#arma3_feedback_tracker

1 messages ยท Page 25 of 1

near cedar
#

i just tried with the unarmed prowler, mind

near cedar
#

so it seems.... that with the CSAT VTOL, door gunners can be assigned pylons

#

and if you change the default pylon assignment, the pilot can get control but the gunner can't

#

it doesn't save if i select gunner, instead resetting to door gunners

#

so the gunner loses control of the pylons if the default settings are changed.

unborn flame
#

inherent to the issue of the fundamentally wrong SACLOS method. The "Saclos" in arma is basically a laserpointer and the missiles flies to the point marked by it, and can detect the point marked omnidirectional, even when flying away from it.

near cedar
#

yeah. hence why i suspect that FFV has some weird blocking volume that intersects the "laser"

#

why it doesn't affect it when not looking down sights eludes me, is it because it flies to where the crosshair is drawn?

shadow beacon
#

it's a known issue

#

the dynamic loadout assignment I mean

near cedar
#

it only seems to be an issue with the CSAT VTOL from what i can tell

#

it's the only one where door gunners are allowed as assignees

#

haven't checked AAF helos yet

shadow beacon
#

I think it affects the AAF one, yeah. But also effects similar vehicles like the Hinds we have in RHS, since they have FFV personTurrets and a main gunner position. And the Tu-95 that has multiple crew positions

near cedar
#

I see, interesting. Is there already a ticket that someone from RHS has made? If not, will make one, let you know.

shadow beacon
#

Someone at RHS made a ticket of sorts

near cedar
#

hmm would be great if you could link to it...will try to find it though

#

no, i can't find a relevant ticket

royal ridge
trim moon
#

(main turret is shooting all over the place while any other turret has normal dispersion)

desert trench
#

@sterile nova might be something for you

sterile nova
#

Already fixed in internal build

#

Should be available on devbranch on Monday

near cedar
#

so it turns out that the Ifrit and Hunter are resistent to AT mines and preserve the crew

#

Strider on the other hand is resitent to AT mines but the crew dies

#

should be a bug?

near cedar
#

ยฏ_(ใƒ„)_/ยฏ

tribal robin
#

I don't see that as a bug. It kinda makes sence as Strider is flat on the bottom. Maybe Stider should should have a small amount of velocity upwards when explosion happens to simulate the neck breaking geforce instaead of just falling to ground with no wheels..

near cedar
#

but it takes even less damage than the other MRAPs

#

it doesn't actually jump up and fall down either, just loses the front wheel(s) from the explosion

#

and anyway, aren't the other two flat at the bottom as well?

tribal robin
#

Ifrit and Hunter have little flat bottom their kindof v shaped. So in my test Hunter runs over AT with front wheel and the enginge takes damage I survive as driver. Hunter reverses and hit AT mine Hunter blows up and I die. Same on ifrit. In Strider I die both instances but engine and other parts withstand more damage. Weels lost in all tests. So somethings gonna take damage weather its crew or vehicle. Strider looks more heavily armored but in config they are all armor=200. minor tweak if anything is needed imo.

near cedar
#

Yeah, marked it as a tweak on FT too

#

Strider goes red in all hitpoints upon reversing on to mine

#

if anything is needed imo
and that's the question - is this intended or not, i dunno.

#

not sure if it's documented anywhere

#

In terms of protection, the main advantage that the Strider has over its NATO and CSAT counterparts is the placement of its engine. The engine (and its fuel tank) is located in the rear of the vehicle in a separate compartment instead of being at the front. This can prevent the vehicle from being instantly disabled (or outright destroyed) if it were to be hit by large calibre munitions from the front; though the same cannot be said for the driver.

#

Interesting.

tribal robin
#

Seems more like a problem of mass not really having affect in arma.. Arma physic for example 70 ton tanks hitting small rock and flying..

near cedar
tribal robin
#

well that explains it.

near cedar
#

it cannot protect its passengers from large explosives or land mines due to using a flat bottom as opposed to a traditional V-shape hull like the Hunter.

#

Yeah

tribal robin
#

it as good as it can be then except the physics stuffs.

near cedar
#

It is incorrectly classified in-game as an MRAP. While the real-world Fennek is sufficiently protected against fire from small arms calibres up to 7.62mm and non-IED hazards, it is still a very much a dedicated scout vehicle. It does not have the necessary level of armour protection that would be required to ensure the safety of its occupants, or the vehicle itself, from Improvised Explosive Devices.

