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May 10 2016

deanosbeano added a comment to T83154: [NOTE] Image to PAA has signigficantly slowed down.

Hi thanks for taking a look its appreciated

The timestamp is from the UI during processing on win 8 64 pro , all on dev branch , cant help more sorry.

May 10 2016, 11:27 AM · Arma 3
deanosbeano added a comment to T83154: [NOTE] Image to PAA has signigficantly slowed down.

Just an additional note that may point to a problem

S_003_034_lco processed in 00:00:02.6875020
Processing S_003_035_lco (627 KB)...
S_003_035_lco processed in -151405.18:45:30.5249952
Processing S_003_036_lco (672 KB)...
S_003_036_lco processed in -151405.18:45:33.5406194
Processing S_003_037_lco (672 KB)...
S_003_037_lco processed in 00:00:03.2187515
Processing S_003_038_lco (769 KB)...

Note that the process time isnt consistant , some are given a time taken and some are displaying the clock time at processing .

May 10 2016, 11:27 AM · Arma 3
Bohemia updated subscribers of T83153: CargoNet objects can no longer be sling loaded.
May 10 2016, 11:27 AM · Arma 3
deanosbeano edited Steps To Reproduce on T83154: [NOTE] Image to PAA has signigficantly slowed down.
May 10 2016, 11:27 AM · Arma 3
Bohemia added a project to T83154: [NOTE] Image to PAA has signigficantly slowed down: Arma 3.
May 10 2016, 11:27 AM · Arma 3
Bohemia added a project to T83153: CargoNet objects can no longer be sling loaded: Arma 3.
May 10 2016, 11:27 AM · Arma 3
Imperator_Pete edited Steps To Reproduce on T83153: CargoNet objects can no longer be sling loaded.
May 10 2016, 11:27 AM · Arma 3
burkhar added a comment to T83152: Cant fully look up or down while holding binoculars and walking.

Hello!

Fixed in 1.48 stable branch.

Closing issue.

May 10 2016, 11:27 AM · Arma 3
speedweasel added a comment to T83152: Cant fully look up or down while holding binoculars and walking.

Can confirm this issue no longer exists in version 1.48.131561.

Thanks!

May 10 2016, 11:27 AM · Arma 3
burkhar added a comment to T83152: Cant fully look up or down while holding binoculars and walking.

Hello!

Unfortunately I am not able to reproduce this problem (stable version 1.48.131561). Would you please provide me more detailed repro (and ideally capture the video) or would you confirm the issue no longer exists?

Thanks for your feedback and have a very nice day.

May 10 2016, 11:27 AM · Arma 3
speedweasel edited Steps To Reproduce on T83152: Cant fully look up or down while holding binoculars and walking.
May 10 2016, 11:27 AM · Arma 3
Bohemia added a project to T83152: Cant fully look up or down while holding binoculars and walking: Arma 3.
May 10 2016, 11:27 AM · Arma 3
Bohemia added a project to T83151: RC 1.48.131504 Insert Group FIA Support Team (EOD) places 2 Riflemen instead of Explosive Specialists: Arma 3.
May 10 2016, 11:27 AM · Arma 3
Vitdom edited Steps To Reproduce on T83151: RC 1.48.131504 Insert Group FIA Support Team (EOD) places 2 Riflemen instead of Explosive Specialists.
May 10 2016, 11:27 AM · Arma 3
Larrow set Category to category:config on T83150: Error in RscHCReply menu class and no supports in HC.
May 10 2016, 11:27 AM · Arma 3
pastor399 added a comment to T83149: Turn In / Out Options when using CAR_F.

Updates - As before using hideProxyInCombat = 1; in the vehicle config allows the driver and cargo-turrets to turn in and out and then using 'forceHideDriver=1' gets the operation close to optimal, so we now have a vehicle that is completely enclosed, but with hatches that soldiers in cargo can turn out of and shoot.

The use of hideProxyInCombat in the car has brought up others issues though, to begin with the driver is invisible in the external view of the vehicle, and when the cargo-turrets are turned in the sound occlusion does not seem to work, I'm still working on figuring out if the config can fix this, but have not found the right settings if they do exist.

