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May 10 2016

Adam added a comment to T82434: Minefield Module (Editor) horrible performance.

Hello, i'm unable to reproduce the issue you have descibred. Could you please provide more info? Thanks!

May 10 2016, 11:03 AM · Arma 3
rebelvg added a comment to T82433: Extremely random crash during play, SP/MP..

Can confirm. Just happened to me too.
I was playing with ACE but I don't think that's the problem in this case.
Just tried to load my mission on the Stratis via editor and arma 3 just crashed. On the next start of the game the same mission loaded just fine. Here's my crash log.
https://mega.co.nz/#!SwBGVRYA!e5SVeg3C5PW9fqM4S8Dx5LWYDZZgQwVGQHF87j9KJ7k

May 10 2016, 11:03 AM · Arma 3
Adam added a comment to T82433: Extremely random crash during play, SP/MP..

Hello, try reproducing this issue without mods. Thank you!

May 10 2016, 11:03 AM · Arma 3
Bohemia added a project to T82434: Minefield Module (Editor) horrible performance: Arma 3.
May 10 2016, 11:03 AM · Arma 3
KazumaKat edited Steps To Reproduce on T82433: Extremely random crash during play, SP/MP..
May 10 2016, 11:03 AM · Arma 3
Bohemia updated subscribers of T82433: Extremely random crash during play, SP/MP..
May 10 2016, 11:03 AM · Arma 3
Bohemia added a project to T82433: Extremely random crash during play, SP/MP.: Arma 3.
May 10 2016, 11:03 AM · Arma 3
Bohemia updated subscribers of T82432: Water disappears when looking through Hummingbird's windshield as a passenger.
May 10 2016, 11:03 AM · Arma 3
hellkn1ght added a comment to T82431: Gamepad or Joystick analogue input max value smaller than keyboard input.

Experienced the same issue with a new Thrustmaster T16000m Joystick. The solution posted by clawz http://feedback.arma3.com/view.php?id=24064#c92685 worked perfectly, thanks a lot!

Prior to the joystick I used a Microsoft Xbox 360 controller. I'm also using Opentrack and a custom head tracker.

May 10 2016, 11:03 AM · Arma 3
DerivelHUN edited Steps To Reproduce on T82432: Water disappears when looking through Hummingbird's windshield as a passenger.
May 10 2016, 11:03 AM · Arma 3
Bohemia added a project to T82432: Water disappears when looking through Hummingbird's windshield as a passenger: Arma 3.
May 10 2016, 11:03 AM · Arma 3
Styrr added a comment to T82431: Gamepad or Joystick analogue input max value smaller than keyboard input.

Hi Rob,

thanks for your input as well. I removed all controllers but one and followed clawz guide to reset everything. Now my profile includes this:
class JoysticksList
{
class Joystick1
{

		guid="8406F660-EDE5-11E4-8001-444553540000";
		name="Controller (XBOX One For Windows)";
		offset=256;
		isXInput=1;
		mode="Custom";
		analogClickHigh=0.40000001;
		analogClickLow=0.2;

};
};

The issue however persists (I uploaded a pic for clarity). I wonder if anyone can reproduce this error -> is it only occuring for me or is the mapping of +-100 controller input just too small (gamewise).

Important:
As mentioned when I go to the controller customize screen and use the show button I can see that I excite +-100 with my analogue controlls, yet the steering does not turn as much as for the keyboard input. That seems to me like a simple mapping error

  1. That I can excite +-100 let me assume that there is no issue with the controller itself -> otherwise I'd think I just wouldn't reach the 100
  2. The turning of the steering wheel when controller axis has -100 is smaller then when hitting the steer left key (A).

-> Easiest would be if a dev could check what steering angle they map the keyboard key to and what steering angle they map the -100 controller axis to (it really looks like a mismatch there might be the cause)

May 10 2016, 11:03 AM · Arma 3
Styrr added a comment to T82431: Gamepad or Joystick analogue input max value smaller than keyboard input.

