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May 10 2016

OMAC added a comment to T74365: Survive campaign progress impossible due to crash.

No overclock on GPU or CPU. Already tried lowering settings to 88% rendering, made no difference. It is very odd that crash occurs at same point in Wet Work every time. I will change settings more and test. :(

May 10 2016, 7:10 AM · Arma 3
OMAC added a comment to T74365: Survive campaign progress impossible due to crash.

I uploaded two other dump sets to http://feedback.arma3.com/view.php?id=579. Do they show any helpful info?

Edit: I uploaded another dump here. Crash occurred at start of Scuba Showcase. Crash occurred within 10 sec of start, and I never touched the mouse. 1680x1050 resolution, SMAA high, all other settings as in my specs web site listed above. This dump does include the "buffer Map failed" DX11 error of http://feedback.arma3.com/view.php?id=579.

May 10 2016, 7:10 AM · Arma 3
OMAC edited Steps To Reproduce on T74365: Survive campaign progress impossible due to crash.
May 10 2016, 7:10 AM · Arma 3
OMAC added a comment to T73900: Game needs to be killed when player switches to group leader who is dead.

The issue may be related to the fact that there is a significant delay between when a group leader is killed and when the new leader is assigned.

May 10 2016, 6:54 AM · Arma 3
OMAC added a comment to T73900: Game needs to be killed when player switches to group leader who is dead.

Another way to duplicate the issue is to play A2 COOP missions in SP, like those here (http://forums.bistudio.com/showthread.php?121301-CWR2-coop-pack for CWR2).

May 10 2016, 6:54 AM · Arma 3
OMAC edited Steps To Reproduce on T73900: Game needs to be killed when player switches to group leader who is dead.
May 10 2016, 6:54 AM · Arma 3
OMAC added a comment to T73698: Game crashes when changing video settings or press alt+enter. Dev 111011..

Using same dev build, I had crash when changing cloud quality. Dump files uploaded at 17:54. GTX 295 SLI (DX 10), current NVIDIA drivers, Win7 x64.

May 10 2016, 6:49 AM · Arma 3
OMAC added a comment to T73560: AH-99, when starting in gunner seat, cannot access the FLIR camera..

This issue is related to http://feedback.arma3.com/view.php?id=14840.

May 10 2016, 6:45 AM · Arma 3
OMAC edited Steps To Reproduce on T73551: Colored polygons visible when missions start with player as Blackfoot gunner.
May 10 2016, 6:44 AM · Arma 3
OMAC added a comment to T73461: Suggestions for Infantry and Combined Arms Showcases.

I posted the suggestions in the forums, but re-posted here so it wouldn't get lost.

It's good to see that in Death Valley campaign mission, the remake of the Infantry Showcase, Bravo squad holed up in Girna shoots out of the building, as I suggested. However, the opfor AAF still too often wait at a waypoint up the valley after you have reached the village, forcing you to to find them and shoot them from long range with no scope. As suggested in this ticket, I think it would be better for them to return to the village after player has reached village.

May 10 2016, 6:42 AM · Arma 3
OMAC edited Steps To Reproduce on T73461: Suggestions for Infantry and Combined Arms Showcases.
May 10 2016, 6:42 AM · Arma 3
OMAC edited Steps To Reproduce on T73377: On-screen error messages in Armed Assault showcase and user missions.
May 10 2016, 6:40 AM · Arma 3
OMAC added a comment to T73377: On-screen error messages in Armed Assault showcase and user missions.

I saw a similar message with the Infantry (SP) scenario from Steam Workshop, on the Mission Completed screen at the end. [dev 1.03.110573] So the issue affects not just official showcases.

May 10 2016, 6:40 AM · Arma 3
OMAC added a comment to T73264: AI can accurately engage through near concealment when it has spotted an enemy which then moves out of LOS.

Check this video which appears to demonstrate several aspects of this ticket: http://www.youtube.com/watch?v=wuXu-SdatgU.

May 10 2016, 6:33 AM · Arma 3
OMAC added a comment to T73199: Can't use vehicle weapon optics when mission starts with player as gunner.

Using 1.44 stable, the issue seems to have been fixed for Hunters, Striders, Commanche.

May 10 2016, 6:31 AM · Arma 3
OMAC added a comment to T73199: Can't use vehicle weapon optics when mission starts with player as gunner.

