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May 10 2016
The locking still works. What is your lock key? If you still have it on the right mouse button it can be sometimes a problem.
Much better. Back in the point where we were before the rotation point change. Some glitching can still happen through staircase rails and balcony but it's at least much better again and not happening that often and no weird falling animation all of a sudden. Finally!
This ticket needs to be united with http://feedback.arma3.com/view.php?id=18947
Well they should've reduced it in the dev version. Test also there.
Well there's still bug in devbranch that when you quickly turn and shoot the second shot doesn't have any recoil. It only seems to happen on the second shot and not after that like in this ticket. Maybe need a new ticket for that one?
I think this is a step in the right direction but bit too far. Lowering the up and down sway so it doesn't sway so far up and down could be better.
A video about some clipping issues.
https://www.youtube.com/watch?v=0w3_Ten-Q70
Community wasn't enough loud about this. It causes huge amount of cliping and stuck issues. The axis was moved somewhere in the alpha or beta and I stil wonder and curse why they kept it.
I think you can read about this in some SITREP but it was so long time ago so I can't remember when it was changed.
Please add this option in the game settings...
Basic RV animation system. There's no separation between arms and legs for example but the whole body needs to do the animation.
Is it possible to go around this with windowed mode?
Yeah the bullets have life time before they disappear what I've heard. Some bullets have just more or they just fly faster and that's why they go further.
Speed sensitivity means that the higher speed you've the less the wheels turn. I don't see that happening with my Fanatec.
Seems like this is a very old ticket. Maybe outdated a bit?
Assault rifles with iron sights are zeroed at 100m by default in the game and ACO and MK17 Holo are zeroed at 200m and that's what rifles mostly use. SMG versions of those sights are zeroed to 100m
ARCO, RCO and MRCO sights are zeroed at 300m because otherwise the numbers and indicators would lie on those sights.
So where do you even get the 300m? The sights zeroing are just like they should be.
Why this ticket is "bullets pass through billboard" when you should report that bullets don't pass through the billboard from the back?
Can you say what TRON even means? I can't say what's badly wrong in that picture other than of course it isn't realistic...
I think Dwarden or other guys are just using that ticket to gather all kinds of sound bugs. As you can see it got many relations.
Confirmed. Many floating rocks in that area.
Yeah I'll change the topic to replace or add.
Just came in my mind that "Switch to..." might be better wording for this rather than "Select..."?
Probably duplicate of http://feedback.arma3.com/view.php?id=15867
Though that pic looks hilarious :D
Have you tried this in 1.07.112503? Never noticed this problem and can't reproduce. Looks pretty annoying and random.
Small thing but could this finally be fixed? It would be so much better to drive vehicle with zoom out view.
Do you have higher fps with Offroad that isn't broken at all? Generally my fps rises about 10 when disabling PiP.
Isn't PiP mostly GPU demanding? Though I remember that with my old GPU 4870 1GB the drop was only about 10 just like with my 560 Ti 1,2 GB so this must be some kind of compatible/driver etc. issue.
3D editor would solve this.
I think I can hear some quieter clicks also but they don't annoy as much as that loud click. It might be from a real source but it just doesn't fit at all on the environment.
Hmm 12.7mm shouldn't vanish. Normal rifle ammos have some kind of limitation so they won't reach certain distance but that 12.7mm needs to be fixed. Just tested and couldn't see the impact when shooting over 1600m with Lynx so I can confirm. .408 works nicely as you said.
This would probably fix those pics that I uploaded.
Any way to make the rain look like in DayZ SA ;) ?
Rain also fades too quickly. In the leaked version you could see the rain on the other side of the house/windows even if you standed outside and watched the inside windows. Shame that I wasn't fast enough to record how it was then.
http://www.youtube.com/watch?v=kR-85UzWuy0
Try to ask map makers or .kju how to remove those ponds. That's the only way to fix this now. You can remove ponds with AiA from Chernarus.
Yep way too slow.
You can see the rain very clearly with NODs in dev branch so this is outdated.
Pistol mags don't take more space than rifle mags in the game. At least not in dev branch. Sub machine guns mags seem to take more space though I think they should take as much space with rifle mags. 9mm mag can be longer with same amount of rounds but it's less wider than 6.5mm. I'm not sure are the capacities of the vests etc. only measured in weight or do they take account the size of an object. If they take account the size then this could be fixed but if weight then I don't know.
You can disable it from .cfg file. Not sure is it these:
keyCommandLeft[]={30};
keyCommandRight[]={32};
keyCommandForward[]={17};
keyCommandBack[]={31};
keyCommandFast[]={18};
keyCommandSlow[]={16};
My command keys look like that and arrows don't issue commands. Just take the arrow keys out like I've done.
C:\Users\USER_NAME\Documents\Arma 3
Also here are some tickets
http://feedback.arma3.com/view.php?id=13325
http://feedback.arma3.com/view.php?id=10736
The second one shows you the same method as I said.
Fixed in 1.05.111171
Must be dev build issue because stable and beta drivers worked before nicely and this just started to happen to multiple people.
Oh and still there in 111052.
You can probably land UAV on them.
@AD2001
How this is supposed to be armour piercing when this is best to used against infantry?
Yeah these kind of things probably need to be weighted should they be not acceptable so people can script out of the limitations or acceptable and people need to script limitations.
Duplicate or very related http://feedback.arma3.com/view.php?id=8528
That is about AT and this is AA though should be in one ticket IMO.