#

That's the thing, the game calls it an MRAP, hence the confusion

#

will update ticket i guess

tribal robin
#

to be fair ai call out mrap spotted when they see a humv. There should be more diversification in the spotted vehicle types too.

rapid badge
#

@tribal robin I'd just blame this (AI spotting) aspect not being designed around lighter military vehicles?

strange violet
#

There should be an option to put people in the stretchers when they get in the ambulance, oppurtunity missed for ACE medical right there, kinda sucks when we can't load a guy in the ambulance or keep the doors open without the virtual garage. This is le right channel?

rapid badge
#

Hmm, load a guy into an ambulance... you could in theory make the vehicle a 'vehicle transport' and make the stretchers a static vehicle

strange violet
#

Well see, ACE has no discretion when you load an unconscious player into the vehicle

#

Buuuut

#

If you can get in, I'd love to see the ability to be in the stretcher

#

Instead of walking to the back door, getting in first as a passenger then the next guy goes in the stretcher

#

Now ACE, since its a mod, i wonder if that diagnostic LCD is just a texture

#

Cause That would be awesome if the persons vitals went on there, but if its just a texture, wellshit.

rapid badge
#

If you can get in, I'd love to see the ability to be in the stretcher Instead of walking to the back door, getting in first as a passenger then the next guy goes in the stretcher Oooh I believe I get what you mean now... I'm looking at how Eden works WRT crew/passenger loading in a specific order

strange violet
#

Something of that sort. It's oppurtunity to implement something immersive we normally do not use

strange violet
#

Also different sires, more yelps than the typical siren.

#

We used the ambulance in training scenarios with my unit, the siren made it clear to everyone to protect the instructors while they moved the injured soldiers out of the field.

vagrant mulch
#

It was a planned feature in CMS, before it, along with AGM, was amalgamated into ACE.

fringe cairn
#

I miss stretchers

vale trail
#

@fringe cairn we have stretchers now

fringe cairn
#

Next update?

vale trail
#

No...LoW update

#

There are folded and open variants of them

#

Look very closely near the van

fringe cairn
#

I miss the functionality from ace2

vale trail
#

Which can all be scripted..... ๐Ÿค”

#

Mortar range tables are a thing

#

Cookoff

#

What else?

#

AGM seriously needs to be reworked though

fringe cairn
#

agm is gone

#

it's ace no2

vale trail
#

AGM was integrared into ACE3

vagrant mulch
#

It was a planned feature in CMS, before it, along with AGM, was amalgamated into ACE. <- Could have sworn I already said that. ๐Ÿค”

strange violet
#

Well, we need that ability to do load patients there. Is that diagnostic computer a texture or actual scripted thing?

vale trail
#

@Onyxviperius#2004 tex

near cedar
#

@strange violet load into what, the standalone stretcher or the ones in the van? As for the former Devs categorically said no. As for the latter, I guess, but I think you should be able to use addAction + a cargoIndex related thing?

near cedar
strange violet
#

No, the option to have a stretcher seat

#

If you stand on the right side door, you sit in the forward facing chair, if you stand in the back, you go in the back facing chair.

#

That'd mean, you get in, then patient gets in.

near cedar
#

yeah that would be nice. I think it works this way with the medical trucks and huron

strange violet
#

And the diagnostic tracker would be awesome, but that'd have to done by ACE, thats if it isnt just a texture.

rancid stratus
#

It's a texture I believe Midnight said

loud bear
#

would be nice to have the reload delay and sound fixed as commy commented

stone sandal
#

Authored [โ€ฆ] Nov 2 2014

#

oh, one of those tickets

#

otoh, at least it's an original A3 issue :monocle_guy:

near cedar
#

so the passenger gunner seats are apparently of type "cargo" according to GetInMan EH, but assignedCargo returns null ๐Ÿคฆ๐Ÿพ

vale trail
#

@near cedar cargo index return the same?

near cedar
#

Didn't check

still parrot
glacial merlin
hollow kindle
untold sky
#
Unhandled Exception ("AphrontDuplicateKeyQueryException")
#1062: Duplicate entry 'PHID-USER-24ogil2of6jvetsgtorh-PHID-XACT-FILE-alzeq7hrevpqbkm' for key 'key_draft'

Oops ๐Ÿ˜„ Trying to delete a comment on FT causes that

midnight zodiac
#

I found a bug.

#

If the tide is low and the water is gone and u go there u can still shoot but u cant hear the shots or anything else u just hear the impact of the bullet

#

its like the water is still there for the players "ears"

untold sky
#

There is a reason why tide is disabled

midnight zodiac
#

๐Ÿ˜ƒ

#

to just disable it doesnt fix the problem ๐Ÿ˜„

untold sky
#

Nope. But you can't expect something to work flawelessly that officially doesn't really exist

midnight zodiac
#

its like pushing all the toys in the room under the bed when your moomy told you to tidy up your room...she gonna look under the bed and will find it

#

๐Ÿ˜„

#

its such a cool system

#

but there is way to less stuff with water

#

we need more boats and maybe watermines and stuff to make use of seacombat

near cedar
#

well dedmen's right, they pulled it for a reason

#

(they had introduced it in one of the dev versions, only to pull it before it hit RC, because they weren't happy with it)

untold sky
#

They introduced it in alpha. Didn't work and it was disabled till recently..
Then someone reminded them of it and they were like "Why did we disable that again?" "I dunno.. We should enable it!"
Then it again didn't work and they disabled it again

near cedar
#

that's kinda funny in a very BI way ๐Ÿ˜„

untold sky
#

the reenabled it yes. But they didn't implement it recently. They had it in alpha already.