Done. I have been noticing that annoying "turned out" issue a lot in tanks, and had been wondering what was causing it.

May 10 2016, 6:31 AM · Arma 3
OMAC added a comment to T73199: Can't use vehicle weapon optics when mission starts with player as gunner.

Yes, I just confirmed it with the Comanche also, using dev build 1.03.110511.

May 10 2016, 6:31 AM · Arma 3
OMAC added a comment to T73199: Can't use vehicle weapon optics when mission starts with player as gunner.

The problem is intermittent and occurs inconsistently. I just reprod the problem with both HMG and GMG on both cars, but with multiple restarts of editor and mission, the problem will not always occur.

Tried with Strider, and the problem occurred with GMG, but after mission restart, I also could not repro the problem. Problem seems worse with Hunter and Ifrit, and of those two, worse with the Hunter.

May 10 2016, 6:31 AM · Arma 3
OMAC edited Steps To Reproduce on T73199: Can't use vehicle weapon optics when mission starts with player as gunner.
May 10 2016, 6:31 AM · Arma 3
OMAC edited Steps To Reproduce on T73046: Possible typo in Armed Assault showcase briefing ("Situation").
May 10 2016, 6:28 AM · Arma 3
OMAC added a comment to T72635: Only one AI can occupy top floor of guard towers.

A related issue is that AI cannot reach building on top of military cargo towers on Altis. They will climb to first stair landing, mill around, and then usually fall to ground when trying to go higher. Related to: http://feedback.arma3.com/view.php?id=5477

Edit: using dev build 1.43.129865, a whole squad will ascend to rooms atop military cargo tower if ordered up there, but then all but unit 2 will come back down for no reason (in default "alert" behavior mode with no enemy around). Several soldiers usually fall and get injured during the descent. It is possible that the other units leave the top floor of the tower in order to maintain formation (wedge in this case), but I'm not sure.

May 10 2016, 6:17 AM · Arma 3
OMAC edited Steps To Reproduce on T72635: Only one AI can occupy top floor of guard towers.
May 10 2016, 6:17 AM · Arma 3
OMAC added a comment to T71852: AI is alerted immediately when a unit it knowsabout is killed.

This issue seems related to this Arma 2 CO issue: https://dev-heaven.net/issues/72277

May 10 2016, 5:57 AM · Arma 3
OMAC added a comment to T70880: Turn vehicle lights off and get out, AI turns them back on if it's dark.

Correct, Fireball. This still happens in 1.38 stable. AI passengers should never turn the lights on after you have turned them off, especially when they are in stealth mode. There is no reason for this, so it's a bug, right? I hope BI fixes this, as it ruins immersion on night stealth missions.

May 10 2016, 5:28 AM · Arma 3
OMAC added a comment to T70360: units Missile specialist AA/AT do not fit in the unit interface in the editor.

Annotated image showing issue:

http://www.imagebam.com/image/bf446f267846183

May 10 2016, 5:09 AM · Arma 3
OMAC added a comment to T69954: BTR-K Kamysh turn out.

In stable build 1.08.113494, it is no longer possible for any Kamysh crew position to turn out, even though there are two (small) hatches. ???

May 10 2016, 4:54 AM · Arma 3
OMAC added a comment to T69676: Remove "x" default keybind for vehicle turn out.

Using dev build 0.75.108296, it looks like the default keybind (A3 preset) for turn out is now just "C," so I guess this issue is moot. :)

May 10 2016, 4:44 AM · Arma 3
OMAC edited Steps To Reproduce on T69676: Remove "x" default keybind for vehicle turn out.
May 10 2016, 4:44 AM · Arma 3
OMAC added a comment to T69513: No way to order Medic/AT men to pick up backpacks they have dropped.

Simple repro mission provided. Command your men to drop their packs, and then try to get the men to pick them up. Even if you team switch to the men, picking up the packs appears to be impossible.

May 10 2016, 4:37 AM · Arma 3
OMAC edited Steps To Reproduce on T69513: No way to order Medic/AT men to pick up backpacks they have dropped.
May 10 2016, 4:37 AM · Arma 3
OMAC added a comment to T69510: Add method of displaying IGUI (ammo/weapon mode/stance) without changing weapon mode.

