This issue has been solved. The solution is to map both the + and - directions of the axis in order to achieve full range. This task can be closed.
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
All Stories
Jan 27 2018
I confirmed that the joystick inputs are averaged. I added a third joystick input to the mapping and the rudders are now cut down to thirds for each joystick. In order to get 100% I have to push all three joysticks at the same time.
This doesn't seem to be a problem in version 1.80. It works on my Saitek X55. Also, there are now controller options that can multiply the input if needed. I think this issue can be closed.
Thank you g-man. This has been a problem for me for years and your solution works. I was noticing this issue the most on airplanes while taxing on the runway at low speeds. You can actually see the rudder flaps not move as far as the keyboard. I had the rudder bound to my pedals and joystick rotation. I removed the joystick rotation mapping and now I have full rudder control with my pedals. I wonder if the joystick mappings are averaging out the multiple analog inputs. When I combined the rudder and the twisting of the joystick I would get the full rudder.
Steps to reproduce:
- In controls map joystick twist and pedals to the rudder left/right
- Open editor and create plane vehicle
- Play Single Player
- Go in 3rd person view so you can see the rudders
- Press keyboard rudders and note full flap movement
- Twist joystick and see half movement of rudders
- Push pedals and see half movement of rudders
- Twist joystick and push pedals at same time and see full movement of rudders
@bgromis
Unfortunately I know of no workaround for that issue and the only way to avoid the crash is to take out that part for the moment. (Which comes with the drawback that Zeus could kill all bad guys instantly and the entity list being filled up)
Other than that we need to hope for a quick fix from BI.
Sigh, I'm getting old. Already reported it, although it did not show up when searching.
Jan 26 2018
I consulted with the unit member who manages the changes we make to the mission file. Through his review of the code, he did find that this command is used and is critical to the mission function. From what we are able to determine, this command is used to remove hostile forces and wrecks from the entity list to keep a clean entity list and prevent anyone from deleting the hostile forces through Zeus (aka instantly killing all the bad guys without having to fight anyone).
It appears to happen more often when the frame rate is lower.
I'll try to be more specific in my future bug reports. Try this and if you still don't see it then I'll make a video:
Hello chillypepper22.
We have moved the stuck character for you and it should not be stuck any more. In case there are any issues with the character still, please let us know under this ticket.
Regards,
Geez
Thank you for the report. Do you have any crash logs that we could look at?
What is more puzzling is that I am playing the build straight downloaded from steam and they all work for me I can disarm everything without a problem. Which makes this really an odd one.
Tested & what you said & that seems to work intermittently. You have to keep doing the "reveal" over & over to get it to give the Disarm option on most mines, but it didn't work at all on some of the IED's.
@bgromis:
Can you check if you find the command "removeCuratorEditableObjects" used somewhere in your Code?
Thanks to your crashdumps I identified a bug in that routine (filed in T127571) that causes Zeus players to crash.
Unfortunately I had to make the report private since it contains in-depth details and could be used by trolls to crash Zeus players (that are most likely also admins).
I can only offer you this video reproducing the crash on a vanilla server: https://youtu.be/T2JNvxV6zYE (clumsy is just a tool that simulates network delay)
We have always gamed with "There's a mine here" turned off, no Red triangles. As its not realistic at all, & never had a problem defusing any mine before the DLC Laws Of War.
Will try what you say, its just a pity LAW screwed it all up.
Ok what difficulty are you using? Because if it is Veteran then this makes sense. On veteran difficulty there is no automatic detection by the mine detector, you have to use "T". Even then it will not show you the triangle this is just how this difficulty setting works.
Jan 25 2018
Sorry about not being specific. Try these steps and if you still can't reproduce then I will make a video for you
- Open Editor in Tanoa
- Double click ground and place Rifleman
- double click that Rifleman so attributes window pops up
- hover mouse over the unit's "Init" multiline input text box
- try scrolling with mouse wheel
I can confirm this is still an issue as well, and has been for a few months now. Same as my ticket https://feedback.bistudio.com/T126667
In T127582#1663957, @Wulf wrote:Ok, now I see where the problem is. You haven't detected the mine for some reason. My mine detector does this automatically, in your mission I can defuse all of your placed UXO, mines, etc.
If for some reason you can't deteck the mine automatically. Use the "T" key to mark the mine. After it is marked try disarming it.
Thank you for the report. We will have a look at it and see what can be done about it.
I tried the atributes window and it works I can scroll perfectly normally it doesn't get stuck. Could you please create a video of the issue because it is not obvious from the description what you are doing to make this happen.
Thank you for the report. I tested it in our stable, dev and internal build and I was not able to reproduce the issue you described.
Thank you for the report. From the Arma report you send I found you received an 0x00000001 – UNABLE_TO_INIT_DXGI. Which means the game is unable to initialize a graphical subsystem.
This should be fixed and with the next proper update should be in the game. You can test it in the dev build to see how it will look after the next update. Please confirm that the fix works for you in the dev branch, after that I will close this ticket.
Jan 24 2018
Mission with Naval mines same problem
Ok, now I see where the problem is. You haven't detected the mine for some reason. My mine detector does this automatically, in your mission I can defuse all of your placed UXO, mines, etc.
Here's a demonstration of the issue using @jgaz-uk's test mission: https://youtu.be/sp70P91pnAs
Just uploaded test mission or I think I did F167359
{F167359}Were you running Laws of War?
Tested with vanilla Arma 3 if you place the older say a slam or an AT mines in the editor from Props/weapons/explosives any where on the map when making a mission, then try as an explosives engineer you do not get the disarm X
Any mines you plant as that engineer you can disarm.
So any older missions with mines that need to be disarmed as tasks, are no longer playable.
Thank you for the report, we will have a look at it.
Thank you for the report. We will have a look at it and see what can be done about it.
Thank you for the report. I tried your mission with our stable and internal build. Both times I was able to launch the game in MP, no crash occured.
thnak you for the report. Looked at your report. There aren't any mdmp or bidmp files. Have you tried these possible solutions?
Thank you for the report. Could you please provide a video of the issue? I have tested the SUV in our stable and internal build and I can't flip it even when stearing in high speed.
Sorry for the delayed response. We updated the server to the latest version of the mission file from the devs and found some interesting information.
Jan 23 2018
Any chance that this will make it into one of the next releases? :-)
also fix ifrits they're a piece of paper now
Wrong marker colors really make a lot of troubles in multipleyr. I hope it will be fixed.
Thank you for the report. I had a look at the mines and I was able to disarm all of them both the old and the new and with all explosive experts in Eden editor.
Thank you for the report, we are aware of the issue and are looking into it.
In T127582#1663735, @jgaz-uk wrote:Is anyone from Bis checking this out?
In T124461#1643926, @dedmen wrote:Confirmed. I had a quick look into the Arsenal script but couldn't find the reason.
Ref: https://feedback.bistudio.com/T122717
BI is currently working on magazineWells. https://github.com/CBATeam/CBA_A3/issues/108#issuecomment-359797633
Let's hope it turns out good.
In T122717#1643935, @dedmen wrote:Duplicate of https://feedback.bistudio.com/T124461
Thank you for the report. We are aware of the issue.
Is anyone from Bis checking this out? Assigned To