May 10 2016, 11:27 AM · Arma 3
Bohemia added a project to T83150: Error in RscHCReply menu class and no supports in HC: Arma 3.
May 10 2016, 11:27 AM · Arma 3
pastor399 added a comment to T83149: Turn In / Out Options when using CAR_F.

I managed to get my vehicle/turrets working the way i was desiring, apart from the fact that the driver of the vehicle is now invisible to external viewers.

The driver can become visible if you allow him the option to turn out, but once you are turned out the options to change seats are not present.

Like ticket id=24699 the solution is a working viewDriverInExternal setting.

May 10 2016, 11:27 AM · Arma 3
Bohemia updated subscribers of T83149: Turn In / Out Options when using CAR_F.
May 10 2016, 11:27 AM · Arma 3
Bohemia added a project to T83149: Turn In / Out Options when using CAR_F: Arma 3.
May 10 2016, 11:27 AM · Arma 3
pastor399 edited Steps To Reproduce on T83149: Turn In / Out Options when using CAR_F.
May 10 2016, 11:27 AM · Arma 3
Wesker set Category to category:featurerequest on T83148: teritary weapon.
May 10 2016, 11:27 AM · Arma 3
Bohemia added a project to T83148: teritary weapon: Arma 3.
May 10 2016, 11:27 AM · Arma 3
Bohemia added a project to T83147: AI-Driver of SDV-Submarine does not understand waypoints [Repro-mission]: Arma 3.
May 10 2016, 11:27 AM · Arma 3
mickeymen edited Additional Information on T83147: AI-Driver of SDV-Submarine does not understand waypoints [Repro-mission].
May 10 2016, 11:27 AM · Arma 3
DnA added a comment to T83146: "Challenge Failed" screen takes too long..

Today's Dev-Branch update should include changes that make it possible to restart during the Challenge Failed screen. Does this address your concern?

May 10 2016, 11:27 AM · Arma 3
Bohemia updated subscribers of T83146: "Challenge Failed" screen takes too long..
May 10 2016, 11:27 AM · Arma 3
evansmith edited Steps To Reproduce on T83146: "Challenge Failed" screen takes too long..
May 10 2016, 11:27 AM · Arma 3
Bohemia added a project to T83146: "Challenge Failed" screen takes too long.: Arma 3.
May 10 2016, 11:27 AM · Arma 3
john681611 set Category to category:zeusfeaturerequest on T83145: Fire support Options for Rounds used. (Artillery and CAS).
May 10 2016, 11:27 AM · Arma 3
Bohemia added a project to T83145: Fire support Options for Rounds used. (Artillery and CAS): Arma 3.
May 10 2016, 11:27 AM · Arma 3
Bohemia added a project to T83144: Assigned Curator only has Fire support CAS from their side or friendly sides. No option to enable other sides.: Arma 3.
May 10 2016, 11:27 AM · Arma 3
Bohemia updated subscribers of T83143: Insignia Not Affected By Shadow.
May 10 2016, 11:27 AM · Arma 3
john681611 edited Steps To Reproduce on T83144: Assigned Curator only has Fire support CAS from their side or friendly sides. No option to enable other sides..
May 10 2016, 11:27 AM · Arma 3
TheMasterofBlubb added a comment to T83142: The Titan rockets do not receive aiming at the purpose. There is no direct aiming..

Later I can try to make a video how possible and easy it is to use a titan AP/AT.BTW you dont shoot the titan on lower than 200m because of the raise at the beginning, there is a too high chance to miss

May 10 2016, 11:27 AM · Arma 3
TheMasterofBlubb added a comment to T83142: The Titan rockets do not receive aiming at the purpose. There is no direct aiming..

The correction comes from the aiming unit, because the guidance is not over a laser. Everything seems like the titan is wireguided and then you need the correction because the rocket is not coming straight to the target (when you shoot you have a knockback).The correction is needed because of the inertia that the rocket has when flying into the aimed path.

May 10 2016, 11:27 AM · Arma 3
sKiii edited Steps To Reproduce on T83143: Insignia Not Affected By Shadow.
May 10 2016, 11:27 AM · Arma 3
Bohemia added a project to T83143: Insignia Not Affected By Shadow: Arma 3.
May 10 2016, 11:27 AM · Arma 3
soulless added a comment to T83142: The Titan rockets do not receive aiming at the purpose. There is no direct aiming..

