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- User Since
- Mar 6 2013, 3:54 PM (613 w, 4 d)
May 10 2016
+1 Couldnt agree more. Also the tail effects added to explosions too would be logical.
Well that changes your joystick map entirely not just for a selected application. This means it will change all of my other maps for other games, so its not a viable option.
Is there any sound feature added lately that isnt added already broken
i hate heavy panting its shit
Really? still marked as a new issue when its dated 2013-09-17 19:39
This has been in every arma game that i can remember. take the time to fix this devs please, it wreaks havoc when making sounds too as what sounds good at zero feet sounds bad farther away.
still broken, happen to me the other day
The stupid "bobbing like an apple on water" has been there since the start, but now, when i thought it could get any worse....
Right now I wish they would just import the death anims from arma 2 and scrap the rag doll because it is outright terrible.
bis don't know how to change this, if they did they would have done it already
Tummble weed. Seroiusly this feedback tracker is not to be taken seriously when it comes down to it.
It seems to me that unless you have the ear of the Devs or its a simple fix the bugs get ignored.
Such a dissapointment.
Arma 3 bugtracker, not mod bug tracker.
Turn your mod off, then there will be no error
I'll believe they can fix it when they do.
acknowledged = Forsaken
I handed this bug to you on a plate fellas, what a total let down. I'm gonna remember this when you expect me to put my hand in my pocket again.
Any news about how fixing this bug is going? (Its been sat on assigned with now news for a long time now)
Regards
Bp
Is there any update on how resolving this bug is going?
Thanks for the update guys, best of luck trying to fix it.
Now campaign is done, is there a chance I can have some information about how the progress is going on this bug and its massive implications for global and local events.
Rgr thank you for the reply even though my post was full of frustration.
Still nothing, no mention not activity related to this issue. Devs don't give a crap about this because modders making the game sound better is clearly the current idea.
main post updated with extra information
Test mission is now attached.
I found this out with my sound mod too
See what I am actually saying naysayers, Its same with cross hairs, reticule and iron sight.
I understand the point of the cross hairs and how they are used, you are all correct in what your saying which means the issue is still there, as the rounds always go to the top right of the cross hair/reticule and iron sight.
Thanks machineabuse for rewording what I'm trying to say.
It not only happens with cross hairs but with iron sights and new scopes, zafir is offset the worst, cross hairs show example the most where rounds travel into and out of the top right corner of the cross hair, not withi9n as your are suggesting.
I cant think of 1 vehicle weapon that isn't a risk to epileptics or anyone if I'm honest, they all have the most insane muzzle flash. Its sexy lighting but maybe the player should be shielded from it so its not lost to other players looking at them.
Fore sure the old PhysX crash!
Glad for the reminder, it appears to be fixed, with recent updates.
class Single : Mode_SemiAuto {
begin1[] = {"A3\sounds_f\weapons\MX\mx-st-full-1", 1.41254, 1, 1200};
begin2[] = {"A3\sounds_f\weapons\MX\mx-st-full-2", 1.41254, 1, 1200};
soundBegin[] = {"begin1", 0.5, "begin2", 0.5};
closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_6", 1.58489, 1, 30};
closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_7", 1.58489, 1, 30};
soundClosure[] = {"closure1", 0.5, "closure2", 0.5};
Every small arms weapon has them, its the sound of the working parts closing after firing the weapon.
25/09/13
I'm flabbergasted to see that this bug which has been present since the end of the alpha when it was broken by an update, still has not been corrected even after the games release.
08/12/13
Still no mention, no fix.
Absolutely criminal that this has to be voted and is not stock! BIS wake up and get this done.
I have just tested what ppl were saying, I agree about the footsteps for sure but i also get way more bass in my left headphone than my right at the same time too. Its strong enough over time to give me ear ache, meaning I HAVE to resort to using stereo mode.
Currently with 5.1 systems and headphones the left channel/speaker is muffled compared to the right. I suspect it maybe that the LFE/Bass frequencies are unbalanced towards the left making the right feel sharper.
