I think this issue may be related to the issues with the machinegun nest I found in T188889
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Fri, Jan 31
This issue seems to be related to the dug in mortar position as the mortar itself is able to fire continuously without this issue
Game master, cant remember if the character survived or not but the helicopter landed completely vertical as seen in the picture, I was using US HE mortar rounds, no idea how many rings of propellant. I placed the door gunner in after and then chose to control them, the door gunner wasnt originally in the helicopter when it was hit and subsequently crashed. I doubt the position of the map has any impact on this but it occurred in the north western portion of simons wood. If you need any other info let me know and ill try and share if I remember any more details.
Resolved for upcoming experimental.
Hello sashabyson.
In case you come across a reliable repro steps can you please let us know?
Regards,
Geez
Hello Technicolourmatador.
Can you please provide more details on this issue? We have been testing this on our end but we were unable to reproduce it since pilots/gunners do not survive the hit via mortar shell and subsequent fall from height of a helicopter (as helicopter doesn't survive in 95% of the cases as well). Which type of shells you were using and was this in SP or MP?
I tested this in a conflict gamemode as opposed to gamemaster with smoke rounds and the same thing happened, after 5 or so rounds the mortar destroyed itself.
In T182993#2749422, @GrouseGamingAU wrote:+ 1. This NEEDS to be in-game, like Squad, broadcasting messages from CLI will be much help.
+ 1. This NEEDS to be in-game, like Squad, broadcasting messages from CLI will be much help.
@Geez This has been fixed for a while now. Repairing helicopters is not frustating now. Thank you!
@Geez This is fixed in the latest experimental version. Razor blades can now cut.
Thu, Jan 30
fixed in latest exp 1.3.0.52 as per patch notes
Yes, I've seen that for some time. It's a real problem. I didn't want to open a topic about it.
Here is a video. It happens every time.
It seems that it doesn't matter what team or how even surface is.
Are you talking about the so-called auxiliary wheels? (Literature : In addition, two pairs of auxiliary wheels, each operated by a chain, can be lowered from the floor of the trough for extremely difficult terrain.)
I can confirm that. The animation is beautifully and perfectly executed. However, no sound is played.
https://www.youtube.com/watch?v=lzx0U0BtbYA
I can confirm that. It is not possible to mount the optic via inspection. BUT via the usual drag and drop menu. This is not a serious error in my Eyes,
https://www.youtube.com/watch?v=MqdW9CfOHqI
Bumping this, I've had to disable audio input devices so Reforger could use my appropiate microphone. It is a bit troublesome if you do need several input devices enabled.
I didn't know that. Anyways, what's their purpose in the game? You can't use them in any way (you have to lower them to use), so that's confusing.
We'll try to test it further.
Because BRDM-2s have 8 wheels.
Resolved for the next update.
@Geez This is fixed in 1.3.0.52. "Fixed: Tourniquet applied from the through the inventory wouldn't be applied"
@Geez This is fixed in 1.3.0.52. Construction nails are no longer shining in low light conditions.
I have now tested it with 1.3.0.52. It happened again.
These past two days or so the issue seems to not be apparent for me. It usually occurs every time.
New CLI param -logTime <FORMAT> was introduced in version 1.3.0.52
Valid formats are:
- none
- time (default)
- datetime
Issue was fixed in version 1.3.0.52
Yes absolutely identical to the issue before hand discussed it’s an ongoing issue not hard to fix if you guys just go in and configure the issue with ai deductions code for bases
I have produced it, right now. I have commented on the video for you. I am still on version number 1.3.0.38 - I have not yet received an update to the next number.
In T188783#2748653, @Geez wrote:Hello SDA_Stockerdanieladolf.
We have tested this on our end but we were unable to produce the issue.
Regards,
Geez
Resolved for the next update.
Resolved for 1.2.1.84
In T187206#2748587, @Ponezun wrote:In T187206#2736937, @Geez wrote:Thank you.
According to the dev team, this is as designed due to the new control change from version 1.2.1
You can find more info here: https://reforger.armaplatform.com/news/new-controls-explainedRegards,
GeezBut it's still a problem isn't it, you'll fix it right?
Resolved for the next update.
Regards,
Geez
In T177762#2748248, @StevieB wrote:Video take on Arland, near the SW lighthouse, but can be reproduced anywhere on non-level ground. This was EX 1.3 but same occurs in the main release as well. No mods.
- When prone, the gun is held parallel to the ground, when it should be held upright. A trained soldier does not hold the gun at an angle as it would screw up the ranging/zeroing
- If you rotate while prone, the gun tilts over at various angles.
- If you deploy a bipod while prone it corrects this error.
- If you crouch/stand up the error goes away.
In T188020#2748642, @Jetty wrote:Why not place helipad before heli?
Hello kawalec.
We have tested this on our end but we were unable to produce the issue.
Regards,
Geez
Hello OlafLate.
We have tested this internally but we were unable to produce the issue.
Regards,
Geez
Hello SDA_Stockerdanieladolf.
We have tested this on our end but we were unable to produce the issue.
Regards,
Geez
In T188596#2748650, @Geez wrote:In T188596#2748644, @Jetty wrote:@Geez
Has this been seen? It has been quiet some time and basically all reports after mine has been marked.We are aware of these GPU hang crashes that affect our playerbase and they are being worked on.
In T188596#2748644, @Jetty wrote:@Geez
Has this been seen? It has been quiet some time and basically all reports after mine has been marked.
@Geez
Has this been seen? It has been quiet some time and basically all reports after mine has been marked.
Why not place helipad before heli?
In T187206#2736937, @Geez wrote:Thank you.
According to the dev team, this is as designed due to the new control change from version 1.2.1
You can find more info here: https://reforger.armaplatform.com/news/new-controls-explainedRegards,
Geez
When you're in the car, the map compass shows the direction you were facing moments before you got in the car.
I've given feedback before.
T183143