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FrankHH
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User Since
Aug 5 2013, 7:06 PM (558 w, 3 d)

Recent Activity

Dec 22 2017

FrankHH edited Additional Information on T127436: AI walks through door without opening (with repro mission).
Dec 22 2017, 9:37 PM · Arma 3

Dec 20 2017

FrankHH created T127436: AI walks through door without opening (with repro mission).
Dec 20 2017, 6:12 PM · Arma 3

Aug 8 2016

FrankHH updated the task description for T119812: Feature Request: command -forceSettings to make sure mission developers can't change/block draw distance settings.
Aug 8 2016, 11:53 AM · Arma 3

Aug 7 2016

FrankHH updated the task description for T119812: Feature Request: command -forceSettings to make sure mission developers can't change/block draw distance settings.
Aug 7 2016, 9:15 PM · Arma 3
FrankHH created T119812: Feature Request: command -forceSettings to make sure mission developers can't change/block draw distance settings.
Aug 7 2016, 9:13 PM · Arma 3

May 10 2016

FrankHH edited Steps To Reproduce on T85947: Shooting through a window plays glass breaking sound even after glass is broken.
May 10 2016, 12:52 PM · Arma 3
FrankHH added a comment to T84062: Under low HDR setting, aperture adjustments become inadequate.

That's exactly what HDR is supposed to fix.

May 10 2016, 11:56 AM · Arma 3
FrankHH added a comment to T83735: Editor, PSU squeal and get hot when maximum zoomed in on map..

Enable driver vsync. This is most definitely an issue with too many FPS.

May 10 2016, 11:47 AM · Arma 3
FrankHH added a comment to T82507: Thrustmaster HOTAS X detected then lost..

Not limited to your device. The exact same thing happens with my Xbox One controller.

May 10 2016, 11:05 AM · Arma 3
FrankHH edited Steps To Reproduce on T82485: Remove vignette effect from first person, but keep it for third person.
May 10 2016, 11:04 AM · Arma 3
FrankHH added a comment to T82209: The AI not uses the any deployment of weapons..

@mickeymen
I was not asking for it. I was simply trying to make you understand that half-assing something is not good.

You either do it fully (AI being able to deploy on flat ground, ASSUMING that is easy (probably not), and AI being able to deploy on objects)

If you think that is easy to do, feel free to apply for a job at BI, as oukej suggested.

May 10 2016, 10:55 AM · Arma 3
FrankHH added a comment to T82209: The AI not uses the any deployment of weapons..

What about deploying bipods on anything other than the ground? Suddendly the thing doesn't look that easy does it?

May 10 2016, 10:55 AM · Arma 3
FrankHH added a comment to T82191: Increasing FSAA makes the sun brighter.

Fixed in the devbranch according to changelog. Thanks!

May 10 2016, 10:54 AM · Arma 3
FrankHH edited Additional Information on T82191: Increasing FSAA makes the sun brighter.
May 10 2016, 10:54 AM · Arma 3
FrankHH added a comment to T82180: Marksmen Showcase: naked unarmed reinforcements in the last objective.

I don't know what else I can provide, I was using no mods at all. I just called the support after killing a bunch of guerrillas, and a naked CSAT guy showed up.

Seems like the issue happens randomly (maybe rarely, too) if you were unable to reproduce.

May 10 2016, 10:54 AM · Arma 3
FrankHH edited Additional Information on T82180: Marksmen Showcase: naked unarmed reinforcements in the last objective.
May 10 2016, 10:54 AM · Arma 3
FrankHH added a comment to T82155: Light cones shining through the walls.

Nothing new here. It's the way the rendering in RV works and everyone knows it, devs included.

May 10 2016, 10:53 AM · Arma 3
FrankHH added a comment to T81979: Marksmen DLC sonic cracks too loud and overall weird.

@ Bullhorn

Yeah, and then you can't hear environment sounds and footsteps.

May 10 2016, 10:48 AM · Arma 3
FrankHH added a comment to T81965: controller issue.

Right stick is still too sensitive for me as well.

May 10 2016, 10:48 AM · Arma 3
FrankHH added a comment to T81901: Healing animation.

Repairing a vehicle also triggers the healing animation.

May 10 2016, 10:45 AM · Arma 3
FrankHH added a comment to T81805: Durring battle the AI very often buries his face into the wall, turning his back to the enemy..

I should point out that the last pic was chuckle worthy.

