Check the Picture its the RL A10 loadout.
The biggest amount of bombs is when you use small ones or cluster bombs
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May 17 2017
May 16 2017
https://qph.ec.quoracdn.net/main-qimg-5eef0ae8d65c8dc92a4e7f1bfc0a210b-c
self explanatory.
So Arma wants to be a milsim why not use the original loadout variants.
Black Wasp has a internal weapon bay where such things are possible
And last Putting bombs on the outer wings would make the plane pretty hard to manover when dropping one of them
May 15 2017
Why dont you use scripts for that? There are maybe reasons like balancing. With scripts you can do what ever you want
May 14 2017
What do you actually mean?
May 8 2017
A very similar issue was peresent in Witcher 3 earlier at the release.
May 4 2017
Cpt Rogers did you test the RC Branch?
May 2 2017
The Render distance ist specified in the Mission.
Apr 30 2017
Dev or Stable?
The game updater bases on steamcmd. Just like when you update the game through your Steam. The main Problem is that Arma consists of packages. They are already pretty small. The last dev branch updates were about 500MB to 1GB. The point is the size depends on what pakages there is a update. All PBOs have intersecting Functions or assets. That means if the hunt down a bug they maybe need to update 10 or 20 PBOs and then you have a update size of 10GB.
If you have to download much more than the Dev branch every time then check why steamcmd is not recognizing your existing data.
Apr 23 2017
Does anyone try the Dev Branch?
Apr 21 2017
If you keep your keys than it has none
Apr 20 2017
It schould be in the controls under weapons or general. Its quite at the bottom called switch radar on and off.
Create a ticket in the right project (on the mainpage) change the title of this one into Resolve wrong game!
Apr 19 2017
Ok but it got better. Maybe its depending on I/O Speed
There was a fix on Lag and Stuttering on I/O in the last Performance binary.
That is a forum for the Performance binary sometimes you find small fixes there.
Check out the new Performance binary found here https://forums.bistudio.com/forums/topic/160288-arma-3-stable-server-168-performance-binary-feedback/?page=85 it seems that the issue is fixed.
Check out the new Performance binary found here https://forums.bistudio.com/forums/topic/160288-arma-3-stable-server-168-performance-binary-feedback/?page=85 it seems that the issue is fixed.
Wrong Game Mate ^^
The feedbacktracker is the wrong place mate. Look in the Forum there is a huge sector for Mods. there you will find help and many other things.
Apr 15 2017
The bug inside of buildings was fixed for me too
If im correct the Plane has 2 flare launcher both left and right from the center. They are always fire simultaniously.
Apr 14 2017
Can someone check the dev build. It has fixed the bug for me.
Apr 13 2017
Apr 12 2017
Maybe the hardware changed
Apr 11 2017
The server has a i7 6700 on 4GHz. 1server 3 HC. Arma is completly loaded in to ram with a ram disk.
I figured out that when arma is not on the ram. So its used from a SSD it has micro lags even though the cpu is getting bored.
What you describe looks to me like something else.
What i experienced is that when the server is too weak it creates microlag in the physics. Could it be that the problem occurs on servers with mostly weak cpu? Im not sure if you can change that so easy. What you can do is upper that armor value but that would be a mod and would obly effect the dmg to the players. To lower the damage to the vehicle you need changes to the dmg model. To lower the effect loosing speed you need to higher the mass of the vehicle.
The damage on the player is defined by the vehicle. There is a value for hit resistance (dont know the exact name though). The bushes have a specific weight its low but there. As you hit them they try to remain unmoved (rl physics) the faster you hit it the more energy it can absorb. Its pretty realistic currently (counting for flaws in the engine)
Apr 10 2017
Ok your video shows one thing arma calculates the impuls. Sry but hitting a big bush with almost 80km/h is hard. Just imagine hitting a small tree on 80km/h. That it damages the wheels is a matter of the hit box. But that would definetly damage parts of the chassi and axis
Apr 6 2017
It doesnot matter its still made by Sa Matra
Apr 5 2017
Try to wait till after the DLC. the sensor update changes many things in that direction.
