#arma3_feedback_tracker

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desert trench
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๐Ÿ‘

unborn flame
pine falcon
waxen tundra
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@desert trench @manic saffron the FT A3SEC should be fixed now

desert trench
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gj

manic saffron
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cool. I try

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@waxen tundra works

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๐Ÿ‘

solar storm
unborn flame
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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

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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

desert trench
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agreed

manic saffron
desert trench
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Bohemia Interactive Forums

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...

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the whole ambient animals stuff is probably fucked up like that

trim acorn
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Nothing new there.
Animals / agents in arma3 is pretty broken imo.

desert trench
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does the sqf cmd to disable them completely work?

trim acorn
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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

desert trench
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sound
so it also disables cfgEnvSounds?

trim acorn
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Yeah pretty much.
You are best off to override a3 function for animals or override the map configs and disable the animals altogether

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SQF Override could be better route as you could add a global variable check to disable/enable the sqf code.

desert trench
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from what i recall some animals like birds and bees dont run scripts or fsm; is that still true in A3?

rapid badge
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@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

desert trench
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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

unborn flame
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well some long standing issues require new features ... soo well see. I guess they already determined what stuff they wanna fix anyway.

desert trench
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ive asked in the forum

opaque quail
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Does someone have a link to the 1.66 fixed issues ready?

normal crow
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Check out the dev branch change log from 1.64 onwards. Most of it will be in the 1.66.

opaque quail
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Maniphest is impossible to use on a smartphone.

normal crow
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Also, the release candidate may be out today. Usually a short fix list comes with it.

near cedar
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Feature request for feedback tracker: let authors close their own tickets!

shadow pike
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Yes please, I have many tickets I can't close.

near cedar
near cedar
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the lack of "assigned to" is disturbing

unborn flame
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as if assigned to means much

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we have issues a few years old that are "assigned to"

near cedar
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well...at least it would give me hope

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tbh i don't know what would feel worse, being unassigned for a year or assigned but unresolved

unborn flame
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hope is for the weak

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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... )

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its basically the first thing i check every day when i come home

near cedar
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yeah i know what you mean, although i usually check it once a week so that i have multiple things to read.

unborn flame
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nah, im too impatient in this regard ... also, if something needs reaction/feedback its best to do it instantly

unborn flame
unborn flame
rapid creek
vagrant mulch
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๐Ÿ‘๐Ÿป

tranquil hatch
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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.

rapid creek
lusty minnow
desert trench
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@rapid creek someone gave them a tip ๐Ÿ˜‰

swift notch
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Bohemia Interactive Forums

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.

near cedar
near cedar
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(updated with lots of details and resources)

near cedar
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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)

desert trench
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Bohemia Interactive Forums

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...

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people suspect sth with airfriction

near cedar
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i wonder if that's why vanilla RPG7 rounds appear unaffected by gravity now

thick hare
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@desert trench thanks for ping

desert trench
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we are looking into 2) atm to narrow it down; find a reliable repro

near cedar
thick hare
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thanks! we are aware of that one ๐Ÿ˜ƒ

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@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.

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I'm still looking at the locking and found that one change sliped from public changelog

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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.

near cedar
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aka magical radar
๐Ÿ˜›

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That's a welcome change oukej, looking forward to the end result!

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(I suppose that's why the AI continue firing AT even after crew has dismounted?)

thick hare
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But anyway, we cant have 166 without properly working PGMs

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Yeah. As a player you can lock a burning wreck too ๐Ÿ˜‰

near cedar
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oooh nice

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me likey

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thanks, this will be fun

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(and you've probably also seen my spam on RPG7 i hope? ๐Ÿ˜› )

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(as long as you have seen it i'm happy)

thick hare
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yup

desert trench
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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
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for 2)

near cedar
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@thick hare thanks a lot, much appreciated. โค

thick hare
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@desert trench so I can take that as solved?

near cedar
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  1. 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?)
  2. The (OPFOR) Missile specialists seem overloaded - the mass of both Titan launchers appears to be too much. They have no/extremely little stamina left
unborn flame
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@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)

thick hare
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damn people cant help requesting features in bug thread ๐Ÿ˜‰

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good idea ๐Ÿ˜ƒ

unborn flame
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feedbacktracker also contains feature requests ๐Ÿ˜›

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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

rapid creek
unborn flame
near field
desert trench
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@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?

near cedar
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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.

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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.

near cedar
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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.

unborn flame
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"Added: New "engineTemp", "wheelsTemp" and "turretGunTemp" vehicle animation sources " holy shit, that was fast. โค @thick hare

thick hare
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kudos go to our progs...but shht, let's not cause a request frenzy

unborn flame
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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 ^^

thick hare
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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 ๐Ÿ˜„

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usually anim sources are fairly simple to add, more than e.g. script commands ๐Ÿ˜„

unborn flame
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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^^

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anyway, thanks for your and your programmers work - keep it up. I'm very excited for the upcoming DLC's.

near cedar
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"Tweaked: Footstep sounds volume is now more balanced " - excellent news!

near cedar
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(And MMGs too)

near cedar
unborn flame
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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

near cedar
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but it doesn't have SACLOS

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Titan missiles (all off them) seem to fly upwards, but only the AA one doesn't bother coming back down

unborn flame
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again - certain ammo config values can cause that

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if there was simply no saclos, the missile would fly somewhat straight, but would not be steerable

near cedar
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It's not steerable

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๐Ÿ˜„

unborn flame
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symptoms and cause are different

near cedar
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I really don't understand what you mean.

