Hi guys, please tell us if the issues are gone or if some of you still have problems with the development branch?
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May 10 2016
Hey guys. I will get in contact with one of the developers tomorrow and maybe he will find the cause (and a solution) of the trouble you all have.
Here is a list of things you can also try for yourself. Maybe one of these steps might help:
- 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.
- Re-install DirectX.
- Uninstall the Visual C++ 2013 Redistributable package (x86 version), restart your computer and install the package again (do not use the Repair function).
- Run a Windows System File Check tool to repair corrupted system files.
Alright then try following solution. Simply delete your Arma3.exe and again re-verify the integrity of the game cache (re-download of the exe-file with Steam)
According to the both attached rpt-files, the arma3.exe seems to cause troubles.
I hope it works for you.
makkuranin, can you please upload your crashdump (rtp-file) here too?
But before you do make sure no mod is activated and, after the game crashed, look for the latest rtp-file.
That is strange.
I took my time and tested every available weapon in the latest development branch without any crashes.
As far as I can see in the crashdumps your arma3.exe is causing some troubles.
You guys should verify the integrity of your game cache (with Steam) and try again. Maybe some corrupt files are messing with the new audio enhancement.
Please tell me if that helped.
Can you both (nikita320106 & mr_book.PXS.Cpl) please post some reproduction steps?
I was not able to reproduce the issue after several tries with random gear.
Closed because of already existing and assigned ticket: #0017104
Just wait until the next RC branch updates. It will be fixed soon.
That issue got fixed in the latest development branch 1.57.1.57.134311
TheMasterofBlubb: I know that the issue once got resolved. I would have otherwise closed the ticket (duplicate). New problem, new ticket ;)
I can confirm this in the latest dev branch 1.55.134018
The ticket is also related to already closed tickets:
#0007336
#0008254
#0008921
#0009507
#0010018
Confirmed
Is the game available in your Steam Library?
Have you tried to check the integrity of the game cache in Steam?
If that doesn't work, I recommend a fresh re-installation of the game with Steam (backup your profile settings before).
Please send a reply if that helped.
According to following page: http://dev.arma3.com/ports the Linux and Mac ports are limited to version 1.42 for now.
Hello,
there is already a ticket that describes your request: #0009874
Please support that already existing ticket.
I closed your ticket.
I can confirm the fix.
I marked the ticket as resolved. Feel free to re-open the ticket if any issues may occur with future updates.
I can confirm that issue. Sorry for the late response.
I will mark the ticket as resolved.
According to the latest development branch changelog (https://forums.bistudio.com/topic/140837-development-branch-changelog/page-35#entry2967105)
"Fixed: The "Armor" value of uniforms, vests and helmets was not showing accurate values after the recent Personal Protective Equipment system overhaul. The stat is now replaced by new "Ballistic Protection" and "Explosive Resistance" stats in Arsenal"
According to the ticket author the issue got resolved.
Can you please upload a repro mission? For now, it is hard (for me) to understand, what your problems are.
It seems that you are trying to report two problems in one ticket (two problems = two tickets).
- What do you mean with "Scope of Soldier is wrong"?
- The universal classes of each side do use the ACO pointer and the b/i/o_g_soldier_universal_f just use the weapon ironsights (TRG 21). I think this is intended by the developers
- You are right, you can't choose the universal classes directly in the editor (except with scripting). Maybe this is intended too because you will have an allround talent as a soldier.
Ah my fault. I thought you only meant the character editor aka Virtual Arsenal ;)
It would be great if the developers add these faces to the editor. Maybe one of them can tell us if it is possible?
Please take a look in the related link.
I really think your problem is the same like in that ticket here: #0027512
Feel free to upload your crashdump (rpt.) files there.
You can finde these files in C:\Users\<Name>\AppData\Local\Arma 3\
Hi R3vo,
can you please be more specific?
What are you trying to do? Are you trying to stack those sand barriers on each other for building a wall?
I want to reproduce your issue but I can't do anything with your example.
I think, we figured out, what's the cause for the issue is.
Please check, if you use any spaces in your custom profile path (f.e. "d:/new path").
The issue seems not appear if you use connected path names (f.e. "d:/newpath").