Mar 30 2017
Tried that resulz is not statisfing nor fixing it.
What i figured out is that in the presence(5m) of a smoke granade the bug is completly gone. As soon as the granade disappears the bug returns.
Mar 29 2017
My Rig
FX8350 no OC
16GB RAM
RX 480
SSD PCIe (definetly no bottleneck)
G930 Headset
Just a question did someone tried a 7.1 surround system?
The launcher just prepares the logs so it is easier for you to send them.
If you dont like the logs get downloaded by strangers. Send the link through the forum pm.
Mar 28 2017
Dev Branch got an Update on that
Mar 18 2017
Duplicate to https://feedback.bistudio.com/T122385
Mar 17 2017
Same problem here. G930 emulated 7.1 i get the stuttering mostly in first person in jets like the neophron
Check your NVidia setzing if it detects the x64 exe right
Try to repair VC redist 2013 x64
The RC branch is free for every one check https://dev.arma3.com for more information. There is a field that tells you when there are RCs and how you activate them.
VC Redist would be my next suggestion. That happend through a Windows update
Mar 16 2017
Rangerdotexas did you see that there was 2 weeks long a RC open for everyone to test?
Do you get any Error messages like missing files etc??
Feb 20 2017
It already shoud be fixed?
It was the wrong weight for the fences and bushes
Feb 10 2017
@MOR The Problem occurs almost only on Ghillies, there could be a Helmet or something creating a similar effect.
PS: See ya on EUTW sometime
Feb 9 2017
Try to use the ghillie suits half and full ones
Feb 8 2017
on a dedicated root server?
That 160x120x32 is the window of the dedicated server satrted as a console.
Feb 4 2017
Jan 30 2017
Isnt that the same constellation? you see 1 bullet getting delected and 1 penetratimg through the roof (that is even less armored then the side? Could it be that you hit the top of the tank or maybe the turret?
Maybe try the Bullettrace script so you know where you hit.
Ok do you know the armor of the T100? And maybe the Penetration values of the 105mm Merkava cannon?
i couldnt find them, thats why i use the Kuma / Leopard as a reference. I was talking that the thickest armor of the Leo 2 A6 is 620mmRHA equivalent. The Kuma is the heaviest tank in Arma( and best armored) so i assume the T100 will have less armor. If a Kuma can penetrate a Kuma(through the frot armor) on approx 2.5KM, it should also penetrate a T100 ( from the side) on 3km or am i wrong. Try to find th real life counterparts of the tanks and their ammo. Then try to rebuild that sitiuations in Arma.
@mickeymen did you read what i wrote? The penetration values are enough. The point is there is no deformation and selfdestruction present in the current state. I am talking about a Leo 2 A6 with a 120mm. If that cannon has enough punch than a 125mm should have it too
Jan 27 2017
It gets deflected. The other thing is what i mentioned some posts earlier
APFSDST should break inside a tank or when reaching 80-90% of its maximum RHA penetration rate.
That requires a more advanced simulation of submunitions.
When the front of a leopard is 62cm RHA equivalent for kinetic ammo you can think that the side will be at 30cm approx.
That means (not including deformation and self destruction) the arrow would penetrate the tank on 2km sideways and fly out on the other side.
Jan 26 2017
Could you explain what the last video is showing? I though we had found a conclusion on the problems and facts?
Dec 20 2016
This is not a place for ranting. This is a place for reporting bug ang giving or getting constructive feedback.
No other game is so CPU depending. Like i wrote it doesnot depend so much on the GPU. 6km view distance is way to much. The furthest shot i have witnessed was about 3.6km. So 6km is still pretty much especially on a weak cpu. Most servers have a lower view distance because of performance.