midnight zodiac
#

it kind of works just make the diffrence a maximum of 1 meter

#

but then again its useless

safe grail
#

@midnight zodiac Just referencing back to when you said "we need more boats and maybe watermines and stuff to make use of seacombat", there's already 3 types of water mines and also I wouldn't be surprised if they made a naval release considering they've just done Jets and now they're working on Tanks

calm orchid
#

There'll be no more DLC releases after Tanks DLC, Donald. Go home, you're the US president.

near cedar
#

๐Ÿ˜‚

rapid badge
#

There'll be no more DLC releases after Tanks DLC, Donald. Go home, you're the US president.
"It's a shame the White House has become an adult day care center. Someone obviously missed their shift this morning."

safe grail
vagrant mulch
vale trail
#

Why don't you just create a feedback tracker ticket?

waxen tundra
#

@trim acorn please do not use group-wide highlight for random bug messages , it should be done as ticket in Feedback Tracker

elder goblet
#

Are there any plans to make vans more durable? Right now they are exploding all the time.

vale trail
#

@elder goblet Exploding? what do you mean, they are a civilian vehicle. But they certainly don't explode when you run into things or get shot at.

elder goblet
#

@vale trail That's the exact problem if you hit something they go all read and explode. They remind me of boxer trucks in early days of Arma. I don't expect them to withstand RPG but cars don't just go nuclear after hitting a building or bush. I think it's some sort of a misconfiguration/bug as no other vehicle act like that.

near cedar
#

The Laws of War Van you mean? Hmm will check it out the next time I play, if I remember... ๐Ÿค”

elder goblet
#

@near cedar Yes. Just go to editor, put a van on empty map, floor it, hit building or smth and enjoy fireworks.

#

And I think I don't have to mention what happens if you hit other vehicle ๐Ÿ˜„

near cedar
#

#spaceX

vale trail
#

not experiencing that unfortunately

elder goblet
#

I will record and upload video maybe tomorrow. It's quite easy to replicate and most of people I've played with had simislar expirences with vans.

vale trail
#

@elder goblet

near cedar
#

i could replicate

#

you need to be going at 130+ kmph

#

crashing leads to death and delayed boom, presumably from fuel

#

i.e. if you hit something they go all read and explode - after a certain speed

#

okay, happened even at 100 kmph

#

driver survives, but after about 15 seconds the thing explodes

#

two hit points went red, couldn't see which because it ejected me hull and wheel i think

#

didn't happen at 70 kmph, damage value of 0.03 but hull and wheel red

vale trail
#

@SuicideKing#6140 this is so weird, yeah I'm going to assume it's the fuel if it's slightly delayed

elder goblet
#

Yeah I usually got the same behaviour. Crash, kicks out of the vehicle, ~10sec of delay, boom. It was exactly the same with boxer truck in old days before it was fixed. I'm curious if that's something that could be done for vans too.

near cedar
#

although tbh a crash at 70 should also probably kill the passengers, given the lack of airbags

#

i think the HULL hit point just takes too much damage even though the van overall doesn't

elder goblet
#

I'm completely fine with killing passengers but those explosions can mess things up. Even when you crash something like hatchback spot the damage is no where near what van would receive with half of that speed and usually only wheels get damage where in van almost everything is red.

near cedar
#

it seems the HULL taking damage is enough for the boom

#

although i think at 130 kmph an explosion due to fuel catching fire is likely

elder goblet
#

I had situation where whole convoy exploded because van hit other vehicle and went nuclear. ๐Ÿ˜„

#

From what I know fuel is not really exploding like that in car crash even in bad ones.

#

Unless maybe when vehicle got LPG installation.

near cedar
#

i mean it tends to be kinda random, but yeah it's usually a case of catching fire as opposed to kaboom

vale trail
#

that's really weird..

near cedar
#

i...uh...managed to run two instances of the game simultaniously

#

once the launcher closes, and if you run the game again via the steam taskbar shortcut, it runs the game again

vale trail
#

Yep.

#

or if you hit play twice

elder goblet
#

@near cedar It's actually quite useful if you setup your server correctly you can join it multiple times from same client and test your scripts for MP.

near cedar
#

interesting...i have heard of this, didn't realise how people went about it

elder goblet
near cedar
#

thanks ๐Ÿ‘๐Ÿฝ

ornate marlin
#

anybody knows what's the reason for the workboards on the tracker not implemented yet?

