All these ground surfaces have no sound (when lying on the flooor):
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Mar 22 2017
Mar 21 2017
Mar 19 2017
In the round right now i also spawned on top of a flag pole.... died when the starting timer hit 0.
Mar 17 2017
@Flywaybird try to Verify integrity of game files...
Multiple Sounds are missing as well:
Mar 15 2017
@Vietwitch There is no such file in the Argo directories, you are sure that file should exits? I never heard of an "debug.log" in my arma 3 / argo life before.
Directories checked:
"C:\Users\Yoshi\AppData\Local\Argo"
"C:\Program Files (x86)\Steam\steamapps\common\Project Argo (Prototype)"
"D:\Files\Argo"
"How is it with reproducibility? It shows often or it is totally random?"
Mar 13 2017
This type of crash occurred for the first time. Its not related to the sound issue, and it was probably wrong to mention it here.
The sound issue is not the source of the crash (tested multiple times). I assume it was just a bit error somewhere.
Mar 10 2017
Mar 8 2017
The problem still occurs on a regular basis, VOIP is unusable.
Feb 9 2017
Found some additional information:
It seems to effect multiple players at once:
During the same round another player reported to become "deaf" at the same time as i did.
Feb 5 2017
Happens very often, can be solved (for the next round) by pressing ESC and Respawn.
Seems to be linked to https://feedback.bistudio.com/T122017
Merging is not possible, stuck in loading:
Feb 3 2017
Sorry for leaving out dxdiag in my first post.
This time i was able to reproduce it within 20min (Event Time 18:36:42).
May 10 2016
"You don't need a Heat source you need a temperature contrast means something that's colder or warmer."
That's why I am saying that it should be possible to lock onto buildings as well, metal buildings in the sun are also in contrast to the shadow around it...
The missile should make no difference between metal on buildings and metal on vehicles ^^
http://youtu.be/1fCZvOHd5dg
You can make holes into the glass, but you will still need multiple shots to completely destroy the glass.
As the mrap is using four wheel drive, and the wheels are more or less just spinning metal and rubber, while the engine is a fragile piece of high tech, where a missing cable is more than enough to disable it.
Here an MaxxPro Mrap after an IED attack, that drove about 2km with only working front wheels, back, wheels were flat due the explosion. Destroyed wheels will keep on spinning, if you catch my drift
http://youtu.be/FbOhNrr0Mww
Balancing is done quite well by arma 3 (disabling mrap by wheels, engine, or killing the driver and gunner) works quite well
The sniper rifles do not need to destroy the glass / wheels, they are capable of penetrating it, killing the crew behind it, or making the tires flat.
Mraps are build to withstand heavy fire, thus even if the tires are flat, they can drive of with less speed (arma 3 simulates that by pulling to the left/right or limiting the speed), to completely destroy them, you will need more than 1x 0,5cm hole in Them...
Destroying not equal Damaging
The Virtual Garage Vehicles are fakes, their hitboxes are not matching the actual model.
The Virtual Garage also does not show the destruction of the vehicle. Parts meight show red, but the vehicle would surive....
Also some hitboxes on the Commander Turret of the Kuma and the Tracks of the Kuma are missing (against lower calibers such as 12.7mm APS, Commander turret can not be damaged at all)...
Thus the Vehicles in the Virtual Arsenal are useless.
#EDIT#
Virtual Arsenal is showing the same effect, hull and tracks are being destroyed, even though the round only goes through the tracks
This video should proivde the steps to reproduce the problem at hand:
http://youtu.be/2Vv-WDtRhcw
If you request further details be more specific: A list with the components that were damaged? or precise distance?
and Yes, I understand Arma 3 3 is not a Vehicle simulator, but MBTs are a core element of Capture the Island - BECTI - Zerty Editon, and thus quite important, as the Tanks surviability decides the winner. We are having MBT standoffs everyday, on 4km, on 150m, against static Titan AT or RPGs out of a Window.
We are already using a scripted version of Raphaels Trophy System, as it can be found on the Slammer / merkerva Tank to protect the Tracks against missle hits.
The issues still exists with the 120mm ASPDSDF-T rounds, or AP rounds in general.
Sorry, I do not want to start a discussion, the AP missle types, such as the RPG, can be compared to a Amor Piecing round, that penetrates the armor and damages everything on its way (https://forums.bistudio.com/topic/140862-rpg-effectiveness/). An mrap itself can not blow up, fuel can only burn off ( would take 5-30s for a proper fire and up to 15min for a full burn off), and the mags stored in the gun are pretty much impossible to ignite. Thus only weapons that are storing explosives in their missle head, strong enough to rip some inces of modern composite armor apart.
An mrap is a metal box filled with human, why should it blow up? :D - under the assumption that they are not wearing explosives packed around their body.
- no further response
The missle hits the glass of the vehicle, destroying it ( the glass) protecting the hull from further damage.
Mraps blowing up by RPGs-hits is rather unrealistic, in my opinion. It should penetrate the armor, killing the crew in its path, and disable the vehicle.