Related to http://feedback.arma3.com/view.php?id=19618

May 10 2016, 4:37 AM · Arma 3
OMAC added a comment to T69510: Add method of displaying IGUI (ammo/weapon mode/stance) without changing weapon mode.

http://forums.bistudio.com/showthread.php?152866-Development-branch-discussion&p=2441859&viewfull=1#post2441859

Quote Originally Posted by Johan S
Yeah, maybe a button press that displayed the fire mode briefly would be the way to go. That would simulate taking a quick glance, or feeling for the position of the selector with a finger, instead of constantly touching it.

May 10 2016, 4:37 AM · Arma 3
OMAC added a comment to T69510: Add method of displaying IGUI (ammo/weapon mode/stance) without changing weapon mode.

Yep, or even just Space. You could then right click to turn off IGUI as you already do now to get out of the weapon switching mode that comes up when you push Space.

Edit: or, after clicking Space, the IGUI could start to fade away automatically after 2-3 sec....

May 10 2016, 4:37 AM · Arma 3
OMAC added a comment to T69510: Add method of displaying IGUI (ammo/weapon mode/stance) without changing weapon mode.

For snipers and marksmen, it is also important to check weapon zeroing without changing the zeroing, weapon mode, etc.

May 10 2016, 4:37 AM · Arma 3
OMAC edited Steps To Reproduce on T69510: Add method of displaying IGUI (ammo/weapon mode/stance) without changing weapon mode.
May 10 2016, 4:37 AM · Arma 3
OMAC added a comment to T67543: Weapons don't collide with walls / clipping issue.

Check this out for CQB using sniper rifle: http://www.youtube.com/watch?v=Ax7G0UqoqAg

May 10 2016, 3:24 AM · Arma 3
OMAC edited Steps To Reproduce on T66547: "Script pauseOnload.sqf not found" when ESC is hit during mission play in editor.
May 10 2016, 2:45 AM · Arma 3
OMAC added a comment to T66154: [Feedback Tracker issue] - upload file size restriction too small for zipped archive of bidmp/mdmp/rpt.

Done! ;)

May 10 2016, 2:29 AM · Arma 3
OMAC added a comment to T66154: [Feedback Tracker issue] - upload file size restriction too small for zipped archive of bidmp/mdmp/rpt.

Right. 1.35 MB 7z archive wouldn't upload. File size limitation MUST be large enough to allow upload of compressed archive of ANY bidmp+mdmp+rpt. My mdmps alone are over 8 mb in size.

May 10 2016, 2:29 AM · Arma 3
OMAC edited Steps To Reproduce on T66154: [Feedback Tracker issue] - upload file size restriction too small for zipped archive of bidmp/mdmp/rpt.
May 10 2016, 2:29 AM · Arma 3
OMAC added a comment to T66152: Crash during drag-n-drop of key to a command when key entries are already present.

I cannot upload mdmp file as it is too large. Provide email address or increase allowable file size.

May 10 2016, 2:29 AM · Arma 3
OMAC edited Steps To Reproduce on T66152: Crash during drag-n-drop of key to a command when key entries are already present.
May 10 2016, 2:29 AM · Arma 3
OMAC added a comment to T65474: re: 0006333: M14 EBR Irons Aiming point.

I can confirm.

http://forums.bistudio.com/showthread.php?152866-Development-branch-discussion&p=2370889&viewfull=1#post2370889

May 10 2016, 2:00 AM · Arma 3
OMAC edited Steps To Reproduce on T64929: Add difficulty level to mission debriefing screen.
May 10 2016, 1:42 AM · Arma 3
OMAC edited Steps To Reproduce on T64039: Footsteps make no sound when on walkway, stairs, and ladder of spherical radar station.
May 10 2016, 1:11 AM · Arma 3
OMAC added a comment to T63903: [Feedback Tracker problem] No way to edit description of issue you have posted.

Fixed! Good job!

May 10 2016, 1:03 AM · Arma 3
OMAC edited Steps To Reproduce on T63903: [Feedback Tracker problem] No way to edit description of issue you have posted.
May 10 2016, 1:03 AM · Arma 3
OMAC added a comment to T63843: Falling through thin walls.

I cannot replicate it myself using 0.55.103960. I cannot get myself to fall from anywhere in the tower as I could before. Did you try the current non-dev build?

However, an AI can fall from the stair landing when ordered to move to top of tower:

http://www.youtube.com/watch?v=tAHoJ4vCqIM

Also, an AI ordered to move to top of tower will usually walk in circles around stairs in a confused fashion before finally making it to landing, from which he falls. He will never make it to top of tower.