#

it's a PITA to look if a ticket of a problem has been created, also what state the ticket is

untold sky
#

There are a ton of things on the tracker that I'd love to have.. seems like no one cares

#

We got forum and wiki update now.. Maybe tracker is next

trim acorn
#

Problem with tracker it was never maintained etc, i doubt we see it now

#

Will say there is a big difference trying to use CUPS versus Arma3 tracker, same it was never setup & maintained i.e close tickets etc

untold sky
#

I would already be better if people could close their own issues.
When I look on some profiles of some Modders I see their last 20 posts is "This has been fixed. Please close this"
All their posts are months old already.. Issue still open

ornate marlin
#

โ˜

untold sky
#

Or a special way to tag issues on dev branch.. So we don't again get a bug into a release that was already reported months before on dev branch...
But all that stuff has been said and begged for countless times already.

near cedar
#

it's strange, one would think that with so many complicated projects that BI has, they'd make sure they're bug tracking stuff was good

#

I quite liked the old Mantis tracker

stray hill
#

phab is really great, and from a managing pov it is easier to work with than mantis is

#

that said, i do think the phab is setup a bit worng on their end

ornate marlin
#

If you use Phabricator for developement as whole, it can be a blessing If configurated right.
We at CUP used to have different systems for bug tracking, management and communication and was at one point about to die. The whole project got new wind and motivation after the transfer to Phabricator

wraith charm
#

You want a bug tracker that is a lot better than Mantis. But of course a lot also depends on what you are doing...my personal favourite is Jira

untold sky
#

BI is using Jira internally.
It's also my fav

civic grove
#

Nah, Phabricator is best. Jira is overloaded

untold sky
#

If Jira wasn't soo much resource eating slow crappy Java... It would be better

civic grove
#

Again: Phabricator

ornate marlin
#

โ˜

restive narwhal
#

I'm with those that think Jira is cluttered and overblown. For internal use it's passable, for use by non-devs, clients and external users I really cannot recommend it.

#

oh ffs, that conversation was a week ago ๐Ÿ™„

vale trail
#

Heh

vagrant mulch
#

Lol GBee! We have it and I avoid using it.

ornate marlin
#

I like to phab ๐Ÿ˜‰

untold sky
#

๐Ÿ‘€

deft marsh
#

๐Ÿ‘€

#

๐Ÿƒ

trim acorn
#

'when something even most distant in a scene' what does this mean?

untold sky
#

Even far away things

#

But it doesn't really make sense in that context

trim acorn
#

he left out some words

deep elm
untold sky
#

@Dell#7317 Yes. That's fixable.

deep elm
#

@untold sky I meant, maybe that bis fix it

untold sky
#

Well.. That's what a Bug report on the feedback tracker is for.. Asking BIS to fix it.. Considering there already is a bug report on the feedback tracker.. Why ask twice?

deep elm
#

Can someone corrected the scale interface.

patent phoenix
#

Feedback: allow us to turn off staminia without having to involve scripting

untold sky
#

How? Difficulty settings?

patent phoenix
#

yeah really anything

patent phoenix
#

ok buddy

#

maybe I dont want to RP as a overweight american that cant run more then 20 feet

#

or maybe mind your own not eveyone has to play your way

#

and it shoudlnt be a huge pain in the ass to change a setting

#

but I bet you would rather the settings be hard coded for everything

untold sky
#

I'd honestly prefer hardcoded everything like in COD and such over people who complain about that they can't be as lazy as they want to be.

patent phoenix
#

Why would this seeting not be in the diffucutly options when the rest are? You shouldnt add new options to your game and then have no obvious way to tweak or disable it.

#

p sure its not lazy to not want to have to edit every mission with new scripting.

untold sky
#

It is currently extremly unlikely that BI will add missing features.
And even more unlikely that they add features that are already available

near cedar
#

Tbh old fatigue system was harsher but better

#

I do wish there was a server-side toggle to switch between the two systems

#

Or even script side

#

But anyway...

#

(btw maybe not call people who've just started with the game "lazy", for not being bothered to get into scripting? It's an optional part of the experience)

rapid badge
#

Tbh old fatigue system was harsher but better In hindsight I can definitely see the case for this insofar as making vehicles more important

rancid stratus
#

player enablefatigue false; should remedy that ๐Ÿ˜‰

trim acorn
#

@rancid stratus it is enableFatigue

rancid stratus
#

Oops, ty

near cedar
#

hmm it seems that selecting a large number of units (say 30 or so) in editor seems to make the game hang

#

in both the map screen and 3D world

near cedar
#

the long stone house disappears at around 800m

#

(LOD issue)

near cedar
#

crew inside IFVs next to exploding cars may die from said explosion

sand gull
#

but you can tho.