Dec 19 2016
- The link you provided doesnt show what you propably wanted to show. Try that one https://www.youtube.com/watch?v=EF1Nom3Fzyw
Dec 18 2016
As a small hint the pagefile is a buffer. Windows shows that message when about 50 %of the available memory (physic and pagefile )
Dec 17 2016
Do you have Pagefile active?
Dec 15 2016
Try to enable Pagefile. It fixed a problem for me earlier. Thats was some Windows problem, that wndows couldnt really work without a pagefile. I have 16 GB of RAM
Nov 29 2016
Maybe some temporary bug. That behaviour normally occurs on placing multiple modules at once.
Because its WIP (Work in Progress) not sheduled for next Patch.
Nov 24 2016
To the first problem: Welcome to the real world. Thats a normal problem. In the arma we got told to watch our barrells because the red dot of the G36 is 5cm higher. That means on every target closer than 100m you have to check that the barrell is free and you have to aim over the target. So tahts actually how it has to be.
Nov 22 2016
Then make this ticket a feature request....
Nov 21 2016
Actually in rare cases the vanilla revive puts your weapon on the back. Workaround: switch firemode
The Barrels of the Kuma and slammer are left of the gunner scope and the Barrell of the T100 is left.
The Crews on tanks can work with such corrections, because they use 1 Tank all the time.
AI does it Players do it. I mean Kuma and Slammer goe 0.5m down and left , T100 0,5m right and down. Thats it
The firecomputer against Infanty is some thing different. I would prefer to higher the max manual range for that maybe on 2.5 km
BTW the youtube video with the Marshall shows the exact same problem. All hits were about 20cm left. Like the barrell is 20cm left of the visor.
Lex this ticket is closed due to not a bug.
I try to explain the problem.
There are different lines.
- Trajectory of the ammo
- Line of aim of the barrell
- Optical line
What you mean by the zero on the crosshair is the optical line. Thats not where the barrell is aiming at. But its parallel. That means the correction is always the same 40 to 50 cm (maybe more i didnt measure it exactly). So on short distance you have to account that on log distance not really. Its the same with rifle scopes that are high. When shooting on short distance you have to aim higher. If the correction has to be made left or right depends on the construction of the tank, so where the visor is reletavly to the cannon. If you ask wha there is no horizontal correction, because it would be 1 more part with a huge amount of technology. In the current state you have visor and barrell parallel on the same controls. The correction would need the visor to change that angle horizontally depending on the distance.
Nov 20 2016
+1
Nov 15 2016
Im playing quite often on EUTW. Neither me or any of my friends experienced any sever problems since the tweak.
Nov 14 2016
The devs stated that the engine cant handle the bullet in chamber. Thats why there actually is no need for a different animation since there shouldnt be a bullet in the chamber.
Sre you placing 1 or more modules?
Nov 13 2016
HE and HEAT are slower round so their trajectory is much higher and shorter than the SABOT ones.
For long shots SABOT is better.
About effective range 2.5km frontal hit on kuma is not deadly. Side shot about 3km.
Oct 1 2016
I personally disagree. The camery has only the purpose to give the driver a view of the UGV. Its neither a Recon vehicle nor any kind of real attack Vehicle
Sep 14 2016
Lex i give you a small advice. When you create a ticket think of what you want and how to express that. Then write it down in word or the editor. After that feel free to create a ticket. I do the same at work. Im just saing that because you have changed the description 7 times in 4 hours. Thats not how you use a Tracker.
BTW When you write sonething there is a preview at the bottom.
Sep 4 2016
Did you try the Profiling binaries?
Sep 1 2016
Not increased health its decreased damage. Since the damage differs.
Aug 24 2016
Do you have the crash on the official servers too?
