#arma3_feedback_tracker
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teminator snakes (with dozends of liters of blood): https://feedback.bistudio.com/T120586
let communities use main menu spotlight as server shortcut: https://feedback.bistudio.com/T120652
@desert trench @manic saffron the FT A3SEC should be fixed now
gj
This keeps popping up for me recently: https://feedback.bistudio.com/T71576
seemingly "invulnerable" infantry/ feel of non-registering shots due to "max" operator in hitpoint dependency https://feedback.bistudio.com/T120765
i know @crystal plinth had several situations in his vids where this was very apparent. Coudlnt find them after a quick browse though
especially in light of project argo and "competitive MP", this issue should be solved, because reliability and predictability in gunplay/ damage handling is key there
agreed
Go for a swim on official maps = break scheduler - posted in ARMA 3 - TROUBLESHOOTING: Related to: https://feedback.bistudio.com/T119806 Each fish spawns a script and there can be 100+ fish around the player at any one time. swimming around in editor on altis/tanoa: copytoclipboard str diag_activesqfscripts; result: [ [,,true,4], [fn_animalBehaviour_mainLoop,A3\functions_f\ambient\fn_animalBehaviour.sqf,true,348], [fn_animalBehaviour_main...
the whole ambient animals stuff is probably fucked up like that
Nothing new there.
Animals / agents in arma3 is pretty broken imo.
does the sqf cmd to disable them completely work?
If you have the variable set before the script starts, then yeah it will cause the script to exit.
But if you set it after the script starts you are screwed.
With it disabled you will encounter land fish etc on the map. Almost a mascot animal for Exile
Yeah pretty much.
You are best off to override a3 function for animals or override the map configs and disable the animals altogether
SQF Override could be better route as you could add a global variable check to disable/enable the sqf code.
from what i recall some animals like birds and bees dont run scripts or fsm; is that still true in A3?
@unborn flame Let's just make sure to remind people to keep in mind/test only vanilla A3, because out on Reddit a Project Argo dev confirmed that yeah things work a bit differently there
The development team is now fully focusing on a clean sweep of the game. This means that for the next couple of weeks we're solely fixing bugs, focusing on performance and minor, yet long-standing issues, and polishing the game. As a consequence, all of the work is under a lock - only approved and manually selected pieces of data get in the final game and the rest has to wait until the lock is released. The plan is to finish this sweeping period by delivering Update 1.66. Hopefully, after we have results of some first build checks done by our Quality Assurance, we'll be able to publish the Release Candidate by the end of this week.
i guess now is the chance to get the A3 teams attention for long time or important issues
well some long standing issues require new features ... soo well see. I guess they already determined what stuff they wanna fix anyway.
ive asked in the forum
Does someone have a link to the 1.66 fixed issues ready?
Check out the dev branch change log from 1.64 onwards. Most of it will be in the 1.66.
Maniphest is impossible to use on a smartphone.
No I meant the daily logs: https://forums.bistudio.com/topic/140837-development-branch-changelog/page-44#entry3095006
Also, the release candidate may be out today. Usually a short fix list comes with it.
@waxen tundra since you folks are making a pass at geometery, would be good if this window didn't block grenades anymore: https://feedback.bistudio.com/T84758
Feature request for feedback tracker: let authors close their own tickets!
Yes please, I have many tickets I can't close.
@waxen tundra reminder on this: https://feedback.bistudio.com/T84758
the lack of "assigned to" is disturbing
well...at least it would give me hope
tbh i don't know what would feel worse, being unassigned for a year or assigned but unresolved
hope is for the weak
idk... i just check dev branch changelog everyday to (hopefully) get cheered up by a nice fix to my field of (modding) work ^^ (though other fixes are most appreciated as well... )
its basically the first thing i check every day when i come home
yeah i know what you mean, although i usually check it once a week so that i have multiple things to read.
nah, im too impatient in this regard ... also, if something needs reaction/feedback its best to do it instantly
unwanted turretstabilization trough free-look mode: https://feedback.bistudio.com/T121429
please give shotShell the same features as shotBullet (initspeed override, multiple memorypoint option) and make recoil force configurable https://feedback.bistudio.com/T121475
https://feedback.bistudio.com/T121519 - Looks like spam, <@&105622502444711936>
๐๐ป
https://feedback.bistudio.com/T121507 leaving this here, hopefully someone can merge it with whatever ticket has the most traction regarding this issue, was not aware there was multiple tickets at the time I made it.
https://dev.arma3.com/post/spotrep-00062
Fixed: The Rangemaster Cap would have an incorrect texture when placed on the ground from the inventory
Whoa. Apparently a two-year old issue has been fixed. https://feedback.bistudio.com/T78291
@rapid creek someone gave them a tip ๐
Create task module after 1.66.WTF??? - posted in ARMA 3 - MISSION EDITING & SCRIPTING: As you can see, the modules layout has changed, and although they added some description on module functions, in the task type field you cannot input anything...is it a bug? I used to love those kill/destroy/search 3D icon popping up in mission.
@waxen tundra RPG7 needs its zeroing displayed (even if you don't make it adjustable). Tracker ticket here: https://feedback.bistudio.com/T120528
(updated with lots of details and resources)
Another RPG7 related ticket requesting a proper PGO-7V sight (would be good if it's removable, btw, but not a requirement - could just have two models or replace existing)
@icy turret @thick hare something got broken in 1.66 with rocket and missile simulation.
see
1.66 Titan AT/AA shoulder launchers and weight carrying issues - posted in ARMA 3 - TROUBLESHOOTING: Has anybody else noticed this with the Titan launchers in the 1.66 update?- The Near and Wide optical FOV keys often dont work. The AT lockon key seems to have trouble locking onto targets at longish range.. The AA lockon key sometimes locks onto a spot in thin air 50 metres or so away from the target heli or plane. Also 1.66 seems to have reduced the total weight of equipment an inf...
people suspect sth with airfriction
i wonder if that's why vanilla RPG7 rounds appear unaffected by gravity now
@desert trench thanks for ping
we are looking into 2) atm to narrow it down; find a reliable repro
Buzzard (AA) missing two missiles from its model https://feedback.bistudio.com/T121235 #jetsdlc
thanks! we are aware of that one ๐
@desert trench I was looking at 1st. I am unable to repro NFOV/WFOV. It's just the lamps don't switch correctly, but otherwise I still have 2 dicrete zoom levels.
I'm still looking at the locking and found that one change sliped from public changelog
There was a change in how a vehicle gets heated up / cools down. The ir sensor (aka magical radar) is no longer purely dependable on engine on/off but rather on how the vehicle is actually heated. It seems it brought some issues.
aka magical radar
๐
That's a welcome change oukej, looking forward to the end result!
(I suppose that's why the AI continue firing AT even after crew has dismounted?)
But anyway, we cant have 166 without properly working PGMs
Yeah. As a player you can lock a burning wreck too ๐
oooh nice
me likey
thanks, this will be fun
(and you've probably also seen my spam on RPG7 i hope? ๐ )
(as long as you have seen it i'm happy)
yup
Jastreb - Today at 4:53 PM
yeah had the same on the disposable launcher
something to do with airfriction, set it to 0 or value close to 0 and it will work
Redphoenix - Today at 4:56 PM
dont set airfriction to negative values
for 2)
@thick hare thanks a lot, much appreciated. โค
@desert trench so I can take that as solved?
- oukej i just tested the IR locking thing, there are some inconsistencies...is there a forum thread or something for feedback on this, or are you not taking feedback on it just yet? (or do i make more tickets?)
- The (OPFOR) Missile specialists seem overloaded - the mass of both Titan launchers appears to be too much. They have no/extremely little stamina left
@thick hare can we please have an animationsource that outputs the vehicle heat state? We can use that for interior dials (plane turbine temperature, engine temp, and various other things like radiator cowlings retracting etc)
feedbacktracker also contains feature requests ๐
i assume the oil animsource did something similar like that, but it stopped working for the "X" vehicle classes, like various other animation sources. Not sure if it still works for regular tank and car simulation. See last comment in this ticket https://feedback.bistudio.com/T83553
https://feedback.bistudio.com/T121792 - Mortar Burst fire broken
A few people are reporting this issue.
@thick hare suggestion for alternative damage system handling (to get rid of the somewhat clunky and arkward hitpoint dependency) https://feedback.bistudio.com/T121856
Broken animations for BI Revive after 1.66, was working fine in 1.64 :
https://feedback.bistudio.com/T121879
@icy turret is it known to BI that (knowledable) community people link the 3fps bug to the audio system (tank destruction or echo simulation) and that it was likely introduced in 1.58?
So, weapon mass seems to have borked across the board. Navid now accounts for >50% of the weight a soldier can carry. Titans are similar.
Couldn't repro an issue we had yesterday with AK-12 gunshots and bullet cracks being inaudible (but only tried in SP) Update: Couldn't repro in MP. Will be keeping an eye on it.
Tested a bit in MP, other people's footsteps are too soft at a volume that's already too much in view of other effects.
"Added: New "engineTemp", "wheelsTemp" and "turretGunTemp" vehicle animation sources " holy shit, that was fast. โค @thick hare
kudos go to our progs...but shht, let's not cause a request frenzy
the art of requesting is to request at the exact right time, when the topic is at discussion behind public doors and even better right on the chopping block in that very moment ^^
u're right. Was about to write that, esp. the chopping block, but don't want people spamming request every day just to accidentally get that timing right at some point ๐
usually anim sources are fairly simple to add, more than e.g. script commands ๐
i always had the impression that the opposite was true, considering that the anim source requests (and fix requests) where rarely adressed. Not knowing context and background is nice fertile ground for wrong conclusions though^^
anyway, thanks for your and your programmers work - keep it up. I'm very excited for the upcoming DLC's.
"Tweaked: Footstep sounds volume is now more balanced " - excellent news!
Bunker (Tower) (Land_BagBunker_Tower_F) uses an indoor audio environment on the 1st floor https://feedback.bistudio.com/T122026
Titan Launcher's weight increased and not decreased https://feedback.bistudio.com/T121735
(And MMGs too)
Titan MPRL + Titan AA missiles doesn't use SACLOS https://feedback.bistudio.com/T122027
the flying into the sky does not necessarily have to do with lack of SACLOS - it can be an ammo config issue that causes the missile to fly upwards
but it doesn't have SACLOS
Titan missiles (all off them) seem to fly upwards, but only the AA one doesn't bother coming back down
again - certain ammo config values can cause that
if there was simply no saclos, the missile would fly somewhat straight, but would not be steerable
symptoms and cause are different
I really don't understand what you mean.
Try it out, and if you still think that the ticket is wrong/whatever then i'll edit it.
(or you can add a comment to the ticket)
ive had this issue for some time on my modded saclos AT missiles on devbranch. Its an ammo config issue that causes the missile to fly in the sky. Its not the target computer / guidance setting that is wrong
Yes but then in that case, when flying in the sky, it should track, no?
w.e.
?
