I have proof! :)
Screenshot uploaded.
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May 10 2016
Solved.
Some user-made addons are affected from this as well, amphibious vehicles seem to have big issues right now.
Tracked amphibious vehicles can't even move when they're in water.
I think it affects the AI only.
If you're the driver there shouldn't be any change.
You can export the loadout and check everytime but that is boring and nonetheless time consuming.
Having just the config name ready on screen, or even better selectable like normal text would be a lot easier.
NVM, here it is: https://twitter.com/Arma3official/status/626003572984020992
It wasn't an article, it was just a reply to a message i wrote them (and which apparently i can't get to find right now).
Well they aren't the only ones with an interest in this getting resvoled.
It's something that affects the whole community of modders and content creators.
Personally, i dropped a couple of project at the early stages because of this issue.
Unless RHS has some weird custom script (which i assume they don't since last week they posted on their facebook about how this ticket was still unresolved), they have the same problems anybody else does.
The vehicle moves in water only because of inertia and the speed you gained while moving on the ground, you can't turn, stop, accellerate, or anything.
Arma 2 only had "Tracked" simulation, there was no distinction between amphibious and non amphibious. I don't see why that should change.
Just like wheeled amphibs use "wheeledX" simulation like any other car.
Others report this as still broken, i haven't gotten around myself to do any tests lately but i suspect it's still an issue.
The problem is being looked into apparently, despite developers' silence in here:
This might really be the light at the end of the tunnel. :)
Looks like i might be wrong.
The problem is still present in 1.38 Release Candidate.
In the last Dev blog they said the Physx libraries would be updated with patch 1.38, so there's hope this might be fixed soon. :)
Let's hope they don't break everything else in turn. :D
This ticket was opened back in July, and still we have no answer.
Still broken as of 1.36 Stable.
Will we ever have the pleasure of seeing tracked vehicles fixed?
STILL BROKEN!!!!!!!!!!!!!!!
Still unsolved in latest stable.
TRACKED and WHEELED vehicles are two very different things.
My LAV, which is wheeled, works flawlessly in water, my BMP doesn't.
I already tried every possible solution and there is just no way to make it work.
It gets into water, it stays afloat, but it doesnt move and doesn't respond to commands.
This has been reported by anyone i know who tried to get them to work in water, if it's tracked it doesn't work.
Maybe you should read everything i wrote before commenting?
How much longer do we have to wait?
Anyone???
I don't know what you mean by tank, by tank i mean ANY tracked vehicle that use "TankX" simulation (the game doesn't make distinction in tracked transport and battle tanks), be it an APC like the bradley (example) or the Abrams.
I used the same parameters of the boat for the floating and moving on water, but there is just no way to make it move.
If you move from land to water you maintain some momentum and it slows down to 0 like you weren't accelerating, if you spawn in water it just sits there.
You get all the animations like smoke coming out of the exhausts or water particles behind like a boat but it just stays there as if nothing was going on.
The ubercool physx engine is broken and nobody shows up.
Kind of disappointing.
The model i'm using is this:
\A3\Characters_F_Beta\INDEP\ia_officer.p3d
And here is the mod i'm using (but i'm pretty sure it happens with any texture):
http://www.armaholic.com/page.php?id=24087
It only happens with the AAF officer uniform jacket, the standard combat uniform works fine.
Here's the config bit i'm using if it's of any help:
class Cha_Rus_Soldier_DF_base: O_Soldier_base_F
{
scope = 1; displayName = "Rifleman"; author = "Chairborne"; nakedUniform = "U_BasicBody"; identityTypes[] = {"LanguageGRE_F","Head_Greek","G_HAF_default"}; faceType = "Man_A3"; uniformClass = "Cha_Rus_DigiFlora"; faction = "Cha_Rus"; vehicleClass = "Cha_Rus_Inf_DigiFlora"; model = "\A3\Characters_F_Beta\INDEP\ia_officer.p3d"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {"\Cha\Cha_Rus\data\Cha_Rus_Uniform_DigiFlora_co.paa","\Cha\Cha_Rus\data\Cha_Rus_DigiFlora_co.paa"};
};
I'm uploading my arma3profile now.
I uploaded my profile in the compressed folder.
Appears to be working correctly now, thanks.
There are wrecks for BMPs, Humvees, Mi17, T-something, etc around Altis, yet there is none of these in actual game.
No scrapping being done guys
However we ditched both the Osprey and F35 in the official screenshots because of reasons
The pictures demongod refers to were released in 2012, some of the content was scrapped since then, like the Osprey, the F35 and the XM25.
Maybe with the next DLC we'll have something more.
Having no experience with flight simulators i'll take your word for it.
I'm just going with an assumption here but why would anyone intentionally design a helicopter with a flaw like this?
Wouldn't it be just easier for it to land and take off leveled already, instead of forcing the pilot to make manual corrections?
Maybe it's something common among helicopter designs but in the Orca is much more evident (and annoying) than in others.
Still an issue, there is no way to know if the fuel tank is damaged.
Is this intended behavior?
If it's using the old simulation it happens, you'd better contact him directly on the BI boards.
Old simulations are broken, land vehicles are even worse.
Yes it is.
It's still arma after all, not HALO.
CSAT infantry usually has just load bearing vests with no bulletproof capability.
It's correct that way.
It's a know problem, if you check armaholic there have been numerous updates for weapons packs in the last couple days and i assume more are coming.
I think they should add an editor module to allow us custom settings.
At least everyone is free to do it their way in their missions without being forced to have either fully punitive settings or disable fatigue altogether.