#

whoops sorry.

desert trench
pure tinsel
#

Yep noticed too

valid panther
#

Release mass emails to everyone who owns ArmA 3. Easy to do, you all have the emails of the steam accounts who bought the game and can get access to that.
Emails to include, Update notes, Whats coming, whats new, whats changing, whats fixed, what issues you know about, DLCs that are coming, Release dates and approx times of updates/dlc releases. Information about sales, community photos etc. anything that could go into an advertising or general announcement email.
Reasons:

  1. People who havent played in a while will see it and want to play it the game. You know this works and sice you have mailboxes, it wont be hard to send out every couple weeks, the above info and maybe alot more to intise people to WANT to come back and play ArmA.
  2. People will know whats coming. As said before, they will want to try out the new stuff. Or they see that a bug they hated has been fixed. etc.
  3. Server owners who keep players online with their endless time and effort will know what the issues may be quicker. We stay up way past bed time usually to fix issues that the latest updates have broken on our servers, we dont mind, we will complain but thats life. It would be nice if information could be handed out to us before hand though as at the end of the day, the only reason people are still playing ArmA 3 is because of server hosts like myself who spend hours upon hours coding, fixing, modifying and changing server and client code to make it work. We pay lots of money to host these servers and would appreciate if (the people who keep people playing and buying this game) Could be send information every now and then about upcoming events and releases.
#

Bible study.

mossy hinge
#

Start releasing your updates on Mondays and not Thursdays.

valid panther
#

Yup

#

As said above, WE are the reason people still play ArmA. without multiplayer servers, it'd be dead. So releasing udates that break our servers over the weekends is not good. Makes people dissapear to go play other games over the weekend because their favourite ArmA 3 MULTIPLAYER servers that are hosted by US for LOTS of MONEY and TIME are down due to BI releasing on a thrusday. If these issues happened on a monday, when it's quiet, we have a fix by wednesday, thursday or friday morning, we're set for the weekend and guess what!? People are still playing ArmA 3 as a result.

untold sky
#

Well.. I'd say a big part of keeping Arma alive is the mods.. And not the server hosters.. Also I host a server and I have no problems at all because I don't use battleye.
You are overreacting a bit

valid panther
#

No

#

If there were no servers, mods would be pointless

#

Theres only a certain amount of time you can spend on single player trying out mods

rancid stratus
#

Why would they be?

valid panther
#

The Editor gets boring after a while

untold sky
#

You can host servers just fine though.... Just Battleye is broken

valid panther
#

Im not hosting a server without Battleye

#

even if it is trashy

#

not a risk im taking

rancid stratus
#

Find a solution or sit back and eat ๐Ÿฟ

valid panther
#

Mittens

rancid stratus
#

ยฏ_(ใƒ„)_/ยฏ

valid panther
#

stfu

#

i will come and kill you today ๐Ÿ˜ƒ

rancid stratus
#

Fight me boyo ๐Ÿ”ฅ

valid panther
#

It is true tho, without mutliplay, ArmA 3 would have like 5 players in game

modest trail
#

@vagrant mulch

rancid stratus
#

Big ole under estimation of course, but there'd be less, yes

valid panther
#

Oh boy here comes the po po

vagrant mulch
#

@valid panther Cease with the attacks.

untold sky
#

Multiplayer != big server hosters though..

vagrant mulch
#

@valid panther Cease with the attacks.

valid panther
#

Im not attacking anyone

#

im making a point

#

Multiplayer is not always about big server hosts and full servers with 50 people

#

i know that

vagrant mulch
#

Take a minute out of your time and read the #rules before you are removed.

deep elm
#

disableAI "PATHPLAN"; does not work or error? I did not find the command on the wiki.

valid panther
#

But like i said, we pay money and pour time on it, so a heads up would be nice. After all, it's more or less us that keep the game populated. Without Multiplayer, the game wouldnt be as popular as it is.

trim acorn
#

There is always some issues after a patch, this is fairly normal.
If you don't wanna stress out wait a day before you update server (that way other people encounter bugs, figure out workarounds for you), there is legacy code option to revert clients back a version.

valid panther
#

I leave it at that, I have left my feedback ๐Ÿ˜ƒ

modest trail
trim acorn
#

To be honest, except for some minor issues this update has been one of the better ones

valid panther
#

I agree Torn

#

It's been fantastic for Vehicles and Bug fixes

trim acorn
#

@trim acorn I agree, steamCMD, change a few ports, drop a PBO or two and im back up n running ๐Ÿ˜‰

valid panther
#

As am i

#

but the point is

#

if they notified better, we'd know and there would be more traction on the fact "Oh an arma update is coming, lets play that this weekend because they released it monday so bugs should be fixed by then and i have free time at weekends"

#

Ya

untold sky
#

They wrote atleast a month ago in spotreps and twitter that the update will come on the 30th. And also they always start RC about a week earlier. And RC came last week.

#

If you want to know when the update comes out you can find out by just looking for it a bit

valid panther
#

i work

#

7-7

#

every day

#

so do lots of others

rancid stratus
#

Ask someone who doesn't for updates ๐Ÿ˜‰
๐Ÿ˜‚

valid panther
#

we dont have time when we get back to scripting and bug fixing a server to sit and search and read update notes

untold sky
#

How would a email be better then? You also have to sit and read that

valid panther
#

Because we get notified on our phones or inboxes

#

we dont have to manually go and search for updates and stuff

#

fuck it

#

forgetit

near cedar
#

i guess they could have an opt in newsletter

#

i'd be irritated though if i got notificaations for each patch and hotfix

trim acorn
#

so whats the story with this update?