Thanks for the perfectly detailed walkthrough. Yet, though I tried all steps, this doesn't solve my problem.
Are you sure the issues you encountered aren't caused by some wrong tweaking in the ARMA3's controller-customize option?
What happened for my profile file is that it just removed some sensitivity-deadzone-steepnes settings.
Old:
class Joystick2
{

		guid="8406F660-EDE5-11E4-8001-444553540000";
		name="Controller (XBOX One For Windows)";
		offset=512;
		isXInput=1;
		sensitivity[]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
		deadZone[]={0.07,0.07,0,0.07,0.07,0,0,0};
		steepness[]={1,1,1,1,1,1,1,1};
		mode="Custom";
		analogClickHigh=0.40000001;
		analogClickLow=0.2;

};

New:
class Joystick2
{

		guid="8406F660-EDE5-11E4-8001-444553540000";
		name="Controller (XBOX One For Windows)";
		offset=512;
		isXInput=1;
		mode="Custom";
		analogClickHigh=0.40000001;
		analogClickLow=0.2;

};

  1. Which of the joysticks did you try? As the "MFG Crosswind 2" has a different offset, sensitivity, deadzone, steepness in your old profile and is put in default in your new profile.
  1. Did you check step 4 of the reproduce list? Try a Nato Hunter e.g.; For me hitting left arrow or A key gives approx. 90deg rotation (hand top) while using the analogue input gives about 75...80deg.
  1. Can you verify that you reach +-100 for the axis in the controller customize option (use the show button) with your old profile? I reach +-100 and still the response is less than with keyboard.
May 10 2016, 11:03 AM · Arma 3
Rob2 added a comment to T82431: Gamepad or Joystick analogue input max value smaller than keyboard input.

Hello,

Maybe I know the cause, when you using more than one input controller.

The game engine calculates and uses the mathematical average when using more than one controller.
With this you maybe can not max out the axis.
See: http://feedback.arma3.com/view.php?id=24104

BR
Rob

May 10 2016, 11:03 AM · Arma 3
Bohemia added a comment to T82431: Gamepad or Joystick analogue input max value smaller than keyboard input.

This appears to be tied to an issue with the user profile as deleting out the joystick section and re-binding all keys/axis has restored the full control range on controller inputs.

Added an image with the steps I took to that corrected it on my end. If you decide to follow, BACKUP YOUR PROFILE FIRST.

http://i.imgur.com/0FNTw82.jpg

Issue could be re-produced by dropping the backup back in place and testing in game.

5/9/15 - Updated link with further instructions and before/after comparison.

Steps needed to correct

  1. Navigate to your your A3 profile. This is generally at C:\Documents\Arma 3\YOURNAME.Arma3profile
  2. Make a backup of your profile to revert if needed.
  3. Open up your profile and scroll down towards the bottom. Your looking for the Joystick List section.
  4. Once you find it delete everything between the open and closing brackets as seen to the left in IMAGE A. If done correctly you should be left with what you see in IMAGE B.
  5. Disconnect any controllers you use.
  6. Load up A3 and delete out all old keybinds that are no longer attached to a joystick. Save profile and quit.
  7. Reconnect all controllers.
  8. Load up A3 again and re-bind anything you had on the controllers previously then save and quit.
  9. Check your profile again and you should only have the controllers in use listed as in IMAGE C.
  10. Try everything out and ensure problem has been corrected.
May 10 2016, 11:03 AM · Arma 3
Styrr edited Steps To Reproduce on T82431: Gamepad or Joystick analogue input max value smaller than keyboard input.
May 10 2016, 11:03 AM · Arma 3
Bohemia updated subscribers of T82431: Gamepad or Joystick analogue input max value smaller than keyboard input.
May 10 2016, 11:03 AM · Arma 3
Bohemia added a project to T82431: Gamepad or Joystick analogue input max value smaller than keyboard input: Arma 3.
May 10 2016, 11:03 AM · Arma 3
joostSidy added a comment to T82430: Any chance of underground access to mines or bunkers.

It would be a whole new kind of gameplay, requiring a whole new game (Arma4) ;-)It would be a cool feature though.