ยฏ_(ใ)_/ยฏ
(end result is that there's no SACLOS - what the cause is, i.e. which component is incorrectly configured is not really my concern)
Titan AA doesn't lock on to heat sources https://feedback.bistudio.com/T122028
trivia of the day - i just realized that the userimage everyone has on the feedback tracker platform, if they have not defined an avatar, is the silluette of this guy http://www.pokewiki.de/images/thumb/a/aa/Enton_Anime_Gen_1.png/99px-Enton_Anime_Gen_1.png
๐
all hail phabricator developers ๐
AAND once again, all links to the BI forum where broken with an update... is this some bad joke of forum software developers to change url nomenclature with every update?
ok seems fixed now
fix the helicopter sound bug thanks - the community ๐
@tiny cargo if you can add steps to reproduce then that'll be great https://feedback.bistudio.com/T80726
Ending a mission near a helo still seems to cause the bug, or so I gathered from yesterday's session. Will need to test further.
I thought it was 10 MB, but it might be less or there's a daily limit that was reached even small files won't upload, @boreal dawn.
https://feedback.bistudio.com/T121806#1542417
... The storage engine mentioned in the error is part of the tracker and it sometimes does not allow to upload the files, if the daily limit was reached or the dumps are too big, ...
So I'm hearing more reports of AK sound bugs where people are getting shot by silent AKs
So it is indeed a bug
Just no clue yet on how to repro
very random
Anyway, ticket here: https://feedback.bistudio.com/T122288
https://feedback.bistudio.com/file/data/je7luvrenoy43jkpd3rs/PHID-FILE-lyub6n2pgzblzr6uoagb/20161218132547_1.jpg Create a new ticket for Arma3 64bit, or have the opportunity to return to this revision? https://feedback.bistudio.com/T83081
what is the best way to get feedback queued for evaluation by bi? does anyone have success to get at least feedback by bi for feature requests? i tried half a year ago ( https://feedback.bistudio.com/T117967 ) via feedback tracker and never got it read so i wonder if their are better ways to give them this kind of feedback. i also discussed with other content creators and they didn't know of any path where you get at least feedback (be it positive or negative). as bugs are priorized on the tracker and there is a huge backlog of critical things the feedback tracker is more a bugtracker then a feedback tracker currently.
you...probably should just leave a (short) description of the ticket along with the link, and maybe they'll take a look eventually.
there are thousands of tickets so it takes time.
Should also discuss it on the forums if it's a major issue.
What SuicideKing said, to be blunt... believe me feature requests are so dime-a-dozen that Bohemia's probably heard a version of whatever any of us could come up with at this point, especially if it was a pre-A3 request
To Copy Pasta what I said yesterday "I think you must first realise that priority number 1 is to squash bugs, then fix broken things, then etc, etc, etc. Feature requests will be at the bottom of their priority list. Also, I'm guessing that they don have time to get back to every person that submits a request, let alone leave a comment on them."
Which jives with what Chortles just said ๐
Hell look at how many tickets got closed for being duplicate/rewording/general-same-gist versions of other (be they earlier or more precise and thus deemed 'better') tickets
And then figure in just how many man-hours were devoted to that task alone...
snort No kidding
We've touched this next topic in the previous SITREP: Arma 3's development team switched their focus from creating new content and features for several weeks and invested their time solely into fixing bugs and improving the game. Project Lead Petr Kolรกr took the opportunity to explain the process in detail with his OPREP. The Clean Sweep was successful; hundreds of issues were crushed by the fix hammer. As a result Arma 3 is yet more stable and serving as the solid platform you all deserve. - quick snippet from SITREP #00183 which is probably topical
I understand that there is a lot of work around the ticket. I do not like the lack of order in the categories, there is no organization in the tickets. It looks like a general, an endless stream. It is necessary to organize the division into subcategories. It must unite the tickets total flow subcategories around some issues or subjects.
I longer understand the structure and organization of tickets for feedback CUP Tracker. This is a good example, look at the organization and the division of the total flow. http://dev.cup-arma3.org This should help to organize the flow of questions and procedures to fix.
at least one of the tanoa buildings has misplaced geometric occluders
@near cedar make A3FT ticket with detail about which building ... pm me the url of the ticket
oh, that reminds me, the stairs in the workshop/garage building on Tanoa (first objective in the Apex showcase - End Game - singleplayer). You can't walk up the stairs unless you vault at the bottom
which makes it odd that the issue exists because to complete that objective (downloading from laptop) you have to climb those stairs
Edited to correct mistake about which mission I was referring to
@waxen tundra PM sent
Land_House_Small_03_F has misplaced geometric occluder
https://feedback.bistudio.com/T122649
thanks @near cedar
I don't know if anyone has seen this, but the Mk 6 mortars are broken when AI are ordered to shoot them, they only fire one round at a time regardless of how many requested. https://feedback.bistudio.com/T121792
i dont remember if this stopped working or if it was never implemented: When in any of the "high" / "low" stance modes, the character does not animate when turning on the spot. E.g. in high crouch he doesnt move his legs when turning, but in normal crouch all is fine.
also, inconsistency with infantry terrain collision in different crouch stances: https://feedback.bistudio.com/T122654
AKM with flashlight and NATO Strider missing from loadout editor
Create a new ticket for Arma3 64bit, or have the opportunity to return to this revision? https://feedback.bistudio.com/T83081 https://feedback.bistudio.com/file/data/je7luvrenoy43jkpd3rs/PHID-FILE-lyub6n2pgzblzr6uoagb/20161218132547_1.jpg
Could we please get an option to close our tickets...
@SuicideKing#6140 +1 This is a good request. I have tickets, where there is a request to close, but it's already half a year waiting. ๐
I'll never report any bug again: https://feedback.bistudio.com/T122732
And it wasn't the first time that this Alwin guy told me to verify my game cache (I've reported the problem multiple times now, first time when 1.66 RC was released).
Dynmic simulation crashes the server in MP. Always!
It seems you are the only one with that problem. Correct?
https://feedback.bistudio.com/T122806 have a look please - zeroing eye position iron sight error. If you wonder why we do not see more adjustable, functional iron sights in mods (and also vanilla i guess...) - well there you go.
๐
When you can make an opportunity to include shot distance "AUTO" for a distance view. Correct curve shot from a tank in some situations. https://youtu.be/2SHxhEWiyQw https://youtu.be/aW71VIcOarA Correction ballistics crossing the line to the center of the sight gunner and commander. https://feedback.bistudio.com/T83302
seems like the major culprit for many tank physx problems is that the vehicle does not create accelerating forces from its wheels. It is pulled by external force, and the wheels basically slow it down artificially. So if the wheels suddenly lift off a bit (due to inaccuracies of numerical solver), the external force is uncountered -> large acceleration. And if the wheels suddenly come in contact with the ground again when no external force is acting, there is a very large force stopping the vehicle (driving over a small bump or jumping with the tank and landing on the ground often causes you to either stop or do a roll over forwards).
example where this is fairly easy to see is here https://www.youtube.com/watch?v=PxYiWuaRnss - > large stopping force of the wheels and soft suspension
is that the vehicle does not create accelerating forces from its wheels
LOL
@X3KJ#8043 https://youtu.be/MlrZEIOQt7I The problem is my ticket - is relevant to your research? https://feedback.bistudio.com/T117728
no, i already knew that
@waxen tundra @thick hare RPG-42 ranging is broken beyond 200m, see https://feedback.bistudio.com/T122895
And thanks for the RPG-7 fix ๐
https://feedback.bistudio.com/T75371 Someone should clean that up ^^
will we ever see a workboard for the projects on the feedback tracker?
That would be nice
https://puu.sh/tBQ7S/a6d08b80ae.png and https://puu.sh/tBQ8D/21c26d6832.png
Two recent notification emails from Phabricator weren't encrypted. This is the first time that this has occurred. Has anyone else noticed this?
any of you BI guys able to take a look at this https://feedback.bistudio.com/T123052 . The people that play KOTH really want an option for server admins to turn the CCIP off in jets for our servers. I think this would have overwhelming support especially with the Jets DLC coming. (do not want it gone on every game mode but as a server manager we want to be able to turn it off in KOTH)
if damage to sensors would be added (like suggested here) https://forums.bistudio.com/topic/196366-tanks-dlc-feedback/?do=findComment&comment=3145565 mission makers could autoforce damage to sensor system via script
Could anyone with any experience or technical opinions on the calmwater/pond shading issue that has been in Arma3 since the alpha version of the game (2013-2017) add any relevant info to this FB issue please, it's long since this issue was fixed.
https://feedback.bistudio.com/T123065
@deft marsh CSLA guys are probably most advanced on this. send em a PM
thanks, sent emsi a pm ๐
Not sure if you've seen this, but they claim to have gotten ponds working with supershader https://forums.bistudio.com/topic/158087-csla-studio-a3-wip/?page=8#comment-3076485
yeah, I pmd' the CSLA team to add thier input to the issue
but using a different shader doesnt retract from the fact that there is something either not quite right about the calmwater shader or how it is implemented
either way, without help from the inside we will never get an answer or this fixed
Am I blind or is there no way for an issue creator to close his own issue?
the latter ๐
in FT issue closes you
https://feedback.bistudio.com/T123209 AI deployment on pre-specified positions?
I have a request: could it be made such that the class name of an item/weapon/etc be made visible on mouse-over in the virtual arsenal? Becomes really tedious to keep exporting then filtering.
Similarly would be cool to be able to copy just 1 particular class name
convenient for F3 Assign Gear and all
didnt ppl say KotH and Taunus cause the problem quite/more frequently?
@desert trench just posted that on HT discord and social media etc. Let us know if we can do anything else
@dry hill no i meant in vanilla VA
@untold wharf My bad for taking the sensors overhaul thread way off-topic by addressing CCIP/PIP which is a "Targeting improvements" thread topic instead, so sticking this here: did you happen to see my previous 'dev branch trip report'?
@rapid badge hmm im not sure i have been posting so many places about it haha. I am hitting bed soon so will have to look into it tomorrow
Mind if I repost it here then?
ahhh
@untold wharf All three jets still have the pre-existing CCIP/PIP indicator visible if using the TGP view so long as said impact point is within the TGP field of view, but right now the Buzzard's Twin Cannon 20mm also has a "broken circle" indicator which is (seemingly by design) not subject to any difficulty toggle, the trade-off being that #1: it's only visible through the HUD glass and #2: you can't free-look too far off-center or else it's no longer visible through the glass just like the rest of the HUD
i think it being on the glass is a good compromise. I think that it could work
its a pretty small glass
i still think an option to remove it makes sense, the reason people like arma is server and customization so why not have as many options as possible
Easy: because the above is the trade-off
I am very happy that BI was willing to look at it and compromise
More like "make it more realistic"
well yeah but it has been so bad on our KOTH servers anything will help
That isn't Bohemia's problem... especially not when KOTH has already demonstrated their ability to support modded versions of KOTH
But AFAIK there's no such thing "a difficulty setting in the config file to either turn on or off" so you can't disable the 'broken circle' because it's specifically separate from the Crosshair option in the Difficulty Settings
im definetly excited to try, idk if it will be better/worse than abillity to disable but its fun to try new things
right that is kind of what I was asking for. Another line in the config for ccip/TLI
Yeah, see, Arma configs don't work that way
Plus it'd fly in the face of what oukej already declared about why it's in the glass -- because it's part of the vehicle, not a 'meta-game' element like the Crosshairs
hey im happy to try it just on the glass i think it will help and I completely understand its part of the vehicle that makes sense to me. I am soley concerned for the state of KOTH
Well that depends... how often did the jet gods' power really come from having CCIP/PIP to make gun runs with and the 'peripheral view' advantage of third person view? Now it's one or the other ๐
And as more than one person has rebutted... don't focus on CCIP/PIP and the TGP as the be-all and end-all of KOTH jets when the state of play for jets is not only in-flux there but in other areas too.