#

server launches but cant connect

#

just a black screen

near cedar
trim acorn
#

Oh, I'm not having a kick issue, I'm having a blank screen issue

near cedar
#

Oh

trim acorn
#

Tried disabling BE server side, no luck

near cedar
#

That might be due to a mod mismatch, maybe?

trim acorn
#

verified both server & client files

#

not running any 3rd party mods

#

:S

near cedar
#

hmm. i could connect to our own server fine, so i dunno...

#

did you try other servers?

trim acorn
#

yeh other servers work

near cedar
#

yeah then probably just an issue with that server, then.

vagrant mulch
#

Regarding working. I work 14 hours a day, moderate a Discord of 10,000 users and also moderate a Forum of 400,000 users... and still have time to read Dev updates and change logs

#

ยฏ_(ใƒ„)_/ยฏ

valid panther
#

What ever

vale trail
mossy hinge
#

Thanks @vale trail that does help. Absolutley nothing.

vale trail
#

@mossy hinge Sure it does. If you can't do it yourself then click it.

#

Reserve like 3 minutes out of your day to skim through it

#

Googling arma 3 spot rep even reveals older spotreps

mossy hinge
#

Will do that sure it was easy enough to notify your three players. For those of us that have more than that these types of outages hurt, but thank you for your assistance in knowing where to find the spotreps.

fringe fable
#

I dont know who to inform, but the recent fix pushed to stop the mass kicking by moving the BE port did not work, just had a kick.

#

I have been asked to inform @waxen tundra

vale trail
#

@mossy hinge You know very well how to view the spotreps. Don't be antagonistic about this.

#

Took me only a few minutes to skim

#

@fringe fable Submit a feedback report if you do not get a reply here

#

I believe the battleye port has moved

untold elm
#

Indeed it has to default port 2302 -2306/7

fringe fable
#

yeah we did everything we needed too, unless there is something special, but we submitted a ticket last time, along with probably 20 server owners and it didnt get touched for 7 months and still no response on it.
https://feedback.bistudio.com/T124802

untold elm
#

If this is feedback they need to change the inventory look it need to be almost like arma 2 but more like arma 3

near cedar
#

medikits and toolboxes can't be carried in vests

quaint bane
#

@SuicideKing#6140 They're not supposed to.

vale trail
#

@quaint bane As of recently they were supposed to

quaint bane
#

Oh?

vale trail
#

Yep, read the spotrep

crimson basin
#

Hello, i get a little problem with my game, my game crash, first message : Your memory card 0x000 and a few of random numbers couldn't be read or write (random) and the message 2 is here : https://imgur.com/a/NN7m9

modest trail
crimson basin
#

Bruh

vale trail
#

@Farfadeau#7646 Feedback tracker is not the channel to be posting troubleshooting messages. Generate a crash report, and post it in #arma3_troubleshooting

near cedar
vale trail
#

@near cedar :+1:

deft marsh
#

Any BI devs looking into this? Seems to be more and more people reporting it on forums

desert trench
#

@deft marsh i guess posting in the tools thread and tagging tom may have more chances to catch their attention

deft marsh
#

i did already

#

๐Ÿ˜„

hard steeple
#

enemy shooting through hangers please fix

vale trail
#

no

hard steeple
#

Ok

vale trail
#

๐Ÿ‘ ๐Ÿ‘„ ๐Ÿ‘

#

Love me some target practice through metal

ornate marlin
#

@hard steeple
It's not like in the movies where you can hide behind a wooden desk when a M240 is fireing at you from 30m

hard steeple
#

well thats not what im talking about

#

ai know where your standing and shoot you

#

i just had a group of 5 get destroyed

#

cuase ai see though wall

near cedar
#

wall hacks or see through?

#

it's possible they heard you, but "i heard a noise" shouldn't be grounds for shooting at things...

#

but yeah if you could be more descriptive then that would help

vale trail
#

@near cedar Yeah, the weapon clips but it's simply "I heard something" or "My team mates warned me of something" sort of situation

near cedar
#

hmm. if the weapon clips and the target awareness is high, there's a high chance the AI will shoot and kill

#

which is very frustrating

desert trench
#

will this be part of the hotfix?

trim acorn
bright yacht
still parrot
#

It is necessary to correct tactical ping settings, it works only in 3D. If you turn "show on the map" - tactical ping is not visible anywhere. Broken for 1.78 and for DEV.

deft marsh
#

can we get this fixed before A3 hits EOL ? It's been years now for crying out loud.

#

pretty sure every terrain author would offer up their first born in sacrifice if you were to fix it.

vagrant mulch
#

Definitely something I'd like to see addressed!

