- User Since
- Mar 6 2013, 12:17 AM (320 w, 22 h)
May 10 2016
Hey Gumgum, don't like it ?
Change game and never see you again > as easy as it seems to be!
Please close this report before a damn rage/flame war starts
True, littlebirds are not that noisy!
I don't really mind about those pockets but they don't really seem to be that much "camo-destroyers" to me .
I will do some tests with a friend later to check how much it actually influences the visibility at different light conditions and on different terrain types!
Based on the outcome, i'll reconsider my vote if needed :)
IMO, the differences are on purpose for a simple reason: 2 different armies from 2 different coalitions will most likely have different "way of thinking at.." for the equipment.
Also, on a gameplay side, it allows to identify (even if you must be good at spotting) Blufor and Opfor snipers by looking at the details.
It's good like this for me.
M320 =/= M320-LRR
i guess that's what dev thinked when setting the name for it!
same with all weapons, ARCO / RCO scopes too
Not happening here, latest DEV build (which i think is the same as the current DEF branch)
Upvoting to keep it visible, so (hopefully) people wont report more issues about it !
Ok, so ?
I don't see the problem in that ?
Modern scopes all have anti reflection lens so i'm expecting these to be in 2035 aswell.
You got my vote too !
I'm quite sure it's an intended behavior to give the player a visual feedback of the less stability you have in those stances, which are not natural.
Infact if you look closer, you can notice the step lean left, that changes weapon shoulder too, shakes more than the others.
/downvoted for now, will upvote if a dev or a mod confirms it's a bug!
If i have understood what you're explaining correctly, i'd say it's just how the engine works.
When you place a mine (or generally a plantable explosive) it has a area of effect which triggers the firedNear function to "detect" vehicles (in this case) to get the mine blow up or, in touch off explosives, to identify the area and kind of damage.
Interested in getting a DEV feedback though :)
It's not a bug, it's just the mission you were trying to join that had no JIP for clients or the unit you chose was dead !
It's not complicated... just have to put a line in the ammobox init field and the VAS script in the mission folder...
Agreed and upvoted.
Bug present since Day 1 in alpha release btw
Our gameserver hoster reported that there has been a 2nd update for ded servers today and now the issue is resolved.
You can mark this issue report as such and close it.
Glad to see i'm not the only one... was starting to think i was becoming crazy or something :D
Added a screenshot as proof !
That's a mission maker matter.
It has to be handled via scripting
Agreed with rogerx.
Also, if you slide-land (touch the ground while still moving forward) at more than 80 Km/h you will damage the helicopter and the "crashing sound" is triggered.
Doesn't happen if you touch the ground gently at a speed < 80Km/h or hovering steady
There actually is a dynamic-random weather, not sure if it works in the current build!
In the "intel" menu in the editor, you can get the basic starting overcast and forecast and then lower on the "future conditions" sliders you have manual or, if you click it, it switches to auto
- You can change your controls at your likings
- All high-caps in the additional informations box
- Squad comms are the best out there.. you can control 12 units indipendently with a large extension of actions
- Putting more than 1 issue in the same issue report. Read the HOW TO.
agreed and upvoted
Works for me
Agreed with vryoffbtdrummr
The game doesn't feature a proper porting of old arma content so this issue can in no way be assigned to arma 3.
What you are doing is pretty much modding the game.
Not having this issue.
Do you have any other kind of controller plugged in ?
Example: Joystick,gamepad, etc ?
Tested and you can definitively climb over the clouds layer, even if it takes a bit.
I'm downvoting the issue cause the clouds are not at a fixed height over the player, but please OP report an issue about the height for different weathers (ofcourse search before posting :P )
Agreed and upvoted !
Agreed with Snipedhunter.
Ok but how about all those high-caps ? .....
It's an intended behavior... jumping out a boat at 100Km/h is like concrete and you ragdoll and loose consciousness.
You will be able to take back control of your soldier after a while, if in the meantime you don't die for lack of air
I'm unable to reproduce it in the latest DEV build (23rd May update)
Yeah, happens after todays DEV build update!
Same as AD2001.
Doesn't happen here.
Anyways this would be a mission-related bug, not game related, hence you should report it to its dev not to BIS.
Fixed with latest DEV build as of May 21st update
can be closed as RESOLVED !
agreed and upvoted
A3 underwater equipment (rebreather) is a closed circuit rebreather, without any exhalation (not sure if spelled correctly) bubbles.. the 3 or 4 small bubbles you see coming out in 3rd person view everynow and then are not from breathing
Issues caused by 3rd party mods/addons are not an ArmA3 Feedback Tracker matter.
Check both server side and client side the correct ACRE installation. It works just fine on my clan's server (which i am main admin of) with latest DEV build and ACRE mod enabled.
You may want to check your RPT file(s) (both server and client side) for errors
I see you have both @CBA_A3 and @UOCBA_A3.. something tells me that they conflict each other.. ACRE works fine with @UOCBA_A3 only
After checking your RPT file turns out:
ERROR (may be caused by 2 CBA working together)
Exception code: C0000005 ACCESS_VIOLATION at 00C57881
Allocator: C:\Program Files (x86)\Steam\steamapps\common\Arma 3\dll\tbb4malloc_bi.dll
From the very first lines of the addons list
cba_ai in x\cba\addons\ai\, cba_network in x\cba\addons\network\ cba_ui in x\cba\addons\ui\
All Bullpup design rifles have way less recoil than "conventional" design rifles (example MX family).
Looks good to me
Upvoted for the sake of realism :)
I'm 90% sure it's an intended behavior to simulate radio statics
Yeah, would be cool to have some kind of water effect on the mask or a blurry vision if you're without when getting out of the water, possibly not as exagerated as any other game :)
You can zero with ironsights, you can't with RCO / ARCO.