For example, I actually lost my Buzzard to MG fire from too many aggressive gun run attempts against a freakin' Sochor... not because it blew up my jet immediately, but because it took out an engine and I couldn't maintain lift enough/wasn't high enough to buy time to safely land. ๐
I am focused on it I strongly believe that the CCIP/TLI has severely unbalanced jets
And all I can think in response is "didn't they say that about the TGP too?"
(Its rounds may or may not have also punched through the wings and/or control surfaces as well and thereby affected the flight -- the Wipeout was so configured that way as of mid-December, don't know if the Buzzard and Neophron got these yet.)
well samatra was able to modify the damage jets take and the fuel leak so that is not really something im concerned with on BI's end
i dont get why a crosshair that tells you where your gun is aiming can be disabled yet a crosshair that tells you where your cannon is gonna land at everymovement you make cant be a option
@tired flare Because the second one really is "if you shoot now this is where your bullets will land" which doesn't do anything about leading a target... and because the first isn't part of the vehicle
if its part of the UI why isnt there yes or no option to disable it though
why code something like that into the game then?
its clearly something not wanted by many players
@untold wharf Did Sa-Matra's changes require a config mod or that players download a KOTH-specific mod, or is it all part of the game mode/mission file?
@untold wharf As I thought, thank you for the confirmation
im not a developer so not sure o the specifics
@tired flare Oh that's easy: You ever take a look at the glass panel in the jet cockpit which has indicators for stuff like aircraft pitch, altitude, heading, current weapon, ammo, GEAR/FLAPS/LIGHTS... well it just so happens that "if you shoot now this is where the bullets would land" is one such element on the Buzzard when selecting its gun
i just keep things working
(I don't talk about the GBU-12 in this context because to be honest I can't find where the hell its indicator is in the glass so I have no experience with how well or not it works)
@untold wharf FWIW if you want CCIP/PIP conversation to continue on the forums instead of Discord we ought to keep our replies to others in the "targeting improvements" thread (i.e. by copy-pasting the quotes into the reply box of that thread), it taking over the sensors overhaul thread was my fault and I intend to mitigate that
im bad at forums haa i like discord
also for bombs there is a bomb camera
like ctrl right click or something
its a seperate camera
Errr, that's the targeting pod (TGP)...
Let's try to keep our CCIP/PIP talk out of the sensors thread is my point ๐
ok sorry i have no idea
I have no idea how the hell controlling the 'bomb camera' (your words)/targeting pod (mine) and the jet simultaneously works, but with keyboard/mouse the mouse operates that camera while I end up having to move the jet/the bomb crosshair with the keyboard's WSAD and Q/E keys... no fun at all
yeah im sure would take some practice i use it alot for the thermal to look around
we used to dumb fire bombs with just that circle on the screen
so not too worried about it
Keep in mind though that, like I said, this is all part of a wider package of changes to how jets can act in air-to-ground
yeah again my concern is completely in KOTH I am not the expert in any other area
And here I am saying that those changes will probably apply to KOTH too
yea
So if you're concerned with how KOTH will be affected by the Jets update... there's way more going on than just the CCIP/PIP changes
@untold wharf For example, if there are no other changes in this respect in post-Jets DLC KOTH from what's on dev branch now, imagine that a Cheetah or Tigris can basically find any aircraft in the sky within 6 km on their (active) radar... but that in turn every opposing aircraft within 12 km can see the Cheetah/Tigris on their own 'display' even if they're not facing it
yeah its something we will have to keep an eye on that is for sure
@untold wharf ... oh, and imagine that a Neophron or Wipeout can be picked up from further out than a Buzzard or Pawnee/Hummingbird might be due to the size difference.
yeah dude like I said I am not an expert so will have to see how it go's and respond from there
i don't know why all of this was in feedback tracker
but feedback: remove faction lock on vehicle skins, please ๐
@waxen tundra added information to "Helicopter audio bug (uiNamespace)" https://feedback.bistudio.com/T80726
hope it's helpful
And
"Remove faction lock on vehicle skins in Eden Editor"
https://feedback.bistudio.com/T123252
ZEUS is still not fixed, is it?
(1.66 or 1.67/RC)
It is absolutely incapacitates the air defense system. https://feedback.bistudio.com/T123086
@desert trench i up-pinged that issue
ty
https://feedback.bistudio.com/T123355 The ACE/CBA guys were soo shocked as I discovered this yesterday
Nice find ๐
I'm missing the possiblity to create "Enhancement" report thingys on the feedback tracker. Everything is just aimed towards bugs.
Please unshock me
nice one @untold sky
^
ok so you put whatever you want to dupe in a backpack, like titan missiles i guess, then you spawn a greyhawk drone, and swap your pack for one of the non steerable parachutes in the inventory. every time you do it dupes the backpack, then swap them in and back out and their duped again. this seems to happen if parachutes are added to UAV's via script
It would be good if planes wouldn't take off on their own
Or at least, not turn their engines on
https://feedback.bistudio.com/T123419 And another small possible script performance improvement.
I started working on my script Debugger and wondered why (((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8) is a GameInstructionVariable on safezoneW.
Just found out. True and False are also GameInstructionVariable. WTF? Shouldn't they really be GameInstructionConst?
I guess this is calling for a little script compiler optimization.
@untold wharf The Buzzard (AA) may have gotten a hefty buff in the latest dev branch changelog...
Haha oh God. Have not got to mess around with her yet
it did? does it perform better than a combat prop plane from 1942 yet?
Had a really awesome situation yesterday. I was a Sniper and climbed on some big rocks using enhanced movements. I climbed up there and got my perfect position. And then I deployed my weapon and could only watch the sky.
it's phenomenally frustrating. It's happened some times in session but a lot of times i thought it was my mouse acting up
Worse, this happens if you're 2 ft away in the prone "beach pose" as well
another thing, the whole AP/AT/HE notations need to be streamlined a bit, in a lot of places AP is used for anti-personel which is phenomenally confusiing as it could mean armour-penetrating
and sometimes it's just HE
context is important
who is responsible at BI for anims these days?
found some unresolved defines that may or may not cause issues: http://paste.ubuntu.com/24072462/
G'morning fellows, i recently updated my old feedback post. Maybe @waxen tundra is interested in this. I will keep it up to date if we find anything else related to this topic. https://feedback.bistudio.com/T123528 ๐
Often it happens in a game, you find a good position, but there is no opportunity to successfully establish weapon on bipod. The line of sight is exposed to dependence on a landscape surface corner. https://feedback.bistudio.com/T123368
http://steamcommunity.com/sharedfiles/filedetails/?id=864824070 This mission seems to make it very easy to reproduce the 3fps bug. I had to remove a ton of objects so my Game stops getting Out of Memory crashes. But now I get the 3fps bug after about 30 seconds standing around.
I started a test Play from the Editor. after a minute 3fps bug and when going back to Editor it stays.
https://drive.google.com/open?id=0BxsgRQDJEOuDcEZ4M2pHajVjOW8 here is my cut-down version of that Mission that doesn't crash when trying to start it.
I'm running profv18. This is not my PC so I cannot setup further testing stuff
Same for me, except it returns to normal when I back out to the editor again.
@waxen tundra Do you guys still need logs and dmps for the fps bug and if so, should I use the RC or perf branch?
use latest 1.68 RC or 1.69 DEV
guess that is a "yes" to "...need more logs"
there is never enough of good logs and crashdumps ๐
I hoped you guys might be "close" and logs won't be looked at anymore.
but how do you know if you're close if you don't look at logs
i.e. logs are for debugging ๐
we the user don't have the full toolset devs have so our logs probably don't show as many information devs could output themselves. if they got close enought to repruduce it themselves // know the region it's happening. output by a debugger is the better choice thus our logs are of no need anymore.
hopes tho
yes but how do you know you have covered all cases if you don't keep looking at user logs?
Hello all, some of you may have seen me talking in #arma3_troubleshooting and #arma3_questions about this issue, I've created a bug report regarding my vanishing controllers issue here https://feedback.bistudio.com/T123639 though I unfortunately cannot offer much more than what's been written there unless anyone has any other ideas.
๐
the comment section is really fun /s
Most of Reddit could die an early death and I wouldn't mind.
depends on the subreddit to be honest but the Arma subreddit is full of spreading false information etc
Oh, I'm quite aware.
wat
That should've won Armachinima.
Allow Main Menu "Spotlight" feature to join a server: https://feedback.bistudio.com/T120652
@untold wharf After this week's changes... yeah, the air-versus-ground balance was about way, way more than just CCIP (although that's now changed again too).
Yeah I'm excited to see it
@untold wharf You should be... CCIP is gone from third-person but here-to-stay in first-person*, but in turn it looks like the Wipeout's ability to find targets (that you can use the "Next target" keybind on) is basically exclusive to use of the targeting pod -- which also gained NV mode but may have had its 5x/15x views further narrowed -- while the Buzzard has the same change but also has active radar.
- Credit to ampersand38 for this album of the Wipeout's current dev branch CCIP symbology: http://imgur.com/a/pkvRQ and to da12thMonkey for showing the Neophron's: http://imgur.com/uYJeP9V Hell, even the Kajman now has something along these lines for the pilot's HMD
thanks for the head's up, kju!
Planes can now start moving before their engines have spun up completely...
makes note to submit all the feedback tickets tomorrow
๐
feedback for feedback tracker: Needs a "Showcase missions" category
Because it doesn't have enough categories already. :kappa:
never enough categories
It looks like MX SW sounds are inaudible to other players, when a player is firing (have it on video too)
is that for everyone or only that dude in /r/arma?
I was doing things all day. ๐ In decreasing order of importance...