There might be a fix in the dev branch the next days.
I can confirm that behaviour with the latest dev branch 1.55.133935
According to the author the issue seems to be resolved
DJPorterNZ is right. An official drag and carry feature (like in ARMA 2) isn't available in ARMA 3 yet (except with scripting commands).
Unfortunately I can confirm that.
According to the development branch changelog (https://forums.bistudio.com/topic/140837-development-branch-changelog/page-36#entry2972314) and the ticket author the issue got resolved.
Thanks for the report. The development team will take care of the problem.
Hallo Werner,
hast du die oben aufgeführten Schritte nacheinander ausprobiert?
Hat sich dein Problem mittlerweile behoben, oder stürzt das Spiel bzw. dein Rechner noch immer ab?
Dein im Anhang befindlicher Absturzbericht ist leider für die Entwickler nicht aussagekräftig gewesen.
Insofern dein Computer noch immer abstürzen sollte, sende bitte erneut den daraus resultierenden Absturzbericht.
Falls sich die Probleme bei dir erledigt haben sollten, lasse es mich wissen, damit ich das Ticket schließen kann.
Hello Werner,
have you tried all recommended steps?
Are your problems resolved or is the game and/or your PC still crashing?
The attached crashdump was not helpful for the developers.
If your PC still crashes please attach the latest crashdump to your ticket.
Please let me know if your problems are resolved so I can close the ticket.
How long does the problem persists?
-Wie lange besteht dieses Problem bei dir?
Was it possible for you to play the game without any crashes before?
-Konntest du das Spiel vorher ohne Abstürze spielen?
Do you use any modifications (additional weapons, maps, features/functions)? If yes, please deactivate them.
-Nutzt du irgendwelche Modifikationen (zusätzliche Waffen, Karten, Funktionen)? Falls ja, deaktiviere diese.
-Try the steps razazel suggested.
-Versuche die Schritte, die Razazel vorgeschlagen hat:
-Benutze den neuesten Grafikkartentreiber für deine Karte -oder: Benutze einen älteren Grafikkartentreiber für deine Karte -Überprüfe die Temperaturen deiner Grafikkarte und deines Prozessors -Spieldaten in Steam auf Fehler überprüfen -die neueste DirectX Version (auf der Microsoft-Seite erhältlich) installieren -Deinstalliere Visual C++ 2013 Redistributable Package über Software & Programme -Führe einen Winows System Datenüberprüfung durch, um mögliche beschädigte Dateien zu reparieren.
According to the author the issue seems to be resolved
Your video doesn't work.
As far as I can see (bug reports) you should deactivate all kind of mods (even unofficial maps like Kunduz), verify the integrity of the game cache (with Steam), defrag your game hdd and restart the game.
Duplicate of #0006054
Seems to be a general issue with all kind of windows (except first person cockpit windows).
Heavily related to #0003002 (Realistic Wounding System)
and #0007341 (Repeatedly hit on legs or arms should NOT kill you instantly)
Glad the developers could help you with your problem.
Marked as resolved
/upvoted
I was able to reproduce that texture glitch too.
Duplicate of #0003841 (more smoke)
Duplicate of #0017963 (more dust)
Please try to post issues/problems you had with the game in English language.
English isn't my native language too but I try my best.
As far as I can see, you are complaining about two different problems.
First problem: Missing objects in the editor (Eden 3D editor?) in the dev branch (beta version of ARMA 3)?
Second problem: Changing stances for non playable characters?
That is strange. Even on the low settings the cockpit looks better than on your pictures.
It seems like that the game doesn't load the first person level of detail and instead gives you the 3rd person level of detail of the hummingbird.
I can tell it for sure because after I've seen your ticket I went to the editor and took a MH-9 Hummingbird and switched to the splendid camera function. The cockpit is the same if you fly with the camera straight into the cockpit because the game only loads the third person level of detail, doesn't matter how close you get into the cockpit.
Have you ever had high resolution cockpits/instruments before?
Close the game, verify the integrity of the game cache with Steam and restart the game.
@DJPorterNZ: My ticket isn't a duplicate. The other ticket poorly describes a problem that occurs if you get/eject out of all three kinds of the motorboat with an unarmed diver. The diver got stuck on the exit point and you are only able to dive up and down but not forward or backwards. Try it for yourself to see the difference.