May 10 2016, 1:00 AM · Arma 3
OMAC added a comment to T63843: Falling through thin walls.

Feature request is related to:

http://feedback.arma3.com/view.php?id=432

May 10 2016, 1:00 AM · Arma 3
OMAC edited Steps To Reproduce on T63843: Falling through thin walls.
May 10 2016, 1:00 AM · Arma 3
OMAC added a comment to T63809: AI team units randomly get stuck in a limbo.

Three men got stuck just outside doorway of military house near spot I mentioned earlier ("Cargo Container @ 124151 Altis"), using 1.42 RC build. See image uploaded today (arma3_2015_03_31_08_40_14_altis.jpg). The cargo container isn't the problem, but the military house with small metal steps and rail. AI got stuck in same position just outside of door near "Military Cargo House @ 141212 Altis" I mentioned earlier.

----

I can confirm that guys often get stuck just outside door of offices in AI_PF_offices2.altis mission. See image just uploaded (arma3_2015_03_31_08_59_04_543.jpg). Please delete that jpeg after you have looked at it.

  • Also confirmed that if the metal rack in the building is moved away, the units do not get stuck!
May 10 2016, 12:59 AM · Arma 3
OMAC added a comment to T63809: AI team units randomly get stuck in a limbo.

Using dev build 1.43.129865, a unit got stuck in Altis military area on hill south of Lakka near cargo container (see image uploaded today). No enemy around. No mods.

May 10 2016, 12:59 AM · Arma 3
OMAC added a comment to T63809: AI team units randomly get stuck in a limbo.

AI soldiers got stuck repeatedly in East Wind campaign using stable build 1.38.128937 (and in previous builds). They got stuck mainly in urban areas, especially in those outdoor patios rimmed by wooden fences, such as the one in the Alikampos on Altis (see uploaded image) in Bingo Fuel mission.

A friendly unit (either in player's squad or one of the reinforcing guerrillas who come by truck) ALWAYS gets stuck in the same place in Beyond Recognition mission:

http://forums.bistudio.com/showthread.php?175346-Beyond-Recognition&p=2689900&viewfull=1#post2689900

Two units under my command got stuck in Breaking Even mission in small military building on base under attack (see red arrow in uploaded image). I opened the door of that building to search for enemy when I got to the base. Two AI then followed me in there and got stuck. They could exit building, but couldn't move from spot just outside door.

Stuck AI ruins immersion, and should never happen. There has to be some command or other method to "unstick" them while in game. And there is no question that this issue is worse in A3 than in A2CO.

Edit: Friendly AI units (FIA?) under player's (Kerry's) command in Resurgent West campaign mission (Win episode) lag so far behind him when flanking Neochori that they become lost and die, even though they are not under fire. It appears that several of them became very stuck on non-urban terrain objects.

May 10 2016, 12:59 AM · Arma 3
OMAC added a comment to T63809: AI team units randomly get stuck in a limbo.

Seems to me that most AI get stuck near buildings, but some can get stuck on non-urban terrain objects (e.g. fences, etc.), as in Resurgent West, but this is more rare. Good job fixing building <-> terrain connections! YAY!

May 10 2016, 12:59 AM · Arma 3
OMAC added a comment to T63219: Helicopter SC crashes on autosave /user save reload (no exception catch on corrupt save file loading failure?).

Same thing happened to me today with infantry showcase. Files uploaded. Had a user savegame already, then suspended, creating continue save. Crash will always occur when loading that continue save. Current development build.

May 10 2016, 12:33 AM · Arma 3

May 9 2016

OMAC added a comment to T62040: "SUSPEND" should NOT perform a "SAVE".

Downvoted. An option for abort/quit/back to lobby could be added, but the suspend function works perfectly, is essential, and should be left alone, at least for single player.

May 9 2016, 11:43 PM · Arma 3
OMAC added a comment to T61847: AI has to high awareness and too high accuracy at long ranges.

^ ^ Would that affect the SP showcases? The lethal AI accuracy, and shooting through vegetation, are better displayed in the Infantry showcase than in the Night showcase on Veteran+ difficulty.

May 9 2016, 11:28 PM · Arma 3
OMAC added a comment to T61847: AI has to high awareness and too high accuracy at long ranges.

GhostOne: "I'm still patiently waiting for better repro situation especially after we nerfed the values of ranges and accuracy."

