- User Since
- May 21 2013, 2:23 PM (247 w, 5 d)
Mon, Feb 5
Thanks, I hope you manage to isolate it. For us it seems to be pretty consistent - at least on the dedicated server. Haven't tried while self-hosting. Will try testing it from a spectator slot during our sessions and see what happens in that case.
Mon, Jan 29
Markers disappear at around 2:30. The freeze after I die is because of me alt tabbing and switching TeamSpeak channels.
Sat, Jan 27
Yup, those ones. Will create a video tomorrow hopefully and put it up. Sorry about the late reply, didn't see this.
Jan 10 2018
Jan 9 2018
Oct 25 2017
Allegedly fixed on dev branch today
Sep 28 2017
BTW more resources:
So...looks like they've been doing *something* with it:
Sep 26 2017
Well, it seems this is intended:
Sep 25 2017
Sep 14 2017
Fixed for ghosthawk on dev (v1.77), not sure about the rest
Fixed: Ghosthawk crew spawned in the wrong order in Eden Editor
Fixed as of 1.76
Sep 13 2017
Potentially fixed with 1.76.142942. I can't repro with the F3 template anymore, although I'm testing a different system now, with the latest Win 10 feature update (Version 10.0.15063). Waiting for more people to confirm.
Still an issue with 1.76, seemed to have been caused by the Chinese localisation support hotfix.
Sep 9 2017
Another thing i didn't add - Nikko removed all init code from the placed curator modules, i.e. no units were added to zeus. Still crashed.
Discussed with @Dwarden over PM
Jul 17 2017
I have a duplicate ticket: https://feedback.bistudio.com/T123850
Jul 13 2017
Jul 12 2017
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.
Jul 11 2017
Jul 1 2017
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.
Okay, so even removing *all* F3 components didn't help in the original mission, however trying a clean mission works (i.e. allows me to slot).
e.g. of clean mission:
I removed the 3 main F3 components - init.sqf , description.ext, briefing.sqf. Still crashes the same way, but doesn't complain about the header in the same way.
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).
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!