@OfotViking: According to the video, both tickets may be related. But the Speedboat problem does not depend on how close you are to the shore.
Duplicate of #0020797 and #0022586
I've tested what you have shown in the video with a hunter as a cargo and all kind of rebreather (AAF, CSAT and NATO).
I was able to take all rebreather from the cargo (and from the ground), switch to the vest and back to rebreather.
I was not able to reproduce your issue with the vanilla (unmodified) version of ARMA3 in the editor. Maybe I do something wrong?
Please post a video (in use with the editor; not Wasteland, no modifications), where you were able to reproduce that issue.
Don't forget: Wasteland is a multiplayer modification that uses a huge amount of scripts. These may cause the issue you were reporting.
Hello TonyStark,
I don't want to be offensive, but your tickets are really bad (but not the worst).
- You are showing issues in combination with the wasteland modification.
-why don't you open the editor and try to reproduce the issue with the vanilla content? It is not that hard.
-the developers can't do anything about mod (Wasteland, Altis Life, King of the Hill, DayZ etc.) related issues. It is in the hands of the mod creators (Sa-Matra, TAWTonic etc.)
- Your tickets are missing content (description, steps of reproduction)
-do you like riddles? I don't
-not community friendly content
-what do you want from the developers
- Your videos are russian only (Cyrillic script)
-most of the users are using the english language
-one can't reproduce what you were showing (lack of knowledge of your language)
I just want to help you, to get attention from the community and maybe from the developers. But if you create tickets like that, you won't be successful.
Best regards
Accounting to the "fancy" physics I can tell you, that you are right. There seems to be a big issue with the game ballistics.
I have tested the game physics in the editor with the tracer function (BIS_fnc_traceBullets) in combination with a MH-9 hummingbird, a passenger (in firing from vehilce position) and a soldier on the ground (spectator for measuring distances).
That MH-9 traveled with exactly 100 km/h (command: chopper limitspeed 100) in 100 meters height (command: chopper flyinheight 100).
I threw a grenade nearly horizontally out of the MH-9 (90 degrees from the traveling direction).
The grenade traveled a distance of nearly 175 meters until the impact. These are nearly 50 meters more than calculated (and don't forget, it was calculated without air resistance before).
After that, I tested the same procedure again with exactly 200km/h in 100 meters height. The result became ridiculus: The grenade traveled 335 meters (calculated 177,38 meters without air resistance).
The visible ballistic trajectory became a straight line but the smoke trail was still a curve.
I hope you are a little bit familiar with script commands and can reproduce my steps to see it for yourself.
I upvoted your issue.
What do you mean with "They appear to travel several hundred meters when thrown which is weird."?
If you drop a grenade or stone out of a moving vehicle, it will fall down but it will still fly into the direction you were moving.
That means in theory without air resistance:
If you fly with 100 km/h in a height of 100 meters, the dropped grenade or stone will travel 125,42 meter until impact.
If you fly higher, for example 200m, it will travel 177,38 meter until impact.
With air resistance it wouldn't be so far but still over 100 (or 150) meter.
You were speaking of high speeds so the travel distances would be much higher.
That is not magic, these are physical laws.
That doesn't mean anything. It doesn't matter if 2 days, weeks, month or years.
As an example: The bipod feature got its implementation after two years.
I am not fighting with you.
I just wanted to make clear, that there already is a ticket about that feature request. Maybe the developers will add a riot shield or maybe they will cancel the idea.
Duplicating tickets may end in more work for the developers to clean the feedback tracker.
Why have you created a new ticket about that feature request? The feedback tracker is full of duplicates. Better support the existing ticket, bump it with upvotes and some note.
I have a clean reticle. For me it will only become blurry if I turn up the depth of field over 25.
Try to turn up the sharpening filter. Maybe you will get a better result.
Don't forget, Dsylecxi is using a 4K resolution for his videos nearly since a year.
What resolution do you use?
Dude, have you ever tried to take a look into the feedback tracker?
I don't want to be offensive but do you really think, that you are the first one that complains about that issue (your ticket number is 27.231)?