+1 its pretty annyoing would love to see a fix

May 10 2016, 11:27 AM · Arma 3
Lex edited Steps To Reproduce on T83142: The Titan rockets do not receive aiming at the purpose. There is no direct aiming..
May 10 2016, 11:27 AM · Arma 3
Bohemia added a project to T83141: There is no instrument of decrease in inertia and reducing the effect of fatigue, at missiles launch of NLAW and Titan.: Arma 3.
May 10 2016, 11:27 AM · Arma 3
Bohemia added a project to T83142: The Titan rockets do not receive aiming at the purpose. There is no direct aiming.: Arma 3.
May 10 2016, 11:27 AM · Arma 3
Nightmare515 added a comment to T83140: Strange crash regarding a weapon.

UPDATE: I believe it's a model issue, I disabled the original shadowVolume but I'm not sure... It works in game now and doesn't crash. Should I send the files of the weapon for testing?

May 10 2016, 11:27 AM · Arma 3
Lex set Category to category:featurerequest on T83141: There is no instrument of decrease in inertia and reducing the effect of fatigue, at missiles launch of NLAW and Titan..
May 10 2016, 11:27 AM · Arma 3
Nightmare515 added a comment to T83140: Strange crash regarding a weapon.

I'm having issues with the feedback tracker's file upload so I've uploaded the crash files else where.

https://mega.co.nz/#!TwJnxZbB!mr5iT_RpUAklupZF8rIXUiaQYM01qi0ip1agICoijnY

May 10 2016, 11:27 AM · Arma 3
BISWizard added a comment to T83140: Strange crash regarding a weapon.

Hello,
that log you attached is related to Launcher crash, which crashed right after the game crashed. I take a look into Launcher problem, someone else take a look into the game crash. For the game issue, please attach game logs: http://feedback.arma3.com/how-to-user.html - How to report a crash.

May 10 2016, 11:27 AM · Arma 3
BISWizard added a comment to T83140: Strange crash regarding a weapon.

I've removed the additional information because it was a duplicate of an attached file.

May 10 2016, 11:27 AM · Arma 3
Nightmare515 edited Steps To Reproduce on T83140: Strange crash regarding a weapon.
May 10 2016, 11:27 AM · Arma 3
Bohemia updated subscribers of T83140: Strange crash regarding a weapon.
May 10 2016, 11:27 AM · Arma 3
Bohemia added a project to T83140: Strange crash regarding a weapon: Arma 3.
May 10 2016, 11:27 AM · Arma 3
TheMasterofBlubb added a comment to T83138: AI not uses Anti-Personnel Missiles [Repro Mission]..

Some addition AI should classify targets as group or not group. That would make some weapons usefull like rpg he or titan AP. So when the AI sees a group of infantry they use weapons that are for groups and if they see single infantry the use single infantry weapons.

May 10 2016, 11:27 AM · Arma 3
Fulgorem edited Steps To Reproduce on T83139: VR training on learn weapons3.
May 10 2016, 11:27 AM · Arma 3
mickeymen added a comment to T83138: AI not uses Anti-Personnel Missiles [Repro Mission]..

"Some addition AI should classify targets as group or not group"
good thoughts. I hope this is possible

May 10 2016, 11:27 AM · Arma 3
Bohemia added a project to T83139: VR training on learn weapons3: Arma 3.
May 10 2016, 11:27 AM · Arma 3
mickeymen edited Steps To Reproduce on T83138: AI not uses Anti-Personnel Missiles [Repro Mission]..
May 10 2016, 11:27 AM · Arma 3
Bohemia added a project to T83138: AI not uses Anti-Personnel Missiles [Repro Mission].: Arma 3.
May 10 2016, 11:27 AM · Arma 3
Bohemia updated subscribers of T83138: AI not uses Anti-Personnel Missiles [Repro Mission]..
May 10 2016, 11:27 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T83137: getPersonUsedDLC doesnt work on dedicated server, always returns [].
May 10 2016, 11:27 AM · Arma 3
mickeymen added a comment to T83136: AI detects player too easily when shooting with a silenced weapon.

dublicate of my issue: http://feedback.arma3.com/view.php?id=21860

I've reported this problem before. Reported twice! One ticket was closed, the other gave no results. The AI has a sensitivity of Alien Predator, however unfortunately, BIS is not interested in this issue.