I don't really get why everybody immediately jump to conclusions and thinks that if someone doesn't agree with them he is just some filthy casual coming from one of those public domination servers.
I want fatigue but i don't want it to be as extreme as it is now, it's just as simple as that.
As incredible as it may seem, there is a medium between the armchair commandos playing with just a bayonet and the casuals who go around with the bergen full of ATGMs, and given how this is a sandbox game WE should be the ones to decide how this works.
It's clear we'll never find an agreement, it would save everyone an endless amount of time to just provide us with the commands to manage this ourselves and call it a day.
The point is not whether we should have fatigue, but how fast it gets deprecated.
You can't expect EVERYONE to enjoy spending 1h walking up in the mountains EVERYTIME staring at nothing just to approach an objective and prepare an assault.
I don't define fatigue as paramount in the realism level of Arma when a good 80% depends often on cooperation and combined arms.
I don't even enable fatigue anymore when i play.
There are some poetic licenses that are necessary to make the game enjoyable.
THIS IS ONE OF THEM.
You can't disable the constant heavy breathing, you can't disable the blurry effects, aim sway skyrockets after just a few meters, you can't run at a decent pace for more than 30 seconds.
It was perfectly fine before BIS started changing stats all over again.
If it ain't broke don't fix it!
Not even ACE was so punitive.
Problem appears to happen only in virtual arsenal.
Not sure if it's still persistent though.
Ahah come pretendi che ti capiscano se non parlano italiano?
How can you expect them to understand you if they don't speak italian? =)
Would be even cooler if they threw that garbage in the trashcan and restored the good old man-operated M2 and DshK...
I feel like cheating when i shoot someone 1.5km away from a comfortable crewseat using a thermal camera.
Any news? =)
Thank you.
As of 1.28 stable it's solved.
I hope they fix it soon anyway, placing objects with precision is very hard as it is now
-maxmem is automatically limited to what the game can handle.
If supported maxmem is 2047 you could even put 9001 but the game would reset that back to 2047.
Anyway i haven't followed dev log in the last few days but they said they removed it last weekend so if it doesn't work they haven't added it yet.
They said they're still working on it in the dev branch log yesterday or a couple days ago. It's gonna take some more time i guess.
NVGoogles
Google is the search engine... :)
Try with "Goggles" instead.
I didn't mean to hurt your feelings ma'am.
I'll show myself out, have a nice day.
Could it be that the muzzle intersects the wall in one case and not in the other?
Bullets do penetrate materials.
My mates and i got wounded or killed countless times because of clipping issues like this.
Upvoted!
Jets can't get to a full stop once their engines are turned on, and they worked perfectly fine until the last update.
I get the feeling that for every solved bug two new bugs pop up.
The SDK has an ever increasing number of bugs every new update up to a point where some people i know had to go back to A2 tools because they run better.
Another example, the infinite terrain generator Arma 2 had working flawless it's been broken in Arma 3 for over a year now (you can check the ticket if you don't believe me).
As of current dev build this is still broken.
Running it as Admin seems to fix the issue.
I'm hoping in the upcoming expansion to fix this...
Funny thing is, among many other things VBS supports this as well and apparently it's not even that complicated.
Maybe there's some VBS-exclusive legal bound that prohibits BIS to use that in Arma.
Is this ever going to be looked into or do we really have to listen to our characters heavybrathing like porn actors till Arma 4 comes out????
Thank you! :)
I got it from there too, because it's not included in Arma 3 Tools.
If they want to make life easier for modders they should include all the necessary programs in the current tools, not force people to wander into the internet to get a program they should already have.
That would be very nice, thank you!
I've noticed this as well.
Upvoted.
I can relate.
It happens to me only when i press shift as well.
The steam overlay stays open just a few seconds then disappears by itself, however it will make the keyboard commands glitch.
This is so goddamn annoying.
When using Splendid Camera in the editor and alt-tabbing it gets stuck bringing the camera god knows where.
I hope this gets fixed soon or i'll have to disable it.
Happens to me when i Alt-Tab in and out of the game as well.
Thank you for your time!
At least my ticket was worth something.
I do have the clear temp files option ticked however the temp folder is the default one:
C:\Users\*username*\AppData\Local\Temp
I know how the P: drive works, with the new tools it's a copy of the Arma 3 Tools folder inside steam.
I checked there as well but it wasn't there either.
Is any of the developers ever going to reply or even better fix this??
I've been working for months on several addons and now i can't get to finish them because of some stupid bug.
Deleting the Addonbuilder.log file doesn't seem to fix the issue.
This is so frustrating.
I tried restarting it but didn't solve it.
If i check the log file it says:
2014-06-19 12:39:56,677 [ERROR] - [StandardError]=
2014-06-19 12:39:56,677 [INFO] - Done.
2014-06-19 12:39:56,677 [INFO] - Packing "C:\Users\Operator\AppData\Local\Temp\Cha_Lav25"...
2014-06-19 12:39:57,174 [INFO] - [StandardOutput]=
2014-06-19 12:39:57,175 [ERROR] - [StandardError]=
2014-06-19 12:39:57,175 [INFO] - Done.
2014-06-19 12:39:57,175 [INFO] - Copying PBO. [source]=C:\Users\Operator\AppData\Local\Temp\Cha_Lav25.pbo, [dest]=C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@cha_test\addons\Cha_Lav25.pbo
2014-06-19 12:39:57,175 [INFO] - Done.
2014-06-19 12:39:57,175 [INFO] - Build Successful
2014-06-19 12:40:42,482 [INFO] -
Having the same problem right now.
I can't go on with my project if i can't test it.