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Try it out, and if you still think that the ticket is wrong/whatever then i'll edit it.

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(or you can add a comment to the ticket)

unborn flame
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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

near cedar
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Yes but then in that case, when flying in the sky, it should track, no?

unborn flame
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w.e.

near cedar
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?

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ยฏ_(ใƒ„)_/ยฏ

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(end result is that there's no SACLOS - what the cause is, i.e. which component is incorrectly configured is not really my concern)

unborn flame
near cedar
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haha yeah i realised too, a few days ago

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pretty apt ๐Ÿ˜›

outer spear
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๐Ÿ˜„

ornate marlin
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all hail phabricator developers ๐Ÿ˜„

unborn flame
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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?

unborn flame
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ok seems fixed now

tiny cargo
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fix the helicopter sound bug thanks - the community ๐Ÿ˜›

near cedar
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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.

boreal dawn
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what's the file size limit in the feedback tracker?

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at least 10MB was too much

rapid creek
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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, ...

near cedar
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So I'm hearing more reports of AK sound bugs where people are getting shot by silent AKs

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So it is indeed a bug

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Just no clue yet on how to repro

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very random

still parrot
rotund ore
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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.

near cedar
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you...probably should just leave a (short) description of the ticket along with the link, and maybe they'll take a look eventually.

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there are thousands of tickets so it takes time.

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Should also discuss it on the forums if it's a major issue.

rapid badge
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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

vagrant mulch
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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."

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Which jives with what Chortles just said ๐Ÿ˜‰

rapid badge
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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

vagrant mulch
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And then figure in just how many man-hours were devoted to that task alone...

rapid badge
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snort No kidding

rapid badge
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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

still parrot
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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.

swift notch
near cedar
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at least one of the tanoa buildings has misplaced geometric occluders

waxen tundra
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@near cedar make A3FT ticket with detail about which building ... pm me the url of the ticket

restive narwhal
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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

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which makes it odd that the issue exists because to complete that objective (downloading from laptop) you have to climb those stairs

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Edited to correct mistake about which mission I was referring to

near cedar
waxen tundra
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thanks @near cedar

sullen lake
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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

unborn flame
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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.

unborn flame
near cedar
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AKM with flashlight and NATO Strider missing from loadout editor

still parrot
near cedar
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Could we please get an option to close our tickets...

still parrot
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@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. ๐Ÿ™‚

coarse sequoia
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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!

raven hollow
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It seems you are the only one with that problem. Correct?

unborn flame
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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.

outer spear
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๐Ÿ‘€

still parrot
unborn flame
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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).

near cedar
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is that the vehicle does not create accelerating forces from its wheels
LOL

still parrot
unborn flame
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no, i already knew that

near cedar
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And thanks for the RPG-7 fix ๐Ÿ˜ƒ

untold sky
ornate marlin
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will we ever see a workboard for the projects on the feedback tracker?

vagrant mulch
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That would be nice

ornate marlin
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๐Ÿ˜
YES

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so lovely ๐Ÿ˜„

rapid creek
untold wharf
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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)

unborn flame
deft marsh
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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

desert trench
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@deft marsh CSLA guys are probably most advanced on this. send em a PM

deft marsh
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thanks, sent emsi a pm ๐Ÿ‘

dry bloom
deft marsh
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yeah, I pmd' the CSLA team to add thier input to the issue

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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

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either way, without help from the inside we will never get an answer or this fixed

untold sky
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Am I blind or is there no way for an issue creator to close his own issue?

near cedar
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the latter ๐Ÿ˜„

unborn flame
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in FT issue closes you

unborn flame
near cedar
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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.

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Similarly would be cool to be able to copy just 1 particular class name

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convenient for F3 Assign Gear and all

dry hill
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well, if you wanna edit the Arsenal module then sure

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have fun

desert trench
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didnt ppl say KotH and Taunus cause the problem quite/more frequently?

untold wharf
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@desert trench just posted that on HT discord and social media etc. Let us know if we can do anything else

near cedar
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@dry hill no i meant in vanilla VA

rapid badge
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@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'?

untold wharf
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@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

rapid badge
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Mind if I repost it here then?

untold wharf
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yea do it

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@rapid badge

rapid badge
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Yeah I'm typing it

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Or rather rewording it

untold wharf
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ahhh

rapid badge
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@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

untold wharf
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i think it being on the glass is a good compromise. I think that it could work

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its a pretty small glass

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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

rapid badge
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Easy: because the above is the trade-off

untold wharf
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I am very happy that BI was willing to look at it and compromise

rapid badge
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More like "make it more realistic"

untold wharf
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well yeah but it has been so bad on our KOTH servers anything will help

rapid badge
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That isn't Bohemia's problem... especially not when KOTH has already demonstrated their ability to support modded versions of KOTH

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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

untold wharf
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im definetly excited to try, idk if it will be better/worse than abillity to disable but its fun to try new things

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right that is kind of what I was asking for. Another line in the config for ccip/TLI

rapid badge
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Yeah, see, Arma configs don't work that way

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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

untold wharf
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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

rapid badge
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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 ๐Ÿ˜›

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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.

