Yes, this seems to be a problem with Windows 10 (and maybe earlier versions). This joystick also crashes other flight games like Star Wars Squadrons. I got a newer joystick, also a Thrustmaster, which works fine in Arma and all other games I've tested.
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Nov 28 2022
It seems something called "PID_*" is causing the issue.
This isnt part of arma so there is nothing we can do.
Thank you for requesting the feature.
Due to the current phase of Live Ops development in Arma 3, we cannot commit to any new features,
though we will try to consider them.
Thank you for requesting the feature.
Due to the current phase of Live Ops development in Arma 3, we cannot commit to any new features,
though we will try to consider them.
Hi - we will need your crash files - see https://feedback.bistudio.com/w/ft_a3_howto/
Won't do
BIS_fnc_spawnGroup could do with a change along with this addition.
Currently, if the function spawns a vehicle as part of the group( e.g a CfgGroups entry ), the group is passed to BIS_fnc_spawnVehicle where addVehicle is used on the group, but at the end of BIS_fnc_spawnGroup an additional group is created so as to reorder the units by rank( previous group is deleted ) but the vehicles are not transferred.
Hello, thanks for the clear repro!
I was able to repro the issue on our internal build and will pass it along to our programmers.
We will see what we can do, to resolve the issue.
Hello, to be able to see what might be causing your issue we need your crash files (.rtp and .mdmp) of the time of the crash.
https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/ hope this guide helps finding them.
You can attach them to this ticket or post it in a comment.
Nov 27 2022
I did some more testing on a new dedicated server installation on a different system and could reproduce the issue there with just vanilla Arma3.
@mickeymen
I appreaciate your effort to find a solution. But to set the value for the completion radius to a value lower than a computated specific value for each type of vehicle would "override" this lower value by the "computated specific value". And here is the problem specially for that specific air vehicle:
The computated value is 10x higher as forseen by the value in the config. this means in numbers:
The minimum completion radius forseen for this air vehicle is 100m. This means, that all values between >0m and 1000m would be overriden by 1000m (the faulty computated minimum value for these air vehicle of 100m).
Caused by the bug it is 10x higher, so it is 1000m.
In other words: All values from 100m(this is after the introduced behavior of this ticket the minimum compl. rad for this vehicle) to 1000m are not reachable to set. And THAT is a problem. Not for me, but for some scripters and for all the missions out there, that maybe are abandon and have no support anymore to react to this.
@mickeymen Is this a language problem? "non-zero" means "not zero". The behaviour for zero completion radius is fine. The behaviour for non-zero completion radius is not.
Nov 26 2022
In T167056#2383734, @Wetzer wrote:
thumbs up
@BIS_fnc_KK any news?
Nov 25 2022
Nov 24 2022
TL;DR: Setting a small non-zero completion radius massively increases the completion radius for air vehicles.
@Tenshi
If you expand the older posts, you will find this post from jaj22:
"
Replicated this in the editor. It looks like when you give vehicles non-zero completion radius values, it caps them to a type-dependent minimum. However, this minimum seems to be 10x higher than the normal type completion radius for air vehicles. Tested cases:
I made a new video, with beter visual steps to repro
T169053new YT demonstration
Hello, thanks for your concern.
However those parameters are generated closer to the release.
Hello, what are you using to test where the audio comes from?
I hear no real difference between the audio of driver and gunner in most vehicles, to begin with.
In T167056#2383505, @jaj22 wrote:Created a test mission to demonstrate the new bug with aircraft/heli completion radius. Instructions: Run it, hit zeus and map. Watch.
completionRadTest.VR.zip3 KBDownload
In T167056#2383362, @mickeymen wrote:Quoted The main build will take longer to be updated.
Yes, and I wanted to know from you when the update of the stable assembly? You do not know?
I don't use dev, I have a stable build
Hello, i looked into your crashfiles but i dont see the .mdmp files which would help me analyze the issue better.
Can you check your crashfiles for the most recent .rtp and .mdmp of the same date.
https://community.bistudio.com/wiki/Crash_Files
Nov 23 2022
Created a test mission to demonstrate the new bug with aircraft/heli completion radius. Instructions: Run it, hit zeus and map. Watch.
No interest?
We have this bug as well for many years, i think there is related ticket on here but wasn't filled out correctly
Thank you for reporting the issue.
We will see what we can do to resolve it.
@Tenshi
By way of explanation:
This ticket is not yet complete. In the performance build, this ticket was introduced with version v3. It turned out that this bugfix caused a new problem: The completion radius for at least one aircraft does not seem to work properly (for an explanation see comments by jaj22 and me here in the ticket).
In my opinion, this should be solved before this ticket is included in the stable version.
Nov 22 2022
Quoted The main build will take longer to be updated.
@mickeymen
It should be on the current version of development branch
Nov 21 2022
It would still be really useful to have this, as well as adding the other interesting params from the HitPart EH to HandleDamage. It would make damage adjustments and special interactions a lot easier.
Fixed in this week's dev-branch
2.12, dev branch next week, profiling v7
@said I can only recommend you to cut the spam and add more details to your issue - thanks and have a nice day.
Nov 20 2022
I've rerun this scenario more than I care to admit and I can not get the Deliver The Counteragent task (STEP 7-8) to trigger success. Please fix.
Nov 19 2022
In T167056#2353822, @Tenshi wrote:Yes, but until no understand version "rev 149887" - you mean current dev version? Does this mean that this will be fixed in the next stable release?
What he means is that on version 2.XX.149887 this should be fixed, so if your on any branch that has that or equal revision it should have the fix.
i think Dev gets updated as one of the first branches.
Nov 18 2022
Still an issue, seems to be any locality change that kills the unit.
dev-branch next week
here is the save file
Issue persists in:
Launcher version: 1.5.149879
Game version: 2.10.149954
Arma is reporting that Arma - and presumably also Steam - is installed directly in the desktop folder of your user profile. As in, the actual game installation is located on your desktop, not just a shortcut to it.
Nov 17 2022
dev-branch next week and next profiling
Very good catch, that repro did it.
During simulation code, the engine first simulates one part of the driver, and then a second part after it.
But due to your script, the driver suddenly disappears during the first part, and then the second part crashes trying to run on a driver thats now gone.
Thats why the dump didn't make sense, there is a check that driver is valid, just a few lines before the crash.
dev branch next week
They indeed only consider vehicles if the commander is a player, not if a playe ris sitting in the back seat.
Why this only happens on modded I don't understand, I can repro in vanilla.
Amd wdym by installing to desktop
All my other games work fine