I want to be kind and help you:
Turn down your depth of field and enjoy some "crisp and clean" reticle.
Hello, please upload the latest crashdump files (rpt + mdmp + bidmp) and attach them to your ticket.
According to google translator you are insulting us. We just want to help and support you, to analyse the problem and at least to create a proper ticket and you just start to being a dick.
The translation of your text (google translator):
"I tell you you're an American face , the character does not swim because of the gun.
When I'm waiting for 5 seconds , the camera moves away and if you leave the boat ( with any boats ) can not swim .
How can you be so stupid that do not understand this video ?
As soon as I remove the gun in the boat can safely swim.
So in the gun case , correct it .
I still have your fix , you assholes who do not see the problem in the video.
In reality, to give you a gun and you forbid swimming while you did not clean the boat."
I took my time and waited five seconds in the rescue boat (and in all the other boats; excepting the motorboat) and wasn't able to reproduce that issue. I was able to swim. It seems, that the problem only occurs with the motorboat and in your case with all the other boats in combination with the wasteland multiplayer modification. But that seems a mod related problem.
Again I tested the issue after your latest videos.
I was able to reproduce the problem at least for the speedboat too.
It seems that it needs a certain time for the issue to appear for the Speedboat.
But I can tell that this issue has nothing to do with the vehicle freelook option (mine is disabled).
What do you mean with BAG GUN?
Please tell us, what you were doing in the latest video.
I can see, you were able to reproduce that issue with the rescue boat.
At least try it in english (write down reproduction steps) because not everybody on the whole planet will understand russian.
I only was able to reproduce it with all three kinds of the motorboat.
What do you mean with following words?
"repayr of-boats Ying Tae tent the het INTE Tae Boat vitnut and TVO-Nanded veapon Start Tae Engin Andes Siloam Stop by the Andes het BAG"
That is not english. Nobody understand what you want us to tell.
I was able to reproduce the issue in the editor without any mods (you have shown the issue in combination with the wasteland multiplayer modification).
The problem only occurs if you get out or eject out of a motorboat (civilian, police or rescue) in combination with the diver suit and unarmed. If you do so, you are only able to swim up and down but not forward or backward.
The unarmed diver is now in a gun holding state and the middle finger of his left hand is twitching.
For a better understanding, maybe change the steps of reproduction:
- open the editor
- place a diver unit (player) and a motorboat (empty) close to each other in the water
- preview the mission
- get in the motorboat and place your weapons in the boat cargo
- get out or eject out of the motorboat
- watch your hands and try to swim forward/backwards
You can't reproduce the issue with the other ship classes.
And maybe change the topic to:
unarmed diver can't swim after getting/ejecting out of a motorboat
Hello, can you please be more specific?
Please add detailed reproductions steps to your ticket.
Best regards
Duplicate of #0003901
An implementation in ARMA3 is not necessary if you are using a NVIDIA graphics card.
- Open your windows control panel
- Go to NVIDIA control panel
- Take a look under 3D-settings
- There you can define the Physx calculation by the GPU or CPU
Maybe these are the same steps for AMD graphics cards but I don't own any.
Please explain why or for what do we need this?
Maybe you got and will get downvotes because you are complaining about mod related issues.
Are you able to reproduce that issue with the unmodified version (vanilla) of ARMA3?
Please try to reproduce your issue without the use of mods, scripts or unofficial addons.
If you can reproduce it, attach a small mission file with reproduction steps for everyone to reproduce.
Are you using on board sound and/or a sound card?
Have you checked your windows sound mixer (sliders) after you started the game (maybe only the game got muted)?
Have you ever had sound in ARMA3 before?
If this is the case, why can't a civilian not handle an UAV terminal? That doesn't make any sense.
I hope, the developers will fix that and will fix the problem that you can't tell the difference from faction based UAVs and Terminals: #0023809
I can confirm that issue.
Duplicate of #0011798
But MadDogX allowed a repost :)
Before posting an issue deactivate ALL modifications (f.e. Bornholm map) and try to reproduce that issue with the vanilla content.
The developers aren't responsible for non official content.
By default, there is no "gear saving"-feature in ARMA 3 for the multiplayer. These are scripts and modifications that were created by users for users.