#

At the very least an open discussion as to why they cant fix it and share a bit of info so maybe we can fix it.

raven hollow
#

*cough* make the engine OpenSource after EOL and let the Com fix it *cough*

vagrant mulch
#

Iโ€™ve said that about OFP, A1 and A2

ornate marlin
#

*cough* make the engine OpenSource after EOL and let the Com fix it *cough*
didn't diablo(2) had similar issues where the community modded the game so it was actually playable?

near cedar
#

just give A3 code to dedmen, we'll have it running on intercept in no time

untold sky
#

Just give Intercept BE whitelist and fix the BE randomly blocking DLLs.

near cedar
#

make BE opensource so that community can fix it

untold sky
#

XD

near cedar
#

The Rook (pistol) does not play any sound on a dedicated server for everyone esle but the wielder

#

this has been seemingly happening at random for months, happened today in a controlled environment

#

no gunshot, no bullet cracks

#

for both profiling/stable clients

#

with multiple people shooting it

modest trail
#

Could you grab a video? @near cedar

near cedar
#

no, sadly. Did think of it but we were testing things with BI's Revive at the time

stray basin
#

problem on first person view with some heargear item

#

with SWAG

neon swan
#

Anyone else getting a 502?

#

or a 504

neon swan
#

Since feedback is down, does anyone know if this is a known issue:
I have a script to spawn zeus modules for certain people, given by uid. These game master modules are created using createUnit and assigned in a playerConnected missionEventHandler. But when I go into zeus, I can't open the attributes of objects such as player, vehicles and ammo boxes. I can double click all I want, but no interface shows up. But when I am a logic side zeus with an editor place game master module, I can check the attributes.

#

All the other stuff does work, it is just checking attributes that is not working

untold sky
#

These game master modules are created using createUnit
Why would you create a mindless vehicle using createUnit ?

#

addCuratorEditableObjects maybe? What do you mean by "attributes"?

manic saffron
#

You have to create modules with createUnit. Someone else said that you can create CuratorF as vehicle and it also works, but it didn't for me.

near cedar
#

you can do this sqf _curator = (createGroup f_var_sideCenter) createUnit ["ModuleCurator_F",[0,0,0] , [], 0, "NONE"];

neon swan
#

@untold sky with attributes I mean when you double click on a object, you get a dialog with stuff like ammo and health for vehicles. Or rank and name of units.

#

I use addCuratorEditableObjects

#

I remember it working before 1.78, so I just wanted to know if people knew of this issue already

near cedar
#

I know the F3 thing works though

neon swan
#

This works, it is just that ONLY the double clicking on objects doesn't work. Eventhough it works when using eden placed modules

#

But i'll try to see if the F3 stuff can help with getting it to work

near cedar
#

hmm. afaik the double click thing works with F3 zeus

neon swan
#

Did you check after 1.78? Because it worked for me before 1.78

neon swan
#

hmmm.... I fixed it by having it sleep a couple seconds before creating the module. I had the same sort of thing happen with the new ace arsenal. I needed to have the script sleep for a second before removing items after creating the ace arsenal.

#

Same thing there, it worked before without sleep, but since 1.78 it requires a short sleep to actually work

near cedar
#

might be a weird locality thing, idk

#

i have tried after 1.78, can't remember if i tried to edit any object after using F3's zeus (which is invoked from the admin menu)

neon swan
#

Yea, mine is ran from playerConnected, so runs during init when i'm the host

near cedar
#

could try running from initPlayerLocal or something

near cedar
#

Feedback for the BI Store: Please let us:

  1. Send a gift to people who aren't registered on the BI Store. Send a steam code or a link to make an account and redeem the code.
  2. Allow redeeming items we already own as Steam Inventory Items or Gifts, so we can send it to people that way.
    The current set up is so convoluted and opaque it's not even funny. It's also unnecessarily restrictive.
upbeat pewter
#

I'd assume the majority of their traffic is through steam anyway, I've never actually heard of anyone using the BI Store except to get the maps ๐Ÿ˜ƒ

near cedar
#

I've heard it a fair bunch, a lot of people "want to support BI directly", since this way it cuts steam as the middleman (so no 30% cut)

vagrant mulch
#

I'd assume the majority of their traffic is through steam anyway, I've never actually heard of anyone using the BI Store except to get the maps

All of the Supporters Editions were purchased directly through BI.

restive narwhal
#

I buy everything direct from the BI store

#

for the reason SuicideKing mentioned, it means more money going to BI

#

plus they have run BI Store only promotions in the past. I believe the DLC 2 Bundle was available for pre-order via the store at a discount which wasn't available via Steam?

near cedar
#

Yeah, that's what I remember too

untold sky
#

Isn't it obvious? looks like "nothing" to me

untold sky
#

Au de combat emote would be neat
Also... Discussion about [...] feedback.arma3.com

dusky bane
#

Jo @untold sky can i post a screenshot or your two texts on devrant? ๐Ÿ˜‚

untold sky
#

what is devrant?

