Target identification is a nightmare in MP with both friend and enemy able to wear either uniform, carry any weapon and drive any vehicle. It's hard enough to tell friend from foe when half the players are running around in their underwear, let alone wearing each other's uniforms.
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May 30 2022
May 29 2022
May 27 2022
May 23 2022
In game I use 60 FPS limit, but I see low GPU and CPU utilisation and low FPS through the middle zoom levels in map.
Wide view (max zoom out, almost entire island visible) = 50 FPS
Zoom in a bit (dirt roads and Tyrone Ridge text becomes visible) = 35 FPS
Zoom in a more (grey building outlines become visible) = 34 FPS
Zoom in a more (walking trails becomes visible) = 32 FPS
Zoom in a more (Montignac just visbile on edge of screen) = 40 FPS
Zoom in a more (Chotain just visbile on edge of map) = 44 FPS
Zoom in a more = 60 FPS
Ok, can close this as not an issue.
I've done some googling. I see the constant or battle setting is below 100m on the back sight slider, and corresponds with 400/440m. It makes sense if you are familiar with the real weapon, but not much as a game UI.
This issue is also apparent when on foot. The visible portion of the binocular optics clips off the screen looking significantly up or down.
May 22 2022
May 21 2022
May 20 2022
May 19 2022
Feb 9 2022
Confirm issue is resolved in Dev Build 2.09.148730.
Cheers KK
Jan 7 2022
Yes, if there is active turning input when the player opens map, changes position, or exits vehicle, the wheels will continue turning in that direction. Repro Method 1 and 3 are the most noticeable in normal gameplay, as it is very easy to make some subtle mouse steering input when opening the map or leaving the vehicle. Results in a crash if driving with the map open, and getting back into a vehicle will notice the steering is at full lock left/right.