From which part of the game is this taken? I am testing the MX SW and there is no such problem either in the Dev branch or the Stable release of the game.
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Mar 12 2018
It's a little hard to show, but here's a full jeep carrying five dudes. 4 are visible in the actual proper seats, the fifth is actually floating invisible somewhere in the middle.
Sure, video here{F182671}
I don't know if it helps, i got a 144hz monitor, and i don't have any mod installed
Can you please provide screenshot showing this bug, or at least write the precise and exact text which is wrong? Thanks.
Thank you for the report. We will have a look at it and see what can be done about it.
Yep, still happening, just to be sure i disabled TrackIR and it's still happening.
Could you please also create a video of the issue? It would be very appreciated.
I am unable to reproduce this issue in the Dev build. Could you please confirm if the issue persists?
I was looking at the Varsuk with your settings and everything seems normal at least from a distance. After the next dev branch update let me know if the issue still persists.
Could you please provide a screenshot of the issue? Thank you.
Thank you for the report, we will have a look at the issue.
Thank you for the report. We will see what can be done about this.
Thank you for the report. We will have a look at it.
- We will have a look at it.
- When you go reverse there should be appear a rear view of the tank. For some reason it didn't get into the build will fix this.
- Not able to reproduce
https://forums.bohemia.net/forums/topic/179709-missile-lock-sounds-are-inaudible/ (guess he has the same problem he do not however say he is in a plain .. but thats 3 years ago.. hope its not a thing that work as intended.. bz then why do u even bother have the sounds in.. if i have to hear the lock sound i have to turn up the volume so high that if another sounds coms.. my speakers breaks ;P )
dont knwo how i can capture my screen and make a vid will work on it.. but the problem is .. the sound level of flairs guns missiles engine and so on.. its fine. but the sound of locking on to a target and when i have target lock its so low its almost not possible to hear especialy if u take the engine noise into account ;) .. just tested it today.. also on the wasp . i tryed it whit my stero speakers and then my headset in 2 stereo and 7.1 just to se if it was a channel problem but it seems to be on all of them.. sorry about the bad eng. but hope its understandeble
Similar problem here.
Mar 11 2018
I had this happen as well and it's very frustrating. The way I finally got out, and it took a LONG TIME for me to figure out, was to use the method others had for glitching through walls. You roll down hill to the lowest possible point where the rocks meat the grass. crouch down with your back to the rock/border, hit F3 to sitdown indian-style. When you're sitting down try to rotate your character around and after enough tries and good timing you will pop through the rock and back into the world. Good luck!
Hi
same thing here too. The problem also occurs when you're switching to/from the map display ("M" key). The sound is getting clean and loud when displaying the map, but when you're going back to first-person view (in a cockpit) all's become choppy and huge FPS drop occurs.
Here are the logs:
Здравстуйте и все же я считаю что карту стоит увеличить . На ютубе есть очень хороший концепт ,cделать расширенный крафт и полноценное строительство а не меню игры заниматься и анимациями это не обновление не этого ждут игроки!
https://www.youtube.com/watch?v=h4P7DXe3bwU
Perhaps, but I'm not sure how this really adds to the discussion since we are talking about the sounds of two completely different classes of weapon. We are not necessarily comparing subjective opinions about weapon sounds here, this is about a weapon objectively having a much lower sound signature than a weapon of its type should.
Actually, now that I think about it, that does have gameplay ramifications. Upgraded to minor
If the resistance of other APCs is similar or equal to the FV-720 or Kamysh, depending on the protection of each APC, I think it will look perfect.
The sound of the M107 "mod" rifle firing here from the video> https://youtu.be/b3EtmYmtTR8?t=121
Mar 10 2018
Just crashed again today.
For a textual description, it sounds roughly like an antitank gun, but a little more modest. The current sound really does sound like a practice round :P
I too noticed this issue.
haha, a little soft? It sounds like someone hitting a plastic bucket with a wooden spoon. The Gustaf really needs its real life sound just because of the sheer power and fear it would bring into whomever is getting shot at with it.
I really hope you fix this and it doesn't go into the dark hole of tickets.
Video for sound reference: https://www.youtube.com/watch?v=P5SgpPjHKfE (First shot is a 20mm practice round, the rest are full 84mm projectiles)
Added screenshots. It can be seen that the driver camera on the right only shows blackness.
Mar 9 2018
I'm assuming it's fixed on an internal build, but otherwise this is clearly missing sounds. Compare vs the CUP SPG-9, which should also be a BI-made asset if i'm not wrong. https://youtu.be/KoYQwqZ9KhM
sorry for my shit English, scopes are not part of my English vocabulary
I really hope that "as designed" just means "there is going to be a sound but we deliberately haven't put it on dev branch yet" - because if the SPG-9 is supposed to be literally dead silent, then someone has made a poor decision. It's bad for balance and extremely bad for immersion and realism.
@Wulf i assume the RL counterpart is the SPG9
https://youtu.be/hR8cH1RK2aE
At 2:36
It has a similar sound to a RPG. Maybe change the sound a bit and add it?
I was more specifically referring to acceleration and inclines. Yes it is heavy for a wheeled vehicle, but it shouldn't take nearly as long as a 65-ton MBT to traverse a paved incline, far slower than a wheeled vehicle, and it should be able to at least traverse the Stratis steep incline without stopping and having a tea break partway through.
The following comparisons were all performed using fast move (shift+w)
Comparison of the Marshall, Slammer, and Rhino on the Stratis test track:
https://youtu.be/hR4EFrMpRsw
thank you for the report we will have a look at it.
It is as designed. There should be no sound.
Thank you for the report we will have a look at it.
By mobility you mean what? Speed, steering ability to move up the hill. The APC has a 120mm cannon and it is wheeled of course that extra weight is going to affect its movement.
Thank you for the report. Angara should only throw smoke grenades over frontal arc. Which means that the bug here is the 360 degree smoke. It should be fixed in the next update of Dev branch.
Thank you for the report, we will have a look at it.
Nothing new under the sun...