This is a duplicate of http://feedback.arma3.com/view.php?id=24020.
Please, Triada, do not create this issue again. We know about this and we are working on it. No need to report it more than once. Thank you.
This is a duplicate of http://feedback.arma3.com/view.php?id=24020.
Please, Triada, do not create this issue again. We know about this and we are working on it. No need to report it more than once. Thank you.
This will be fixed in the next update. Thank you!
how can this have no priority at all???
+1
I've also pointed this problem in 0026372.
So, it actually feels like a cardboard car.
Would be cool to hear new engine roars as well!
Their mass should be increased, so they wouldnt flip so easly, upvoted
They are flipping now much more asly than in 1.48 (BTW), one again i'll write - major issue, highest priority.
The game still sometimes get damaged incompatible with life, before the explosion. And without rotation, it can occur at any time just stopped and went.
https://www.youtube.com/watch?v=CtxB2C1_sPw&feature=youtu.be
@Benargee thanks
UPVOTED
Most of the armored vehicles have this problem, especially going (slightly) downhill and cornering. Learning the crews how to break more gradually in the corner and/or drive slower would help.
As a work-around I set vehicle speed limiter to for instance 30 km/h with scripting: LIMITSPEED
Tracked is the term you're looking for, not Caterpillar
It will be fixed in the next launcher update. Thank you!
This issue has been fixed in 1.46
Awesome job! This can be marked as resolved.
Thank you!!
I can take my comments wherever I want. Use emails if you can't tolerate notes on your tickets.
EDIT: And hey, your other tickets - for example #20855 - do follow this rule. One issue in description, accurate repro steps - why not just make another good ticket?
By "bad tone" I mean dumping all the info into one ticket and leaving all the work in separating the info to developer. You want them to do something, can you at least do your part and make tickets properly? That's the respect they deserve. You're free to skip my advice, of course.
There are two issues and both are related to the same vehicle.
I already have a ticket regarding speedboats so it would seem silly making 3 different feedback tickets.
I don't see what you mean by "bad tone" here but either way this is mainly about the weapon systems being indestructible. The reload glitch i just happened to notice simultaneously and does occur not happen very often ingame.
I'm simply trying to help the developers by reporting glitches and giving feedback. I sometimes spend alot of time in my tickets to make sure that all information is there so they don't have to investigate further. I would say all 20 of them are properly done. So in no way am i here to disrespect developers. Since the glitch about the reloading is partially missing info i'll just remove it and investigate it further before i post it. Please take your opinions and witty comments about me somewhere else as this is feedback tracker not a forum post.
If you want those issues fixed, I'd recommend you make one ticket for each issue. I am a software developer myself, and I usually just skip "all-in-one" tickets ;) as it's really a bad tone
Issue countered in 1.52, dev build.
2.4 Ghz i3
Well, one strange thing, is that officer is talking veeeeery quiet
Hello,
I have checked the files you attached. Unfortunately, your PC's CPU does not meet minimal system requirements to run Arma 3 (2.4 GHz for Intel CPUs is required). For more information, please visit this page:
http://arma3.com/buy#requirements
Please consider purchasing more powerful computer for optimal experience. There is nothing which can be done by our side, I am resolving the ticket. Sorry for the inconvenience, have a nice day.
I have the same issue as K-Ron. If you wait a bit in that state the mission will continue after that, and complete like normal without any problems like this.
A few things to notice:
SUMARY:
This issue still exist in 1.46.131127 Stable
Added new rpt file and 2 more screenshots that illustrate the issue.
Hello,
it is possible that some of your hardware is corrupted and is causing trouble under a full load. It is also possible that you have not experienced this with other games, Arma 3 more performance demanding than most of the today's games. I would suggest to run a couple of heavy benchmarks to see if the problems occur as well.
The most suitable for you could be:
http://unigine.com/products/heaven/
http://unigine.com/products/valley/
http://www.memtest.org/
Please run these benchmarks (at least one hour each without interruption) at highest possible settings. Then you will see if your hardware is showing incorrect behaviour under heavy stress or not.
Thank you very much.