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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. ๐Ÿ˜›

untold wharf
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I am focused on it I strongly believe that the CCIP/TLI has severely unbalanced jets

rapid badge
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And all I can think in response is "didn't they say that about the TGP too?"

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(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.)

untold wharf
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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

tired flare
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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

rapid badge
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@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

tired flare
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if its part of the UI why isnt there yes or no option to disable it though

rapid badge
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... the point is that it's not part of the UI

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that's what I was telling Jakob HT

tired flare
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why code something like that into the game then?

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its clearly something not wanted by many players

rapid badge
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@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
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built into the mission

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KOTH is vanilla

rapid badge
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@untold wharf As I thought, thank you for the confirmation

untold wharf
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im not a developer so not sure o the specifics

rapid badge
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@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

untold wharf
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i just keep things working

rapid badge
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(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)

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@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

untold wharf
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im bad at forums haa i like discord

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also for bombs there is a bomb camera

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like ctrl right click or something

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its a seperate camera

rapid badge
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Errr, that's the targeting pod (TGP)...

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Let's try to keep our CCIP/PIP talk out of the sensors thread is my point ๐Ÿ˜‰

untold wharf
#

ok sorry i have no idea

rapid badge
#

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

untold wharf
#

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

rapid badge
#

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

untold wharf
#

yeah again my concern is completely in KOTH I am not the expert in any other area

rapid badge
#

And here I am saying that those changes will probably apply to KOTH too

untold wharf
#

yea

rapid badge
#

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

untold wharf
#

yeah its something we will have to keep an eye on that is for sure

rapid badge
#

@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.

untold wharf
#

yeah dude like I said I am not an expert so will have to see how it go's and respond from there

near cedar
#

i don't know why all of this was in feedback tracker

#

but feedback: remove faction lock on vehicle skins, please ๐Ÿ˜

near cedar
#

hope it's helpful

near cedar
desert trench
#

ZEUS is still not fixed, is it?

#

(1.66 or 1.67/RC)

still parrot
waxen tundra
#

@desert trench i up-pinged that issue

desert trench
#

ty

untold sky
trim acorn
#

Nice find ๐Ÿ˜ƒ

untold sky
#

I'm missing the possiblity to create "Enhancement" report thingys on the feedback tracker. Everything is just aimed towards bugs.

opaque quail
#

Please unshock me

desert trench
#

nice one @untold sky

near cedar
#

^

languid ivy
#

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

near cedar
#

It would be good if planes wouldn't take off on their own

#

Or at least, not turn their engines on

untold sky
#

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.

rapid badge
#

@untold wharf The Buzzard (AA) may have gotten a hefty buff in the latest dev branch changelog...

untold wharf
#

Haha oh God. Have not got to mess around with her yet

unborn flame
#

it did? does it perform better than a combat prop plane from 1942 yet?

near cedar
#

oh look what rocks do now

untold sky
#

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.

near cedar
#

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

near cedar
#

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

unborn flame
#

context is important

desert trench
unborn flame
trim acorn
#

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 ๐ŸŽ

still parrot
#

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

untold sky
#

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

shadow pike
#

Same for me, except it returns to normal when I back out to the editor again.

cunning raft
#

@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?

waxen tundra
#

use latest 1.68 RC or 1.69 DEV

cunning raft
#

guess that is a "yes" to "...need more logs"

waxen tundra
#

there is never enough of good logs and crashdumps ๐Ÿ˜‰

cunning raft
#

I hoped you guys might be "close" and logs won't be looked at anymore.

near cedar
#

but how do you know if you're close if you don't look at logs

#

i.e. logs are for debugging ๐Ÿ˜„

cunning raft
#

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

near cedar
#

yes but how do you know you have covered all cases if you don't keep looking at user logs?

boreal sedge
desert trench
#

funny video on 3 FPS DLC ๐Ÿ˜„

near cedar
#

๐Ÿ˜„

silk urchin
#

the comment section is really fun /s

vagrant mulch
#

Most of Reddit could die an early death and I wouldn't mind.

silk urchin
#

depends on the subreddit to be honest but the Arma subreddit is full of spreading false information etc

vagrant mulch
#

Oh, I'm quite aware.

near cedar
#

but what i want to know is

#

when 64 bit per fps

unborn flame
#

wat

shadow pike
#

That should've won Armachinima.

pine falcon
desert trench
sharp musk
#

Dynamic simulation in the RC is really great

#

top feature guys, great work

rapid badge
#

@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).

untold wharf
#

Yeah I'm excited to see it

rapid badge
#

@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
desert trench
near cedar
#

thanks for the head's up, kju!

desert trench
near cedar
#

Planes can now start moving before their engines have spun up completely...