Multiplayer
-
MX SW (arifle_MX_SW_F) sound inaudible in MP
https://feedback.bistudio.com/T123848 -
Vehicle Commander can't deploy smoke under certain conditions
https://feedback.bistudio.com/T123828 -
Repair trucks can't repair if target vehicle crew has more than one player
https://feedback.bistudio.com/T123829
Animations/Movement
4. Rocks may cause player to uncontrollably point upwards
https://feedback.bistudio.com/T123850
Gameplay
5. Incorrect action menu action title for VTOL Vectoring
https://feedback.bistudio.com/T123849
- Planes start moving before engine has started up properly
https://feedback.bistudio.com/T123854
Sounds
7. Incorrect sound effect inside Military Cargo Towers
https://feedback.bistudio.com/T123851
- Bunker (Tower): Indoor sound environment used on 1st floor (old ticket but issue still present)
https://feedback.bistudio.com/T122026
Misc errors
9. Script errors in Fixed-Wings Showcase
https://feedback.bistudio.com/T123825
- RPT errors - Error compiling '' in 'HitPelvis'
https://feedback.bistudio.com/T123826
@waxen tundra #1 above is potentially game breaking in PvP
@manic saffron you may be interested in #2...
my thoughts on the reason of sudden tank jerks/jolts:
https://forums.bistudio.com/forums/topic/196366-tanks-dlc-feedback/?do=findComment&comment=3165808
https://feedback.bistudio.com/T117205 (disableChannels settings cease to work when leaving/rejoining mission):
Jawsh added a comment.Mon, Mar 20, 11:18 AM
This is still an issue in version 1.68.140908.
Anyone noticed the vehicle respawn module is broken? vehicles just respawn once regardless of settings (vanilla and modded ones)
this is been there for a few versions
F3 markers get spawned for these units too
or units that were supposed to be slotted into vehicles but weren't slotted by humans/AI
Please? =}
https://feedback.bistudio.com/T123926
We did notice the same as Nemesi, but didn't take time to troubleshoot it yet. I don't see anything in the feedback tracker.
https://feedback.bistudio.com/T123928 bug effecting KKNou_fnc_floatToString function on 64bit etc. You can use one of older functions in blog to workaround it etc
that's interesting, was working for us on sunday...
i don't know how the config compares, though
@waxen tundra @trim acorn here is the feedback tracker https://feedback.bistudio.com/T123940 I just repeated the process with "vanilla" game to make sure, the bug is there with no mods version as well
server and editor
@bright yacht Thanks for the ticket, it should be fixed in next (tommorow) Dev branch update so you can check its state then there
thank you for taking care of this @trim acorn
a question: do you plan to have an hotfix eventually or just wait the new patch? Because as a group we use stable branches @trim acorn
@bright yacht thanks, there ain't no hotfix until released ๐
@trim acorn Would the LOD Selection to selectionNames be "easy" to add?
i hope the dropdown menus get fixed tho
Anyone have any ideas for how to fix this? https://feedback.bistudio.com/T123639
is there any way to search by or order by date (or at least see it in lists) on the feedback tracker?
That does not appear to be possible.
is something known about group placement (of mods?) broken by 1.68 in ZEUS?
Can't Place Addon Groups and Compositions in Zeus since 1.68
should get hotfixed: https://feedback.bistudio.com/T123832
This open issue can be closed... it was caused by a mod:
https://feedback.bistudio.com/T75320
https://www.youtube.com/watch?v=Te2gi3ZQUAk This is apparently reproducible for some People (German: http://armaworld.de/index.php?thread/2841-seit-dem-64er-bit-update-sound-und-fps-bugs)
There is apparently already a Ticket about it but I can't find it. And Hotfix changelog doesn't say anything about fixed sound issues
@untold sky you sure? i see at minimum two lines in changelog saying that ๐
Fixed: Footstep sound were incorrect in first person view definetly not what's happening in the video
Fixed: Weapons would sound muffled when out of direct line of sight same. But good to know. A player thought that was caused by TFAR and messaged me about that
well, if there more bugs with sounds after hotfix, new profiling, 1.68.141113 then best make A3FT and share the url with me/us or point to existing ones with comment "still not fixed"
@waxen tundra Install moar hardware for Feedback Tracker plz, it's painfully slow atm ๐
Should they download more RAM? ๐
@trim acorn @waxen tundra I added a couple of comments here, these two issues seem not fixed https://feedback.bistudio.com/T123940 https://feedback.bistudio.com/T123785
https://feedback.bistudio.com/T124112 Just got 3 more people confirming that with Logitech G933/G930 on AMD.
This issue isn't even acknowledged yet
Had someone with a similar issue the other day. Downloading the Logitech x64 fixed it.
x64 driver?
The Logitech Gaming Software
yeah, apparently switching to x64 LGS and updating firmware (if available) fixes it
how do I see if my exe is 64 or 32 bit?
the 64bit one is called arma3_x64.exe. If you're talking about Arma. If you're talking about logitech. x64 Software is normally installed in C:\Program Files instead of Program Files (x86)
But there can also be x64 software in Program Files (x86)
I am talking about TS
Installed in Program Files folder.
ah yeah, it is 64bit thanks
also the executable is called ts3client_win64.exe
One guy reports switching to x64 LGS didn't help
please remove that if task is unsubbed it updates. I unsubbed probably 60-70 old tasks and now they're all there in the recently updated ๐
(no clue why this exists anyway)
reports of Zamak surviving RPG7 to the face with no damage
correction, tempest
verifying
confirmed
that's the original incident
shot the truck front on (before it started running away), getDammage report is at the top right
https://cdn.discordapp.com/attachments/101479298812121088/298563992379719681/unknown.png
rpgs and all rockets are just high explosive weapons in Arma and MRAP type vehicles are explosive resistant.
there is no penetration possible for rockets
but MRAPs die with one RPG7
which is HEAT
So kinda weird that a transport truck should be fine with it
They have the engine in the front though don't they? A truck cab is just a void
occupant should probably die though
isnt the engine underneath the driver? I mean the tempest is slightly armored but still...
yeah, should be under the driver
for more context - pre 1.68, you could shoot a zamak/prowler with bullets till it explodes
with 5.56/7.62
like, the hull would fall to 0 and it would explode/you would die
even if engine etc were all yellow/white
they've fixed that now, but i wonder if they over-corrected the trucks
haven't tried an RPG7 at a zamak though
i was told hitting the tempest on its fuel tank is still 1-hit boom
so at least that's intuitive
I'd say the engine is more likely behind the cabin on Tempest/KAMAZ Typhoon
it's bad to have anything underneath the crew seats in a mine-resistant vehicle
yeah, I guess it is behind the cabin. at least there are a lot of vent openings there
also weird that the guy in the video shot the driver through the window of a MRAP truck with 7.62mm
well it appears there was no glass in the window, probably blown out by the RPG, which is why he was able to shoot the driver so easily?
it's very difficult to tell from the video exactly where that RPG hit, or whether it in fact just hit the ground in front of the cab?
yeah which is why I verified later, to make sure it wasn't a miss
note that the truck in the video had its damaged texture loaded
it did, but that could easily have been indirect splash damage. As I pointed out, the glass had clearly been broken prior to him/her opening fire on the driver.
I'd experiment for myself, but right now Steam is downloading a large workshop update ... yay Steam
ok, I can reproduce, but it depends where on the front I hit as to the results. Low down and it was an engine kill, higher up at the mid-point between the windows and the bottom of the chassis was heavy hull damage with windows blown out. In every case, except where I put the RPG through the windows, the driver surived but injured
This was in 1.64 btw, so it's not something new to 1.68
having an odd bug, in eden if I drag a composition into the scene (military - outposts) then undo, 25% of the time some objects aren't removed, and they're not selectable at all to delete. running latest perf build; if anyone could try this before I put a ticket in that would be cool
@restive narwhal yeah but it only took 50% hull damage in my test with a full front hit.
They've adjusted the damage models on wheeled things
Trucks/LSVs could be shot to explosion state before, for example - they can't now (which is good)
right, hitting the cab of truck doesn't cause the whole thing to spontaneously explode ๐
๐
Erm, anybody know, if something like this was reported before? (can't find anything similar in the FT)
https://steamuserimages-a.akamaihd.net/ugc/92729171406635477/DF8D6ABEC1E6F731529DC2BC78E0287A1121C2C3/
Like a "ghost" of myself, also appears in 1st Person (sometimes)
Saw a video from a LIfe'r that had same problem on reddit. Think they wrote it was some problem with backpack
oi @vagrant mulch That was rude! I am gonna cry now.
@untold sky I don't wear a backpack ๐
๐
I give up, no clue how to redo it...
repro-ing arma things... ๐
https://feedback.bistudio.com/T117183 this should probably be marked as fixed
@raven hollow I honestly don't know if anyone has reported it, but a lot of people have posted screenshots of the issue, sometimes the disembodied head floats outside the back of the vehicle or appears in the back seat
@restive narwhal Yeah, exactly that was it. I tried everything to Repo it but... yeah, you know... Arma ยฏ_(ใ)_/ยฏ
So if there's something that's been on the tracker for almost four years, even if it's assigned to someone (oukej, in this case), is it a safe bet it's never going to be addressed?
Not always. I've seen reallllly old things get fixed/closed somewhat recently
you could always ask @ oukej what the status is on that issue
seems like this hasnt even been looked into :/ https://feedback.bistudio.com/T124028
Considering it was only submitted on the 25th that's not surprising
@thick hare
- Incorrect action menu action title for VTOL Vectoring - https://feedback.bistudio.com/T123849
- Planes start moving before engine has started up properly - https://feedback.bistudio.com/T123854
oh, the exhaust vapour direction doesn't change with the exhaust tube things on the CSAT VTOL
https://cdn.discordapp.com/attachments/104982724762157056/301455654269222914/20170411223000_1.jpg
https://cdn.discordapp.com/attachments/104982724762157056/301455550284300290/20170411222859_1.jpg
(are horizontal when tube is vertical)
engine limitation
All particles spawned from memory points can only use the initial position. Notice the same sort of thing happen if you create wingtip vortices on a swing-wing aircraft
And it sucks
That that has changed in physics, with release 1.68. It is a lot of inertia and not enough weight. https://feedback.bistudio.com/T123793 https://feedback.bistudio.com/T124274
oops
@near cedar the vectoring has been renamed to auto-vectoring on/off (dev)
Thanks for the reports!
Cheers @thick hare !
(and the carrier is awesome ๐ )
The BTT Ceasar seems to suffer from small physx glitches on dirt. jumps around a bit while stopped, and temporarily jerks backwards when you come to a halt
well it needs a wheel brakes
which is the feature only in advanced helicopter settings i think
it is kinda odd when you need those breaks either way
i don't understand why it needs wheel brakes when no other plane does
i also don't understand why helicopter AFM should affect a plane
i didnt meant to heli AFM to affect plane
that was a suggestion that plane should get that feature too
usually planes have that wheel break but only in engine off state
yeah but it's kinda irrelevant for this particular bug ๐
this bug is unrelated to wheel brakes
afaik it doesn't affect any other plane
it's most likely a glitch of some sort
and from what you said >usually planes have that wheel break but only in engine off state
that plane is in engine off state
it rolls back because of wheels and i think the mass in the model might be issue that is causing that
it jerks back, not rolls ๐
jerks uhm
it also does that when you stop the plane
aquires negative velocity for a split second
not tried it on VR though
it can be some sort of gear issue or that mass or it can be something totally different that causing that
yes
It very badly influences a game. Sometimes the shot isn't even heard. It is heard as bullets get nearby, you is wounded, but you can't be guided from where shoot at you. https://youtu.be/5HnYiTtvMyE It vsproizvoditsya on 1.68 and DEV versions
oh yeah been seeing that for a while
oh wait i think they fixed that with the first hotfix?