May 10 2016, 11:03 AM · Arma 3
Bohemia added a project to T82430: Any chance of underground access to mines or bunkers: Arma 3.
May 10 2016, 11:03 AM · Arma 3
Sgt_Vimes set Category to category:featurerequest on T82430: Any chance of underground access to mines or bunkers.
May 10 2016, 11:03 AM · Arma 3
Bohemia added a project to T82429: Lifting vehicles with the TARU Helicopter: Arma 3.
May 10 2016, 11:03 AM · Arma 3
DirtyButterBrot edited Steps To Reproduce on T82429: Lifting vehicles with the TARU Helicopter.
May 10 2016, 11:03 AM · Arma 3
Adam added a comment to T82428: Placing Objects with double left click.

Hello, can you try reproducing it on newest Dev Branch? Thank you.

May 10 2016, 11:03 AM · Arma 3
Bohemia added a project to T82428: Placing Objects with double left click: Arma 3.
May 10 2016, 11:03 AM · Arma 3
Felix95 set Category to category:editor on T82428: Placing Objects with double left click.
May 10 2016, 11:03 AM · Arma 3
Gekon added a comment to T82427: "Publish to Steam Workshop" does not display all mission.

Hi there, we advise not to use the contributor feature.

It's not implemented in the SDK, we have no way to control it, and using it can result in a weird behavior or even the whole workshop item getting corrupted.

May 10 2016, 11:03 AM · Arma 3
Bohemia added a project to T82427: "Publish to Steam Workshop" does not display all mission: Arma 3.
May 10 2016, 11:03 AM · Arma 3
Alwarren added a comment to T82427: "Publish to Steam Workshop" does not display all mission.

Spreadsheet with all missions FHQ has done. Red lines are missions that appear in only one workshop (the wrong one)

https://docs.google.com/spreadsheets/d/1HY-AqdyHOutBlvF6Klc4CobTo64knOb1iMU4NznMq-w/edit?usp=sharing

May 10 2016, 11:03 AM · Arma 3
Alwarren edited Steps To Reproduce on T82427: "Publish to Steam Workshop" does not display all mission.
May 10 2016, 11:03 AM · Arma 3
BullHorn added a comment to T82426: Too easy to distinguish between dead and unconscious units.

Partially related to http://feedback.arma3.com/view.php?id=4063

May 10 2016, 11:03 AM · Arma 3
Bohemia added a project to T82426: Too easy to distinguish between dead and unconscious units: Arma 3.
May 10 2016, 11:03 AM · Arma 3
BullHorn set Category to category:anims on T82426: Too easy to distinguish between dead and unconscious units.
May 10 2016, 11:03 AM · Arma 3
jd0gg11 set Category to category:errormessage on T82425: Arma 3 won't launch, giving me an error code 0x406D1388 / 1080890248.
May 10 2016, 11:02 AM · Arma 3
Ace16huey added a comment to T82424: animationPhase values not being properly distributed to the other clients in a server.

Take a look at the variable "_phase". Thay might not be the variable you need to use. The phase may be assigned to a different variable.

May 10 2016, 11:02 AM · Arma 3
Adam added a comment to T82425: Arma 3 won't launch, giving me an error code 0x406D1388 / 1080890248.

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, 11:02 AM · Arma 3
link80 added a comment to T82425: Arma 3 won't launch, giving me an error code 0x406D1388 / 1080890248.

I was having this problem myself and finally tracked down the solution. If you look in the event viewer you will notice that these crashes coincide with a critical system event that is linked to Arma3 and "KERNELBASE.dll". The KERNELLBASE.dll issue has already been resolved and is caused by the parameter "largepagefile" being set to 1 in the registry for arma3.exe. Here are instructions for the fix I cannibalized from another thread, hope this helps.

*Click your Start button (assuming you are running Windows 7)
*Type regedit
*Navigate to: [HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Image File Execution Options\arma3.exe]
*Check the value of the "largepagefile"
*It should be "0". If you see a "1", click the "largepagefile" and change the value to "0"
*F5 to save
Exit regedit
Attemt to load Arma as you normally would

May 10 2016, 11:02 AM · Arma 3
Adam added a comment to T82425: Arma 3 won't launch, giving me an error code 0x406D1388 / 1080890248.