When were those values nerfed? Is that change in a changelog?

May 9 2016, 11:28 PM · Arma 3
OMAC added a comment to T61847: AI has to high awareness and too high accuracy at long ranges.

As it has been since A3A was released, the Infantry Showcase being unplayable on Veteran+ is such a glaring, massive screwup that I cannot believe that it hasn't been the primary focus of A3 development. IMO, all development should be stopped until this gargantuan f**kup is completely fixed. If expert A2 hipsters can't have fun playing the Infantry Showcase of a supposedly infantry-focused game, then who can?

The friendly AI in the showcase are so woefully inadequate that they may as well not even be there. 90+% of the time, the player is killed by enemy he cannot see, often through vegetation. Even if he sees them, it is very, very difficult to neutralize them because of sun glare, inadequate weapon optics magnification, poor illumination on shadowed, south-facing slope, excessive recoil of weapon, etc. etc. If enemy AI spot you from any range and you don't have them directly in your sights and are ready to fire, you are dead, period. I often feel that BIS is playing a cruel joke on players with that mission on harder difficulties, even though I know that cannot be true.

A good QA/QC benchmark for playability is that if a moderately-skilled player cannot consistently finish a mission in 10-20 tries, the mission, or the AI skill/shooting accuracy, must be tweaked. This is a "realistic" game, not a hardcore VBS2 milsim, so it must be fun to play at all difficulty levels.

May 9 2016, 11:28 PM · Arma 3
OMAC added a comment to T61847: AI has to high awareness and too high accuracy at long ranges.

The Infantry showcase on Veteran and Expert is a good place to start. It demonstrates 1) extreme AI shooting accuracy from any range even when suppressive fire is applied, and 2) AI shooting through dense vegetation at you even when it is unlikely that they had a clear line of sight to you at any previous time. But I haven't tried the Infantry showcase in a couple of weeks, so it is possible that this change (04-04-2013, Fixed: AI no longer fires on targets it does not see (but which are reported by other group members)) has helped.

May 9 2016, 11:27 PM · Arma 3
OMAC added a comment to T61847: AI has to high awareness and too high accuracy at long ranges.

I should have been more clear. There is nothing wrong with the magnification of the reflex sight, which is obviously designed for close range. The problem is that the weapon and sight are both completely inadequate for the job at hand. On Veteran, the only possible way to survive that showcase is to head up the slopes and fire from medium range behind cover. It is very frustrating with that reflex sight to try and hit a prone opfor on the opposite slope who is targeting you with pinpoint accuracy from about 200-400m range. One way to solve the issue is to have a suite of selectable weapons (including a weapon with a sight designed for medium to long range) available at the initial briefing screen.

May 9 2016, 11:26 PM · Arma 3
OMAC added a comment to T61847: AI has to high awareness and too high accuracy at long ranges.

I KNOW that max skill equals one. But in current a3a skill=1 SEEMS LIKE a mythical skill=1.3 if Arma 2 is used as a reference. I was just trying to make a point about the insane opfor AI capability in the showcase.

May 9 2016, 11:26 PM · Arma 3
OMAC added a comment to T61847: AI has to high awareness and too high accuracy at long ranges.

Even if the AI skill=1, they seem to have far more accuracy and lethality than AI with max skill in Arma 2. Right now, skill=1 seems like skill=1.3.

I am testing mainly with Infantry showcase, which should be quite readily playable by Arma experts on Veteran. It is not. Alpha squad is always overpowered and blown away by over-abundant opfor ninjas. To make it playable, opfor numbers must be reduced, opfor skill must be reduced, or blufor numbers increased. Excessive recoil of MX5 assault weapon when not prone even in semi-auto, short-range reflex sight, very high difficulty of hitting opfor with weapon from 200+ meters, and poor visual contrast on shadowed, south-facing valley wall also severely hamper player. Also, Charlie squad on slope above village will not fire on opfor under any circumstances during village assault. All these result in a hellish nightmare. Not a good way to promote a new game. Note that on Regular difficulty, the mission is a complete snap (and fun, too).

May 9 2016, 11:26 PM · Arma 3
OMAC added a comment to T61847: AI has to high awareness and too high accuracy at long ranges.