Fixed: Weapons would sound muffled when out of direct line of sight
But your video is from 9th April... ๐ค
when you find a bug but you can't --- Oh, remembered the issue.]
Showcase Night's loadout is broken
We have had quite a few cases now where gunshots couldn't be heard with vanilla sounds, but people with dynasound 2 could hear
^is that all it takes to bug report or is there something specific?
@vague idol make a ticket here: https://feedback.bistudio.com/
https://feedback.bistudio.com/T80798 I have written in this ticket. If it is necessary? I can make the new ticket.
@SuicideKing#6140 not sure but i heard BI fixed it on the config side and not on the engine level. so probably not all their configs are fixed (and 3rd party still affected too)
@desert trench thanks. It's really hard to repro, but we've seen it with the AK12 in the past, MX LMG and one of the pistols more recently
Praetorian 1C shoots at the purpose, but there is no sound of shots.
MK21 Centurion conducts tracking on the purpose, but doesn't shoot. Arma3DEV 1.69.141362
I feel like the Mk21 AI maybe doesn't know how to turn its radar on to lock with the missiles
perhaps. i set EMCON to active, still didn't help
weird, although the Centurion's missiles also have their own active/passive radar sensors
Is there a way to use the feedbacktracker (https://feedback.bistudio.com/file/upload/) to upload some crashdumps without creating a new ticket? Just upload the files and share it with BI staff? I have received this error: Unhandled Exception ("Exception") No configured storage engine can store this file. See "Configuring File Storage" in the documentation for information on configuring storage engines.
What are you trying to upload? the raw dumps or a zip archive?
@untold sky zip -> (ArmaReport_Log_20170422T212303_Stayn.zip)
Try 7z maybe. Also had that problem someday. But recently I could update a dump without problems. Look at what fileformats other People are uploading.
@native pagoda The Microsoft Edge browser allows to move pictures and archives from a desktop in the field for the message, in tickets for feedback.bistudio.com. Find the ticket suitable on your problem and to send the message, or create the new ticket if the similar problem isn't found.
The Mk21 currently is not firing. The rocket does capture of the purpose, but the purpose isn't locked in the lock. https://feedback.bistudio.com/T124492 UCAV Sentinel laser designator doesn't follow TGP https://feedback.bistudio.com/T124492
Look at this ticket. Badly sounds - unclear dependences work. https://feedback.bistudio.com/T124559
btw spawn AI modules are broken
15:43:48 Error in expression <is_inFriendlySector",false];
}
forEach (bis_fnc_moduleSpawnAI_groupsWest + bis_f>
15:43:48 Error position: <bis_fnc_moduleSpawnAI_groupsWest + bis_f>
15:43:48 Error Undefined variable in expression: bis_fnc_modulespawnai_groupswest
15:43:48 File A3\Modules_F_Heli\Misc\Functions\ModuleSpawnAISectorTactic\main.sqf, line 167```
Would be nice to get this in the near future... https://feedback.bistudio.com/T124258
Sound bug... prof build wSimu->sound->ssAdv taking >90ms per frame. No looping sounds or anything abnormal to hear. Getting worse with time. Cannot reproduce reliably. Happens randomly and rarely
Tabbing out brings fps instantly back up to 50 because sounds stop playing
The function causing that is profv13 arma3.exe+0x00571600
It is calling a sndLH function
Don't know what else to report. Can't reliably reproduce and can't create a crashdump cause it's not crashing. Also nothing in RPT
nevermind, looks like it's due to a different naming scheme in IFA3 (and Unsung)...
Falling FPS from 160-80 to 30-25, when the optical sight looks at the surface of the water. https://feedback.bistudio.com/T124679
I was really hoping these two things would get fixed with 1.70 :(
Vehicle Commander can't deploy smoke under certain conditions
https://feedback.bistudio.com/T123828
Repair trucks can't repair if target vehicle crew has more than one player
https://feedback.bistudio.com/T123829
For this ticket there will be a correction of 1.70? https://feedback.bistudio.com/T124559 How many years must pass for this ticket? https://feedback.bistudio.com/T120491
How many years must pass for this ticket?
๐
you can try poke me next and repeat that after some weeks but don't expect much before 1.70 rolls out, so more likely after it ...
On the server, till 1.68 played 40 players, every evening. After release 1.68, spatial representation of sounds of a shot is lost. Now on the server comes to play 10-12 players. Such problems have bad consequences of the general game process. Shots it is sometimes not heard, it isn't possible to understand from what party, it isn't possible to understand 30 meters or 1 kilometer. Players don't want to play, this disorienting by much isn't pleasant.
yeah, we've sporadically had these sound issues too, when the gunshots for guns can't be heard
impossible to reliably repro, however - never had it happen in single player or local host
This problem is everywhere. Video from the demonstration mission "NATO".
This is easily reproduced. Depends - from the position of the player to the direction of the source of sound and visual contact. The thing is that nobody noticed this problem on RC 1.68.
we've had no sound from random guns irrespective of LoS as well
On feedback.bistudio.com there is a ticket with a 7.1 sound problem. That I gave a link to this problem is not connected. It is equally reproduced in me, on two different sound cards, on a stereo and on 7.1. On version 1.68 and on DEV1.70
oh yeah the 7.1 issue is definitely there
i've had sound issues in the littlebird too while the miniguns are being fired, in a HEMTT while riding at the back, etc.
I'd love if some engine dev could update RString to include the actual length. Arma is CPU bound already and with x64 we have enough memory available. Why call strlen everytime you need the length of an RString. Which is probably quite often...
@waxen tundra I added a bunch more Data to https://feedback.bistudio.com/T124746 I think the isTerminated log and the Profiler recordings are most useful.
Also added a bit of 3fps bug data to the forum thread for that. Got that while investigating this issue
Large drops of FPS on the water. https://feedback.bistudio.com/T124679
@viral python https://feedback.bistudio.com/T124788
some bugs https://feedback.bistudio.com/T124805
linux DS seems to be segfaulting for us https://feedback.bistudio.com/T124761
Quoting myself But BI should probably allow users to specify that a bug impacts RC or dev build. So it doesn't just disappear between the random Release bug reports.
RC is supposed to be for testing for bugs right? How can it be that a bug in RC is just ignored after it's reported? Why doesn't the Feedback Tracker have special Tags for RC and dev bugs so they don't just disappear in the masses?
When I create a Bugreport I get asked about my OS version. But not about the actual Game Version I'm running. Isn't that kinda.. Important?
I agree, the old tracker used to have game version too, i remember. I resorted to using [DEV] in the subject lines, but it's not a proper solution.
This is now the second time a kinda major issue that was already known in dev made it till release. This cannot happen again.
OH GREAT! The stupid tracker platform says "drag n drop files to attach them" - dragged .sqf file on it, it opened it in the browser in place of the ticket i wrote. Go back a page -> blank ticket form. just great! 30min of my life i wont get back
at least there is a bright side... i noticed that its not the damage system that is doing bullshit, its the handledamage evenhandler that reports inconsistent stuff. Not only reports it the damaged hitpoints. No, it also reports all hitpoints and their actual damage state is reported as "caused" by the shooter
yes i was aware but now i know the specific issue
it triggers for every hitpoint instead of the ones that where damaged by the event
@near cedar linux server is working ok. You need to grab the updated steamclient.so
well you're saying that, but dwarden said they're aware and investigating the issue...
ยฏ_(ใ)_/ยฏ
will pass on the info to our admins though, thanks
I just updated the server and everything is fine
cool, ty
hey @sick totem can confirm it works, thanks!
balance problem with manuel lasing. prowler 338. and offroad 50.cal . or lots of iron sight weapon of vehicles https://feedback.bistudio.com/T124824
- added a additional info
oh so some ironsight weapons also ended up with manual lasing, interesting. Yeah should be a bug.
Soo... No response about the Idea to be able to flag DEV and RC issues on Feedback tracker so far...
@untold sky i asked i would like that too so far no progress on that
All tickets are related to Arma 3 - Release \ DEV \ RC.
There is no way to put them in the "High" section on "feedback". If the ticket does not confirm the status of "High", you can move tickets to another section.
placed objects and (empty?) vehicles appear to be occluding sound, at least gunshots.
Are you using modded weapons?
@dry bloom nope. You can check this with the NATO showcase. Quoting myself from #general_chat_arma
it seems that the bullet cracks aren't attenuated, but gunshots are, both taken together you can't hear the gunshots```
Sound occlusion issues have been there for a few versions now
check =S= Lex's post above in this channel too, for more
@Dr. Blaubart#4860 https://feedback.bistudio.com/T124812 https://feedback.bistudio.com/T124829
especially the last one is in there for five versions
would be nice if these could get some attention
sorry, the feedback i sent has reviewed. and i found the quillin crash bug fixed on dev log, but the other 3 bugs.
but other 3 things, buzzard(CAS) laser designator, and sandstorm, blackfish, is that also reviewd right?
sorry for re-answering about this, but just bit worried
@somber mauve Added: Allowed using setObjectMaterial on Simple Objects
i am aware, but its not the same thing
Please! Combine tickets and make an effort to resolve the topic "Bipod". https://feedback.bistudio.com/T81982 https://feedback.bistudio.com/T82167 https://feedback.bistudio.com/T123368 In most cases, players can not be used by the bipod, for the reasons listed in these tickets.
Often not fair players use bipod for other purposes, details in the next ticket.https://feedback.bistudio.com/T85691
21:23:52 Sound: Error: Multi-stream: Load failed, stream a3\sounds_f\characters\crawl\pavement_crawl_4.wss not found !!!```
so it appears that the neophron can randomly sink into the carrier when the player tries to get in, on a dedicated server
@near cedar expected. Physx doesnt take kindly to the carrier right now.
Same thing occured with the nimitz. Its all work arounds
definitely not "expected".
I certainly expected it. It doesnt just pertain to the nephron.
https://feedback.bistudio.com/T124746 Still happens. Added a little more Info but.. There isn't much I can do.
https://feedback.bistudio.com/T124761 Why is that still "New"? ๐ That's fixed btw
https://feedback.bistudio.com/T125167 fixes/ feature requests for better artillery (gameplay, simulation and visuals)
currently on stable branch, ground radar contacts appear to continue to show up post destruction
active ground radar? that would be normal (the wreck still reflects the radar stuff). But i noticed on devbranch on first deployment of radar that AA with radar emitted active signal after destruction. forgot to report it, not sure if still the same
@unborn flame I meant the latter, so yes, it's still the same.
