I have had this problem for a while. Sometimes switching into windowed mode for a minute, then back to full screen fixes it for a bit.
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Jun 16 2025
Same issue here.
I have the same issue.
Also, using mousewheel to adjust movement speed has a similar issue, only seems to have walk or run rather than a graduated scale.
Resolved in 1.4.0.41
Not going to be addressed in Reforger.
Hello again.
According to the devs this is intended behaviour as it allows players to push the vehicles.
Regards,
Geez
In T192598#2822203, @john681611 wrote:+1 Highly disruptive to gameplay. Frustration severity high.
+1 Highly disruptive to gameplay. Frustration severity high.
[1.4.0.38] I'm getting this, too. It seems like the amount each scroll wheel "bump" adds or subtracts from move speed/stance height has been multiplied by infinity (or at least something high enough to make it effectively infinity).
Jun 15 2025
[1.4.0.38] I can also confirm the changes have fixed the issue, though I can also confirm that x10 sensitivity seems to be the minimum ideal setting. I think it's safe to say the base sensitivity should be multiplied by 10 in code (so that x1 sensitivity becomes effectively the same value as we're all currently setting ours to manually).
same here, people in game reporting this, and some threads on here too, this is within the last update it seems, im new as-is
i ran into about 3 other PC people in my last session complaining about it. most of the console players arent aware of the incremental movement/stance stages. im not sure the cause of issue... but there's definitely people experiencing it. is this official bohemia btw?
Jun 14 2025
I confirm, it works correctly now, now I can fly again and have fun
In T192598#2821729, @tehwood wrote:the scroll wheel now acts like an 'on/off' switch there isnt any incremental in between, for walk speed and crouch height
+1, me too. Also I have checked alternative input (set increasing and decreasing to "Insert" and "Delete" keys), but It still works like position full changing
the scroll wheel now acts like an 'on/off' switch there isnt any incremental in between, for walk speed and crouch height
@Cmac4.6 This might be your problem; it was for me: https://github.com/ValveSoftware/steam-for-linux/issues/11446
I have the same problem, uninstalling the mods and the game, and reinstalling the game did not help solve the problem.
Does anyone know how to fix this, reinstalling the game and uninstalling all the mods didn't help?
I have this problem too, major annoyance.
just started playing the game...
What I think RPG needs is longer adjustment between front and rear sights
The accuracy and range, and reload time, are indeed WAY over modeled. The RPG makes for a better sniper rifle than an acutal sniper rifle which is of course completely ridiculous.
But the biggest problem when we're talking about actual gameplay, is the AMOUNT of RPG's every russian soldier has.
Update: Good news for BI devs -- I've discovered that this lagbomb may not be Bohemia issue, but a Valve issue (affecting Linux only). It's reported on Valve's bug tracker. https://github.com/ValveSoftware/steam-for-linux/issues/11446
+1 very annoying, really off putting - I was thinking the problem is on my end or it is some setting maybe... turns out you guys have the same thing??
Jun 13 2025
+1 though I disagree with severity should be higher, the gradual adjustment of stance is one of the selling points of Reforger infantry gameplay compared to many competitors.
The thing about the helicopter is also that it is a simplified model. Flying in Advanced - is real - much more difficult - but you can adjust more there. In Reforger, the machine runs at 100% all the time.
The floor surface offers hardly any friction. If a vehicle that is in 1st gear, braked with the handbrake, slides down a hill, this should not be the case.
Jun 12 2025
Just noticed another place where the data is failed to saved correctly.
Changing the Ranks -> SCR_CharacterRank value for index 1 to 6 does not save the new values after restart.
Index 0 and above index 6 are saved as expected.
The file "us_campaign.conf" is overriding the original file from arma reforger folder, so I don't think there should be missmatches alike a duplication technic
I have a separate question i would like to ask
Where is the bans list stored when using reforger's ban command
https://community.bohemia.net/wiki/Arma_Reforger:Server_Management#ban
I need the bans list so i can copy over players bans over to a new server
In T192538#2820950, @Geez wrote:Hello, have you tried to just run one server at once? If not, can you try to do so?
This specific bug is fixed in version 1.4.0.31 (Steam), the camera position stays where it's supposed to now while/during zooming in and out. TrackIR now behaves more as expected, but it doesn't work "out of the box". 1x sensitivity reduces your range of motion. I also set mine to 10x and it now behaves as expected.
1.4.0.38
Fixed: Deployable radio was confused by players without a group
Hello, have you tried to just run one server at once? If not, can you try to do so?
In T190533#2820594, @Geez wrote:Hello, do you still experience this issue on the current version? And if so, can you please show your Head tracking settings (Settings > Controllers > Head tracking)?
Thank you!
Jun 11 2025
now the servers stopped appearing at all in the server browser,new logs show
Hello.
As mentioned in the previous ticket.
This is not going to be changed in Reforger and the current behaviour is as designed.
Regards,
Geez
In T191855#2820587, @Geez wrote:Update:
The issue with camera being zoomed in when looking around the weapon while looking through the scope is by design.
It won't be changed in Reforger, therefore I am closing the ticket.
Should be resolved now
Hello, do you still experience this issue on the current version? And if so, can you please show your Head tracking settings (Settings > Controllers > Head tracking)?
Thank you!
Update:
The issue with camera being zoomed in when looking around the weapon while looking through the scope is by design.
It won't be changed in Reforger, therefore I am closing the ticket.
Hello Snake1984.
We have checked with the team and there is no issue with this. It works as designed. You need to select the navmesh for the file when placing new SCR_AIWorld_Arland.et.
Regards,
Geez
@lwing Interesting. If this intended behaviour, its a pretty big downturn in realism for reforger. Unfortunate
@stenny833 I have no input on the matter but have noticed one of the differences is that API will flame a vehicle in the same amount of rounds regardless of where you hit it on the body. Tracer requires rounds to hit a fuel tank object inside of the model.
here is another log from a few mins ago server crashed with
i did a grep search of all logs files for RplAuthBackend::OnFailure text and got
NETWORK (W): RplAuthBackend::OnFailure called (identity=0x0000003B, group=3, reason=10)
NETWORK (W): RplAuthBackend::OnFailure called (identity=0x0000001B, group=6, reason=0)
NETWORK (W): RplAuthBackend::OnFailure called (identity=0x00000000, group=1, reason=4)
what do they mean?
Jun 10 2025
You are right, setting the quality of shadows to low resolve the issue, rather disappointing that this is happening when set to high quality.
Still a problem for stable version 1.4.0.31
Still a problem for stable version 1.4.0.31
Fixed in the latest versions...
You can close this ticket, thank you for your work.
Fixed in the latest stable versions...
You can close this ticket, thank you for your work.
Hello,
Can you please provide more info / details about the issue nr.2? As we cannot seem to produce the issue.
Regards,
Geez
Hello.
We have tested the reported issue thoroughly.