Exile is as well a modification for ARMA3.
Please learn the difference between vanilla content and non official content/mods (King of the Hill, Altis Life, Invade & Annex, Exile, Wasteland, DayZ etc., subscribed Co-Op missions, A.C.E.2, A.C.R.E 2, T.F.A.R. etc.)
Wasteland is a multiplayer modification by Sa-Matra.
The developers of ARMA3 can't do anything because you have a problem with non official content.
Seems to be a duplicate of #0018588
Duplicate of #0023017
Glad I could help you.
As I said, I don't have any problems with switching the languages with the latest main branch (1.54.133741) and development branch (1.55.133779) of the game.
Try to backup and then delete your config files
-library/documents/Arma3/Arma3.cfg
Now try again to change the language.
Duplicate of #0025514
TutSi, you are not the only one ;)
I created 74 since the release (Alpha) of ARMA3.
32 tickets are still ignored.
Good things come to those who wait... I guess
I like that idea.
In general, you should only be able to repair something after you selected the toolbox and hold it in your hands.
Same goes for the medikit & small medipacks, grenades, mines etc.
That would minimize the context sensitive actions (mouse wheel) like the following ticket #0010726
What are your system specifications?
Have you done all recommended steps after proceeded large updates (verify integrity of game cache & defrag your game hdd)?
According to the author the ticket can be closed.
That is nothing personal, but why do all people think that "Altis Life" or "King of the Hill" are original content from the developers of ARMA 3?
Both gaming modes are modifications for the game.
The feedback tracker is only for problems with the vanilla (unmodified) content of ARMA 3.
There is a big HOW TO GUIDE on the top of that page (http://feedback.arma3.com/how-to-user.html)
Please get in contact with the creators of Altis Life (or King of the Hill) if you have problems with that modifications.
Oh my fault, sorry about that (wrong ticket number in my clipboard) ;)
Then better take a look at following ticket: #0014954
I can tell you, why people downvoted your ticket.
Most of the feedback users (me too) are fed up with duplicates (and there are a lot).
Your idea is great, but you are not the first with that suggestion.
Take a look at -wrong ticket number- and vote for it.
I am afraid, that is your personal problem.
Try to check and tweak your router-modem-connection or get another (new) router.
The developers can't do anything about your instable connection.
Just take a look at the link and my last post (http://feedback.arma3.com/view.php?id=26855#c102604). There are three other tickets with the same problems ;)
First I thought, these people are crying about the update of stamina and weight (what is great). But now I see that they clearly blame the weapon sway.
After playing around several hours on a KotH-Server I can honestly tell: There is obviously too much weapon sway.
After reading the changelog of the developers branch (11.12.2015 - https://forums.bistudio.com/topic/140837-development-branch-changelog/page-34#entry2949177) I really hope the developers adjust (lower) the weapon sway for the next big update.
Duplicate of #0026855
but one of the most objective tickets so far
Some tweakings were made by the developers in the latest dev-branch (11.12.2015): https://forums.bistudio.com/topic/140837-development-branch-changelog/page-34#entry2949177
Maybe some of you guys test it and write a result, if the weapon sway is better?
Duplicate of #0026855
Why are you complaining about the independently fire mode switch (#0026215), but did create a ticket about the explosion sounds?
Some tweakings were made by the developers in the latest dev-branch (11.12.2015): https://forums.bistudio.com/topic/140837-development-branch-changelog/page-34#entry2949177
Maybe some of you guys test it and write a result, if the weapon sway is better?
Duplicate of #0026855
Everything is fine. Have you tried to take a look into the ticket above?
Now it is hard to carry a big sniper rifle and an anti tank weapon at the same time (which is fine).
Nothing became useless, if you manage your equipment the right way.
Duplicate of #0026732
Just take a look at following note: http://feedback.arma3.com/view.php?id=26732#c101776
Some tweakings were made by the developers in the latest dev-branch (11.12.2015): https://forums.bistudio.com/topic/140837-development-branch-changelog/page-34#entry2949177
Maybe some of you guys test it and write a result, if the weapon sway is better?
Related to #0026889, #0026967 and #0026975