Merhaba, Arma 3 Profil ayarlarım kendiliğinden değişti. Yeniden profil oluşturdum. Fakat kayıt edilmiyor. Çünkü kayıt seçeneğini seçtiğimde, sayfa kapanıyor. Bu konuda yardımınızı bekliyorum.
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Arma 3 Activity
Jan 23 2023
Confirmed working, can be marked as resolved.
Confirmed fixed in dev and prof.
Supporting and expanding on this.
blurpy blurp blurp please ignore
Hello, what issue are you experiencing?
IF its a crash can you add your most recent .rtp and .mdmp of the same date?
This link can help you find them:
https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
Currently it's these mods:
FnF
IFX window break
Immerse
Antistasi Plus 2.0
ACRE2
I subscribed to more mods and this keeps happening.
Mods are downloaded and showing up in the PC storage space.
next dev
This would be a handy inclusion.
Jan 22 2023
What is the status of the issue?
In T117205#2399405, @BIS_fnc_KK wrote:In T117205#2399176, @Schatten wrote:Still not fixed.
Sometimes it works, sometimes doesn't, you even don't need to go back to lobby, and rejoin a mission.Sorry this is not helpful, please provide steps to preproduce the mulfunction
Fixed
there is no sound file AFAIR I tried to play it and no sound came out, thanks for confirming, will look into it
In T117205#2399176, @Schatten wrote:Still not fixed.
Sometimes it works, sometimes doesn't, you even don't need to go back to lobby, and rejoin a mission.
Jan 21 2023
From my POV it can be closed.
https://dev.arma3.com/post/spotrep-00091
Arma 3 v1.96 introduced checkAIFeature's alternative syntax on 2019-10-29
Still not fixed.
Sometimes it works, sometimes doesn't, you even don't need to go back to lobby, and rejoin a mission.
I believe this also happens on land when a vehicle is placed somewhere, for example "vehicle setVehiclePosition [[XYZ], [], 0, "NONE"]; (XYZ with Z: height ATL =0)
same settings as in apollos image ann all images below are with those settings
looks the same to me even with changed settings
arma 3 tanoa jeep comparison
how it looks driving behind someone when dust is coming out from the car in front (simulated by reversing car but it looks the same)
tanoa jeep driving through dust created by reversing and i can see clearly through it
reversing with sog jeep to simulate same as the image above
@Leopard20 @Ron4Swat can this be closed? maybe open new tickets for the remaining issues/additions?
can be closed
can be closed
can be closed
can be closed
thanks again! can be closed
Jan 20 2023
also providing best case scenario images when night time is at the brightest and best looking to show that headlights can be a bit to bright but also that arma 3 default also can be a little to bright but not as bright.
I do enjoy how far i can see but when close to a small hill like in my images it can be a bit to much so i have to shut my light off for navigations.
forgot to change my resolution but i'm playing at 3840x2160 usually
uploading images of my graphic settings that i use
thanks we'll review this and see what can be done.
dev/prof
It would be great to have everything be in the one system that was purpose built for doing MFD's, rather than having to spilot between two systems. Right now the graphics side (lines, icon textures, etc.) are handled by the new UI system. Everything else, is handled by the MFD system. The framework for the MFD system is neat and tidy and extremely useful for making MFDs. So while the new UI system is nice, it's not as friendly or nice as the MFD system is for drawing all the MFD items. The MFD is excellent at drawing and placing graphics on the screen, drawing lines, and controlling all of that. The UI system by comparison is not. Again, being able to do everything in one system that was purpose built for that task would be amazing, rather than having one for one set of things and the other for another.
legend thank you
This has actually been plaguing the game since the soundupdate years ago that added these features, you can test this with the same pallet example:
- place pallet inside a building like TRAGER did
- preview, go in the building (terrain object), fire a shot -> gun interior sounds play
- go over the pallet and fire -> no interior sounds
@kju-PvPscene
In video? No, it's terrain house
But this will happens and with Eden placed houses too
@TRAGER does Eden placed house work?
Confirm 2D sound is fixed! BUT↓↓↓
navigating on some maps is really hard with the strong headlight so it would be nice to have an option to reduce the brightness a little.
perhaps it is supposed to be this way but navigating is really hard since the lights are so strong.
i like the wide cone of sog vehicles and the long range of lights but i think it is better to drive without headlight on sog maps at night when the weather is clear because i can see better when navigating
_inside = insideBuilding player;
returns "0" if player is on Eden-placed object
↑ related tickets:
https://feedback.bistudio.com/T153970
https://feedback.bistudio.com/T167078
which is just as hard to see through as pitch darkness
Jan 19 2023
Confirmed, the lights are very good at distances around 100m, but anything less than 50m it becomes a fully saturated whiteout which is just as hard to see through as pitch darkness
It is super bright and I can't se the grass in front of the car, navigating is super hard especially if there is any tall grass or obstacles like a rock
Thanks for your report today
Fixed next week dev branch and profiling branch, BUT not in 2.12
Too risky to change AI behaviour here, we'll leave this dev/prof only till 2.14
What a rabbit hole did you sent me into here uff.
There are two problems.
- The sensor takes radarTargetSize into account like you wrote. However that only applies to a signal being sent out, bouncing off an object and then coming back to the sender. Here it should be the pure sending range, we don't care about any bounce back. This had cut the range from 16km down to 12.8km
- Even if any sensor detects a target, if its out of visual range, all sensor results are ignored. This will be the main bug. Even if radar gets through fog and is received by passive sensor, the results are ignored because fog is blocking eyesight of the target.
My Assignment Help is a very helpful website. I have used this website for my Python Tutors help and they have helped me in my project before the deadline.
There is another useful use case for an isDirect flag.
Jan 18 2023
We talked about this in Discord and I'm just summarising it here for posterity.
dev next week
This seems to be ntentional. I don't know why. Someone a long time ago notd "strange issues" when we delete them. So we'll leave it be.
Jan 17 2023
drop [ [(getModelInfo player)#1, 1, 0, 1], "", "SpaceObject", 1, 10, [0, 0, 1.85], [0, 0, 0], 0, 1, 0.785, 0, [1], [[1, 1, 1, 1]], [1], 0, 0, "", "", quad, 0, false, -1, [], [vectorDir quad vectorMultiply -1, vectorUp quad] ];
next dev branch
Hand grenade hit is direct, fall damage isn't. I guess that's right
dev-branch