May 10 2016, 11:27 AM · Arma 3
Bohemia added a project to T83137: getPersonUsedDLC doesnt work on dedicated server, always returns []: Arma 3.
May 10 2016, 11:27 AM · Arma 3
tyl3r99 edited Steps To Reproduce on T83136: AI detects player too easily when shooting with a silenced weapon.
May 10 2016, 11:27 AM · Arma 3
Bohemia updated subscribers of T83135: roadsConnectedTo not working properly.
May 10 2016, 11:27 AM · Arma 3
Bohemia added a project to T83136: AI detects player too easily when shooting with a silenced weapon: Arma 3.
May 10 2016, 11:27 AM · Arma 3
Coding edited Steps To Reproduce on T83135: roadsConnectedTo not working properly.
May 10 2016, 11:27 AM · Arma 3
Bohemia added a project to T83135: roadsConnectedTo not working properly: Arma 3.
May 10 2016, 11:27 AM · Arma 3
Adam added a comment to T83134: Game freezes the crashes.

Hello, you are experiencing process exits. Please, take a loot at this page and try the solutions there. Thank you.

https://community.bistudio.com/wiki/Arma_3_Unusual_process_exit

May 10 2016, 11:27 AM · Arma 3
Bohemia edited Steps To Reproduce on T83134: Game freezes the crashes.
May 10 2016, 11:27 AM · Arma 3
Bohemia added a comment to T83133: Graphic Filters.

+1 this setting would be very usefull and can add for game better immersion

May 10 2016, 11:27 AM · Arma 3
Bohemia added a project to T83134: Game freezes the crashes: Arma 3.
May 10 2016, 11:27 AM · Arma 3
ruebe added a comment to T83132: Fix bounding boxes.

The following ticket might be related (maybe that's the reason for systematically shitty bounding boxes): http://feedback.arma3.com/view.php?id=23095 (boundingBox and boundingBoxReal include Memory LOD)

May 10 2016, 11:27 AM · Arma 3
Bohemia added a project to T83133: Graphic Filters: Arma 3.
May 10 2016, 11:27 AM · Arma 3
Snipedhunter set Category to category:featurerequest on T83133: Graphic Filters.
May 10 2016, 11:27 AM · Arma 3
ruebe edited Additional Information on T83132: Fix bounding boxes.
May 10 2016, 11:27 AM · Arma 3
ceeeb set Category to category:aiissues on T83130: Feature Request: AI units not in combat should heal minor injuries (especially injured legs to increase mobility).
May 10 2016, 11:27 AM · Arma 3
Bohemia updated subscribers of T83131: New server event handler: onPlayerSpawn.
May 10 2016, 11:27 AM · Arma 3
Bohemia added a project to T83132: Fix bounding boxes: Arma 3.
May 10 2016, 11:27 AM · Arma 3
Verox edited Additional Information on T83131: New server event handler: onPlayerSpawn.
May 10 2016, 11:27 AM · Arma 3
Bohemia added a project to T83131: New server event handler: onPlayerSpawn: Arma 3.
May 10 2016, 11:27 AM · Arma 3
Bohemia updated subscribers of T83130: Feature Request: AI units not in combat should heal minor injuries (especially injured legs to increase mobility).
May 10 2016, 11:27 AM · Arma 3
Bohemia added a project to T83130: Feature Request: AI units not in combat should heal minor injuries (especially injured legs to increase mobility): Arma 3.
May 10 2016, 11:27 AM · Arma 3
Killzone_Kid added a comment to T83129: allTurrets does not return commander with MG on Slammer UP.

Fixed in 131580

May 10 2016, 11:27 AM · Arma 3
Killzone_Kid added a comment to T83129: allTurrets does not return commander with MG on Slammer UP.

I suggest the following

allTurrets <vehicle> - generic, returns all normal turrets (backward compatibility)
allTurrets [<vehicle>, true] - returns all turrets including turrets that have FFV
allTurrets [<vehicle>, false] - returns all turrets excluding turrets that have FFV

If I want all normal turrets for slammer I use

allTurrets slammer - [[0],[0,0]]

If if I need all turrets including FFV

allTurrets [slammer, true] - [[0],[0,0]]

If I need only FFV turrets

(allTurrets [slammer, true]) - (allTurrets [slammer, false])
which would be

[[0],[0,0]] - 0 = 0,0

So this way using "false" for a flag would actually return something useful instead of duplicating allTurrets generic command.