I sometimes got scared of the lightning in Arma 2. Arma 3 I'm like "LoL is that really the sound :D"
Yep many people prefer without ground textures. hose who want to see them can load them if they want.
Got to say that A2 solution is more ugly for my eyes than A3. A3 looks way more natural.
The view distance is a circle. There's no need to change that.
After watching the video now I know why Arma 3 sounds soundless sometimes. It's still unanswered why this was added but not really added?
I'm still wondering today what that even meant in the changelog.
Copy and paste is a very welcome if BIS doesn't want to give us drawing. It's pretty time consuming put empty dots to show route. Or just that the black dot is the first one would help a lot.
Yeah mmilitary really likes to spend some grenades on those nets when they just could drive over them...
This is how it looks like in the current dev build http://imgur.com/17nyhnr,nlRExUP
Very good suggestion. Agreed.
Good video Renz. The fatigue is punishing when you don't take it in account BUT when you take it in account it is very manageable. I played 2h of domination and I didn't even get over 60% fatigue on that session.
How much equipment you got?
IRL you have to prepare for turning but in games you can't do that so this system is good for that.
If your GPU usage is only 40-50% in empty editor then your CPU is a bad bottleneck. Try to lower settings that are CPU heavy for example view and object distances.
Hmm this can be a handy tactic :D
AP is anti-personnel. Killed once group of eight AI with it from long distance. Very effective.
Have you installed in your C:\Users\"User Name"\Documents\Arma 3\MPMissions or in the folder where your Arma 3 is installed (default: C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\MPMissions)?
I can reproduce this if it is in the User folder but not when it's in where Arma 3 is installed.
Seems like Bohemia has broke this http://feedback.arma3.com/view.php?id=14274#c61348
You could disable the vignette a while ago with Pause/Break/Scroll Lock key but can't anymore...
You can remove vignette when you press Scroll Lock/Pause key. I read that from a ticket a while ago. The thing is you need to remove the vignette every time you enter the game. I'd like to see an option to remove it completely so I don't need to remove it everytime.
Ummmm assigned :O
I don't see this to improve Arma in any way unless you want to support DayZ in Arma 3.
What about you really say the truth what you did or what programs you're running when you're gaming.
Also bans don't belong here I believe.
Well that looks very bad.
Hmm well in Armaverse it seems to be pretty dry. Btw I was also expecting to get some nice high speed with new civilian vehicles but I was bit disappointed.
@Mulle
Offroad got more bumbs in real life so you really couldn't drive too fast and that's what Arma is "simulating"
Now that I've watched more closely well there is some vegetation and brown areas so it's not that dry. I vote no for this time. It would be nice little fun factor though :)
It's known issue.
Have you checked how much the components and people inside the vehicle take damage from "standard" rounds?
Yesterday's dev-branch changelog:
Fixed: Player is now able to exit planes after belly landings
The gear rises automatically when the velocity is 0 so the player can get out.
Just tested in Arma 2 to land with gear up and there wasn't even option to get out of eject after you turn off the engine. With engine on you can eject with parachute but not any other way. After eject when you got back the gear is suddenly down so this is related to that you can't get out without gear down. In Arma 3 there isn't any way to eject in the air :/
So seems like this is an old thing.
OK I just tested on another airfield and roads maybe has something to do with this but can't really confirm.
/Well with enough X and C keys spamming i got it to move. Also with AiA there's no problem to move because the plane bounces just a little when holding Q.
Fixed some time ago so this can be closed.
Yep doesn't take damage anymore in that repro mission.
SaMatra is right about the underwater thing.
It's pretty annoying that you've to disable the textures everytime. Its way easier to navigate and command without the textures.
Duplicate http://feedback.arma3.com/view.php?id=12853 but very much needed.
That right bar would look great for fatigue :D
Maybe the icon should have weapon lowered when in tactical pace?
Seems to be fixed now. Can someone else also confirm?
@kylania Check my pervious post that I edited
Confirmed. Move waypoint for a group with the SAFE or CARELESS mode no other things needed in the waypoint. The group leader gets stuck so other AI in the group won't move either.
If you put it on a lone soldier then you need to put limited speed to get it stucked because the stuck only happens when the AI is walking.
/Edited some better observations.
Yep it's fixed. Some other tickets that were made after your's
http://feedback.arma3.com/view.php?id=13512
http://feedback.arma3.com/view.php?id=13518
Fixed
But I can't close this.
Still there.
Can't reproduce hospital anymore in the 1.03.110300.
Those big white balls aka Dome (big) still got issues. I'll edit this to descript those.
Found that those big white balls near the big airfield got same problem. I'll post a video to show the issue more. There are some sweetspots so you don't need to be in the exact place but can go further.
Video can be found here but I'm now uploading so it takes some minutes www.youtube.com/watch?v=jbUurkiDSZQ
First are the big white balls and then the hospital.
What is this kind of issue called so I can edit better description?
Still exists.
/Still 25.11.13...
Fixed
But I can't close this.
There's nothing to fix because they're right...
Does it happen with stable drivers? You seem to use beta drivers. 320.49 are latest stable drivers.
Feels very good now.
Now if the UAV wouldn't jerk too much because of altitude changes but that's really another problem. At least now the camera goes back where it was before! Great job so far :)
http://feedback.arma3.com/view.php?id=14361
Related or duplicate.