And regarding the former, I don't know man, it's supposed to be Doppler radar, so technically anything standing still shouldn't show up. If it does then other metal objects should as well, otherwise I question the "simulation" behind it.
the difference here is not between moving and not moving. the difference is between destroyed and not destroyed. Yes you can filter out targets that dont move, but if a functional tank just stands somewhere i dont think you would want to "hide" it.
things like this are what make the current radar alot stronger then it propably should be, it magically knows when a target is destroyed
well if a functional tank isn't moving then it shouldn't appear on radar, i'd suppose?
And when i mean radar i don't mean IR/visual sensor. I mean radar. So then what's the mechanic used for target identification? I remember oukej suggesting it was doppler based, and that's usually how ground radar works (because that's how the ground is filtered out). But if you say that it should be able to detect a functional but stationary tank, then is the mechanic that the radar is not filtering metal targets? if yes, then other large metal objects should show up too, i suppose.
^Jets community guide would confirm the above mechanic.
middle-click in the map while in curator mode still doesn't work for camera-only zones
Is there any progress in these problems? https://feedback.bistudio.com/T117728 https://feedback.bistudio.com/T124274
Just PhysX Things ยฏ_(ใ)_/ยฏ
Why is crap like this: https://feedback.bistudio.com/T124456
Still "New" Is there no Moderator on the feedback tracker that can clean such things up?
I'm guessing with potential backlog of hundreds or thousands of tickets, it's just a manpower issue
https://feedback.bistudio.com/T125357 I hope this is not PhysX Things))) https://feedback.bistudio.com/T82570 https://feedback.bistudio.com/T124559
oh no, RC is out, I missed my chance to churn out more feedback ticketes for 1.72...
Still can't zoom out in the new jets. Is BI trying to hide somethin?
I don't get it. It's simply inconsistent
@normal zenith so very very inconsistent isn't it?
@normal zenith On something so simple as such, I would find it hard it for someone like yourself to understand.
personally, I think you're trying to poke holes and throw taunts "Hey look everyone! Arma doesn't work for me, so it doesn't work for you!" mentality.
camera can be a bit inconsistent however. Sometimes the same key changes effects when you press it multiple times. ticket on that later.
@normal zenith Right, So here is the deal you either direct message me about this or it's over. It's already been too much
Please give a solution to this ticket, fix the problem at 1.70 for the 1.72 release https://feedback.bistudio.com/T125357 The problem was not solved in this way https://forums.bistudio.com/forums/topic/160288-arma-3-stable-server-170-performance-binary-feedback/?do=findComment&comment=3197019
@normal zenith I have a sneaking suspcision you aren't well taken at first by most. I can already see looking around the channels a bit that is true.
And a casual! I hit on the head, now now. Go along and go play Altis life or whatever you feel is best with your time.
@vale trail I have a sneaking suspicion that you're wasting your time on mindless shit, Leo reported a bug and you instantly jump on the "Oh, I'm better than you simple human". Honestly go back to your internet warrior forum, Mister.
Since when did Leo report the bug ? I'm no more of a internet warrior than your friend Leo over here. I truly believe this whole lifer, wasteland, zombie mindset is no better than your elitist mentality. In which, I am in no way an elitist either
you are a fucking guuber midnight
he simply reported that he wastn able to zoom out in the jets and you started acting like an asshole
Still can't zoom out in the new jets. Is BI trying to hide somethin?
I don't get it. It's simply inconsistent posted in the feedback_tracker section
Definitely hinted at giving the developers feedback
Do you really sit on the ArmA discord and tell people that they are "casuals" and "simple minded" when reporting issues? Get a grip man.
Hmm, no. I'm actually pretty constructive here. My bad mistaking Leo from today at 3:33 PM and 4:42 PM. I'm also very curious as to how three different people have pretty much the same thing to say in such a small span of time?
ok.
@vale trail Both are the same Leo. He just changed his Avatar
@waxen tundra would be great if these issues could be fixed for 1.72, I'm a bit tired of helicopters exploding at the start of missions (particularly the AFM bug)
https://feedback.bistudio.com/T83074
another one: https://feedback.bistudio.com/T83910
(see costno's comment for our findings)
(also WTF it's been an issue since 2015, it's like no one else plays the game with vanilla assets...)
yeah, because bugfixing and content creating are in the same department
stop smearing your smugness everywhere, this channel is for feedback tracker tickets.
^
@normal zenith As you have already been told, this channel is for the Feedback Tracker only. So no, you will not do whatever you want to.
@normal zenith keep your rants into #offtopic_arma this channel is or constructive feedback related to tracker or bugs not your random speculations
and you people are not in a position to have any influence on that
๐ฟ
Did I miss it?
@vagrant mulch I dunno, was it not your hammer? Dwarden's hammer? Leo covering up their tracks?
Big D's
Reminder that Kajman flips (and can potentially explode) under certain conditions in MP with AFM enabled https://feedback.bistudio.com/T83910
uh well changing the display mode caused a sudden quit to desktop
only trace it left behind was 20:03:44 VehCSAT_CAS1 (To-199 Neophron (CAS)): Unknown action NextModeRightVehicleDisplay, target VehCSAT_CAS1
didn't happen again
๐ฅ another one
@near cedar is it just when you switch display modes? i dont see this happening on my end
@vale trail I don't understand your question - see the ticket for more details
Oh you mean the quit to desktop
Yeah it was random and happened once so idk
https://feedback.bistudio.com/T125345 And another issue that was known well into dev branch. But still made it to release. @trim acorn
When is BI gonna do something about that?
https://feedback.bistudio.com/T78558 Is anything gonna happen on that anytime soon? This was assigned Acknowledged 3 years ago and nothing happened.
there are plenty of tickets that are old, assigned and not solved. I think Adam at some point (at least my impression) even acknowledged and assigned almost every ticket to himself that had some logic behind it.
i really wish they allowed authors to close tickets, would somewhat lessen the amount they have to sift through
so uh
it turns out that non-repeatable triggers keep checking their conditions even after they're true
@waxen tundra what i mean is, the condition loop of trigger seems to keep running even when a non-repeatable trigger has already been activated (i.e. condition is already true). This appears unnecessary and wasteful - why check for the truth of a condition that is already true, if you only need to check once?
But the question is, is this intended behaviour? If no, then i'll make a bug report, have the repro mission ready.
I don't see any reason why you would check a condition where you will always ignore the result of that condition
i don't see either, but i'm assuming they have the same code for repeatable triggers as well
and i don't know the engine details
but i would assume that the loop's condition should be while (!conditionMet || isRepeatable) {check the trigger condition}
@near cedar Can confirm that. It first checks the condition and after it has the result it checks if the Trigger can even be triggered.
Not only that but it also prepares the list of vehicles in side the trigger every time. Even though it can never trigger.
So.. Onto the Feedback tracker with that
@untold sky thanks a lot, will make a ticket. Temporary workaround is to just delete the trigger in its own on-act field, i suppose
My Team found a bug in Malden (Vanilla Arma3) map. There is a stone where you can walk through: http://actofgod.spdns.eu:8000/f/c99b1492d2/ BI-Ticket: https://feedback.bistudio.com/T125874
LOL
@native pagoda Please Include a picture or Video in your Feedback tracker report. Your other Link is offline.
Also severity is not Major and ...
Is the exploit where you can shoot through floors reported yet? I'm looking at the bug tracker right now to see if someone has made a task, and I haven't found anything. Is it well known enough to get noticed by the devs? I posted something on reddit and it got ignored/downvoted.
@noble monolith https://feedback.bistudio.com/T125894 ?
lol thats the one I just made
halleluja
did you see any other reports pertaining to that exploit, @untold sky
No. But I often saw that scenario from the screenshots. It's a verryy old issue
Well if it doesn't get fixed, that'll be a big disappointment for me
It breaks the game so easily.
Biggest problem for me is that AI sometimes just sticks their weapon through a wall. Shoots you. And then pulls their weapon out and just continues walking along
@untold sky would you agree that this bug is major ๐ค
Well... It's not gamebreaking.. But.. It kinda is.. for competitive play. And like.. That last mission where we were 3 people barricated in a house all watching the only entry. Where that one AI just shot us all through a wall behind us was kinda..... Bad....
doesn't koth make up a large percentage of the community's preference?
I'd say at least 20%
I'd argue it's game breaking even outside of KOTH etc
We've lost people to AI shooting through walls in coops as well, it's very unfair and sucks to lose people from glitches like these
@untold sky weapon collisions and mantling was one of stuff i wanted for Arma 3 but it got scrapped due to resources (manpower) limits , at least we got the deployment/bidpod later
If you need more manpower I'm here :D
But I know that weapon collision is not that easy.
i say this as a layman but -
you already know when a weapon is potentially blocked (since the crosshairs convey that info), so the AI could concievably use that information to judge when they're too close to a wall, and lower their weapon
AI doesn't have a crosshair
so?
the crosshair itself is AI
in the general sense of AI
it's an algorithm
you could use similar logic for an NPC
we wrote a bunch of scripts to make a custom crosshair that only appears when pointing at close objects, to provide weapon obstruction information
used line intersects and stuff (i didn't write the code myself, so can't tell you in any further detail what they did, i don't know exactly)
i assume you could do that for NPCs too
but yeah, would be a good feature to release with tac ops or something
A good AI also wouldn't even attempt to aim at Walls if there is an Enemy behind it. Because the Enemy logically couldn't come through the wall and the AI also can't go through it.
baby steps ๐
and well, walls can have windows...
i'd assume that the structure model would need to be coded for the AI to understand what a wall is, where a window is, etc
maybe AI could use geometric occluders too? ๐ค
well i've no time to make tickets till the weekend (assuming mission making doesn't take over my life as usual), but a few feature requests:
- disable the setting of a new unit as a player unit (if no player unit is present) in MP editor. it's really frustrating, and leaving in a player unit has caused server issues in the past (or so it has seemed).
- please prevent the asset browser list on the right from auto-expanding the "Men" category repeatedly. It's really irritating.
- please allow "play as character" in the MP editor
I actually like all of those suggestions. #2 is particularly annoying. (hugely annoying with mods..)
would be nice to have collapse/expand function. but just not autoexpanding would be great.
Yeah with mods it gets really frustrating. And I assume that they'd want new players to realise what they're supposed to do to get started, but maybe just doing it once, or making it a togglable option would keep everyone happy i think.
so it seems that Dynamic Simulation turns the lights of empty vehicles on, when the vehicles are on the dedicated server.
@waxen tundra the trigger issue we were talking about last week now has a feedback ticket: https://feedback.bistudio.com/T126013
Dynamic simulation issue above: https://feedback.bistudio.com/T126014
The feedback tracker needs a "Dynamic simulation" category...
Suggestions for eden editor: https://feedback.bistudio.com/T126015
Can't see the map icons of simple objects inside buildings https://feedback.bistudio.com/T126016
Reminder about exploding Kajmans https://feedback.bistudio.com/T83910
@thick hare Active radar symbol persists on display, after radar source has been destroyed https://feedback.bistudio.com/T126017
Feedback tracker needs a "Sensors" category ๐
The centurion still behaves really weirdly
it refuses to engage radar contacts
shuts off its radar
and uses its visual sensor to lock once target is ~2km from it
it turns on its radar after it's started to acquire a lock
then fires one missile after another with very little time between both
@near cedar Weird as hell because that's not the behavior I saw on dev branch v1.71 (pre-Malden)
if you let it recieve data then it locks to another AA's (cheetah, 1C) targeting info without turning it's own radar on
Admittedly I forced the Centurion's radar on in my case...