May 10 2016, 10:42 AM · Arma 3
FrankHH added a comment to T81736: Rifles reloading animations (and drills) are wrong and/or incomplete.

Welcome to the A3 feedback tracker, where "won't fix" means "resolved", instead of something more appropriate like "closed".

May 10 2016, 10:40 AM · Arma 3
FrankHH added a comment to T81728: Huron get in sound is extremely loud and distorted.

I did some more testing and found out that this only happens with my headphones. Using speakers doesn't break the get in sound. And by "break" I don't mean the sound just getting louder, I mean extremely cracked and distorted. Like when you play a bass-heavy song on a super cheap speaker.

Very weird, considering that this is the ONLY sound that breaks when I use the headphones (Razer Kraken 7.1). Not even other helis give me this sound bug. I tried disabling its virtual surround software (Razer Synapse) and the problem still occurs. Oh well, at least I'm not using them anymore currently.

May 10 2016, 10:40 AM · Arma 3
FrankHH edited Steps To Reproduce on T81728: Huron get in sound is extremely loud and distorted.
May 10 2016, 10:40 AM · Arma 3
FrankHH set Category to category:anims on T81727: Walking speed is unnaturally fast.
May 10 2016, 10:39 AM · Arma 3
FrankHH added a comment to T81610: Water bullet hits play "ground_soft" sound instead of "water" sound.

Seems to happen with footsteps in shallow water as well.

May 10 2016, 10:36 AM · Arma 3
FrankHH added a comment to T81605: Add motionblur to belt feed and ejected rounds and belt [with gif].

"blur is bad. If you watching directly on moving object it's not blurred for you. Your brain switches between objects and already do this. No need to simulate this in game. If you want to watch on moving belt, you do and there is no blur in real life. But if blur will done in-game you'll just get motion sickness, because you can't focus your eyes on moving object - it's always blurred."

You can't focus on things that are moving fast, such as the moving belt. Good luck trying to focus on the spinning blades of any helicopter.

I wonder if you get sick everytime there is a flying heli in the game. We all know the answer, and that is NOPE.

There is no such thing as "your brain already does this" on a screen. There is nothing moving on a screen. It's just an illusion.

You're just talking out of your ass. Your post spouts nothing but misinformation.

May 10 2016, 10:36 AM · Arma 3
FrankHH added a comment to T81605: Add motionblur to belt feed and ejected rounds and belt [with gif].

"Don't try to impose your views to others" while I just said "get your own opinion"

"You can't blur 3D objects like the MG belts and ejected ammunition in the same way as rotor blades."

I'm aware of that, that's why I described the problem and proposed a solution in my first post, if you didn't notice.

May 10 2016, 10:36 AM · Arma 3
FrankHH added a comment to T81605: Add motionblur to belt feed and ejected rounds and belt [with gif].

Then why did BI, or better, every developer in existence, added motion blur to the helicopter blades? You are basing your opinions on the bullshit that the majority of people say. Do some research and get your own opinion.

May 10 2016, 10:36 AM · Arma 3
FrankHH added a comment to T81605: Add motionblur to belt feed and ejected rounds and belt [with gif].

You can't focus on things that have fast motion, and ejected rounds are fast. Try focusing on your hand while shaking it fast.

May 10 2016, 10:36 AM · Arma 3
FrankHH added a comment to T81605: Add motionblur to belt feed and ejected rounds and belt [with gif].

Do you intend real time or baked in motion blur? I think the former would hardly be implemented at this point (but never say never), not to mention it would benefit the whole game smoothness and realism instead of just the ejected rounds.

Baked in instead would look weird if ejected rounds still had motion blur when they are stationary on the ground, but I suppose that could be fixed the way Mount&Blade did with their arrows: blurred model when in flight, swapped with non-blurred model when stationary.

May 10 2016, 10:36 AM · Arma 3
FrankHH added a comment to T81605: Add motionblur to belt feed and ejected rounds and belt [with gif].

Weird, I don't see anyone crying motion sickness when it comes to motion blurred helicopter blades. Might have to do with your ignorance on the subject matter, friend?

If anything, m.blur will actually help decrease motion sickness in low FPS situations, where the ejected rounds would otherwise only appear once every few frames, therefore causing headaches.

May 10 2016, 10:36 AM · Arma 3
FrankHH added a comment to T81494: Make distance attenuation (on sound) correct based on the 'Inverse Square Law'.