This is exactly the sort of stuff I wanted to see gone from Arma. Along with cant reload secondary and move at the same time.
Metalcraze 0 BIS 1
Every Exit I get this crash. Getting tiresome now. Please Fix this BIS.
Its been this way for the last 3-4 dev builds.
SB Recon 3D sound card, with on board sound turned off.
Problem signature:
Problem Event Name: APPCRASH Application Name: arma3.exe Application Version: 0.59.105.814 Application Timestamp: 51a5b408 Fault Module Name: XAudio2_6.dll Fault Module Version: 9.28.1886.0 Fault Module Timestamp: 4b6b0791 Exception Code: c0000005 Exception Offset: 000250ec OS Version: 6.1.7601.2.1.0.256.1 Locale ID: 2057 Additional Information 1: 0a9e Additional Information 2: 0a9e372d3b4ad19135b953a78882e789 Additional Information 3: 0a9e Additional Information 4: 0a9e372d3b4ad19135b953a78882e789
Anyone of the naysayers have any real experience with tracers
nato have RED, non nato use GREEN
yeah of course, but being a small light source is crucial.
Dr Death, why are you in such denial about tracers.
They dont glow the path they go? wtf does that even mean?
Why would you want to discourage something from making this game better, it looks like your thinking "Ive got a shit rig and adding more light sources makes me think it couldn't run it as well, so screw everyone I'm down voting and trying to convince ppl to vote no cos i dont want it.
I very much doubt it would strain anyone's rig. Its a tiny light source not a large one like a fire or such.
Did you ever use BD Tracer mod for Arma2?
I had an awful right back then and there was a virtually no fps drop at all in a full on fire fight with that mod running.
Get away from thinking that light source means fires or that equivalent lighting up the environment for tens of meters, the light source used for the tracer would only be equal to the bullet size.
tracer are not a light source in real life! seriously?
Sry mate, it seems to be working now and i cant get it to reproduce, maybe it was just a freak incident.
This can be deleted sry for the wasted time.
This also happens with AI fired and player fired mortars!
Needs to be fixed, just tested and confirmed bug
Ive tried it on other games as i said in my first post. SHIFT seems to be the main culprit, I've recently discovered that right control how ever does not effect the left arrow key, so that's LEFT SHIFT,RIGHT SHIFT & LEFT CONTROL KEY are the problem keys.
I've tested with another keyboard and mouse combo and still the same result.
I own Microsoft SideWinder X4. I don't get this in any other games.
still there i think.
It seems to be when the chopper turns to face you that the class RotorHighOut pops in instead of fading in.
Dazhbog, it would really help if we could have an explanation of how the sound cone works, then it would be easier to diagnose. We were told that that info specifically would be given to us.
Also occlusion is still not working as fragmachine said, if you get in a vehicle set a chopper to fly over you, or indeed every sound is just as clear inside as it is out.
with the latest update (28/06/13) the sound pop is even worse now up to three pops. I've been sound modding arma since arma2, I always thought it was associated with the sound cone :/ didn't realize it was in fact the doppler effect
Reproducibility always
delete this ticket
Tactical reload isn't needed if you place your tracers right or round count. In the thick of it the only time you do a tactical reload is when your about to enter some kind of building/compound or after a grenade assault.
Making it take a long time to do a tactical reload if there's rounds left sucks, i cant believe people are dreaming up ways to slow down ArmA3 after ArmA2's sluggish laborious animations. ArmA3 is a breath of fresh air dont kill it.
play crysis
Voted up, this is so needed!
"I'm trying to explain how to make it work using the configuration as it is now"
But, as people keep saying it doesnt work, yes the controls can be mapped as you said, but the problem is the lower half of the traverasble area on the throttle stick is not usable.
It doesnt work for helicopters, you still only get the upper 40% of controllers axis as usable.
Works for aircraft but it doesnt for helicopters, thats where its really needed!
Throttle issue still present no matter how it is bound to the axises
Also it forces you into lowered animation after sprint