#

makes note to submit all the feedback tickets tomorrow

vagrant mulch
#

๐Ÿ˜‰

near cedar
#

feedback for feedback tracker: Needs a "Showcase missions" category

rapid creek
#

Because it doesn't have enough categories already. :kappa:

near cedar
#

never enough categories

desert trench
near cedar
#

It looks like MX SW sounds are inaudible to other players, when a player is firing (have it on video too)

silk urchin
#

is that for everyone or only that dude in /r/arma?

near cedar
#

I was doing things all day. ๐Ÿ˜ƒ In decreasing order of importance...

Multiplayer

  1. MX SW (arifle_MX_SW_F) sound inaudible in MP
    https://feedback.bistudio.com/T123848

  2. Vehicle Commander can't deploy smoke under certain conditions
    https://feedback.bistudio.com/T123828

  3. 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

  1. 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

  1. 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

  1. 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...

unborn flame
rapid creek
#

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.
bright yacht
#

Anyone noticed the vehicle respawn module is broken? vehicles just respawn once regardless of settings (vanilla and modded ones)

desert trench
near cedar
#

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

raven hollow
sturdy swift
#

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.

trim acorn
desert trench
near cedar
#

that's interesting, was working for us on sunday...

#

i don't know how the config compares, though

bright yacht
#

@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

trim acorn
#

@bright yacht Thanks for the ticket, it should be fixed in next (tommorow) Dev branch update so you can check its state then there

bright yacht
#

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

waxen tundra
#

@bright yacht thanks, there ain't no hotfix until released ๐Ÿ˜‰

raven hollow
#

@trim acorn Would the LOD Selection to selectionNames be "easy" to add?

near cedar
#

i hope the dropdown menus get fixed tho

boreal sedge
tender fossil
#

is there any way to search by or order by date (or at least see it in lists) on the feedback tracker?

rapid creek
#

That does not appear to be possible.

desert trench
desert trench
#

is something known about group placement (of mods?) broken by 1.68 in ZEUS?

desert trench
placid cradle
untold sky
waxen tundra
#

@untold sky you sure? i see at minimum two lines in changelog saying that ๐Ÿ˜‰

untold sky
#

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

waxen tundra
#

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"

heavy wasp
#

@waxen tundra Install moar hardware for Feedback Tracker plz, it's painfully slow atm ๐Ÿ˜„

vagrant mulch
#

Should they download more RAM? ๐Ÿ˜

bright yacht
untold sky
vagrant mulch
#

Had someone with a similar issue the other day. Downloading the Logitech x64 fixed it.

untold sky
#

x64 driver?

vagrant mulch
#

The Logitech Gaming Software

near cedar
#

yeah, apparently switching to x64 LGS and updating firmware (if available) fixes it

silk urchin
#

how do I see if my exe is 64 or 32 bit?

untold sky
#

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)

silk urchin
#

I am talking about TS

untold sky
#

Installed in Program Files folder.

silk urchin
#

ah yeah, it is 64bit thanks

untold sky
#

also the executable is called ts3client_win64.exe

near cedar
#

AAAH the helicopter noise bug!

#

had it for two weeks in a row now

untold sky
#

One guy reports switching to x64 LGS didn't help

boreal dawn
#

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 ๐Ÿ˜„

raven hollow
#

(no clue why this exists anyway)

near cedar
#

reports of Zamak surviving RPG7 to the face with no damage

near cedar
#

correction, tempest

#

verifying

#

confirmed

#

that's the original incident

unborn flame
#

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

near cedar
#

but MRAPs die with one RPG7

#

which is HEAT

#

So kinda weird that a transport truck should be fine with it

shadow beacon
#

They have the engine in the front though don't they? A truck cab is just a void

#

occupant should probably die though

silk urchin
#

isnt the engine underneath the driver? I mean the tempest is slightly armored but still...

near cedar
#

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

shadow beacon
#

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

silk urchin
#

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

restive narwhal
#

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?

near cedar
#

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

restive narwhal
#

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

restive narwhal
#

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

pseudo prairie
#

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

near cedar
#

@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)

restive narwhal
#

right, hitting the cab of truck doesn't cause the whole thing to spontaneously explode ๐Ÿ˜ƒ

near cedar
#

๐Ÿ˜‚

raven hollow
#

Like a "ghost" of myself, also appears in 1st Person (sometimes)

vagrant mulch
#

Dscha-ception

#

one is already too many

untold sky
#

Saw a video from a LIfe'r that had same problem on reddit. Think they wrote it was some problem with backpack

raven hollow
#

oi @vagrant mulch That was rude! I am gonna cry now.