Another thing that relates to this ticket, but should also have its own dedicated ticket (if it doesn't already) is AI behavior/shooting rate/shooting accuracy after being subjected to suppressive fire. You should be able to spray them with sup. fire, and have them seek cover and fire inaccurately for a short time. I need to test how AI react to suppressive fire more, but so far I don't think suppressive fire has much effect on AI. In A2, AI just went into danger mode when fired upon, and many used a mod to get better AI behavior.

May 9 2016, 11:26 PM · Arma 3
OMAC added a comment to T61847: AI has to high awareness and too high accuracy at long ranges.

"It's very stressful and tiresome to find that the AI are able to detect you almost instantly even through foliage. One of my biggest concerns is when they able to see through grass while they are prone. It's hard to see them but they can spot you like there wasn't any grass in the first place. "

Vegetation occlusion of AI vision is at the very core of an "infantry based" simulation, especially with extensive grass and other ground cover that very substantially decrease human player's ability to spot, track, and shoot accurately. There were issues with this in A2, especially with certain types of vegetation. It appears in A3A that vegetation does not significantly hamper AI spotting when AI skill/accuracy are at Veteran+ levels. As it is such a vitally important issue for gameplay, perhaps vegetation occlusion of AI vision should have its own ticket.

And I also voted up that AI is far too lethal from long range (200m+) on Veteran (AI skill 0.85). Infantry showcase is almost unplayable on Veteran except for the most highly skilled ArmA hipsters. I'd hate to see what gameplay is like when AI skill=1. A2 had just the right balance of skill and accuracy at all difficulty levels.

As one of the primary purposes of the Alpha is to test and perfect infantry "balance," this ticket represents the core of that quest.

May 9 2016, 11:26 PM · Arma 3
OMAC added a comment to T61439: Unable to change difficulty..

Confirmed in 0.53.103608. Please fix!

May 9 2016, 11:06 PM · Arma 3
OMAC added a comment to T61439: Unable to change difficulty..

Confirmed in 0.51.103185

May 9 2016, 11:06 PM · Arma 3
OMAC added a comment to T61439: Unable to change difficulty..

Yes, to change difficulty, one can opt out of beta, restart game, change difficulty, exit game, and re-enable beta.

May 9 2016, 11:06 PM · Arma 3
OMAC added a comment to T61439: Unable to change difficulty..

Confirmed here also. Cannot change difficulty in game at all. Always stays as Regular no matter what I do in game.

May 9 2016, 11:06 PM · Arma 3
OMAC added a comment to T61324: Red Ring on map visible even on harder difficultys.

Keep ring on Veteran if GPS is present, but have option to disable it in difficulty settings, as per this ticket:

http://feedback.arma3.com/view.php?id=5568

May 9 2016, 10:58 PM · Arma 3
OMAC added a comment to T60980: Mortars extremely accurate.

Note that this "fix" broke the first task of the Radio Silence campaign mission. http://forums.bistudio.com/showthread.php?167831-Survive-Radio-Silence-AI

May 9 2016, 10:37 PM · Arma 3
OMAC added a comment to T60980: Mortars extremely accurate.

Absolutely. Just a reminder to Zipper5 to adapt mission to new mortar accuracy, as suggested in that thread.

May 9 2016, 10:37 PM · Arma 3
OMAC added a comment to T60597: Vehicle Control: Mouse Sensitivity extremely low, no on-screen "carrot".

I strongly second the comments of jjondle above (increase mouse sensitivity for steering and re-add Arma 2 driving "caret"). Mouse steering in dev build 0.71.107224 is still broken compared to Arma 2. Sensible steering can only be achieved using keyboard keys. :-(

May 9 2016, 9:50 PM · Arma 3
OMAC added a comment to T60057: AI has 360 degree situational awareness and fires before fully turned around./ AI is too accurate,etc...

I tried test 1 above on Veteran with me and AI skill at default (0.5), and all was normal. After 1st missed shot, he went to crouch, looked confused. Didn't shoot back till I shot again. He took 2-5 shots to kill me. More or less the same with 2 opfor AI facing away from me. There was no apparent 360 deg awareness and insta-kill. Dev build 0.71.107443.

May 9 2016, 9:24 PM · Arma 3
OMAC added a comment to T59310: Game crashes to desktop when loading autosave.

This is pretty much a duplicate of http://feedback.arma3.com/view.php?id=4852

May 9 2016, 6:51 PM · Arma 3
OMAC added a comment to T58946: DX11 error : buffer Map failed : DXGI_ERROR_DEVICE_REMOVED.

