Hello Kiggysoldier79.
This feedback should be provided to the mod creator. We did not create this mod.
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May 13 2024
Hello everyone.
We are aware of the problem and are looking into solutions, however, the basic approach of suspension per device cannot just be copied to individual user bans.
Regards,
Geez
Hello jarvisjenkins61.
Can you please try to produce this on the experimental version as well?
Regards,
Geez
May 12 2024
May 11 2024
servers are back up now!
Well i think it goes back to rank dependence right? Right now Light vic is far less useful than it used to be. Heavy vic offers more utility in almost every way for very little extra cost, including being far easier to place defensively and build around. Heavy vic can get any vehicle and make full repairs, so really the light vic yard only serves to increase cap time or be used if you don't have the supply for a big one, which you are almost always better off waiting till you do have it for the above reasons.
The rank progression is a key component to the overall progression and it encourages players no matter what stage they join the round to gain rank. It would be nice to see changing up rank requirements and structure progression within experimental
May 10 2024
So far so good on experimental
In T180979#2603663, @Geez wrote:Also can you please provide us with the following information?:
- any overclocking on CPU?
- any overclocking on the GPU?
- what PSU are you using? Do you have sufficient headroom to cope with power surges from the GPU/CPU?
- and do you experience this in any other game as well?
@Yamachinu
I prefer when antenna and heavy truck depot are build first. With the truck I can take 15 people so we capture any base in 3 seconds, while in 4 people brought by jeep will wait much longer. Even though the truck droves slower it's faster when capturing bases. And I can use the truck to bring in the supplies.
And, yes we need rank-dependent construction.
I have thought about this issue as well and have reported on it. I think it's just basic human nature to want to get geared and get out. The Problem currently is that only one of those plans can happen on the start of the round. I always try to get a light vehicle up first with a radio, and often the difference is huge. People quickly catch a ride and we get a quick start especially since we you'll have enough to get a UAZ/Jeep right off of the start. This can often make or break a game depending on your MOB spawn. If your team has a far north or far south spawn, speed and mobility are key to not getting trapped. Unfortunately i have also been kicked or yelled at for "putting up the wrong thing first", even when communicating my intention.
+1, started recently for me ( a week ago )
The issue occurs only after opening the map. Sometimes it drops to 2-3 FPS straight away.
Sometimes the drops happens incrementally by 5-15 FPS at a time as you open the map.
Happens on both Vanilla and Modded servers.
This would be so awesome to see! Just anything to help with the abuse of alt accounts. I am thankful for the alt timer but definitely needs more to it.
Also can you please provide us with the following information?:
- any overclocking on CPU?
- any overclocking on the GPU?
- what PSU are you using? Do you have sufficient headroom to cope with power surges from the GPU/CPU?
- and do you experience this in any other game as well?
Hello flashy.
Can you please try this on Experimental version as well?
May 9 2024
my specs are.
cpu: ryzen 7 2700x
gpu: amd radeon rx 5700xt 8gb
ram. 16gb 3200mhz
i have game isntalled on a nvme
Failnot was able to fix this on the W.C.S servers. Rank is cancelled if someone attempts to load a vehicle while it is currently being unloaded. To my understanding the driver needs to get in and drive the vehicle to reset this. Long story short it's been fixed on our end. Still needs to be resolved in the base game.
If sand bags became destructible from an explosive blast from a rocket or explosive charge, that would be a good way to counter this without removing the ability to build around structures.
someone made this great mod to fix this issue (thanks to cyborgmatt for linking me): https://reforger.armaplatform.com/workshop/614F73C7E71E1480-Allrankslockable
In T180461#2603092, @Gramps wrote:Any update on this?
Hello Mccc2.
Please include the following information:
- Game Version number:
- Modded?: (Yes/No)
- If modded, please list the mods:
Hello again.
Can you also upload the ArmaReforgerSteam_2024-05-05_23-30-42.mdmp file please?
In T180574#2602736, @Kurbstomp4 wrote:I have encountered other problems with bases not being capturable when they should be or not being able to spawn in them despite having antenna and supplies. I think these problems may all be related. Trying to figure out how to replicate the problem.
May 8 2024
Any update on this? Ive spent hours and weeks trying to figure this out...
I've also posted a few times in the discord about it and never get an answer.
Every time I try to remove the Request Vehicle action it gets auto added back to the prefab, canceling out the old method of spawning vehicles and it's soooo frustrating!!!
May 7 2024
In T180574#2602718, @PR9INICHEK wrote:In T180574#2602401, @Kurbstomp4 wrote:Any news on this?
Have you encountered this too?
In T180574#2602401, @Kurbstomp4 wrote:Any news on this?
Will be added in a future update
Resolved for the 1.2 update.
Thanks for the answer. If I can reproduce or demonstrate it reliably, I will open another ticket.
May 6 2024
This is a very important feature that needs to be implemented.
yes it does sometimes a i can almost go an hour before it crashes i was playing last night for arouynd a hour till it finally crashed but this time a diffrent error : 23:30:42.770 RENDER (E): Invalid copy queue fence value (complete = -1, expected 199289), GPU crash is likely
23:30:42.781 RENDER (E): Render error (-2005270523 = 0x887A0005): The video card has been physically removed from the system, or a driver upgrade for the video card has occurred. The application should destroy and recreate the device.
23:30:42.781 RENDER (E): func: res
23:30:42.781 RENDER (E): D:\jenkins\workspace\ntinuous_branches_stable_1.1.0_2\ARGamecode\Enfusion\Enfusion\src\render\dx12\enf_texture_dx12.cpp(636): enf::Texture::AllocateDX12Texture
23:30:42.781 RENDER (E): Device removed, reason: DXGI_ERROR_DEVICE_HUNG
23:30:42.782 ENGINE (F): Crashed
23:30:43.295 ENGINE (E): Application crashed! Generated memory dump: C:/Users/javin/Documents/My Games/ArmaReforger/logs/logs_2024-05-05_23-21-16\ArmaReforgerSteam_2024-05-05_23-30-42.mdmp
For USSR you can use name of flowers
Any news on this?
Hello patriaminas.
We have tested this extensively but we were unable to find any issues.
Regards,
Geez
Hello patriaminas.
We have tested this thoroughly but unfortunately we are unable to reproduce the issue on our end.
Regards,
Geez
Resolved for the next major update
addonsDir adds mods to addon list. If you are using folder, where mods downloaded from workshop are loaded then it is basically telling engine to read data from there, instead from his project folder. You should stop using addonsDir and use https://community.bistudio.com/wiki/Arma_Reforger:Mod_Project_Setup#Adding_Other_Existing_Projects this instead and make sure that read only version of is not listed in Enfusion Workbench Launcher
T179616 same on stable during official conflict
Hello jarvisjenkins61.
Does this also occur if you disable discord?
Thanks for the feedback Geez.
Though it is unfortunate. This feature would significantly help us console players get rid of griefers on community servers.
The FPS drop only occurred in this position on the map (Isle d'Erquy). There are rocks nearby, perhaps, that is the cause. In other places there is no problem.
May 5 2024
I was linking my mods manually by loading the -addonsDir in steam for testing and I think that when the game would update a mod, it would wipe the old one from the addons directory, if it was in there.
Hello Geez,