#

@untold sky I don't wear a backpack ๐Ÿ˜„

vagrant mulch
#

๐Ÿ˜ข

#

๐Ÿ˜‰

raven hollow
#

๐Ÿ˜„

raven hollow
#

I give up, no clue how to redo it...

near cedar
#

repro-ing arma things... ๐Ÿ˜„

untold sky
restive narwhal
#

@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

raven hollow
#

@restive narwhal Yeah, exactly that was it. I tried everything to Repo it but... yeah, you know... Arma ยฏ_(ใƒ„)_/ยฏ

sturdy swift
#

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?

pseudo prairie
#

Not always. I've seen reallllly old things get fixed/closed somewhat recently

near cedar
#

you could always ask @ oukej what the status is on that issue

trim acorn
vagrant mulch
#

Considering it was only submitted on the 25th that's not surprising

near cedar
near cedar
shadow beacon
#

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

rapid badge
#

And it sucks

still parrot
restive narwhal
#

oops

thick hare
#

@near cedar the vectoring has been renamed to auto-vectoring on/off (dev)
Thanks for the reports!

near cedar
#

Cheers @thick hare !
(and the carrier is awesome ๐Ÿ˜ƒ )

near cedar
#

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

near cedar
#

feedback ticket soon โ„ข

rapid wing
#

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

near cedar
#

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

rapid wing
#

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

near cedar
#

yeah but it's kinda irrelevant for this particular bug ๐Ÿ˜„

rapid wing
#

well if planes had a proper wheel brakes then this bug wouldnt be even there

#

๐Ÿ˜‰

near cedar
#

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

rapid wing
#

it rolls back because of wheels and i think the mass in the model might be issue that is causing that

near cedar
#

it jerks back, not rolls ๐Ÿ˜›

rapid wing
#

jerks uhm

near cedar
#

it also does that when you stop the plane

#

aquires negative velocity for a split second

#

not tried it on VR though

rapid wing
#

it can be some sort of gear issue or that mass or it can be something totally different that causing that

near cedar
#

yes

still parrot
#

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

near cedar
#

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... ๐Ÿค”

vague idol
#

when you find a bug but you can't --- Oh, remembered the issue.]

#

Showcase Night's loadout is broken

near cedar
#

We have had quite a few cases now where gunshots couldn't be heard with vanilla sounds, but people with dynasound 2 could hear

vague idol
#

^is that all it takes to bug report or is there something specific?

near cedar
still parrot
desert trench
#

@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)

near cedar
#

@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

still parrot
#

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

shadow beacon
#

I feel like the Mk21 AI maybe doesn't know how to turn its radar on to lock with the missiles

near cedar
#

perhaps. i set EMCON to active, still didn't help

rapid badge
#

weird, although the Centurion's missiles also have their own active/passive radar sensors

native pagoda
#

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.

untold sky
#

What are you trying to upload? the raw dumps or a zip archive?

native pagoda
#

@untold sky zip -> (ArmaReport_Log_20170422T212303_Stayn.zip)

untold sky
#

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.

still parrot
#

@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.

still parrot
still parrot
near cedar
#

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```
coarse sequoia
untold sky
#

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

near cedar
#

revive seems to be broken

#

that's the script error i'm getting

near cedar
#

nevermind, looks like it's due to a different naming scheme in IFA3 (and Unsung)...

still parrot
near cedar
still parrot
near cedar
#

How many years must pass for this ticket?
๐Ÿ˜‚

waxen tundra
#

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 ...

still parrot
#

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.

near cedar
#

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

still parrot
#

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.

near cedar
#

we've had no sound from random guns irrespective of LoS as well

still parrot
#

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

near cedar
#

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.

untold sky
#

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...

untold sky
#

@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

still parrot
unborn flame
stray basin
near cedar
untold sky
#

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?

near cedar
#

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.

untold sky
#

This is now the second time a kinda major issue that was already known in dev made it till release. This cannot happen again.

unborn flame
#

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

unborn flame
#

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

raven hollow
#

I told you, a few days ago ๐Ÿ˜›

#

diag_log the handleDamage and watch the fun

unborn flame
#

yes i was aware but now i know the specific issue

unborn flame
#

it triggers for every hitpoint instead of the ones that where damaged by the event

raven hollow
#

Yep. Awesome, right?

sick totem
#

@near cedar linux server is working ok. You need to grab the updated steamclient.so

near cedar
#

well you're saying that, but dwarden said they're aware and investigating the issue...

#

ยฏ_(ใƒ„)_/ยฏ

#

will pass on the info to our admins though, thanks

sick totem
#

I just updated the server and everything is fine

near cedar
#

cool, ty

near cedar
#

hey @sick totem can confirm it works, thanks!

stray basin
stray basin
#
  • added a additional info
near cedar
#

oh so some ironsight weapons also ended up with manual lasing, interesting. Yeah should be a bug.

untold sky
#

Soo... No response about the Idea to be able to flag DEV and RC issues on Feedback tracker so far...

near cedar
#

^^cool, good to hear

#

@untold sky you gotta summon the warden

waxen tundra
#

@untold sky i asked i would like that too so far no progress on that

still parrot
#

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.

near cedar
#

placed objects and (empty?) vehicles appear to be occluding sound, at least gunshots.

dry bloom
#

Are you using modded weapons?

near cedar
#

@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

untold sky
somber mauve
#

especially the last one is in there for five versions

#

would be nice if these could get some attention

stray basin
#

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

trim acorn
#

@somber mauve Added: Allowed using setObjectMaterial on Simple Objects

somber mauve
#

i am aware, but its not the same thing

still parrot
near cedar
#
21:23:52 Sound: Error: Multi-stream: Load failed, stream a3\sounds_f\characters\crawl\pavement_crawl_4.wss not found !!!```
near cedar
#

so it appears that the neophron can randomly sink into the carrier when the player tries to get in, on a dedicated server

vale trail
#

@near cedar expected. Physx doesnt take kindly to the carrier right now.