Not sure if this is intended or not tough
What init command are you using for it ?
I have no problems with it
Agreed, bushes hitboxes / collision boxes are a bit buggy for certain types
KA60 (armed), the one with the Opfor camo, has a minigun and a ROCKET pod (infact it's the same type of rocket pod as AH9), not guided missiles
Do you realize that we currently have NO missiles in the game ?
//Edit: Atleast not for helicopters
Rockets are not meant to be accurate in real life neither.. anyways with a bit of practice you can litterally snipe vehicles, a bit harded for infantry but still possible.
Thanks MulleDK19 :)
Noob Question: How do i use these protocols ? I can't find them under my player profile o.O
This issue has been solved with latest DEV build as of May 21st update
The M14EBR is a BATTLE rifle (Enhanced Battle Rifle, EBR), not an assault rifle and yes, it's a 7.62.
The MXM isn't a sniper rifle but a MARKSMAN rifle (MXM = MX Marksmen, as MXL = MX Lightmachingun) and true,it uses a 6.5 ammunition.
I don't see where the problem is ?
Upvoted for issue reporting sake !
Btw, you can upvote your own issue :P
Are we talking about DEFAULT respawn function provided by BIS ?
Was the same in A2.
Time to fix it, BIS ? :P
The whole game with every vehicle actually lacks the "sense of speed" :-\
Rain was disabled in one of the very first updates due to a bug, possibly gamebreaking.
They did it on purpose and they will re-enable the raining as soon as they fix the bug above!
Agreed and upvoted.
Crashes caused by 3rd party content isn't A3 matter.
Would be just lovely!
Agreed and annoying as hell.. noticed this in one of my clan's testing sessions :-\
I think it's just a script kid playing around.. no worries it will fix by itself as soon as BattleEye will be operational..
/upvoted for realism sake
I'm using a vehcile respawn script in my clan's missions and everything works correctly.
- You're not missing something in the script usage
- The script code is correct
- When you don't get the actions, run away from the vehicle (around 10 meters) then get back to it, should fix it (issue there since A1 times)
"My real GPS has moving map and is accurate to 2m. It allows for marking things seen on the map and reading accurate coordinates of them"
I don't question it does, the fact is in the game when you press 'M' or whatever key you have for the map, it's like bringing up your paper map.
Infact the GPS ingame also has a moving map (in trasparency, since it's a HUD-like GPS) and allows you to see landmarks etc.
Btw i'd be interested in the sun+watch method you were talking about. Does that technique have a proper name i can search for ? :D
While i can agree with having a 10 digit GPS, i still want the 6 digit map !
One of the difficulties on which you have to train IRL, is to "split" the map grids from 6 digits into 8 digits / 10 digits, example:
STEP 1 055 061 (identify the general grid you're at)
STEP 2 0551 (identify you're in the lower left side of the "square" of step 1
STEP 3 05515 (identify you're in the middle of the "square" of step 2
STEP 4 0612 (identify you're in the lower center of the "square" of step 1
STEP 5 06125 (identify you're in the middle of the "square" of step 4)
That's how it's done in real life and that's how it should be in the game, even with a 10 digit GPS
EDIT: Ofcourse this is based on UTM coord type
SDAR doesn't have a RIS/RAS system so it shouldn't be able to use attachments.
Also, the real life counterpart of this rifle can't mount attachments neither
Agreed with what Bullet said.
Another example is the red ligthing used inside submarines at night to shorten as much as possible the eye-adapting time between the outside and inside lights
ArmA is supposed to be a simulator.. while i do agree that certain aspects should be "tweaked" to ensure the playability (gameplay sake), other aspects should remain realistic and act as close as possible to real life counterpart.
One of those aspects is the Chemlight one
each color has a different purpose, mainly used are the following:
- Green > Area clear, room secured, friendly units here
- Red > Low-visibility mark
- Yellow > Illumination, really high visibility
other colors are used to integrate the 3 above and/or other uses but these are the main.
EDIT: I do agree on the "popping" issue though
Tried turning off the vSync ?
No delay here..
If you look downwards while swimming on the surface you can see your arms
If you're swimming with a Wetsuit and rebreather you swim in "tactical" stance with just 1 arm in front to keep the stability, which is intended.
You aren't forced to use 3rd party tools, you can do it from the game anyways !
Also, as server admin, i can assure you that allowing players to join your server with mods that are not needed can potentially lead to server instability (server "reads" every single pbo / bisign file you have loaded upon joining).
- Use modfolders to add mods
- it's a server side option to check and kick who doesn't have the exact same config
- Use ArmA3 launcher to quickly enable/disable mods
Are you sure it isn't windows 7 auto-volume leveling feature ?
- Right click on sound icon (windows one, not driver one)
- Go to playback devices
- Move to Communications tab
- Select "Do nothing" from the available options
- Test again
in the current state is #votekick playername but isn't enabled for client-hosted servers. We need to wait untill dedicated servers will be out
imo, autohover should be removed.... at least for helis like the littlebird which afaik it doesn't have such a feature in real life
Just drag and drop your NVG from NVG slot into your backpack or tactical vest (if you have space for it).
How about no ?
In real life if you set your fire selector on SEMI it wont magically switch to AUTO just because you're holding down the trigger.
Scroll > Accept (or grant or whatever) is way faster than opening the gear menu and click on the lock/unlock thing IMO
Or simply add a hint "playerX is accessing your gear.." and a mousewheel action "Grant / Deny"
Question is: How in the name of **** does it keep stable with only the main rotor ?
You have to admit that it looks ugly though :P
What are you guys expecting ? A sniper rifle GMG/HMG ?..