Take a look at Survarium, it's free on Steam. Even better.

Never I would have thought a F2P could be on the same level as Battlefield.

May 10 2016, 10:32 AM · Arma 3
FrankHH added a comment to T81494: Make distance attenuation (on sound) correct based on the 'Inverse Square Law'.

Given that you can't have a 134 dB sound in games for obvious reasons, I wonder if there are methods of simulating the inverse square falloff without needing to have realistic dB levels on loud sounds.

So for instance, let's say you have a 40 dB sound, but you want it to behave like a 130dB sound would in real life in terms of falloff, instead of a 40 dB one.

Maybe many games do this already, but I don't really know.

May 10 2016, 10:32 AM · Arma 3
FrankHH added a comment to T81438: Add a "Scenarios" section to the Launcher.

Good to know. To be honest I didn't even know there were other upcoming features for the launcher, great stuff :D

May 10 2016, 10:30 AM · Arma 3
FrankHH set Category to category:launcher on T81438: Add a "Scenarios" section to the Launcher.
May 10 2016, 10:30 AM · Arma 3
FrankHH edited Steps To Reproduce on T81357: Reload sounds are badly synchronized with reloading animations.
May 10 2016, 10:28 AM · Arma 3
FrankHH added a comment to T81246: LOD blending/morphing.

Upvoted, I hate the LOD system in this game. Distracting me since forever.

May 10 2016, 10:24 AM · Arma 3
FrankHH edited Steps To Reproduce on T81182: Clicking "View" on a Workshop update doesn't bring you to the changelog anymore.
May 10 2016, 10:22 AM · Arma 3
FrankHH added a comment to T81152: AI fires smoke from UGL when it runs out of HE rounds.

There should be a edit button below the note, on the left

May 10 2016, 10:21 AM · Arma 3
FrankHH added a comment to T81152: AI fires smoke from UGL when it runs out of HE rounds.

I suggest fixing the title if you want more chances of this being looked at. Should be: "AI fires smoke from UGL when it runs out of HE rounds)

May 10 2016, 10:21 AM · Arma 3
FrankHH added a comment to T80959: Italian translation errors.

Oh right, I didn't take multiple people into account.

May 10 2016, 10:16 AM · Arma 3
FrankHH added a comment to T80959: Italian translation errors.

Wouldn't "Scendi" be more appropriate than "Scendere", since you're issuing a command?

May 10 2016, 10:16 AM · Arma 3
FrankHH added a comment to T80917: NVGs do not cast shadows.

I believe this happens because the NVGs are not rendered in first person, in order to avoid clipping with the camera.
They also unrender the head model in 1st p. to prevent clipping, but it still casts a shadow. Guess they forgot about making the unrendered NVGs cast a shadow too.

May 10 2016, 10:14 AM · Arma 3
FrankHH added a comment to T80876: Difficult to shoot what is seen in first person when scope is attached.

The adaptive crosshair shows in first person as well as long as you're not aiming down sights. Check if it's enabled.

May 10 2016, 10:13 AM · Arma 3
FrankHH added a comment to T80876: Difficult to shoot what is seen in first person when scope is attached.

"Crosshairs do not show in first person view."
That is wrong. Are you sure you have it enabled in the first place?

"having a third-person view with crosshair option isn't very realistic is it?"
It's not like you're forced to use these cheap methods.

May 10 2016, 10:13 AM · Arma 3
FrankHH added a comment to T80876: Difficult to shoot what is seen in first person when scope is attached.

"I think I would prefer the target cursor that is shown in 3rd person being shown at all times as a true reference to what I am aiming at"

Don't use sights like in the picture. Adaptive crosshair will show up. Problem solved.

If you use the (cheap) adaptive crosshair, non zoomed sights are useless.

May 10 2016, 10:13 AM · Arma 3
FrankHH added a comment to T80876: Difficult to shoot what is seen in first person when scope is attached.

Why use the sights in the first place if you have adaptive crosshair enabled?

May 10 2016, 10:13 AM · Arma 3
FrankHH added a comment to T80858: Extinguishing fireplace causes fire SFX to get stuck in player's ears.

This hasn't been entirely fixed in 1.40. As long as you don't move at all after putting out the fire, you can still hear the fire sound forever.

May 10 2016, 10:12 AM · Arma 3
FrankHH added a comment to T80858: Extinguishing fireplace causes fire SFX to get stuck in player's ears.

