Downloading realteks audio driver updater fixed my problem.
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May 10 2016
No, its not arma... its audio driver i think - sound cannot initialize properly. Try to run dxdiag (start>run>dxdiag>{enter}) click "yes", then go to audio tab anc tell us what is written
It seems that the game doesnt find Arma 3
Rpt File:
" Arma 3 | A3 | true | NOT FOUND"
Try to reinstall the game.
I have verified my cahce 10 times or more. I have now added a rpt to this report.
I have reinstalled the game 3 times as of now, no improvement.
Maybe you should verify the cache...
No mods what so ever. I usually run mods but not now since I want the game to work. I am sorry but I am not familiar with RPT at all though i know what it does. is it something that comes with game files?
Any mods loaded? Give us RPT file, so we can seek for fault
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.
Fixed
Hope they would finally get this done.
This should be fixed in the next update
Thank you for your feedback.
Yeah, I tried everything I could possibly think of. If I use the speakers on my monitor it works great. Just for some reason my headset does not get any sound going to it. Yet it works just fine for every other game. :(
Do you get sound in ArmA3, if you connect speakers to your audio jacks?
Did you take a look in your audio mixer settings and make sure, that ArmA3 isn't muted?
Yep adding even minimal DOF adds ugly blur on the scopes. I'd like to use just a bit but the effect is too bad.
Reduce this settings in game options. Have you changed resolution last time? Its look like video resolution is too small and those effects cant handle it. Reduce to 50 or to 25
It doesn't have anything to do with my resolution which is 1920 x 1080.
Try my reproducing steps and you will understand this bug.
The NATO Laser Designator is not part of the Marksmen DLC. It has been usable in the game since the release of Arma 3 over a year ago.
Only the additional laser designators included with the Marksmen DLC will be restricted to premium purchasers.
As Vitdom stated. The laser designator is not considered premium due to being in the game before Marksmen DLC. The CSAT and AAF versions are part of the DLC though.
Thank you for your feedback.
I created a ticket and wasn't aware, that your ticket is far related to mine: #0023767
I hope, the developers will find a solution, because at the moment, you are not able to shoot your under barrel grenade launcher, after you deployed your weapon.
I think, an extra animation is needed.
http://feedback.arma3.com/view.php?id=24169
And in addition
http://feedback.arma3.com/view.php?id=24187
Whilst you have fixed james problem , he uses pboproject , this has an intelligent understanding to copy p3d to temp folder that are used on a terrain so when the terrain is binarised it understands class from proprties .
However whatever fix you did to make pbo project work has now broken your own tools when using bis workflow .
EDIT
[Solved]
Reverted Binarise. exe and all working now
Thanks for the feedback :)
Hello, about the old exe, I must say no. But, what kind of problem, can you precise?
Regarding the tools used, I'm not sure to understand.
do you have a link to the old exe , the new one os presenting lots of problems on Terrain binarising whilst handling the p3ds and i would like to cross refference in my build environment to narrow it down to the new Binarise xausing problems
P.S this is not anything to do with PBO project of Mikero only official tools
cheers
Rebuilt Kunduz with Mikero tools, issue appears to be fixed for now. Well done!
Hello,
Could you, please, try with the new version of Binarize?
Also the tree green polygon grouping on the in-game map isn't working either.
so it means that binarizaation is able to read info about already binarized models during map binarization right?
because in BISim we always use unbinarized models onlythat's the fundamental difference between in-house development and community devel. you guys work with mlod, we are obliged to use odol. It leads to a lot of gotcha's at the construction stage.
As for actually creating a wrp, bis binarise only works with odols, not mlod, the opposite of what you'd expect. The reasoning being that to build an island, someone somewhere has already binarised the models in some other pbo packing process. (They're all in temp).
The problem with that is, bis binarise cannot read type 59.60 or 64 p3d's. It can make them, but not read them. This then leads to missing icons and no animations.
Hello and thank you for your feedback.
We are currently working on resolving this nasty issue.
Hello and Thank you for your feedback.
This issue has been scheduled for a fix.
I agree with Mickeymen. AT ammunition is not effective against infantry means that it is not worthwhile to use these in comparison to other munitions. It doesn't mean it is literally ineffective, they are still explosives.
With the grenades I can accept that 'future protection' is better, but if the grenade is really next to the enemy and he doesn't die? Still a bit unbelievable.
Even 2035 protective gear will not save you from a grenade going off 1 meter away from you.
But hey miracles do happen ;-) let's just pretend we have very lucky AI...faster that fixing it right?
@ vlad_8011
I understand, that the explosion effect of Anti-Tank Missile is not effective against enemy infantry. But if such hit will be directly under the legs of the opponent? Very close! You and BIS think the enemy should not die?