#

Same thing occured with the nimitz. Its all work arounds

near cedar
#

definitely not "expected".

vale trail
#

I certainly expected it. It doesnt just pertain to the nephron.

untold sky
untold sky
unborn flame
near cedar
#

currently on stable branch, ground radar contacts appear to continue to show up post destruction

unborn flame
#

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

near cedar
#

@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.

unborn flame
#

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

near cedar
#

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.

near cedar
#

^Jets community guide would confirm the above mechanic.

sharp musk
#

middle-click in the map while in curator mode still doesn't work for camera-only zones

still parrot
raven hollow
#

Just PhysX Things ยฏ_(ใƒ„)_/ยฏ

untold sky
restive narwhal
#

I'm guessing with potential backlog of hundreds or thousands of tickets, it's just a manpower issue

still parrot
near cedar
#

oh no, RC is out, I missed my chance to churn out more feedback ticketes for 1.72...

normal zenith
#

Still can't zoom out in the new jets. Is BI trying to hide somethin?

#

I don't get it. It's simply inconsistent

vale trail
#

@normal zenith so very very inconsistent isn't it?

vale trail
#

@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.

unborn flame
#

camera can be a bit inconsistent however. Sometimes the same key changes effects when you press it multiple times. ticket on that later.

vale trail
#

@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

still parrot
vale trail
#

@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.

sage sphinx
#

@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.

vale trail
#

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

burnt nimbus
#

you are a fucking guuber midnight

void chasm
#

he simply reported that he wastn able to zoom out in the jets and you started acting like an asshole

sage sphinx
#

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.

vale trail
#

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?

sage sphinx
#

ok.

untold sky
#

@vale trail Both are the same Leo. He just changed his Avatar

near cedar
#

(see costno's comment for our findings)

near cedar
#

(also WTF it's been an issue since 2015, it's like no one else plays the game with vanilla assets...)

silk urchin
#

yeah, because bugfixing and content creating are in the same department

unborn flame
#

stop smearing your smugness everywhere, this channel is for feedback tracker tickets.

vagrant mulch
#

^

vagrant mulch
#

@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.

waxen tundra
#

@normal zenith keep your rants into #offtopic_arma this channel is or constructive feedback related to tracker or bugs not your random speculations

near cedar
#

and you people are not in a position to have any influence on that
๐Ÿฟ

vagrant mulch
#

Did I miss it?

rapid badge
#

@vagrant mulch I dunno, was it not your hammer? Dwarden's hammer? Leo covering up their tracks?

vagrant mulch
#

Big D's

near cedar
near cedar
#

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

near cedar
#

didn't happen again

near cedar
#

I hear Kajmans are still exploding

#

In some mission somewhere

near cedar
#

๐Ÿ’ฅ another one

vale trail
#

@near cedar is it just when you switch display modes? i dont see this happening on my end

near cedar
#

@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

untold sky
untold sky
unborn flame
#

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.

near cedar
#

i really wish they allowed authors to close tickets, would somewhat lessen the amount they have to sift through

near cedar
#

so uh

#

it turns out that non-repeatable triggers keep checking their conditions even after they're true

near cedar
#

@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.

untold sky
#

I don't see any reason why you would check a condition where you will always ignore the result of that condition

near cedar
#

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}

untold sky
#

@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

near cedar
#

@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

native pagoda
near cedar
#

LOL

untold sky
#

@native pagoda Please Include a picture or Video in your Feedback tracker report. Your other Link is offline.
Also severity is not Major and ...

noble monolith
#

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.

untold sky
noble monolith
#

lol thats the one I just made

#

halleluja

#

did you see any other reports pertaining to that exploit, @untold sky

untold sky
#

No. But I often saw that scenario from the screenshots. It's a verryy old issue

noble monolith
#

Well if it doesn't get fixed, that'll be a big disappointment for me

#

It breaks the game so easily.

untold sky
#

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

noble monolith
#

@untold sky would you agree that this bug is major ๐Ÿค”

untold sky
#

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....

noble monolith
#

doesn't koth make up a large percentage of the community's preference?

#

I'd say at least 20%

near cedar
#

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

waxen tundra
#

@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

untold sky
#

If you need more manpower I'm here :D
But I know that weapon collision is not that easy.

near cedar
#

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

untold sky
#

AI doesn't have a crosshair

near cedar
#

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

untold sky
#

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.

near cedar
#

baby steps ๐Ÿ˜„

#

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? ๐Ÿค”

stray basin
#

still buzzard doesnt have laser designator

near cedar
#

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:

  1. 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).
  2. please prevent the asset browser list on the right from auto-expanding the "Men" category repeatedly. It's really irritating.
  3. please allow "play as character" in the MP editor
outer spear
#

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.

near cedar
#

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.