You are very welcome, keep up the good work.

May 10 2016, 10:12 AM · Arma 3
FrankHH added a comment to T80858: Extinguishing fireplace causes fire SFX to get stuck in player's ears.

I tested some more again and I found out the following:

-After extinguishing the fire, as long as I stay close to the fireplace I can hear the burning sound forever.
-If I run away from the extinguished fireplace, the sound that sticks to your ear disappears.
-After walking away from the extinguished fireplace (to make the sound disappear) and walking back to it again, pressing ESC to bring up the menu and then getting back to the game when you're close to the extinguished fire makes the sound get stuck in your ears again, unless you light the fire, extinguish it again and then walk away from it.

Testing done using the latest stable version, in the editor with no mods.

If you are still unable to reproduce the issues above, chances are it's something in my configuration, maybe Razer virtual surround software, even though I doubt it because it never gave me any issues.

May 10 2016, 10:12 AM · Arma 3
FrankHH edited Steps To Reproduce on T80858: Extinguishing fireplace causes fire SFX to get stuck in player's ears.
May 10 2016, 10:12 AM · Arma 3
FrankHH added a comment to T80784: Reloading a grenade launcher visually reloads the rifle's magazine.

Noticed it as well. This is something I think they should at least address for the Marksmen DLC, given that it's focused on weapons.

May 10 2016, 10:09 AM · Arma 3
FrankHH added a comment to T80654: strang bug in sky.

This is a very strange problem - you're the only one who's ever reported it. I'm not sure but maybe it has to do with your hardware, or your monitor

May 10 2016, 10:00 AM · Arma 3
FrankHH added a comment to T80654: strang bug in sky.

Weird. Try changing HDR settings.

May 10 2016, 10:00 AM · Arma 3
FrankHH added a comment to T80654: strang bug in sky.

Great, now we have the issue pinned down. Can you post another screenshot with the mod so it's easier to pin-point the problem?

May 10 2016, 10:00 AM · Arma 3
FrankHH added a comment to T80654: strang bug in sky.

Have you tried the mod that I've linked?

May 10 2016, 10:00 AM · Arma 3
FrankHH added a comment to T80654: strang bug in sky.

It's the intended vignette effect, pretty sure it gets more pronounced when you are fatigued. There is a mod that removes it. http://www.armaholic.com/page.php?id=25782

May 10 2016, 10:00 AM · Arma 3
FrankHH added a comment to T80430: Altis - large perfect square of darker terrain..

Iceman, I thought clouds didn't cast shadows in Arma 3?

May 10 2016, 9:53 AM · Arma 3
FrankHH added a comment to T80191: HDR Standard gives blurry mid-range optics while Low gives an excessively bright enviroment..

Try disabling depth of field when on HDR standard.

May 10 2016, 9:45 AM · Arma 3
FrankHH added a comment to T79959: Option in video settings for lens flares.

Those in the picture would be sprites to be more precise, and they weren't exactly removed, just changed. They are much less intense now. I also liked them a lot, not sure why they've changed them.

A lens flare is something that you see while pointing a camera at a bright light source, like the sun (and that's already in the game). Google lens flare to get a clear idea.

May 10 2016, 9:38 AM · Arma 3
FrankHH added a comment to T79507: New helicopter sounds are horrible.

Congratulations OP, you provided detailed feedback. Now do it on the actual ticket instead of making yourself look dumb.

May 10 2016, 9:24 AM · Arma 3
FrankHH added a comment to T79049: LOD is changing when the player peering..

That is intended but poorly implemented. Changing LODs should only be necessary when you are zooming a lot, like from a rangefinder.

Having the LODs change back and forth when doing the "infantry zoom-in zoom-out" looks ugly and causes hitching/stuttering in framerates.

May 10 2016, 9:08 AM · Arma 3
FrankHH added a comment to T78787: Add initial sight offset when using optics.

I believe that would require having a proper animation for going into sights first. As it stands the only thing that moves when you aim down the sights is the camera, the player body doesn't move one bit however.

May 10 2016, 9:00 AM · Arma 3
FrankHH edited Steps To Reproduce on T78298: Blowing up/being hit with explosives inside vehicles is almost unaudible.
May 10 2016, 8:48 AM · Arma 3
FrankHH added a comment to T78290: Offroad Door Sound When Entering Doorless Offroad.