Hello, we are currently investigating the issue. Could you please provide us your dxdiag so we can make sure its not drivers related? You can find how to get your dxdiag file here:
http://www.matrixgames.com/forums/tm.asp?m=1597548

May 10 2016, 11:02 AM · Arma 3
Ace16huey added a comment to T82424: animationPhase values not being properly distributed to the other clients in a server.

_phase = _phase * 10;
_phase = round _phase;
_phase = _phase / 10;

Put that right under where the _phase variable is and it should work. You may need to change the variables in on of the files because you have to do it 3 times. I don't remember which one it is

May 10 2016, 11:02 AM · Arma 3
squeak25 added a comment to T82424: animationPhase values not being properly distributed to the other clients in a server.

I can confirm the fix mentioned above has fixed the lighting issues on the server I am running.

However when the code 3 option is selected only the local client can hear it not other clients. I tried the above code in the sirens script aswell already. Is there another fix for this?

May 10 2016, 11:02 AM · Arma 3
KingAlmond added a comment to T82424: animationPhase values not being properly distributed to the other clients in a server.

condition = "driver this == player && (this animationPhase 'ani_lightbar' != 0.1)";

				statement = "this animate ['ani_lightbar', 0.1], this animate ['ani_directional', 0.2]";

So you make the .1 and .2 whole numbers?

May 10 2016, 11:02 AM · Arma 3
Bohemia added a project to T82425: Arma 3 won't launch, giving me an error code 0x406D1388 / 1080890248: Arma 3.
May 10 2016, 11:02 AM · Arma 3
KingAlmond added a comment to T82424: animationPhase values not being properly distributed to the other clients in a server.

What is the fix...?

May 10 2016, 11:02 AM · Arma 3
xjjohnsonx added a comment to T82424: animationPhase values not being properly distributed to the other clients in a server.

Who knows, bohemia will not comment on the eta of this fix. Sad. So may communitys just here in limbo waiting on people who fail to care or listen. Bohemia, if you start to care about your customers please take a look at this. My community has 2000 players, 100+ active daily and I know there are bigger communitys then us out there waiting on the same fix. Please just give us a update, something, anything.

May 10 2016, 11:02 AM · Arma 3
Ace16huey added a comment to T82424: animationPhase values not being properly distributed to the other clients in a server.

I have been waiting too. It must be an issue if no one knows what's going on

May 10 2016, 11:02 AM · Arma 3
Ace16huey added a comment to T82424: animationPhase values not being properly distributed to the other clients in a server.

Well the fix that Balu stated, does work. You have to put that in just about every file in the police car mods that use animationPhase. It took me a little while to do but I did it and everything is working correctly now. Hope that that will help all that need it

May 10 2016, 11:02 AM · Arma 3
Ace16huey added a comment to T82424: animationPhase values not being properly distributed to the other clients in a server.

I was just thinking that during the day. Thank you for this info. I just hope that the other people with this issue get back to this as well as the sirens and lights are a big thing in these life mods.

May 10 2016, 11:02 AM · Arma 3
xjjohnsonx added a comment to T82424: animationPhase values not being properly distributed to the other clients in a server.

Any updates on a fix?

May 10 2016, 11:02 AM · Arma 3
Ace16huey added a comment to T82424: animationPhase values not being properly distributed to the other clients in a server.

Is there any update on this info or?

May 10 2016, 11:02 AM · Arma 3
Balu added a comment to T82424: animationPhase values not being properly distributed to the other clients in a server.

It is limited to the police vehicles because all these vehicles use the same script in which the animationPhase is a float value like 0.2 , 0.4, 0.6 and so on.
The Jonzie Ambulance instead uses integer values like 2, 4, 6 and so on.

Now the problem is that due to some reasons these float values are not transferred to all clients properly. Even numbers like the ones used in the ambulance script are transfered correctly.