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
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.
I've uploaded adam, think thats the right stuff
BIS, At the severe injures, the player of first person practically not feels injures in the game!
Please add visuals! Darkening or reddening of the screen at the edges and bluring of vision.
Visual Effects required for severe injuries and for example when player wound in the head (after explosions).
T-90 have 125mm gun not 120 :}
Here is most simply source:
http://www.military-today.com/tanks/t90.htm
Right now, only global functions can be recompiled.
I fixed it, so even campaign or mission specific factions can be selectively recompiled. Should be available in the next dev branch update.
Fixed and should arrive at Dev Branch today or tomorrow.
See (https://community.bistudio.com/wiki/Dynamic_Groups) for more info.
Thanks for the report.
Please, give it a go. We've introduced a new command "setGroupIdGlobal" which set's the id of a group over the network and Dynamic Groups is now using it.
There is no such option to disable updates. Please, try contacting the mod author.
XD Offtopic : Thats the reason why i love my 4TB HDD and PlayWithSix! ;)
Solved the issue by rolling back the DB to a previous version.
Might have forgotten to mention that this is my server :/
@Adam Repro send to dwarden
yes i use extDB & CBA too
23:36:12 Error in expression <ffectCreate ["colorCorrections", 1999];
_ppColor ppEffectEnable true;
_ppColor p>
23:36:12 Error position: <_ppColor ppEffectEnable true;
_ppColor p>
23:36:12 Error Variable indéfinie dans une expression: _ppcolor
23:36:12 File A3\functions_f\GUI\fn_establishingShot.sqf, line 73
I have this everytime.
With extDB and a modified life_server
Hello, i'm unable to reproduce your issue. Could you please provide more info thank you!
I am using kbTell in my mission because it allows me to use some audio files from the game (so I don't need add more to the mission).
I am using these radio messages when a player teamhits a friendly player.
The problem is the following script will display the "cease fire" message in the language of the target for both target and shooter (so if shooter is polish and the target is french then polish shooter will see message in french and will not understand what he's doing):
MYTARGET kbAddtopic ["SENTENCES", "bikb\sentences.bikb"];
MYTARGET kbTell
[
MYSHOOTER, "SENTENCES", ["CEASE_FIRE_1", "CEASE_FIRE_2", "CEASE_FIRE_3", "CEASE_FIRE_4"] select floor random 4, [ "MESSAGE", {}, format ["%1! %2", name MYSHOOTER, localize "STR_A3_CEASE_FIRE"], [] ], if (group MYTARGET == group MYSHOOTER) then {"GROUP"} else {"SIDE"}
];
I am using kbTell in my mission because it allows me to use some audio files from the game (so I don't need add more to the mission).
I am using these radio messages when a player teamhits a friendly player.
The problem is the following script will display the "cease fire" message in the language of the target for both target and shooter (so if shooter is polish and the target is french then polish shooter will see message in french and will not understand what he's doing):
MYTARGET kbAddtopic ["SENTENCES", "bikb\sentences.bikb"];
MYTARGET kbTell
[
MYSHOOTER, "SENTENCES", ["CEASE_FIRE_1", "CEASE_FIRE_2", "CEASE_FIRE_3", "CEASE_FIRE_4"] select floor random 4, [ "MESSAGE", {}, format ["%1! %2", name MYSHOOTER, localize "STR_A3_CEASE_FIRE"], [] ], if (group MYTARGET == group MYSHOOTER) then {"GROUP"} else {"SIDE"}
];
Confirmed, thanks for reporting the issue. Will be processed by our team.
voting for admin is enabled prior mission , not after it started ...
Will provide a test mission and all configuration as well as RPT in the coming days.
I've found the solution!
Turn 'Vehicle Freelook' off.
I still believe there's a bug:
IF 'Vehicle Freelook' is on, you can control the UAV if 'look' keybindings are not assigned. You can't if they are.
ALSO Occasionally it will all work fine. One game every so often(with the 'look' keybindings assigned), the UAV controls will work as normal. The next game they won't.
Also toggling freelook (with alt) has no effect.