Adam// oh, I did reproduce this problem one more, but looks like this problem is solved. Issue close please, sorry.
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Arma 3 Activity
May 10 2016
Hello and thank you for your ticket. Unfortunately i was unable to reproduce your issue. Could you please provide more info?
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
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.
Technically, kerry is NATO.
disregard, weapon stabilization is already supported and is good enough, deployed weapon makes no sense anyway. thank you.
even in the live release video we all saw that we could deploy the weapon on a team member.
Are you sure you were able to do that? I can't remember to read about that feature in the changelogs.
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.
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
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 This may be from various reasons, such as outdated DirectX, outdated drivers, overclocked CPU or GPU [by manufacturer or user] and many more.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.
The .mdmp file is missing. Could you please attach it too? It is an essential file.
Thank you.
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.
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.
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.
Could you please try disabling the mods and try to reproduce the crash without any mods? Thank you
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.
Hello,
Sorry but this is not an issue. All flags located on vests and uniforms are facing the same way as Heavy GL Carrier.
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?
I just researched and maybe this is the correct way. Sorry if i was wrong :|
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.
Hello, is this still an issue for you?
Please check and write a respose.
Best regards
Should be fixed in Monday DEV
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)
There is such command already in game, not sure if on stable but definitely on DEV
lnbSetPictureColor [101, [0,1], [1,0,1,1]]
Hello,
Could you please specify how much RAM you have? Thank you very much
Welcome to the A3 feedback tracker, where "won't fix" means "resolved", instead of something more appropriate like "closed".
The engine cannot handle different types of reloading, just reload.
It's not even a big deal
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.
Hello,
Unfortunately this issue cannot be fixed.
Thank you for your feedback.
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.
Animations "cannot" be fixed? You must be kidding me...
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.
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
maybe BI mission designer can override time acceleration key to make everyone happy? just a thought.
Hello,
Thank you for your feedback but this is not an issue.
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.
Launcher works fine for me. Maybe it only works for competent people. If you are using PW6 there is an option to fix this.
lol have fun getting banned idiot
not cool ... we all love Bohemia , Bohemia is love & life <3
- I like it.
- You've got issues.
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.
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
Eat shit and die
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.
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.
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.
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.
Enable bullet tracking and you will see why you cant use tke KIR at further distances and why it gets so in accurate.
Look to realistic special subsonic ammo accuracy. they hit cigarette from 100 meters)
Dont take KIR. take PDW. its more powerfull because no misses to target on 200 meters.
http://www.youtube.com/watch?v=LsngH15nLTM
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.
Yet more proof Mil turrets would be better in arma.
What kind of a marksman rifle is intended for close range up to 400m? Even the MX rifle's are accurate up to 600m.
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.
Upvoted, this rifle can be used from 250-300m so like i see 400 meters its a little.... downgraded
Adam, alright, I can live with that, but why allow zeroing up to 600m? Ah well, screw it.
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.
Why silenced PDW have much better accuracy then this "sniper" silenced weapon?
bots test result - PDW always win....
I am also having this same issue with proper zeroing. If this is the intended effect, modern suppressors have no effect on the ballistics.