You've got issues.
May 10 2016, 10:40 AM · Arma 3
Bohemia updated subscribers of T81732: YOUR LAUNCHER IS FUCKING SHIT!.
May 10 2016, 10:40 AM · Arma 3
TakeHomeTheCup added a comment to T81732: YOUR LAUNCHER IS FUCKING SHIT!.

Alright, well then, this is the funniest thing I've seen on this feedback tracker.
Feedback that won't get you anywhere. Though you may get a laugh out of it.

The launcher is optional. If you don't like it, don't use it, simple.

May 10 2016, 10:40 AM · Arma 3
Bohemia added a comment to T81732: YOUR LAUNCHER IS FUCKING SHIT!.

lol! the launcher is shit, non needed in this game what so ever... Total waste of time and it works like a turd :D

P.S: frzburn&OlegAckbar can suck eachother 8=====D

May 10 2016, 10:40 AM · Arma 3
Bohemia added a comment to T81732: YOUR LAUNCHER IS FUCKING SHIT!.

Eat shit and die

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

The effective range should be 500m-600m since there is a similar gun called the VKS 12.7mm with subsonic ammo that could shoot up to 600m.

Russian "effective range" is pure marketing, effective range for AK-47 is stated to be 1000m - obviously bullshit.

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

Cannot agree its the term of the idea of "effective range". Its the distance in what the bullet can kill or do a decent amount of damage with a amount of precision. A G36 has a scope until 800m the bullet goes 2800m. HK said effective range is 500 because its almost impossible to hit some one with that scope on 800m. Its more surpressive fire. AK 47 can zero on 1000m. The bullet should go i think 4km. So everything between 50 and 1000m is where the effective range is. BTW Standart pistols(9x19mm) have the effective range of 50m... try to hit someone with the iron sight in real life. Not impossible just difficult. Same for AK47 and G36 it only needs a decent amount of bullets to get a hit.

May 10 2016, 10:40 AM · Arma 3
Bohemia added a project to T81732: YOUR LAUNCHER IS FUCKING SHIT!: Arma 3.
May 10 2016, 10:40 AM · Arma 3
Bohemia edited Steps To Reproduce on T81732: YOUR LAUNCHER IS FUCKING SHIT!.
May 10 2016, 10:40 AM · Arma 3
UnknownEntity added a comment to T81731: Marksmen DLC: ASP-1 Kir very inaccurate.

The effective range should be 500m-600m since there is a similar gun called the VKS 12.7mm with subsonic ammo that could shoot up to 600m.

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

And never forget ASP KIR-1 is not what BF kiddies think of a sniper rifle. Every one wants a completly silent weapon for stealth missions and now they are complaining about a completly silenced rifle with subsonic ammunition. I used the KIR for a 2 man stealth squad. Fine PvP infiltrated base and killed 30% of the guards with out Alarm.

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

Enable bullet tracking and you will see why you cant use tke KIR at further distances and why it gets so in accurate.

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

Look to realistic special subsonic ammo accuracy. they hit cigarette from 100 meters)

https://youtu.be/H-13D81bfyw?t=40s

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

Dont take KIR. take PDW. its more powerfull because no misses to target on 200 meters.
http://www.youtube.com/watch?v=LsngH15nLTM

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

ASP:s ammo is larger than in Vintorez or Val so it really shouldn't mimic them.
Last time I tested it had bad accuracy, but the rest of it made sense.

I see it like a cannonball, low velocity and has big ballistic arc because of its weight, but it hits always hard.

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

Yet more proof Mil turrets would be better in arma.

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

What kind of a marksman rifle is intended for close range up to 400m? Even the MX rifle's are accurate up to 600m.

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

Well, it's a recoilless rifle which uses a 12.7mm projectile. Not sure of the purpose of this weapon as it is even too weak to penetrate (vehicle) armor.

You could say it can be used to silently punch big holes through a human body at close(r) ranges. You can also punch big holes with a .45 magnum, but that one will make a lot of noise.

Also in contrary to a PDW (which also could be silenced), with which you punch many small holes into a body, and is probably similarly effective at close combat, but maybe not at 100-400m - at least not by the amount of rounds required to kill someone.

So there you have it - guess that's how you have to think of that rifle.

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

Upvoted, this rifle can be used from 250-300m so like i see 400 meters its a little.... downgraded

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

Adam, alright, I can live with that, but why allow zeroing up to 600m? Ah well, screw it.

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

Hey there Fireball and Thank you for your ticket.

As RobertHammer stated the ASP-1 is meant to be used at close range upwards to 400 meters. I'm sorry but this is not an issue.

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

Why silenced PDW have much better accuracy then this "sniper" silenced weapon?
bots test result - PDW always win....

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

I am also having this same issue with proper zeroing. If this is the intended effect, modern suppressors have no effect on the ballistics.

May 10 2016, 10:40 AM · Arma 3