Please see video: http://www.youtube.com/watch?v=7WEqfD38Ug8&feature=youtu.be
I shoot from a distance of two meters directly under the feet of many opponents, but this hit did not kill anyone. Big nonsense!
I'm sure, such hit and explosion in the real life, will to tear off an enemy's legs (i.e. to kill!) anyone who is within a two-three meters.
But this is not happening and it's wrong.
Need to make a small, but lethal radius for Anti-Tank Missile explosion/
Yes, we know that, but as author writed :
"It happens more often when the target is in prone position.
Of course being prone would help but withing 2 meters radius I would not expect to survive or being combat effective anymore."
For mickeyman :
"Also the explosion of anti-tank missile(not anti-infantry charge!) has a weak impact on the enemy in the radius around of hit.
undoubtedly explosion capable of destroying tanks, should have a greater effect against enemy infantry also/ "
Those rounds are not effective against infantry at all (maybe do some scratches) beacuse its cumulitive enegry (explosion force go in way, where there is void [emptyness] in round, not all around it). Only HEF, HE rounds are for killing live targets like infantry - there is no void in round and all explosion energy and frags are falling with extreme enegry around hit place.
Hello,
Opfor has better resistance against explosives. Also when they are prone they also take less damage from explosions.
Yep talking about RGO grenades.
And also while playing with that I realized that it's virtually impossible to throw them through windows that have any sorts of frame attached to it.
The grenade will always bump on it and come back to your face.
The grenade effects and handling needs to be reworked somehow.
In earlier build we could adjust the throwing strength by holding the fire button. This was way better.
Perhaps this should come back into the game with some kind of optional vector indicator to actually help us with aiming.
I agree too.
The Grenades(not mini-grenades) have weak explosion damage effect.
But I think in the game is not only grenades are weak explosion effects.
Also the explosion of anti-tank missile(not anti-infantry charge!) has a weak impact on the enemy in the radius around of hit.
undoubtedly explosion capable of destroying tanks, should have a greater effect against enemy infantry also/
I can confirm it usually takes two RGO's (the larger grenades) to take out an OPFOR dude.
When I have to clear buildings I always make sure I have the larger grenades on me and often have to leach more grenades from my AI team mates to clear multiple buildings.
I throw them accurately: I go inside building until I have visual contact with enemy -> throw grenade -> look again, see that he's alive -> throw another -> now he's dead.
The grenades seem underpowered, with enemies surviving the blast indoors from a grenade a few feet away.
what grenades are you throwing? Mini grenade is lighter you can throw it further and it deals less damage maybe this is the case?
+1, voted up. I think thats beacuse there is not frag simulation , just explosion. Something like "blastwave" and "damage" should be increased.
This does not always happen, but i had the same Problem while playing different missions!
You can normally solve the Problem by restarting the mission...
A bit annoying, but yes...
This issue is hard to reproduce, it just happens when you don't need it ;)
Some new issues I've discovered while playing some more is that pistols also vanish when I pick them up and so does every single type of magazine.
So far it seems ok. I can now fully rebind Controls to my likings. Of course my problem was subjective, so this might be an issue with different solution for other people in the future.
Hello and thank you for your ticket.
Unfortunately i'm unable to reproduce your issue. Could you please provide more info?
Oh wonderful, it was the NPClient. Who would've thought it could be something like this. Thank you very much for your time and advice. :)
I've uploaded the last one. As for the defragging, no I haven't done that in a while. And yes, I did reinstall Windows and everything on Disk C, but as for Steam games, they're all running fine as they were. Plus I had the issue even on my old PC, but the game didn't run well enough for me to play it, so I didn't worry about it much.
First:
You have an ACCESS_VIOLATION at 0DA0CF32. It means that a file is in conflict with your ARMA.
Fault address: 0DA0CF32 01:0005BF32 C:\Users\Palo\Desktop\Simulátory\1946\NewView_37m\NPClient.dll
The NPClient.dll is crashing your ARMA 3. Try to deactivate, or to delete it.
Second:
Try to unplug your Joystick and to uninstall your ARMA3 mods.
Hello,
Have you experienced the crashing again after the fix hit001 suggested?
PS: If you have a new computer, you have to do a new installation of all your applications and WINDOWS! I hope you've already did it.
Have you defragged your game HDD?
Please give us your last rpt file. (users\username\AppData\Local\Arma 3)
After the game crashed again, locate that file and attach it here.
This will become a issue in the game ,because everyone will use Navid's Burst mode as a portable minigun ...
My mistake, I confused the .338 Norma Magnum with the .338 Lapua Magnum.
A 9.3mm bullet is bigger then a .338 round.
P Drive has been reworked from scratch more than a year ago to bypass the UAC. If Arma 3 Tools is ran as a normal user, then, the drive P will be mounted for both, users and administrators.
Note: Regarding the drive P and how it works from the Arma 3 Tools Launcher, nothing has changed since almost a year.