Extending task to include all tracked amphibious vehicles
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Advanced Search
Jun 20 2020
BTR, BRDM, OT64, and TPz1 have been addressed, swimming PX of Tracked vehicles will be handled in https://feedback.bistudio.com/T147075 as that's a different issue
Resolved in final 1.2, hot1 and 2 now has the proper range of 4000m
Jun 15 2020
fixed in 4788
fixed for 1.2 release
Fixed in version 1.2.4773
Jun 14 2020
Jun 10 2020
Jun 9 2020
Fixed in 1.2
Jun 2 2020
Fixed in 1.2
May 27 2020
Closing task due to us not being able to reproduce the issue, and lack of information provided by the creator
Closing ticket due to it not being reproducable on our end, lack of additional information provided by the creator
This was added by BI a while ago, so it should work, please reopen the ticket if any issues come up
May 25 2020
Nice - isn't retroactively working though - maybe updating scenarios and mods will work
May 19 2020
May 12 2020
Apr 26 2020
Apr 18 2020
Mar 3 2020
Feb 20 2020
Feb 19 2020
Jan 29 2020
Dec 19 2019
Dec 18 2019
Please provide your data in clear text not a zip file
Dec 17 2019
Dec 15 2019
Dec 13 2019
Same kind of issues with PT-76. It seems that if you stop vehicle when it just enters water and hatches are opened, it many times get stuck and won't move at all or moving very slowly. Same can happend when entering from water to land and stopping on point when hatches are closing. Maybe that is issue that vehicle cannot move on land with hatches open and cannot move on water with hatches closed and now vehicle is half in water and half on land and got stuck? Seems to work fine when entering water or land with speed and not stopping on water line.
Dec 11 2019
Well, I am mostly unable to control this vehicles in the water. (Just forward or backward, turning is almost impossible). Same with AI driver.
Its still there but I am not sure if is it worth of time to try to fix this issue.
Dec 10 2019
Dec 9 2019
Fixed in 1.1
Dec 7 2019
Dec 6 2019
Dec 1 2019
We have no reproduction of the crash on game load here. Can you try loading it without mods to see if it works, and then gradually enable mods to see when it stops functioning.
Nov 26 2019
I did some digging into this and found that the decal color is influenced by the tree's MCA texture. Unfortunately this means to change this it requires a rework of all trees, which at this point will not be done.
This needed to be addressed on BI's side, which it did for the Enoch terrain (Enoch -> "Livonia).
I looked into this and the control strips are already marked to be excluded from AI traffic. It would appear that this setting has no effect.
Unfortunately nothing can be done about this.
Nov 20 2019
Nov 16 2019
Nov 13 2019
Nov 11 2019
Nov 9 2019
Nov 3 2019
Nov 2 2019
Fixed.
Fixed.
Fixed.
Nov 1 2019
Oct 24 2019
Oct 9 2019
The launcher shows "Get DLCs" if Tanoa is active. So yes its already supported.
Oct 7 2019
Oct 4 2019
Excerpt from discord discussion
Oct 3 2019
Sep 19 2019
Sep 6 2019
Aug 28 2019
Resolved for version 1.1
Aug 20 2019
Aug 14 2019
Aug 9 2019
Resolved in 1.0.3192
Aug 4 2019
Aug 1 2019
Jul 30 2019
The issue has been found, and is caused by the enoch radio protocol overwriting every other configured language protocol, we have escalated the issue to BI to fix it on their side by properly patching the voicetypes instead of overwriting them. If for some reason whatsoever this fails on their side, we will push a GM patch that patches the enoch radio protocol.