- User Since
- Jun 24 2013, 10:03 AM (378 w, 1 d)
Jun 21 2016
The bug appears to be gone now, as of 1.63.137060.
Was it fixed in the update, or could it be because my computer was restarted?
Dev. I'll try messing around with graphic settings tomorrow.
Jun 20 2016
Can be marked as resolved
Jun 8 2016
May 11 2016
Doesn't happen to me. WHen I press F6 I get a videocompression menu. No idea what it is.
@cky2250 - I know, but that's something you should find out and learn about as you progress through the game. Not get trown right into it at first try, not very newbie friendly :P
@takeonmarslover - What do you mean? WHen I press "Enter location" after selecting terrain I just go straight to the editor. Without getting stuck like you're showing in the video.
Not happening to me. So you should maybe attach a dxdiag if it's driver/hardware related.
Thank you very much! :D
Already in works is my guess. Since if you press T you can see all the planned tutorial videos. Only 3 is currently available. So when they are finished you will probably see a tutorial video ingame that automaticly pops up on how all the systems work just before you're required to use them.
May 10 2016
Duplicate of #0025733
As a workaround, I noticed there was a "Open in config menu" or something like that if you right clicked a object.
No, launched unmodded.
Intentional. Though deploying without bipod does not remove as much sway.
I've also died when I deployed, some dev builds ago. Havent seen it since though.
Duplicate of: http://feedback.arma3.com/view.php?id=23150
And see my comment in that ticket.
Added 2 example screenshots showing big military tower, and where you can deploy (green), and not (red).
This is intended. However the fact that there's no stabilization differences between having a bipod and not, is not intended.
Also related, if not duplicate of: http://feedback.arma3.com/view.php?id=23141
Title isn't very informative. You could have put the entire sentence in the title: "Weapons resting stops working after loading a savegame".
Related, if not duplicate: http://feedback.arma3.com/view.php?id=23145
This has been fixed for all listed weapons. Ticket can be marked as closed / resolved.
Added video under additional information
Fixed in current dev build
That's because they already have permanent bipods attached to them. Though their deployment point is a bit bugged.
Mine has reverted to Signal Lost aswell.
Well, that's good. Nothing other than an explosion should cause an explosion.
Think I've also seen this at the gas station.
Lol, I destroyed 2 choppers yesterday by entering them. Good thing we didn't even get to take off.
Confirmed. But it's not the gun, but the turret body which is invisible.
I don't have this problem either, and you got much better specs.
This issue is still present in the current 1.0 stable build
The panther is not german, but based off the isralian Namer. And the BTR is not russian, but based off the Belarusian 2T Stalker (we think), and in the armaverse made by the Iranian faction.
Also, please make the title a short resume of the issue.
EDIT: oh wait, what am I talking about. The BTR IS russian made in armaverse, it's only the turret that's iranian :)
There IS a big submarine, if it will be drivable we don't know.
Check out this screenshot archive for it: http://www.armaholic.com/forums.php?m=posts&q=15281
The only differens when the bullet exist that is dependent on the rifle is accuracy I think. Can't see how penetration should be different since that is dependent on bullet punch and shape. Both of those lies in the bullet it self and not the rifle.
I'm saying this to the best of my knowlegde about firearms, and logic.
I see what you mean, but you should say bullet caliber instead of gun.It SHOULD be according to the magazine, not the gun. But I don't think trazer or not should change it.
@AD2001 - Same for Marid, and I think it's intentional. But that is for another ticket.
2 dev builds has passed, and no fix? tsk tsk tsk..
Duplicate of #0003457
I fully support this, the main reason I'm not ever driving with mouse.
I would also very much like to see BI revert back to the old.
I don't believe that have anything to do with accuracy
Number 1 is duplicate of #0011095
@Raoul1234 no no, you can also just activate dev branch. There's a sticky thread on forums about it.
Keep in mind that it's less stable and you will not be able to play on default branch servers. http://forums.bistudio.com/showthread.php?149411-How-to-change-between-stable-Arma-3-Alpha-versions-amp-release-candidates-STEAM-client
@Raoul1234 - What do you mean by automate it? They already do that, just like helicopters.
@NeuroFunker - Yeah, get that too. But that's not what is ticket is about ;)
May or may not be related to it though.
Duplicate of #0010058
Please make this ticket more specific. You're not gonna get anything out of "make it more realistic".
Yeah, noticed that too. They've just fixed the Marshall icon, and now they're ruining the Marid icon. I wonder if they just want us to have something to do :D
It will come, I'm sure of that. They're adding functional doors for every nearly vehicle it seems.
@GeneralScott - hmmm, interesting.. Maybe, maybe not. Vanilla, I don't know. Addon, sure!
@GeneralScott - I don't know about the thermal/NVG combo thingy.. I was more thinking strider command seat scenario.
@GeneralScott I think it would. Those systems are currently operated by a single person in - lets say - a fireteam, so if the fireteam want information, they'll need to talk with him and keep the communication up.
If everyone had thermal vision. Well, that teamwork is gone.
@GeneralScott, hmmm. Okay. Gameplay wise, I want everything to be as close to modern day as possible. I have a feeling that's also what the developers are thinking.
But that's the dangers of making a future simulation. You can't predict the future, and therefore you can't simulate it probably.
@GeneralScott New stealth helicopters? The Comanche helicopter was in development <1996-2004. There's nothing new.
You're also forgetting one very important thing. Economy
No worries :)
duplicate of #0010961
Well, they're made for cutscenes. So I don't find this necessary.
Wha? Is this a feature request or bug report?
Please provide more information.
Still not fixed :/
Thanks, updated ticket.
Lastest dev builds haven't fixed this.
@ProGamer but not more than a 6.5 rifle round, am I right? :)
EDIT: omg... you still don't understand.... Don't make a single comment here before you've actually tested the .45 ACP bullets in the newest DEV build.
oh, well I'm not a bullet expert. But do you get it now? the .45 ACP is a small round made for pistols and SMGs. But as it is in the lastest DEV build, they do much much more damage than any other much higher caliber ingame. They should probably only do a little more damage than a 9mm.
@ProGamer Wait a minute!? Do you think I WANT a .45 round to do have insane damage compared to any other much higher caliber weapon?
OOOHHH, now I know what you're talking about. You think a .45 is a huge ass bullet :P This my friend is a .45 ACP bullet (I think the left one is 9mm) http://upload.wikimedia.org/wikipedia/commons/0/01/45caliberACP.jpg
Also, I don't wanna change a weapon. I'm reporting a bug, it's clearly not supposed to behave like this.
@ProGamer waow.... You clearly have no idea of what I'm talking about. Let me summarize it for you. What you're saying is that every shot to arms or legs is instant kill. I totally agree that it shouldn't be that way. BUT, thats not what this ticket is about, plus it neither is that way.
This ticket is about a issue which lies with the .45 bullet, which is used with the Vermin SMG and ACP pistol. So the issue is that any shot to any part of the body with either the vermin or ACP on a person kills him. Note that this ONLY happends with the Vermin and ACP, not with the MX, not with the MBR, not with any other weapon.
Hope you understand it now.