outer spear
#

lol

#

i always thought opening doors with them was useful ๐Ÿ˜„

near cedar
#

so it seems that Dynamic Simulation turns the lights of empty vehicles on, when the vehicles are on the dedicated server.

near cedar
near cedar
#

The feedback tracker needs a "Dynamic simulation" category...

near cedar
#

Feedback tracker needs a "Sensors" category ๐Ÿ˜›

near cedar
#

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

rapid badge
#

@near cedar Weird as hell because that's not the behavior I saw on dev branch v1.71 (pre-Malden)

near cedar
#

if you let it recieve data then it locks to another AA's (cheetah, 1C) targeting info without turning it's own radar on

rapid badge
#

Admittedly I forced the Centurion's radar on in my case...

near cedar
#

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

rapid badge
#

It opened fire on my Neophron before that point ๐Ÿ˜›

near cedar
#

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

unborn flame
#

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.

desert trench
#

well didnt BI show that they have diags for it?

#

however do they share it with the community..

rapid badge
#

I dunno, what I glimpsed looked like it was an arma3diag_x64.exe kind of thing

near cedar
#

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

desert trench
#

@rapid badge the diag.exe for the community only is a small subset what BI has available internally

near cedar
#

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.

waxen jungle
drifting anvil
#

@waxen tundra ๐Ÿ‘†๐Ÿป

sacred badger
#

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.

near cedar
#

@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

untold sky
#

Crashdumps are almost always required. Just images or RPT outputs don't really help.

#

Steps to reproduce the issue reliably are best.

near cedar
#

@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

untold sky
#

I know. I'm currently handling a issue that only happens randomly after a few hours of playing without ever crashing the game.

near cedar
#

๐Ÿ˜

#

oh look, exact same quit to desktop with exact same messages

#

may be able to repro here

near cedar
#

Land_Shed_01_F has an occlusion issue, will file report tomorrow

near cedar
near cedar
near cedar
#

the Sharur won't lock beyond object view distance
heck none of the plane ATGMs will

near cedar
#

btw the feedback tracker is mailing me regarding my own comments, is there any way to stop that? ๐Ÿ˜

thick hare
#

@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.

near cedar
#

will do

#

BTW it fades out, and thus is hard to spot

near cedar
#

@thick hare check PM

#

updated ticket too

humble jacinth
#

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

untold sky
#

Suggestions as in Feature Requests get largely ignored so far.

near cedar
#

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...

humble jacinth
#

Yeah its a shame they get ignored, a lot of good suggestions on there :/

vagrant mulch
#

The list of suggestions is so large they would fill a few volumes..

unborn flame
#

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.

near cedar
#

yeah i've started doing that too

unborn flame
#

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.

vagrant mulch
#

True

near cedar
#

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 ๐Ÿ˜„

#

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

vale trail
#

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?

near cedar
#

I don't think anyone outside of BI can answer that, I personally doubt that development of core functionality would be outsourced.

vale trail
#

@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

shadow beacon
#

BIS has used subcontractors since forever

#

they outsourced Tanoa's buildings to community members - had a recruitment thread and everything

raven hollow
#

Even the A3-Props are made by an outter firm, iirc.

near cedar
#

@da12thMonkey#2096 @raven hollow yeah but his question seemed to be about the "core" of the game - i assumed that meant the engine.

vale trail
#

@near cedar yeah, i see all the time people bringing up the idea of an updated man class but no one following up

near cedar
#

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"

vale trail
#

All in due time

stark moon
#

hi i lost my level and money my profile reset

#

what i have to do

silk urchin
#

what gamemode though?

#

save games are in your documents folder. If you deleted that the save files most likely is lost.

near cedar
still parrot
stray basin
#

did this problem solved? ( blurry screen when using scope )

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old topic but i feel like same before

vale trail
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@stray basin turn of depth of field and motion blur.

stray basin
#

turn off *?

shadow beacon
#

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

stray basin
#

anyway thanks

cunning raft
#

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.

stray basin
#

sorry for poor language, wrote about problem

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'V' key slow motion when using handgun, stand up accidently when switching binocular from main guns

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while laying down *

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semi/automatic fire setting reset when switching gun

near cedar
#

the cheetah's radar dish keeps spinning even when it's destryoed. ๐Ÿ˜„

still parrot
vale trail
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That last one is a bit nit picky

still parrot
#

@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.

near cedar
#

Any chance of getting the hellcat's searchlight functioning soon?

restive narwhal
#

@near cedar obtaining a new bulb through the military procurement chain takes a lot of time and paperwork ...

near cedar
#

๐Ÿ˜‚

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and this is a bulb that has to move

near cedar
restive narwhal
#

jumping off bridges is fine, but they need to add a bungee cord

near cedar
#

#orangeDLC?

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or no, tac ops

rapid badge
#

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...

near cedar
#

Forget the searchlight
noooooooooo ๐Ÿ˜›

vale trail
#

@near cedar search and rescue? Disaster response?

