- User Since
- May 21 2013, 2:23 PM (217 w, 5 d)
Mon, Jul 17
I have a duplicate ticket: https://feedback.bistudio.com/T123850
Thu, Jul 13
Repro mission: test_for_oukej.VR.zip
Wed, Jul 12
Yeah i think you're right, if i turn off datalink from the emitter then the symbol goes away after a few seconds (although it should go away instantly, as it does when the radar is turned off).
Yes, can confirm, have observed this behaviour too.
Tue, Jul 11
Sat, Jul 1
Wipeout does not have active radar anymore, only "passive" radar, i.e. can detect other radars active in the area. It has a visual and IR sensor, and its weapons use IR lock. The target object must be hot (i.e. have its engines on) for successful lock. they've improved locking behaviour in 1.72, btw.
Still seems to be an issue with 1.72 hotfix, both local MP and DS. Can't change slots.
May 2 2017
I thought Oukej said it would only be 8km? To be clear, I don't mind it being 10, it's just a mismatch between the display and the observed detection range. Can't actually lock so it's not that big a deal.
May 1 2017
Come to think of it, could be related to the Shikra, since I had a crash with it last week too...
Apr 22 2017
- Mk21 seems to follow ground vehicles too (in fact, all 3 track ground vehicles)
- Mk21 seems to not turn its radar on even when forced
Apr 12 2017
Fixed on latest performance branch as of the time of writing!
Thanks @Dwarden and co. !
Apr 10 2017
So apparently, if i make all the units unplayable, and create a new playable Red Army unit, it works fine. But the moment I make the pre-placed units playable, it can't load into the slotting screen and crashes with the same error.
Removing other side slots except OPFOR causes crash as soon as i press "play now" in editor.
As you pointed out Dwarden, the description header thing may be a possible cause. The base template also suffers from the same issue. (switching to any role that's not civilian/zeus).
Crash files: Arma3_crash_f44_VR.7z
Mar 28 2017
Mar 20 2017
Mar 19 2017
Mar 18 2017
Well, deleting existing arma profiles seemed to help one person. so I present a troubleshooting method in order:
Mar 6 2017
Hmm i agree, the lock should break if the thermal signature is covered.
Feb 9 2017
Strider can´t have NATO camo because it´s AAF vehicle
Feb 8 2017
Well this is still an issue.
@razazel happened to a lot of us in last night's session. Mission was ended using a call to the F3 Mission ending component, f_fnc_mpEnd, from a trigger. There was a player controlled Kajman hovering nearby, some people were in F3 spectator.
Jan 4 2017
Dec 19 2016
Dec 10 2016
Yes, confirmed, even default units in the editor are now overloaded (Missile Specialists, Heavy Gunners) and have no stamina from the start.
Unless i'm understanding this wrong, this is now no longer an issue..
Dec 5 2016
Confirmed that it's still an issue.
Hellcat already has this feature. But it's broken at the moment.
Confirmed as long standing issue.
Yup, would be welcome considering that current ironsights are useless for aiming since they're missing zeroing. Could be an additional RPG7 model, replace the current one, or (the best option) would be to have detachable sights for the RPG7.
Dec 4 2016
This issue was also raised in the Apex weapons feedback thread but ignored:
As is demonstrated in the image, it's pure guess work as to what will hit and miss. Rocket seems to fly almost straight till 1650m but irl RPG7 grenades detonate at 950m as indicated here. Just a minute before that he also mentions in that video that the iron sights are adjustable.
Dec 3 2016
Zeroing's probably changed since 1.66, as indicated by changelog BUT NO ONE KNOWS TO WHAT.
Oct 27 2016
Oct 10 2016
Y u do dis
Oct 5 2016
Would be great to just get the direct sound system from TFAR/ACRE, i.e. adjustable direct VON volume (that then obey the laws of virtual physics).
Oct 4 2016
Well, the Blackfish has fulfilled this dream, thanks BIS!
I do think it's potentially game breaking in certain cases, and I think this hitbox shifting has frustrated many of us for many years - but I think those unaware of the issue just thought we were bad at aiming or bullet drop compensation (at least, I did). I can understand why some communities have disabled it in PvP.
Jun 20 2016
If you are in a helicopter when the mission ends, it's highly possible that the noise of the helicopter remains audible in the UI, Zeus, and even the next mission.
Jun 6 2016
This is still an issue, in fact it's worse - no one can deploy smoke screen as of 1.60.
May 10 2016
Confirmed. They still seem to be in the game world but are missing from the map.
I used to get this error randomly after I upgraded my PC and reinstalled windows and arma 3. Seemed to be maybe related to ASR_AI and TeamSpeak Overlay but it happened once without either of those loaded.
It hasn't happened in a week or so.
No relation with CBA, but yeah the solution for now is to remove all references to "3DEN" from mission.sqm.
There will be two references, one under addOns and one under autoAddOns. Use Ctrl+F of course.
BTW BIS seems to be aware of this issue, and a hotfix is now in RC.
Yeah, this is a known bug.
Yup, saw Dslyecxi's video and post, i can get behind that.
AI doesn't even respond to "Watch direction" properly, they may even look south if you ask them to look north...
Probably worthy of a different ticket, but the current lighting engine is hopelessly limited. Fire a few flares over Agia Marina on Stratis and the town's lights go off. Fly over Kavala, and only half the town has lights at any point in time.
When a lot of people have lasers or flashlights on, some hard limit is run into and other people can't turn them on.
Even IR grenades cause distant lights to flicker.