I assume it has something to do with bandwith optimization. Which in general is a good thing but in this special case screwed us all over :D

Anyhow if u need a quick fix just edit the scripts in your pbo's to use even numbers or round the float values to a correct value like this:
_phase = _phase * 10;
_phase = round _phase;
_phase = _phase / 10;
This yields the correct value.

But this is rather annoying work because this has to be done for every vehicle and for multiply scripts like sirens, lights and so on

May 10 2016, 11:02 AM · Arma 3
Bohemia updated subscribers of T82424: animationPhase values not being properly distributed to the other clients in a server.
May 10 2016, 11:02 AM · Arma 3
Ace16huey edited Steps To Reproduce on T82424: animationPhase values not being properly distributed to the other clients in a server.
May 10 2016, 11:02 AM · Arma 3
Bohemia added a project to T82424: animationPhase values not being properly distributed to the other clients in a server: Arma 3.
May 10 2016, 11:02 AM · Arma 3
Bohemia added a project to T82423: Multiplayer freeze and crash: Arma 3.
May 10 2016, 11:02 AM · Arma 3
rehmy edited Steps To Reproduce on T82423: Multiplayer freeze and crash.
May 10 2016, 11:02 AM · Arma 3
Adam added a comment to T82423: Multiplayer freeze and crash.

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, 11:02 AM · Arma 3
KDN added a comment to T82422: bouy boyancy is gone.

All fixed with today's Dev branch update 1.47.131162.
Thank you :)

May 10 2016, 11:02 AM · Arma 3
KDN added a comment to T82422: bouy boyancy is gone.

Unfortunately it still does not have the buoyancy that it had not long ago.
The setpos, setposASL and of course setposATL, sink it all the way to the bottom. The physics and interaction with terrain look normal as it sinks by the way, so it looks that it is filled with heavy stuff :)

May 10 2016, 11:02 AM · Arma 3
KDN added a comment to T82422: bouy boyancy is gone.

Just as a reference mark, I have uploaded three jpg showing the before, current and temporarily fixed buoyancy.
Note: Originally the buoy was submerged to its waterline (cannot see the dark area). The enableSimulation false command submerges it much less. You can see the waterline.

May 10 2016, 11:02 AM · Arma 3
KDN added a comment to T82422: bouy boyancy is gone.

Is there a parameter I need to place in above objects init?

May 10 2016, 11:02 AM · Arma 3
Adam added a comment to T82422: bouy boyancy is gone.

Hello, please take a look into current dev branch the issue should be fixed. Thank you.

May 10 2016, 11:02 AM · Arma 3
KDN added a comment to T82422: bouy boyancy is gone.

Will do as soon as the update goes through Steam today.
Thank you

May 10 2016, 11:02 AM · Arma 3
KDN set Category to category:gamephysics on T82422: bouy boyancy is gone.
May 10 2016, 11:02 AM · Arma 3
Adam added a comment to T82421: Models not rendering correctly.

Hello, could you please provide the video? Thank you very much.

May 10 2016, 11:02 AM · Arma 3
Bohemia added a project to T82422: bouy boyancy is gone: Arma 3.
May 10 2016, 11:02 AM · Arma 3
Bohemia edited Steps To Reproduce on T82421: Models not rendering correctly.
May 10 2016, 11:02 AM · Arma 3
Bohemia edited Steps To Reproduce on T82420: Models not rendering correctly.
May 10 2016, 11:02 AM · Arma 3
Bohemia added a project to T82421: Models not rendering correctly: Arma 3.
May 10 2016, 11:02 AM · Arma 3
Bohemia added a project to T82420: Models not rendering correctly: Arma 3.
May 10 2016, 11:02 AM · Arma 3
Mattastic added a comment to T82419: Explosive specialist can use explosive when incapacitated in Endgame.

Welcome

May 10 2016, 11:02 AM · Arma 3
Shields added a comment to T82419: Explosive specialist can use explosive when incapacitated in Endgame.