Aug 22 2016
The second thing is changing the title 10times a day doesnt make the devs work faster (thats just a myth)
The problem is the way the firing systems in Arma work. Every target is more or less a lockon hit box and a point of aim (that is the middle of the box) so the middle of the vehicle is under the water surface. But thats the point where the rocket will try to aim at. The solution is either use "dumb" projectiles like a rpg or a cannon and aim at the higher part of the tank or let the rocket hit in a higher angle for example with the top attack mode or by standing on a higher position.
Nah problem mate i will look into when im at home.
You change the name more often than the devs reply on other tickets. The problem doesnt change so the title doesnt have to be changed.
The status "Feature Request" was given by an admin so he had his reasons.
Just change the title to "Flight trajectory of the Titan AT is not optimized for destroying amphibious vehicles." And leave it like that.
Cmon Lex the category was changed by an admin and btw there is a preview at the bottom when you type a change. Please stop spamming useless name changes.
For lazy people (the first entry in google when enter arma 3 rpt file) : https://community.bistudio.com/wiki/Crash_Files
The problem is explaining wehre to get the rpt takes longer than you just google it. There is somewhere in you own document folder a arma 3 folder. And in there is a rpt file (thats the short story). Long story is at least every entry in google for the first 10 pages when you google" where is the arma 3 rpt file?"
Google "arma 3 rpt"
Aug 21 2016
the rpt files are on your pc XD
Than thats definetly a problem if the exile devs and server hosters. Upload the rpt file and maybe we can find out why exactly you get kicked.
Aug 20 2016
Duplicate of the "After some time there is 3 FPS and bad LOD "-Bug.
Hey Gippo nice to seeya.
How does the lock on range change to the density of the rain?
IR Seekers normally have a limited Lock on ability when rain occurs.
I mean the official Bohemia servers....
Does this occur on the Officiel servers too?
Aug 16 2016
I cant :( thats why i have a flight gear. (Seriously thats the reason why i bought it....)
Im missing the control of the control elements. Like negative torque.
Actually cannot confirm . Im flying with a hotas set (stick and torque control). My rate of successfull auto rot is about the same as with others exceot huron and mohawk, they are easier.
Aug 11 2016
The fact is Arma 3 can utilize way more than 3.5GB the devs use a cache method of windows to store important data in the ram and load it from there instead of loading it from the hdd. Things like 3d objects or textures. Thats wa the speed of the ram is important in arma
Aug 8 2016
The current rounds are HEAT what basicly meant you need to hit the tank. In the current technology(except things like oversized GBUs) there is not really a way to kill a tank by hitting next to him. I agree at the point that we need HE Frag as a secondary ammo type.
Aug 5 2016
Can you try to reproduce the error and check your HDD activity.
Aug 4 2016
The admins of the server can set some autokick functions.Like High ping ,bad connection , desync and much more. Maybe ask them. they can see in their logs what kicked you and why.
BTW you have to differ the pagefile from the cache. Windows is using the pagefile as a second part of the RAM where when data is not used it gets loaded to. You can see the cache some where in the windows taskmgr. Its called Systemcache or something and when arma 3 is working it should be at about 6 GB. The point is that Arma cannot use more than 3,5GB (since its still 32bit). instead Arma is loading stuff in the cache to load it faster(since its some kind of a RAM-Disk). Your overall usable Virtual RAM Adress Range is RAM + pagefile. Normally that should work just right. But it seems that windows is offloading arma on the hdd. At least thats what im interpreting in your (strange russian) Ressource Manager. Damn now i got your Ressourcemanager right. Its trolling you by saying swap file. But thats bullshit thats just the reserved amount of RAM used by a process. Now that makes sense. The reserved amount is raising over its natural maximum after that windows start to offload the data what doesnt really make sense since arma need it in the RAM. When you disconnect the pagefile it cannot offload. As an explanation there is reserved RAM and used RAM that is a small difference. The question is now why is Arma reserving that much RAM.
Aug 3 2016
I dont know what windows does in your virtual memory but mine is limited to 2GB in the settings. I dont have this problem at all (i had 1 or 2 time before apex)