I had too
it shuts it off after a while
I closed in from 13km to 6km or so, and it shut off its radar after that point
It opened fire on my Neophron before that point ๐
strange.
it didn't open fire on me until like ~2km
was in a Gryphon
This is the sort of behaviour i saw with 1.70 too iirc
at this rate we need some diag mode to show us live sensor data ... When i tested the turrets a while back (dev branch) they behaved a bit strange as well.
especially shortly after mission start. It seemed like it take a while before they get active.
well didnt BI show that they have diags for it?
however do they share it with the community..
I dunno, what I glimpsed looked like it was an arma3diag_x64.exe kind of thing
please unbind the 2xCAPS keybind
it's really irritating
and stops working for some people, so they get stuck with their mics on (which is probably a bug BTW)
thnx
@rapid badge the diag.exe for the community only is a small subset what BI has available internally
couldn't hear the launch sound of an RPG7 fired 5m to the left of me. person firing was on top of a rock. perf binary. no sound mods, vanilla assets.
EtelkaNarrowMediumPro seems to be broken with today's hotifx, anyone else having problems with it? http://i.imgur.com/Ysy92O1.png
@waxen tundra ๐๐ป
Physics observations
PHYSICS ISSUES: Through rather long testing I've noticed that the vehicle damage detection is quite severe. This is very pronounced on the huron(chinook) due to it's long rectangle shape for example. We see a helicopter, but the computer sees a large, elongated bounding primitive rectangle block. When landing or when ground vehicles move across a curved slope, at some point the slope contacts the block, detects immediate damage and seems to take place also with jet's blocks.
The vehicle even going 1m/second and sometimes completely stationary, bunny hop bounces even a little and then detects and takes damage. One can notice in the dirver/pilot seats, it goes white, then yellow, then red in a matter of moments either upon landing a helo or sitting in a jet. Asking bohemia to see what answers they can provide on this issue. I've conducted this test over a long time and I get the same results.
I'm concluding in theory it's just that the physics design with the game engine combined works too well when colliding with any type of terrain other than complete zero degrees flat ground which we all know is nearly impossible. Even the carrier is not completely flat surface. So we get bouncy objects that get damaged. Sometimes when standing outside and just observing them physically hop.
@waxen tundra
Vehicles and objects appear when they shouldn't even be there, frozen in a mission. Seem to be carrying over from other missions/previous runs of the same mission.
Test on dedicated server. One person could see this ghosthawk frozen here, others couldn't. It wasn't in the mission: https://cdn.discordapp.com/attachments/104982724762157056/333325567434948609/sktest.jpg
Later, same mission, in the editor and when game is run:
This VTOLis just frozen in the air (there is only one VTOL in the mission, which is on the carrier deck to my left):
https://cdn.discordapp.com/attachments/101675731175636992/333363477584412672/20170708230106_1.jpg
this carrier shouldn't even be here (there is one in the mission but it's somewhere else):
https://cdn.discordapp.com/attachments/101675731175636992/333363501194280970/20170708234452_1.jpg
(this is with profiling branch)
Apparently this issue affects people using unit capture more frequently
but i don't so...
restarting game seems to fix it, but really weird
hmmm randomly quit to desktop
after
0:04:00 VehCSAT_CAS1 (To-199 Neophron (CAS)): Unknown action NextModeRightVehicleDisplay, target VehCSAT_CAS1
0:05:00 VehCSAT_CAS1 (To-199 Neophron (CAS)): Unknown action ListLeftVehicleDisplay, target VehCSAT_CAS1```
second time this has happened, but this time i didn't even press anything
just flying
had both sensor displays open
Crashdumps are almost always required. Just images or RPT outputs don't really help.
Steps to reproduce the issue reliably are best.
@untold sky if i had a crashdump i'd provide it
and it's really hard to repro a random event
short of providing the mission and asking devs to test
I know. I'm currently handling a issue that only happens randomly after a few hours of playing without ever crashing the game.
๐
oh look, exact same quit to desktop with exact same messages
may be able to repro here
Land_Shed_01_F has an occlusion issue, will file report tomorrow
@thick hare the Sharur won't lock beyond object view distance https://forums.bistudio.com/forums/topic/200467-jets-sensor-overhaul-radars-irs-lazors-pgms/?do=findComment&comment=3211700
@waxen tundra Land_Shed_01_F has an occlusion issue https://feedback.bistudio.com/T126165
(it also has another issue... https://cdn.discordapp.com/attachments/104982724762157056/334308542951456769/unknown.png )
the Sharur won't lock beyond object view distance
heck none of the plane ATGMs will
btw the feedback tracker is mailing me regarding my own comments, is there any way to stop that? ๐
@near cedar could you please send me the mission from https://feedback.bistudio.com/T126017 ?
Unable to reproduce it no matter what datalink and side allegiance I set to the player's vehicle and the other.
How do suggestion related feedback tickets get handled? I understand there are heaps of tickets and its hard to go through them all individually, but was just curious as I've put in a few but no reply yet
Suggestions as in Feature Requests get largely ignored so far.
i just drop a link to the ones i deem important, here
others i just let them be and wait for someone to filter by that issue...
Yeah its a shame they get ignored, a lot of good suggestions on there :/
The list of suggestions is so large they would fill a few volumes..
it depends. I also had suggested two things and within 3 days it was implemented...
not the norm, but i wouldnt say ignored... though i also always post the tickets in the appropriate dev threads.
yeah i've started doing that too
propability of success is very dependant on what the team is doing atm and on scope of suggestion.
If they are in the concept phase of a thing (say tanks) and you have a suggestion that fits, its the perfect time. If you come to late -> low chance. If suggestion is too "big" - lower chance. If you haven't sacrifised a goat - lower chance.
True
oh yes i sacrifice things to BIS everyday
but yeah, timing is key
although sometimes that doesn't work either, there are some issues with sounds in certain structures and i reported them when i saw they were fixing issues with sounds. got ignored afaik ๐
speaking of issues that need fixing, the Kajman's gun's zeroing is incorrect
and the sights aren't accurate
actual point of impact is almost always shifted
and changes with rotation
1000m zeroing corresponds to the gun sight between 370m and ~800m
Do you think BI will ever hire on sub contractors?
Well obviously they did with B01
But working on the core of the game? To work on some of these suggestions?
I don't think anyone outside of BI can answer that, I personally doubt that development of core functionality would be outsourced.
@near cedar lack of manpower for some projects? I do realize that devs can propose an idea and throw it in sort of like how combag patrol evolved
BIS has used subcontractors since forever
they outsourced Tanoa's buildings to community members - had a recruitment thread and everything
Even the A3-Props are made by an outter firm, iirc.
@da12thMonkey#2096 @raven hollow yeah but his question seemed to be about the "core" of the game - i assumed that meant the engine.
@near cedar yeah, i see all the time people bringing up the idea of an updated man class but no one following up
honestly i don't think that'll be touched before the next game and Enfusion
I could be wrong, of course - like i said, only BI knows for sure
rest is all speculation
which is why i often make fun of purported "engine limitations"
All in due time
what gamemode though?
save games are in your documents folder. If you deleted that the save files most likely is lost.
take this to #arma3_troubleshooting
https://feedback.bistudio.com/T125357
BIS, place it on HOT
Similar tickets. Have a common - bad interaction of weapons with the environment. This still has no priority.
https://feedback.bistudio.com/T120511
https://feedback.bistudio.com/T85691
https://feedback.bistudio.com/T81982
https://feedback.bistudio.com/T82167
https://feedback.bistudio.com/T71574 https://feedback.bistudio.com/T124077
did this problem solved? ( blurry screen when using scope )
old topic but i feel like same before
@stray basin turn of depth of field and motion blur.
turn off *?
not the same issue as described in the ticket. Ticket is about the PP radial blur and chromatic aberation at the edges of the screen
anyway thanks
Is this the right place to "spam" feedback tickets to get them dealt with faster? I hope so cus this one is hella annoying
https://feedback.bistudio.com/T85764
Maybe some dev have mercy and atleast tell me s.th. like "it's harder than it looks ... we need more time .. " thx.
sorry for poor language, wrote about problem
'V' key slow motion when using handgun, stand up accidently when switching binocular from main guns
while laying down *
semi/automatic fire setting reset when switching gun
the cheetah's radar dish keeps spinning even when it's destryoed. ๐
I added and changed the details in several tickets.
https://feedback.bistudio.com/T126258
https://feedback.bistudio.com/T123383
https://feedback.bistudio.com/T126257
That last one is a bit nit picky
@Midnight#4592 On servers where the third view is disabled, the sight of the miner's arrow is pointed to the side 90 degrees from the direction of attack.
Any chance of getting the hellcat's searchlight functioning soon?
@near cedar obtaining a new bulb through the military procurement chain takes a lot of time and paperwork ...
BTW...could we not have AI jumping off bridges? ๐ https://www.youtube.com/watch?v=nGXAkgXP7Ic
jumping off bridges is fine, but they need to add a bungee cord
Any chance of getting the hellcat's searchlight functioning soon? Forget the searchlight, make the modeled thermal camera a working sensor hub/laser designator thing...
Forget the searchlight
noooooooooo ๐
โข
Damn it. Jay needs to get his shit together and get something better than a sitrep after all this time
@thick hare @untold chasm i saw something in #general_chat_arma about repair vehicles not working in MP...had reported that somewhere in April https://feedback.bistudio.com/T123829
ref:
Taro - Today at 1:36 PM
@ oukej
The problem is the locality (I think): for some reason when you host your own server (via launcher) and then join it, the refuel/rearm/repair vehicles do not function at all.(edited)
Ulairi - Today at 1:37 PM
#feedback_tracker
oukej - Today at 1:38 PM
yes please ```
thanks for the steering wheel animation sources for tanks ๐
Unfortunately, it uncovered that Hand-IK stops working when turned in:
https://feedback.bistudio.com/T126316
https://youtu.be/VGWZrGn8BaM
this can be marked as fixed: https://feedback.bistudio.com/T83066 (for devbranch)
@near cedar Thanks!
@near cedar - triggering the repair/rearm/refuel via action from action menu should work. Am I correct?
The automatic repair/rearm/refuel is based on a check that can't be reasonably performed in MP (perf.).
These two "approaches" are some legacy designs. Not sure how much we can do about it atm :/
@thick hare iirc the action menu entries don't appear, but can check again next week (traveling at the moment)
BTW, also relevant to locality and Tanks DLC - vehicle commanders can't deploy smoke under certain conditions https://feedback.bistudio.com/T123828
@thick hare tested again, and yes it works from the action menu - but only for the driver (i.e. the unit to which the vehicle is local to / belongs). Doesn't work for others even if they're the only ones in the vehicle, unless they switch to driver seat.