Duplicate of #0023982
"Unfortunately both of these issues cannot be fixed at the moment due to the nature of the Revive system and how it is implemented.

Thank you for your feedback"

May 10 2016, 11:02 AM · Arma 3
Mattastic edited Steps To Reproduce on T82419: Explosive specialist can use explosive when incapacitated in Endgame.
May 10 2016, 11:02 AM · Arma 3
galzohar added a comment to T82418: paramsArray not available at preInit time on dedicated servers.

Yes, using paramsArray in init field may fail now.

As a workaround, spawn/execVM a script with:
waituntil {!isNil "paramsArray"};

However, this workaround prevents being able to properly set the date on the server based on parameters.

May 10 2016, 11:02 AM · Arma 3
Bohemia added a project to T82419: Explosive specialist can use explosive when incapacitated in Endgame: Arma 3.
May 10 2016, 11:02 AM · Arma 3
galzohar added a comment to T82418: paramsArray not available at preInit time on dedicated servers.

Yeah it broke DTAS mission too, had to create workarounds.

Calling a script from init line of a game object makes it unavailable, but using it in init.sqf it is available immediately.

May 10 2016, 11:02 AM · Arma 3
bhaz added a comment to T82418: paramsArray not available at preInit time on dedicated servers.

Is this new change intended? I rely on paramsArray to set some variables for modules before module init happens.
I believe this could also break use of paramsArray in unit init fields on dedicated servers.

https://community.bistudio.com/wiki/Functions_Library_%28Arma_3%29#Initialization_Order

May 10 2016, 11:02 AM · Arma 3
Killzone_Kid added a comment to T82418: paramsArray not available at preInit time on dedicated servers.

OK, retested and if paramsArray executed immediately, then it is any, however

frame = diag_frameno;
pa = paramsArray;
oneachFrame {diag_log [pa, paramsArray, frame, diag_frameno]; oneachframe{}};

shows it is executed on the same frame but paramsArray is available

May 10 2016, 11:02 AM · Arma 3
Varanon added a comment to T82418: paramsArray not available at preInit time on dedicated servers.

For the record latest Dev build exhibits the exact same problem. Note again, must be dedicated server

May 10 2016, 11:02 AM · Arma 3
Killzone_Kid added a comment to T82418: paramsArray not available at preInit time on dedicated servers.

Tested on latest DEV

This is my Params class

class Params
{
class Hours
{

		title = "Mission Time / Hours";
		texts[] = {"00","01","02","03","04","05","06","07","08","09","10","11","12","13","14","15","16","17","18","19","20","21","22","23"};
		values[] = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23};
		default = 12;
		function = "KK_fnc_test";

};
};

This is what paramsArray looks like when executed in server preInit

[12]

May 10 2016, 11:02 AM · Arma 3
Varanon added a comment to T82418: paramsArray not available at preInit time on dedicated servers.

Please see attached example:

A dedicated server outputs:
"Starting test"
"paramsArray has scalar entries and value any"
"paramsArray is of type "

while a self-hosted server outputs:
"Starting test"
"paramsArray has 4 entries and value [1,25,0,1]"
"paramsArray is of type ARRAY"

To reproduce: Start a dedicated server with the supplied mission, launch it by slotting in and clicking ok, and then examine the server's RPT file

May 10 2016, 11:02 AM · Arma 3
Alwarren added a comment to T82418: paramsArray not available at preInit time on dedicated servers.

On stable branch 1.44 I get "any".

May 10 2016, 11:02 AM · Arma 3
Bohemia updated subscribers of T82418: paramsArray not available at preInit time on dedicated servers.
May 10 2016, 11:02 AM · Arma 3
Bohemia added a project to T82418: paramsArray not available at preInit time on dedicated servers: Arma 3.
May 10 2016, 11:02 AM · Arma 3
Varanon set Category to category:dedicatedserver on T82418: paramsArray not available at preInit time on dedicated servers.
May 10 2016, 11:02 AM · Arma 3
Shields added a comment to T82417: Taru slingloading needs fixing NOW.