Also the engine sound is muffled and quiet when driving in first person, even though there are no doors that could block/muffle the engine sound.

May 10 2016, 8:48 AM · Arma 3
FrankHH added a comment to T78284: Various shadow artifacts exclusive to the NVIDIA GeForce GTX 750 ti.

This issue came back with the new drivers. Fuck.

May 10 2016, 8:48 AM · Arma 3
FrankHH added a comment to T78284: Various shadow artifacts exclusive to the NVIDIA GeForce GTX 750 ti.

Are you 100% sure? The artifacts don't show up everytime. Did they disappear after updating the driver?

May 10 2016, 8:48 AM · Arma 3
FrankHH added a comment to T78284: Various shadow artifacts exclusive to the NVIDIA GeForce GTX 750 ti.

Shadow artifacts still present as of the latest update.

May 10 2016, 8:48 AM · Arma 3
FrankHH added a comment to T78284: Various shadow artifacts exclusive to the NVIDIA GeForce GTX 750 ti.

Confirmed, 750 Ti user having the same problem.

May 10 2016, 8:48 AM · Arma 3
FrankHH added a comment to T77893: Do not allow a head of the player to get inside objects. (12 video!).

Yeah, if you noticed I'm saying to fix it, I also don't like third person, not sure what you mean by "cleaned".

May 10 2016, 8:37 AM · Arma 3
FrankHH added a comment to T77893: Do not allow a head of the player to get inside objects. (12 video!).

One fix would be making the rotation modifier that controls head bobbing reach the maximum value when medicating yourself.

In third person, you can clearly see that the character moves his head when he's medicating, however this is not the case in first person.

Fixing this would not only reduce exploits, but also increase immersion.

May 10 2016, 8:37 AM · Arma 3
FrankHH added a comment to T77409: helicopter rotor blades.

I wonder what they were thinking when they didn't add rotor blades to the distant LODs.

Also there seems to be some issues with heli LODs and all LODs in general, for instance:

There is an helicopter far away, with its far LOD
The helicopter gets closee, still a bit far, but it doesn't switch to its mid LOD
BUT once you zoom in, the heli switches to the LOD that it should be using, and stays even after zooming out. It's like the LOD doesn't switch until you zoom in, or unless the heli gets real close. I noticed this at the end of the combined arms showcase.

May 10 2016, 8:26 AM · Arma 3
FrankHH added a comment to T77321: Aiming Inconsistency between First and Third Person View.

Calculate your desired FOV http://hia3.com/tools/ArmA_3_wide-angle_FOV_calculator_online_by_Hi,A3.htm

and BAM there you have your peripheral vision.

May 10 2016, 8:24 AM · Arma 3
FrankHH added a comment to T77312: Parallax free HUD's needed for aircraft.

Care to explain for me?

May 10 2016, 8:24 AM · Arma 3
FrankHH edited Steps To Reproduce on T77304: Camera gets stuck in zoom when player dies while looking through a scope.
May 10 2016, 8:23 AM · Arma 3
FrankHH added a comment to T76636: Cars brake on their own / have no "neutral" gearbox.

How about reducing or even removing the auto brake?

May 10 2016, 8:04 AM · Arma 3
FrankHH added a comment to T76513: H-barrier Wall/Corridor/Corner/Watchtower - weird textures.

I correct myself, it's not a stencil shadow issue, because it appears even when there's no direct sunlight.

May 10 2016, 8:02 AM · Arma 3
FrankHH added a comment to T76513: H-barrier Wall/Corridor/Corner/Watchtower - weird textures.

It's a bit difficult to explain. On some models the game is using stencil shadow technique instead of shadow maps, these shadows are perfect to the pixel (although downscaled in Arma) and very sharp, and they are drawn by the CPU if I recall correctly. They look decent sometimes (soldier models) but in general they look very bad.

May 10 2016, 8:02 AM · Arma 3
FrankHH added a comment to T76513: H-barrier Wall/Corridor/Corner/Watchtower - weird textures.

It doesn't have to do with the textures, it's because the models are using crappy stencil shadows instead of soft shadow maps.

May 10 2016, 8:02 AM · Arma 3
FrankHH added a comment to T76464: Weapon reloading sounds are not 3d positioned.

Seems to happen in multiplayer only. It's been in the game since forever I think.