Once a unit enters the driver seat, switching to another seat still gives them the repair option.
@thick hare Hi. There is a question. Since the OFP days, you can refuel a car at a gas station. Why there is no repair of machines in the workshops, which are often at the gas stations? https://community.bistudio.com/wiki/File:Land_CarService_F.jpg
At least, the repair of the wheels, body and engine. I exclude the repair of the tower of a tank or other weapons.
Actually, that's not a half bad idea that a Medical person would be stationed at a hospital where you could recieve some attention and wound healing ๐ค
I had never thought of that before ๐
Thinking about it, ambience!
This could feasibly be done by the mission maker, though?
Also, a repair would be a repair, irrespective of vehicle (i.e. both tank and car would get repaired)
Also, another problem with having repair or heal built into the map is mission balance
Can't have people repairing or healing themselves if the mission maker doesn't want it
Refueling rarely comes into play so it doesn't really matter for such things.
๐
especially since fuel barely decreases on most A3 vehicles anyway... *nude nudge wink wink
Tool Kit repairs any vehicle too. And it doesn't depend, on the size of damage of the vehicle, and on ability of Tool Kit - to make full repair in any place on the card.
In other words, each means of repair has to have criteria what checkpoint can be repaired and what can't be subject to repair.
Tool Kit and workshops have to give the chance of repair only of a running gear of the vehicle. All other types of repair for 100% only by repair truck or a basic specialized workshop.
It would be interesting to see such realization.
@unborn flame When in Arma3 loss of fuel from damages became relevant, gas stations were required too and have gained popularity. The factor hasn't caused loss of balance. And the atmosphere has increased in a game. @near cedar About balance of Arma3 it is possible to talk endlessly. Arma3 a game where the atmosphere plays an important role, is a priority or not?
fuel loss from damage for cars and tanks is not in vanilla. If you talk about custom game modes then you can easily make other things such as repair also functional...
@unborn flame You have passed from a look, it is a part of vanilla. https://forums.bistudio.com/forums/topic/140837-development-branch-changelog/?do=findComment&comment=3137212 As it works in vanilla now. https://youtu.be/MsVa_rq6tbU
Tool kits and repair vehicles have to be provided by the mission maker
I'm 100% against repair/heal being baked into the map
I can get behind objects or structures that mission makers can place to enable such behaviour, however.
(like the IDAP field hospital)
And for what it's worth I see that the editing-or-at-least-hiding of terrain objects is a thing so that might include such structures
(or Huron containers)
Yeah except people will have to now hide all such structures in the AO, which I sure as heck wouldn't want to do every mission I make.
@near cedar I didn't see missions where the producer of a mission switched off a possibility of gas station of cars at gas stations, switch off fires in airfields, in the cities and beacons. As you speak if repair disturbs, the producer of a mission will switch off it.
It is a question of immersion in the atmosphere of functional objects of the island for their direct appointment. Practically all main part of military equipment uses motors and a running gear from civil cars. It is a part of strategy of military, to have a possibility of repair in any country where service from brands of automotive industry of foreign countries offers the services for the civil sector.
I don't suggest to fill shelves of shops and supermarkets with goods from arsenal and DLC ))).
Yes because you can't turn off the fuel at gas stations. None of our missions use fuel as a mechanic anyway.
I'm not sure what you mean by fires at airfields, in cities and "beacons"?
I've never seen any of those, are you sure those are vanilla features?
Switching off of light of a lamp and signal lights, lamps, will prevent to use the airports, but nobody takes such extreme measures. Everything has functionality until it isn't destroyed or isn't blocked during military operations. Gas stations after destruction don't work.
Yeah because that doesn't affect how the mission is played?
Sometimes people do shoot out lamp posts
And in rare cases mission makers destroy lights to simulate a blackout
But it's very different from an unintended repair.
Only things that ever need to refuel in our missions are aircraft, so gas stations are largely inconsequential
Heck, I didn't even know that they could refuel vehicles until a month ago ๐
And I've been playing this game for over four years now
๐ It works since OFP.
The darter it is possible to fill at gas station too. There is only no opportunity to give the AI command to refuel at gas station. If AI approaches on gas station, the vehicle won't be serviced until you get into the car.
It's pretty cool ๐
So... Do Laws of War allow for spontaneously exploding Kajmans? ๐
Would really be nice to have them not explode upon contact
What must I sacrifice in the name of Jay Crowe
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whom must I summon?
spontaneously exploding Kajmans?
@restive narwhal if the pilot is using AFM, another player touching the helicopter causes it to flip and explode, killing pilot, passengers
oh, heh, hadn't heard that one ๐
wow, two years old ...
guessing that one has passed the devs by
guessing that one has passed the devs by
after all my spam for the past few months...
it reportedly affects all helicopters to some degree, but it's the worst with the Kajman
which is how we discovered it ๐
since the AFM isn't present in the linux build, that's probably why I've never personally seen it
Oh it's not? Didn't know
no linux version of RotorLib
well, actually I think there is now, but perhaps they have to license it separately, either way, it's not in the port
man you need to dual boot ๐
@sterile nova sorry for the ping, but will the issues with AFM and the Kajman ever be fixed? i.e. are the people who added AFM to A3 still around? Hehe probably not something that's going to be public info I guess...But either way, no Dev seems to have subscribed to or taken on that ticket in 2 years, and it's a fairly major and frequent issue.
(Relevant ticket: https://feedback.bistudio.com/T83910 )
didnt oukej handle the FM (configuration wise)?
@thick hare any info re: above ticket regarding exploding Kajmans and AFM? ๐
thanks for heads-up!
Who can give information about this function UAV and related problem? https://feedback.bistudio.com/T120280
Any feedback on this ticket. Adding a grease pencil mark to the pawnee, so in expert mode it has a way to aim? https://feedback.bistudio.com/T126187
imho realistic would be if the heli had a hud but ok ๐
@rapid wing Pilots, on a windshield paste chewing gum, or a marker draw a cross? ๐ How do you think, control of this weapon is exercised? Armament
Guns:
1ร 30 mm (1.18 in) M230 Chain Gun; or
2ร 12.7ร99mm (.50 BMG) GAU-19; or
2ร 7.62ร51mm NATO M134 Minigun
Rockets: ** 2ร LAU-68D/A 7-tubes rocket pods firing 2.75 in (70 mm) Hydra 70 rocket projectiles
Missiles: ** Anti-tank guided missile: 2ร AGM-114 Hellfire
Anti-air missile: 2ร FIM-92 Stinger for self-defense
The armed variant is equipped with a lightweight universal mounting platform which can accommodate two M134 miniguns, two M260 7-shot Hydra 70 rocket pods. Alternately, the AH-6 can be armed with Hellfire anti-tank missiles, air-to-air Stingers, Mk-19 40 mm automatic grenade launchers, or .50 caliber machine guns. https://en.wikipedia.org/wiki/MD_Helicopters_MH-6_Little_Bird The armed AH / MH-6 Little Bird is equipped with a sighting system. The image of the camera of the sighting complex is displayed on the pilot monitor. http://foxtrotalpha.jalopnik.com/boeings-big-attack-chopper-in-a-tiny-package-is-heading-1695351283
1,77
"optic_PGO7_blk_F
Warning Message: Cannot open object a3\weapons_f_exp\acc\acco_pgo7_blk_f.p3d
It would just be nice to have away to aim when playing without the reticle.
now we can write only buggy things except general things?
theres only bug report topic on site.
https://feedback.bistudio.com/T82292 This issue has become a lot more serious with the LoW Mine detector changes. It really isn't that hard to add another item type to the arsenal script.. Why hasn't this been fixed yet?
Underground XXX_pos / XXX_pos_dir make unit airborne when it gets out of the vehicle
https://feedback.bistudio.com/T125297
Why TF is this issue https://feedback.bistudio.com/T80251 still open and on urgent? Is there really no Moderator on FT?
https://feedback.bistudio.com/T71766 Fixed according to comments. But still open and on High priority
https://feedback.bistudio.com/T65918
Please get a FT Moderator to clean up all that old stuff. That makes filtering after "High" priority completly useless because most of the stuff in there is several years old and already fixed
@waxen tundra Scammer on Feedback tracker https://feedback.bistudio.com/T126665
https://feedback.bistudio.com/T125357 Still open although reportedly solved.
https://feedback.bistudio.com/T126517 Duplicate of that.
https://feedback.bistudio.com/T126487 Marked as fixed by a dev. But still open.
https://feedback.bistudio.com/T126289 Another example why it would be awesome if people could mark their own tickets as resolved
https://feedback.bistudio.com/T126004
A3 FT is EOL ๐
@untold sky bi uses phabricator for the feedback site right? Sounds like setting a ticket to resolved by a user would need to be approved by phabricator devs
Other stats may bee displayed ass well I can't decide if these were typo's or deliberate..
https://feedback.bistudio.com/T61100 Oh my gosh!
hahaha
Think the only way to fix Phabricator is to burn it to the ground. Are to many old tickets in there
the old tickets are leftovers from the copy/paste madness when they moved from mantis to phab. i like phab alot. more than the alternatives out there.
It's certainly not something I'd want to admin.
i found mantis more navigable ๐ค
BTW, marker text offset still needs fixing...
related ticket: https://feedback.bistudio.com/T126667
Can we please get Moderators on FT like we have in Discord or like the Admins on BIKI?
I've been going through old issues today and yesterday and there are hundreds that are already solved and were forgotten. Or where the issue creator even wrote "This is fixed. Can be closed" And it's still open after over 2 years.
didn't mantis have community modertors? or were they all staff?
All staff. Phabricator is hell to setup and get the permissions/layout right, but once it is done it's also hell of a tool. It just needs one to invest some time and love
I've never visualized keyboard tourette's symptoms until just now
BIS ! @untold sky does the work now on feedback, looks through old tickets. Tickets have lost relevance or are resolved. Someone can follow his steps, close tickets in the branch - Recently Updated Tasks \ Arma3.
Yeah. Just check my recently made comments. 99% of them are already solved tickets. The rest is stuff that is probably solved but I'm not sure about
https://feedback.bistudio.com/T72050 This is still an issue... unbelievable....
Please instead of fixing that.. Fix https://feedback.bistudio.com/T123419 instead. With nice side benefit that all SQF scripts will run faster..
Yeah. Was hidden because it contains details about engine stuff BI apparently doesn't want anyone to know about
ooh interesting
one new bug: Titan AT + SACLOS mode ends up killing operator when fired from vehicle when looking down sights. Rocket seems to come back at operator. Does not happen when not looking down sights
locking seems to be really finicky too
i've had lock aquire and then just go away
again, when FFV
I also suspect vehicle IR sensors aren't working
finally, vehicle smoke still acts like a countermeasure, even if the vehicle is facing away
@near cedar is there something impeading the rocket? Or dare i say you locked onto something a little close? Lol.
Rocket seems to come back at operator ๐