Wow this glitch still exists in 1.44?
This is majorly game breaking and has already been reported whenever the Helicopters DLC first came out! I'm disappointed.

May 10 2016, 11:02 AM · Arma 3
Bohemia added a project to T82417: Taru slingloading needs fixing NOW: Arma 3.
May 10 2016, 11:02 AM · Arma 3
Koala added a comment to T82417: Taru slingloading needs fixing NOW.

Upvoted

Next time, please create a video with vanilla ArmA3. Some people (including me) may become prejudiced, because you video proofed the issue on a non-official map in combination with some scripts/mods (HUD bottom left and bottom right).

I was able to reproduce the same issue with vanilla ArmA3 after a few minutes of flying around with a sling-loaded car. The Anti Torque becomes magically destroyed.

May 10 2016, 11:02 AM · Arma 3
DirtyButterBrot added a comment to T82416: Lifting vehicles with the TARU Helicopter.

WTF you copied mine... 0022802

May 10 2016, 11:02 AM · Arma 3
ReirBaws edited Steps To Reproduce on T82417: Taru slingloading needs fixing NOW.
May 10 2016, 11:02 AM · Arma 3
Koala added a comment to T82415: rotor damage during slingloading with CSAT.

Seems to be resolved since dev-branch 1.45.130815 according to http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2939180&viewfull=1#post2939180

May 10 2016, 11:02 AM · Arma 3
Maceboor added a comment to T82415: rotor damage during slingloading with CSAT.

I have a solution for some people.
When you use the advanced flight model there is no ATRQ Bug. I tested it very long and it never broken.

But BI must also fix the easy model!!!

May 10 2016, 11:02 AM · Arma 3
ReirBaws edited Steps To Reproduce on T82416: Lifting vehicles with the TARU Helicopter.
May 10 2016, 11:02 AM · Arma 3
Bohemia added a project to T82416: Lifting vehicles with the TARU Helicopter: Arma 3.
May 10 2016, 11:02 AM · Arma 3
pengulord added a comment to T82415: rotor damage during slingloading with CSAT.

A friend and I tried to lift an ATV with the lift variant of the Taru, and it broke almost immediately. Another time I was able to carry an Ifrit several kilometers and it only broke when I started to slow down to drop it off. Almost lost the Ifrit and the Taru, but managed to get them both on the ground with minimal damage. This is content people paid extra for, and this thing can't perform the operation it was designed for. Lifting is the only reason for this chopper's existence. Can we please get some info as to the status of this bug?

May 10 2016, 11:02 AM · Arma 3
Mjolnir added a comment to T82415: rotor damage during slingloading with CSAT.

It's nice how people reporting this issues problems are getting closed with reference to this issue which is by all indications dead to the devs. They can even be bothered to give us a post to say ANYTHING about this. I know the marksman system part of the DLC is the new hotness and Tarus are old news. But we did pay money trusting to get what we paid for. I cannot speak for others but this kind of thing discourages me to pre-purchasing any other DLC from BI. I can no longer expect that they will deliver on their promises.

May 10 2016, 11:02 AM · Arma 3
DirtyButterBrot added a comment to T82415: rotor damage during slingloading with CSAT.

yeah cool a mod that doesnt work on all servers

May 10 2016, 11:02 AM · Arma 3
Maceboor added a comment to T82415: rotor damage during slingloading with CSAT.

It's not fixed. Does anybody know that the Xeno Taru Pod Mod fix the problem?

May 10 2016, 11:02 AM · Arma 3
stuzer05 added a comment to T82415: rotor damage during slingloading with CSAT.

Yep. Xeno Taru Pod Mod fix this problem

May 10 2016, 11:02 AM · Arma 3
338Caliber added a comment to T82415: rotor damage during slingloading with CSAT.

I think it is fixed since version 1.40, I recently tried it in 1.42

May 10 2016, 11:02 AM · Arma 3
DirtyButterBrot added a comment to T82415: rotor damage during slingloading with CSAT.

FIX NEEDED...
I cant do sht with this heli, useless piece of metal shit.

May 10 2016, 11:02 AM · Arma 3