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Orange DLC

near cedar
#

โ„ข

vale trail
#

Damn it. Jay needs to get his shit together and get something better than a sitrep after all this time

near cedar
near cedar
#

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 ```
unborn flame
unborn flame
thick hare
#

@near cedar Thanks!

thick hare
#

@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 :/

near cedar
#

@thick hare iirc the action menu entries don't appear, but can check again next week (traveling at the moment)

near cedar
#

@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.

still parrot
#

@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.

vagrant mulch
#

Good point

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If we take that one step further, why no heals when near hospitals etc

obtuse hinge
#

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 ๐Ÿค”

#

I had never thought of that before ๐Ÿ˜„

rapid badge
#

Thinking about it, ambience!

near cedar
#

This could feasibly be done by the mission maker, though?

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Also, a repair would be a repair, irrespective of vehicle (i.e. both tank and car would get repaired)

near cedar
#

Also, another problem with having repair or heal built into the map is mission balance

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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.

thick hare
#

๐Ÿ‘

unborn flame
#

especially since fuel barely decreases on most A3 vehicles anyway... *nude nudge wink wink

still parrot
#

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?

unborn flame
#

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...

still parrot
near cedar
#

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)

rapid badge
#

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

near cedar
#

(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.

still parrot
#

@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 ))).

near cedar
#

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?

still parrot
#

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.

near cedar
#

Yeah because that doesn't affect how the mission is played?

#

Sometimes people do shoot out lamp posts

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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 ๐Ÿ˜„

#

And I've been playing this game for over four years now

still parrot
#

๐Ÿ˜ƒ 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.

near cedar
#

It's pretty cool ๐Ÿ˜„

near cedar
#

So... Do Laws of War allow for spontaneously exploding Kajmans? ๐Ÿ˜„

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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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.jpg

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whom must I summon?

restive narwhal
#

spontaneously exploding Kajmans?

near cedar
#

@restive narwhal if the pilot is using AFM, another player touching the helicopter causes it to flip and explode, killing pilot, passengers

restive narwhal
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oh, heh, hadn't heard that one ๐Ÿ˜ƒ

#

wow, two years old ...

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guessing that one has passed the devs by

trim acorn
#

@restive narwhal @near cedar Its not a bug. It's a feature...

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๐Ÿ‘€

near cedar
#

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

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which is how we discovered it ๐Ÿ˜„

restive narwhal
#

since the AFM isn't present in the linux build, that's probably why I've never personally seen it

near cedar
#

Oh it's not? Didn't know

restive narwhal
#

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

near cedar
#

man you need to dual boot ๐Ÿ˜„

near cedar
#

@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 )

desert trench
#

didnt oukej handle the FM (configuration wise)?

near cedar
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i have no clue

#

not sure i want to ping two devs in a day ๐Ÿ˜„

near cedar
#

@thick hare any info re: above ticket regarding exploding Kajmans and AFM? ๐Ÿ˜…

thick hare
#

thanks for heads-up!

still parrot
wooden forge
rapid wing
#

imho realistic would be if the heli had a hud but ok ๐Ÿ˜„

still parrot
#

@rapid wing Pilots, on a windshield paste chewing gum, or a marker draw a cross? ๐Ÿ˜ƒ How do you think, control of this weapon is exercised? Armament

Guns:
    1ร— 30 mm (1.18 in) M230 Chain Gun; or
    2ร— 12.7ร—99mm (.50 BMG) GAU-19; or
    2ร— 7.62ร—51mm 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
desert trench
#

1,77

#

"optic_PGO7_blk_F
Warning Message: Cannot open object a3\weapons_f_exp\acc\acco_pgo7_blk_f.p3d

wooden forge
#

It would just be nice to have away to aim when playing without the reticle.

stray basin
#

now we can write only buggy things except general things?

#

theres only bug report topic on site.

untold sky
#

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?

desert trench
desert trench
untold sky
untold sky
untold sky
desert trench
#

A3 FT is EOL ๐Ÿ˜‰

vale trail
#

@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

untold sky
#

Other stats may bee displayed ass well I can't decide if these were typo's or deliberate..

untold sky
near cedar
#

hahaha

trim acorn
#

Think the only way to fix Phabricator is to burn it to the ground. Are to many old tickets in there

ornate marlin
#

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.

vagrant mulch
#

It's certainly not something I'd want to admin.

near cedar
#

i found mantis more navigable ๐Ÿค”

#

BTW, marker text offset still needs fixing...

untold sky
#

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.

near cedar
#

didn't mantis have community modertors? or were they all staff?

ornate marlin
#

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

trim acorn
#

I've never visualized keyboard tourette's symptoms until just now

still parrot
#

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.

untold sky
#

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

untold sky
near cedar
#

interesting, i can't view this one^

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permissions issue or something

untold sky
#

Yeah. Was hidden because it contains details about engine stuff BI apparently doesn't want anyone to know about

near cedar
#

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

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I also suspect vehicle IR sensors aren't working

near cedar
#

finally, vehicle smoke still acts like a countermeasure, even if the vehicle is facing away

vale trail
#

@near cedar is there something impeading the rocket? Or dare i say you locked onto something a little close? Lol.

untold sky
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Rocket seems to come back at operator ๐Ÿ˜„

near cedar
#

^

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it's fine if i don't look down sights

#

there is probably some weird invisible volume blocking the launcher sight

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related to FFV