Crash is fixed on version 1.52
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May 10 2016
Duplicate of #0015268
Also great thought but no. I thought more like a list which you can open in any Editor Mission, which shows all from you put in Scripts.
Regards,
Nerodenecro
What exactly do you mean with script list? A list which shows all script files which are currently in the mission folder?
This
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.
Issue has been resolved: http://feedback.arma3.com/view.php?id=25813
I'm unable to reproduce it. Could you please mention which direction and area size the marker / trigger has?
@Fighting Power
for Vehicles or Tanks.
Fighting Power: I remember during Alpha or Beta, one of my playmates stated he flew better using an XBox controller.
You are playing arma with xbox controller!? Is it even possible?
Duplicate
Found a fix, i read that updating drivers and rolling back drivers would fix the problem and thats exacly what i did :
Updated one of the listed drivers and rolled back the other where as before they were both updated to the latest. Thanks for the help! Hope people found this helpful
Hello, you are experiencing this issue because the game is unable to initialize a graphical subsystem. Possible solutions:
Update the graphics card drivers to a newer version.
Rollback the graphics card drivers to an older version.
Check the temperature of your GPUs and CPUs.
Disable the Steam Overlay.
Thanks Koala, that explains another command.
This is still an issue, in most cases you need to move the object at least in one direction after rotation so all is reset.
I have found a solution for the problem:
There is a function in the Eden editor that is called "Toggle Vertical Mode".
You can find that function on the right side of the sphere symbol (it looks like an unopened letter symbol).
After you clicked on "Toggle Vertical Mode" you can rotate and move all kind of objects without losing their rotation attributes.
Not very intuitive from my point of view.
Since youtube insists on lowering the quality of the video, the original recorded video is also available at http://www.candergart.se/Arma_III_bug_25885_recorded_fraps_video.rar
But be aware that the file is 3.6Gb in size
Duplicate of #0025766
Please vote for that ticket.
It is not fun, to read your text mate ;) ...maybe use some text sections.
- Use your mouse wheel for an acurate and more detailed movement
- Duplicate of #0015268 (Inventory/ Loadout editor)
- Maybe that will help? https://community.bistudio.com/wiki/AIBehaviour
Can you take a screenshoot?
im playing without mods and im completely reproducing the issue, what did you error say?
Played without any mods for a while, unable to reproduce the issue.
This seems to be caused by the game engine when the cpu enters a deadlock state, I have first hand experience of this issue.
I got one crash yesterday, but i am not sure if its caused by addons or rather the game itself.
Could you please try reproducing the issue without any mods? Thanks!
So you're stating there's no on-board equipment within real life helicopters to achieve auto-hover? (I could have sworn manual hovering was something left over from the 1970's.)
If you noticed as well within ARMA 3, auto-hover takes effect gradually upon activation. As if to display the feature was engineered intentionally to work alongside manual control. (During Apha and Beta, auto-hover took effect instantly and abruptly with no gradual effect.)
Although always a good exercise establishing good manual hovering skills in the event the on-board auto-hover ever fails, auto-hover allows pilots to concentrate on other instruments or perform other risk assessments. (And for the occasion the pilot has a magazine handy and happened along a really good article!)
Well no, I'm afraid you've misread my point.
Of course, real life helicopters (not all, but the more advanced ones) are equipped with autopilot systems which are often capable of maintaining a stable hover.
my point was to observe that in ArmA - the "autohover" feature is NOT in any way a means to represent those systems. In fact, it had been present in the earliest versions of this game, even in Operation Flashpoint - in the early 2000's - this was all way before AFM was introduced...
which is why I strongly advise anyone who's relying on it not to do so with AFM enabled. Since it was not built to safely fly anything more realistic than the basic model (may have been updated a bit, but still)
also, a lot of the real-life counterparts of the ArmA rotor fleet do not have any autopilot.
the MH9 or AH9, based on the RL MD500 namely, does not feature any automation, in fact it also does not feature an "auto force trim" switch (as represented by "set manual trim") - instead, it has a hat-switch that incrementally adjusts the forces on the cyclic with repeated pilot input.
as a freebie - the ArmA MH9 (by 2035, some upgrades, right?) has an auto-force-trim that works even on the pedals (whereas the MD500 has trim only for the cyclic) -- it does not however, seem to have any true autopilot installed - look around the cockpit, pretty basic stuff, eh??
so back to my point -- auto hover is not analogous to autopilot -- it's a legacy system from previous arma versions placed there for the sake of helicopter accessibility for the joystick-impaired (and the lazy) - and it was not built to correctly respond to the minutious intricacies of each and every different helicopter in the game under AFM.
AFM is based on Rotor-Lib, a Third Party rotor wing simulation platform which was built with RL pilot training and high-level flight-sims in mind. It was used on "Take on: Helicopters" and that's why it was added to ArmA 3 as well.
rule of thumb - if you're bound on using "auto hover" - then leave advanced flight model turned off
helicopters are definitely not stable creatures -- for every control input given, it'll try to kill you in a different way in return
a stable hover is achieved by a fine balancing act, which requires a lot of constant corrections... it does become intuitive after a while with some practice - and a good joystick....
curiously - the Huron and Taru helicopters should have a lot less of such tendency to yaw from torque - this simply because the two equally sized counter-spinning rotors should cancel each other out (to some degree, it ain't perfect)
When you add collective, you modify the angle of attack of the blades. The governor adds more fuel to the mixed gaz in the turbine, because the resistance of the air on the blades raises, and it tends to decelerate the rotor.
The action of raising the power of the rotor brings a reaction: More par effect, that has to be compensated with the antipar (pedals).
In fact, every movement of every control in the helicopter (Collective, cylic and pedals) needs some response from the rest of the controls.
Raising or lowering the collective needs an antipar compensation. It´s not a programming mistake. It´s a programming win for realism ;)
Which map are you loading? Or does it happen on all terrains?
Hello,
thank you for the reply.
At this point I cannot reproduce the problem in the official missions. Mostly because the missions are much more quicker.
Also - last night the game updates itself and it seems it runs better.
Greeting!
Hello,
After SPOTREP #00048 I am no longer able to reproduce the problem.
I tested on several missions. The game runs smooth for 2-3 hours.
You can close this issue.
Thank you for the great job.
Greetings!
The original problem I was having, the option for music added to the description.ext was not being listed in triggers however, I just tested it in version 1.55.133346 and they are working now; this ticket could be closed. Thank you.
is the scenario you are using custom? If so could you please try on of ours official missions? Thanks!
After importing you have to save the mission, load it up again (as the eden verison, not import, obviously) and the description.ext stuff should work..
Actually when you import a mission and use any of the quicker previews (play from here, play as character) the desc..ext and init.sqf don't get run at all unless you do that above mentioned.
benargee, switch to dev mode and it says it prominently at the top.
Description.ext is currently not loaded while in Eden Workspace at all. We're planning to add it with general implementation of description.ext into the editor.
Who said the 2D editor is being depreciated? The 2D editor is still useful. Also, description.ext is only loaded on mission load, not before during editor stage.