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Experience true combat gameplay in a massive military sandbox. Authentic, diverse, open - Arma 3 sends you to war.

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Recent Activity

Today

llama86 added a comment to T191819: [Feature Request] vehicle/lightpoint/lightreflector simulation rate.

Being able to adjust the simulation rate of objects or light points/light reflectors would be useful, especially for lightpoints/lightreflectors, because attaching them to players looks very janky in multiplayer.
objects via a CfgVehicles class that contains a lightpoint/lightreflector, are more frequently updated than lightpoints/lightreflectors which are created by script and are only updated 15 times per second.
video:
https://youtu.be/Rh4DAi6CY0s Sketchy Individuals

Oh, I thought the lighting in the game was smooth, but it only updates 15 times/second. No wonder the lights sometimes jerk when the player moves! If the game could make the updates smoother, playing at night would be much more enjoyable!

Mon, May 12, 3:03 AM · Arma 3

Yesterday

Cplhardcore created T191839: [Feature Request] In engine support for delaying mouse movements/Keyboard inputs.
Sun, May 11, 5:03 PM · Arma 3
LSValmont added a comment to T190719: SoundEnvironExt for Tanoa surfaces does not define sounds for character movements - most being completely silent.

You are like the best beta tester in the world by now. You find the issues, you provide the solutions and you charge nothing for all that work.

Sun, May 11, 2:16 AM · Arma 3

Sat, May 10

Paradox123 updated the task description for T191819: [Feature Request] vehicle/lightpoint/lightreflector simulation rate.
Sat, May 10, 9:28 PM · Arma 3
Paradox123 created T191819: [Feature Request] vehicle/lightpoint/lightreflector simulation rate.
Sat, May 10, 9:23 PM · Arma 3

Fri, May 9

lyq added a comment to T191737: soundFakeFall can not work correctly with tank shells with current defined sound.
Fri, May 9, 3:01 PM · Arma 3
lyq added a comment to T191737: soundFakeFall can not work correctly with tank shells with current defined sound.
Fri, May 9, 3:00 PM · Arma 3
lyq added a comment to T191737: soundFakeFall can not work correctly with tank shells with current defined sound.
Fri, May 9, 3:00 PM · Arma 3
lyq added a comment to T191737: soundFakeFall can not work correctly with tank shells with current defined sound.
Fri, May 9, 3:00 PM · Arma 3
lyq added a comment to T191737: soundFakeFall can not work correctly with tank shells with current defined sound.
Fri, May 9, 2:59 PM · Arma 3
lyq added a comment to T191737: soundFakeFall can not work correctly with tank shells with current defined sound.
Fri, May 9, 2:59 PM · Arma 3
lyq added a comment to T191737: soundFakeFall can not work correctly with tank shells with current defined sound.
Fri, May 9, 2:59 PM · Arma 3
lyq added a comment to T191737: soundFakeFall can not work correctly with tank shells with current defined sound.
Fri, May 9, 2:59 PM · Arma 3
lyq added a comment to T191737: soundFakeFall can not work correctly with tank shells with current defined sound.
Fri, May 9, 2:58 PM · Arma 3
lyq added a comment to T191737: soundFakeFall can not work correctly with tank shells with current defined sound.
Fri, May 9, 2:58 PM · Arma 3
lyq added a comment to T191737: soundFakeFall can not work correctly with tank shells with current defined sound.
Fri, May 9, 2:58 PM · Arma 3
lyq added a comment to T191737: soundFakeFall can not work correctly with tank shells with current defined sound.
Fri, May 9, 2:57 PM · Arma 3
lyq added a comment to T191737: soundFakeFall can not work correctly with tank shells with current defined sound.
Fri, May 9, 2:57 PM · Arma 3
lyq added a comment to T191737: soundFakeFall can not work correctly with tank shells with current defined sound.
Fri, May 9, 2:57 PM · Arma 3
lyq added a comment to T191737: soundFakeFall can not work correctly with tank shells with current defined sound.
Fri, May 9, 2:54 PM · Arma 3
lyq added a comment to T191737: soundFakeFall can not work correctly with tank shells with current defined sound.
Fri, May 9, 2:53 PM · Arma 3
marilynburnet_98 added a comment to T191737: soundFakeFall can not work correctly with tank shells with current defined sound.
Fri, May 9, 9:33 AM · Arma 3

Thu, May 8

kenny25 added a comment to T191737: soundFakeFall can not work correctly with tank shells with current defined sound.
Thu, May 8, 6:55 PM · Arma 3
TomBrooks added a comment to T191720: game crash.
Thu, May 8, 8:26 AM · Arma 3

Wed, May 7

Tugba97 created T191748: BIOS Error 0x00050017.
Wed, May 7, 8:55 PM · Arma 3
WillKMJ created T191741: Next Radar Target control causes performance degradation.
Wed, May 7, 5:53 PM · Arma 3
TRAGER created T191737: soundFakeFall can not work correctly with tank shells with current defined sound.
Wed, May 7, 2:12 PM · Arma 3
Shelia added a comment to T190455: unexpected error.
Wed, May 7, 6:21 AM · Arma 3

Tue, May 6

Lapsa created T191720: game crash.
Tue, May 6, 8:21 PM · Arma 3

Mon, May 5

crazycattle3d added a comment to T185261: Magazines go missing.
Mon, May 5, 9:06 AM · Arma 3
DavidMosley added a comment to T185261: Magazines go missing.
Mon, May 5, 9:00 AM · Arma 3

Sun, May 4

NikkoJT created T191670: [Request] User Action Event Handlers - report specific event type in EH.
Sun, May 4, 11:23 PM · Arma 3
acquArius created T191661: Arma Reforger Server Mod Error.
Sun, May 4, 4:52 PM · Arma Reforger

Fri, May 2

hvacee added a comment to T191578: add3DENConnection and get3DENConnections are broken for connection type "Group".
Fri, May 2, 7:42 PM · Arma 3
SaMatra added a comment to T190364: remoteExec JIP calls are dropped after mission restart done with #server command.