May 10 2016, 11:27 AM · Arma 3
Bohemia updated subscribers of T83129: allTurrets does not return commander with MG on Slammer UP.
May 10 2016, 11:27 AM · Arma 3
Killzone_Kid added a comment to T83129: allTurrets does not return commander with MG on Slammer UP.

The command is actually even more broken as before after the fix

The turrets command returns now are always the same regardless if a flag used to include FFV turrets or not

allTurrets vehicle player
allTurrets [vehicle player, false]
allTurrets [vehicle player, true]

all 3 return identical results. Apart from that here is another problem, assuming it is fixed:

how to return only FFV turrets? Ther eis no mechanism for doing this. Before it was possible to subtract result with normal turrets from all turrets (inc FFV turrets). This would give FFV turrets only. But with introduction of FFV from commander, it is not now possible. Because commander turrets would exist in both results and subtraction will not return it, so it will be missing from FFV only turrets. So I dont know how would you solve that.

May 10 2016, 11:27 AM · Arma 3
Adam added a comment to T83129: allTurrets does not return commander with MG on Slammer UP.

Will be fixed in tomorrows dev branch!

May 10 2016, 11:27 AM · Arma 3
mickeymen added a comment to T83128: [RESOLVED in 1.48] Must be closed.

THIS ISSUE IS RESOLVED! CHANGE STATUS BY "RESOLVED", NO NEED TO CLUTTER UP THE FEEDBACK.

May 10 2016, 11:27 AM · Arma 3
TheMasterofBlubb added a comment to T83128: [RESOLVED in 1.48] Must be closed.

Change the title to "Resolved please close" so the moderators will se it fast. ;)

May 10 2016, 11:27 AM · Arma 3
mickeymen added a comment to T83128: [RESOLVED in 1.48] Must be closed.

resolved in update 1.48

May 10 2016, 11:27 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T83129: allTurrets does not return commander with MG on Slammer UP.
May 10 2016, 11:27 AM · Arma 3
Bohemia added a project to T83129: allTurrets does not return commander with MG on Slammer UP: Arma 3.
May 10 2016, 11:27 AM · Arma 3
mickeymen added a comment to T83128: [RESOLVED in 1.48] Must be closed.

ok;)

May 10 2016, 11:27 AM · Arma 3
TheMasterofBlubb added a comment to T83127: [closed].

They do but the problem is only when all other ammo gone. but this problem is already in other Tickets

May 10 2016, 11:26 AM · Arma 3
Bohemia added a project to T83128: [RESOLVED in 1.48] Must be closed: Arma 3.
May 10 2016, 11:26 AM · Arma 3
mickeymen added a comment to T83127: [closed].

"The AI is using it its just really rare"
Are you sure about that? I've never seen this. Also I've never seen what the AI used AP-Missile from RPG-42 against infantry

May 10 2016, 11:26 AM · Arma 3
mickeymen edited Steps To Reproduce on T83128: [RESOLVED in 1.48] Must be closed.
May 10 2016, 11:26 AM · Arma 3
TheMasterofBlubb added a comment to T83127: [closed].

The AI is using it its just really rare. The weapon is marked as anti personell in its values but AI will use it when all other ammo is left

May 10 2016, 11:26 AM · Arma 3
TheMasterofBlubb added a comment to T83127: [closed].

https://youtu.be/eTZf4l2aWBE

May 10 2016, 11:26 AM · Arma 3
TheMasterofBlubb added a comment to T83127: [closed].

Pls close the ticket

May 10 2016, 11:26 AM · Arma 3
mickeymen added a comment to T83127: [closed].

Thank you my friend you explained to me how it works! I was wrong and didn't know what the missile can be controlled during the flight!

However, I would not have closed this issue and renamed something like "AI never uses AP-Missile". If you remove all comments, I will delete my comments and then I can rename this issue

May 10 2016, 11:26 AM · Arma 3
TheMasterofBlubb added a comment to T83127: [closed].

What you mean is FF(fire and forget)like the javelin where you lock fire and the missle finds its way

May 10 2016, 11:26 AM · Arma 3