I am getting the same crash in SP after loading first autosave of Wet Work campaign mission, and at beginning of freshly started Scuba Showcase. I am using current stable build, 1.04.111745. I had been playing the campaign with no problems. Now the crash occurs every time I load Wet Work autosave, and I cannot proceed in campaign, even if I revert to start of mission. When I restart mission, two times in a row the computer crashed after we exit from water, kill AAF on beach, and radio comms are occurring. Loading other showcases and custom missions does not cause the crash. Arma 2 and other games run fine. System/video specs are here: http://home.comcast.net/~brmlist/OMAC_system-video_settings.html I will upload several dumps.

May 9 2016, 4:07 PM · Arma 3
OMAC added a comment to T58810: [Feature request] Separate mouse sensitivity setting for vehicles.

Using dev build 0.71.107360, is it just me or does mouse steering seem hugely improved in all vehicles? I never need to use WASD keys anymore to steer, and can stay on those curvy mountain roads perfectly. Have there been improvements to mouse steering lately? Mouse steering is very fluid and responsive for me.

May 9 2016, 4:02 PM · Arma 3
OMAC added a comment to T58810: [Feature request] Separate mouse sensitivity setting for vehicles.

Voted up. See note 5 here:

http://forums.bistudio.com/showthread.php?152866-Development-branch-discussion&p=2370889&viewfull=1#post2370889

Mouse steering in A3 must be at least as fluid and accurate as that in Arma 2, or more, especially as A3 takes place in the future when power steering will have been even more enhanced.

The problem seems to be responsiveness. It takes way too long for the car to respond to a mouse movement. When you are driving straight, the car responds ok to mouse movement, but if the car is already moving in one direction during a turn, turning it back in the other direction with the mouse is too unresponsive.

Changing the key mapping as suggested above does not ease mouse steering, and the driver's hands move in a nervous, frenetic way.

May 9 2016, 4:02 PM · Arma 3
OMAC added a comment to T58803: PIP screens flicker, most likely caused by SLI / Crossfire..

Today, using current dev build, NVIDIA driver 314.22, GTX 295, vsync + triple buffering on, and arma 3 SLI profile, PiP showed no flickering in a Hunter. I was in editor, and didn't play for very long.

May 9 2016, 4:01 PM · Arma 3
OMAC added a comment to T58803: PIP screens flicker, most likely caused by SLI / Crossfire..

+1, GTX 295 (SLI, 314.07 driver).

May 9 2016, 4:01 PM · Arma 3
OMAC added a comment to T58799: Deploying a weapon / proper use of bipods.

It's heavy enough that recoil is insane, and accurate aiming impossible, without resting it when not prone. As other games, including RV3-based games and mods, have implemented weapon resting already, it will appear odd, to say the least, if RV4 in A3 doesn't have it.

May 9 2016, 3:44 PM · Arma 3
OMAC added a comment to T58799: Deploying a weapon / proper use of bipods.

See here for some RL non-bipod MG resting:

http://www.youtube.com/watch?v=uZ2SWWDt8Wg

Other than purely suppressive fire, how could one effectively fire a similar heavy weapon while behind a wall or other barrier (or from guard tower) WITHOUT resting it on the wall?

May 9 2016, 3:44 PM · Arma 3
OMAC added a comment to T58799: Deploying a weapon / proper use of bipods.

Bipod use in Iron Front: Liberation 1944

http://www.youtube.com/watch?v=fMIjwvyxOdM

If we have to use a mod to have weapon resting/bipod use in A3, I will be very, very disappointed. With intense recoil present in many weapons (too much in some cases), it is especially egregious that there is no way to steady your weapon other than going prone... ARGH!

May 9 2016, 3:43 PM · Arma 3
OMAC added a comment to T58799: Deploying a weapon / proper use of bipods.

Iron Front Liberation 1944 had it. Shift + Space allowed you to use bipod of light MGs, "mounting" them on any steady suitable surface (ground, vehicle hood, etc.) Please add the functionality to guard tower "windows" as well.

May 9 2016, 3:40 PM · Arma 3
OMAC added a comment to T58503: Do not steer with mouse in vehicles (especially when using WASD).

Please make mouse steering the way it is in Arma 2 Expert difficulty, with green caret indicator.

May 9 2016, 3:18 PM · Arma 3