Players being locked in lobby

works for me, there is a few seconds delay before you can select role

Debriefing remains on screen after mission restart

works fine as well, no debriefing screen for me

Fri, May 2, 12:45 PM · Arma 3
BIS_fnc_KK added a comment to T123355: Eventhandlers are compiled before every execution.

KK never gave back feedback it seems, only Dedmen.
Will Dedmen claim ownership of this?

PS: Are holdactions also compiled before every execution? Because holdaction seem very resource intensive with larger code

Fri, May 2, 11:12 AM · Arma 3

Thu, May 1

R3vo updated the task description for T191578: add3DENConnection and get3DENConnections are broken for connection type "Group".
Thu, May 1, 7:56 PM · Arma 3
Bromine added a comment to T191578: add3DENConnection and get3DENConnections are broken for connection type "Group".

This is happening for me on both profiling and standard branch

Thu, May 1, 4:56 PM · Arma 3
R3vo created T191578: add3DENConnection and get3DENConnections are broken for connection type "Group".
Thu, May 1, 4:48 PM · Arma 3
ThatWimmerKid created T191575: Stores on UH-80 pylons have no object collision.
Thu, May 1, 2:54 PM · Arma 3
TRAGER created T191571: Door States attribute does not work for «V3S Wrek» asset.
Thu, May 1, 1:53 PM · Arma 3
dedmen closed T152279: Change PiP (picture in picture) setting from quality presets to a distance slider and move it to/under overall/objetcs/shadows sliders as Resolved.
Thu, May 1, 9:46 AM · Arma 3

Wed, Apr 30

Groove_C renamed T143981: Mi-48 Kajman APDS/HE ammo selection order is inversed when ordering to switch via CTRL+F from Mi-48 Kajman APDS/HE ammo selection order is inversed when ordering via CTRL+F to Mi-48 Kajman APDS/HE ammo selection order is inversed when ordering to switch via CTRL+F.
Wed, Apr 30, 8:53 PM · Arma 3
Groove_C renamed T143987: AMV-7 Marshall APFSDS-T/GPR-T ammo selection order is inversed when ordering to switch via CTRL+F. from AMV-7 Marshall APFSDS-T/GPR-T ammo selection order is inversed when ordering via CTRL+F. to AMV-7 Marshall APFSDS-T/GPR-T ammo selection order is inversed when ordering to switch via CTRL+F..
Wed, Apr 30, 8:49 PM · Arma 3
Groove_C renamed T143984: BTR-K Kamysh APFSDS-T/MP-T ammo selection order is inversed when ordering to switch via CTRL+F from BTR-K Kamysh APFSDS-T/MP-T ammo selection order is inversed when ordering via CTRL+F to BTR-K Kamysh APFSDS-T/MP-T ammo selection order is inversed when ordering to switch via CTRL+F.
Wed, Apr 30, 8:47 PM · Arma 3
Groove_C renamed T143988: AFV-4 Gorgon APFSDS-T/MP-T ammo selection order is inversed when ordering to switch via CTRL+F from AFV-4 Gorgon APFSDS-T/MP-T ammo selection order is inversed when ordering via CTRL+F to AFV-4 Gorgon APFSDS-T/MP-T ammo selection order is inversed when ordering to switch via CTRL+F.
Wed, Apr 30, 8:46 PM · Arma 3
Groove_C renamed T143989: FV-720 Mora APFSDS-T/MP-T ammo selection order is inversed when ordering to switch via CTRL+F from FV-720 Mora APFSDS-T/MP-T ammo selection order is inversed when ordering via CTRL+F to FV-720 Mora APFSDS-T/MP-T ammo selection order is inversed when ordering to switch via CTRL+F.
Wed, Apr 30, 8:45 PM · Arma 3
Groove_C renamed T148491: List of helicopters/jets where it's impossible to get out when under specific armor fire, due to get out animation restarting non stop, because of specific damage per second from List of helicopters/planes where it's impossible to get out when under armor fire, due to get out animation and DPS (damage per seconde) to the player to List of helicopters/jets where it's impossible to get out when under specific armor fire, due to get out animation restarting non stop, because of specific damage per second.
Wed, Apr 30, 8:38 PM · Arma 3
Groove_C renamed T148411: List of vehicles with commander turret not returned by AI to direction vehicle/armor is facing/driving, when player switches to another seat from List of vehicles with commander turret not returned back by AI to vehicle's direction, when player switches to another seat to List of vehicles with commander turret not returned by AI to direction vehicle/armor is facing/driving, when player switches to another seat.
Wed, Apr 30, 8:14 PM · Arma 3
Groove_C renamed T154433: Tank AI commander with 0 ammo, makes player or AI as gunner reloading 7.62 mm coaxial machinegun after each shot, if/after enemy AI gets spotted from Tank AI commander with 0 ammo, makes player or AI as gunner reloading 7.62 mm coaxial machinegun after each shot, if/after enemy AI get spotted to Tank AI commander with 0 ammo, makes player or AI as gunner reloading 7.62 mm coaxial machinegun after each shot, if/after enemy AI gets spotted.
Wed, Apr 30, 8:09 PM · Arma 3