May 10 2016, 8:01 AM · Arma 3
FrankHH added a comment to T76459: Subpixel rendering for objects at far distance.

And now we wait for "omg vbs is not arma how dare you"

but in all seriousness, this would solve many performance issues and mitigate the need for many LODs(I think..?) which would also mean less pop-ups and such

May 10 2016, 8:01 AM · Arma 3
FrankHH added a comment to T76144: Vehicle texture sets for each side: BLUFOR (NATO), OPFOR (CSAT), Independent (AAF, FIA).

Why not. Upvoted.

May 10 2016, 7:52 AM · Arma 3
FrankHH added a comment to T76059: Editor-placed hospital building causes extreme framerate drop and visually glitches.

Hospital windows have serious z-fighting issues, especially noticeable from far away. Upvoted

May 10 2016, 7:51 AM · Arma 3
FrankHH added a comment to T75757: Gun sounds from distant player with enableSimulation false are played at full volume.

This is a MAJOR issue and should be fixed ASAP.

May 10 2016, 7:43 AM · Arma 3
FrankHH added a comment to T75701: FPS drops with smoke ( Grenade / vehicle ).

I have a friggin 550 Ti
with Blastcore activated
I can toss a shit ton of smoke nades
I lose like 2 fps

it's your problem

May 10 2016, 7:42 AM · Arma 3
FrankHH added a comment to T75634: Revert "3D" optics to old "2D" variant.

@machineabuse yeah it's like your cheek moves away from your eyes. F*cking stupid.

May 10 2016, 7:41 AM · Arma 3
FrankHH added a comment to T75634: Revert "3D" optics to old "2D" variant.

They could at least fix the bugs instead of reverting to the old 2D scopes. Upvoted anyway.

May 10 2016, 7:41 AM · Arma 3
FrankHH added a comment to T75496: Sound from Buzzard [CAS] is unrealistic..

Point of the pic?

May 10 2016, 7:37 AM · Arma 3
FrankHH added a comment to T75392: display server browser takes long.

Running steam and arma 3 in admin mode should fix the problem, try it

May 10 2016, 7:35 AM · Arma 3
FrankHH added a comment to T75307: Hit detection / collision issues.

If you read the changelog notes in the dev branch you will see they have pretty much fixed this problem. Wait for today's stable patch.

May 10 2016, 7:33 AM · Arma 3
FrankHH added a comment to T75287: Unrealistic aim sway.

I agree that there would be some slight movement of the scope that's for sure, but are we sure it's so massive IRL like it currently is in the game? I really think not.

May 10 2016, 7:32 AM · Arma 3
FrankHH added a comment to T75287: Unrealistic aim sway.

@Feral Circus, the sway of the scope as you look through it is all wrong. It should move with the camera. As of now it doesn't make any sense since the weapon is stuck to your cheek.

May 10 2016, 7:32 AM · Arma 3
FrankHH added a comment to T75287: Unrealistic aim sway.

If the 3D scope sway is what this ticket is about, sadly he was not enough clear. This is probably why he got so many downvotes.

May 10 2016, 7:32 AM · Arma 3
FrankHH added a comment to T75278: Rain particels loosing thier texture.

Happens every time there's lots of explosions around.

May 10 2016, 7:32 AM · Arma 3
FrankHH added a comment to T75250: WY55 Hellcat sound issue.

Happens with other helis as well. Sound in a3 is extremely bad in general.

May 10 2016, 7:31 AM · Arma 3
FrankHH added a comment to T75217: Soldier does not insert new grenade when reloading underbarrel grenade launcher.

They should fix both things. Polishing is always good.

May 10 2016, 7:30 AM · Arma 3
FrankHH added a comment to T75217: Soldier does not insert new grenade when reloading underbarrel grenade launcher.

I wonder when they will start finishing the reload animations for grenade and missile launchers. Maybe never, seeing as these unfinished animations are here since the alpha.

May 10 2016, 7:30 AM · Arma 3
FrankHH added a comment to T75208: Massive FPS drop on client with server owned vehicles [VIDEO].

Fixed according to the dev branch. Another step towards better FPS, nice one BIS

May 10 2016, 7:30 AM · Arma 3
FrankHH added a comment to T75174: Some peoples Arma 3 have their game stopped working. We on server sees: Steam ticket check failed..

Name of the mission you guys are running? I only crash in MP when I play TeeTimes warfare.

May 10 2016, 7:29 AM · Arma 3