#

And which texts?

dusky bane
#

@untold sky @untold sky @untold sky

#

UPS srY

untold sky
#

wat ๐Ÿ˜„

manic saffron
#

...

karmic cliff
untold sky
#

Not gonna happen

vagrant mulch
#

Thats more of a wishlist.

rancid stratus
#

I wish for a :kappa: emote ๐Ÿ˜‰

vagrant mulch
#

May as well add female characters to that list too

untold sky
#

That's something for the forums. I've seen like 5 feature request "issues" like that in the last couple months. Now is exactly the worst time to request stuff.. As we know it's not gonna happen. Also all of that stuff is stuff that could be done with Mods

vagrant mulch
#

yup

near cedar
#

can't say i don't want those uniform and vehicle retextures, but yeah that is more of a forums thing

#

i do hope we get more vehicle textures with Tanks though

#

bonus points for an organic variant of the CSAT camo

civic grove
#

lul

astral blade
#

I can't complete the registration at https://feedback.bistudio.com/auth/register/ because of the reCAPTCHA throwing an error "Invalid domain for site key". Maybe has something to do with the domain-change in the latest SITREP?

untold sky
#

Confirmed. @trim acorn Is Feedback tracker also your duty?

vagrant mulch
#

cleared cache?

untold sky
#

I have the same. And had it a week ago too

astral blade
#

Was able to create an account via external login now, still should be looked into :/

trim acorn
#

I turned my drone a hair too hard on the runway and it damaged everything, even the engine. lol?

near cedar
stray basin
#

tx

glacial merlin
patent ridge
#

I just tried to use the group callsign ( groupID ) feature in 3den, but it turns out it's not really usable, because
A) https://feedback.bistudio.com/T118543 : You can't copy/cut & paste groups (across missions) and preserve the callsign
and
B) https://feedback.bistudio.com/T117142 It doesn't work in multiplayer (with dedicated server). Only the server sets and knows the callsigns/groupIDs. All non-server clients don't see the custom callsigns/groupIDs.

Then I looked into the callsign module (which is to be created and syced to individual groups). But this one also doesn't work in multiplayer.

The only known workaround is to set the groupId in a custom script or in the groups init field like so: this setGroupId ["My custom callsign"].

So why does the 3den thing and the callsign module even exist when it's not really working? Why are these limitations not documented anywhere?
Is there any chance to get these bugs fixed?
See also this https://forums.bohemia.net/forums/topic/189080-bug-callsign-attribute-groupid-attribute-isnt-set-on-clients/?tab=comments#comment-2995583

vagrant mulch
#

Have you created a ticket?

patent ridge
#

I have linked two (already existing) tickets in the text above. I'm not sure it's necessary to create a new one?

patent ridge
vagrant mulch
#

I have no idea how I missed that, apologies.

desert trench
#

can someone confirm that the new self driving tanks as commander broke the commanding of AI drive to next waypoint?

#

another thing that got broken seems that neutral targets (ie empty vehicles or objects, like wrecks) are no longer listed under targets (command menu 2)

still parrot
desert trench
#

another issue is when you are effective commander, but not actually part of the crew/they are not in your team, you still command the movement and the AI driver is ignoring WPs/its leaders commands

near cedar
#

the feedback tracker sends me an email notification about my own comments/edits. Any way to turn this off?

still parrot
#

@near cedar Configure this in the section User - Settings - Email - Email Delivery: - Email Notifications (Disable) - Self Actions (Disable)

near cedar
#

Thanks!

untold sky
waxen tundra
#

we know, thanks, wip

marsh flower
#

Could someone please guide me through adding new bug report?

desert trench
#

seen this yet?

marsh flower
#

@desert trench yeah, and whenever I add a ticket, it has no arma 3 tag and is basicly ignored.

desert trench
#
  1. have you been in the A3 subproject?
  2. sample ticket?
marsh flower
#

@desert trench this is my ticket. What did I wrong?

desert trench
#

@marsh flower lacks arma3 tag

marsh flower
#

Yes, and I dont know at which point I was supposed to add that

desert trench
#

if you go on the main page first into the a3 project as said

marsh flower
marsh flower
#

And this will give me arma 3 tag? Or to I have select something more?

#

Ok got it, thank you

untold sky
#

@marsh flower Now that you created multiple reports for the same issue. Could you maybe mark one as duplicate or write that it should be closed?

marsh flower
#

@untold sky , ok will do

trim acorn
#

Make better dlc's

#

There I did it.

modest trail
#

Insightful addition. @trim acorn

trim acorn
#

@modest trail thanks

vagrant mulch
#

Helps if you read the channel Description

faint pond
shadow beacon
#

are you accounting for the cube having a 1m thickness as well?

#

so the front face could be 50cm closer to you than the rangefinder indicates (IIRC rangefinder measures to the object centre when measuring to an object, rather than the incident surface)

round cave
#

@da12thMonkey#2096
If the rangefinder measures the vehicle center, how does it work on terrain?

manic saffron
#

They measure from the surface, not the model center. If they did measure from the model center, it wouldn't change the distance if you look at different parts of a building,

faint pond
#

@shadow beacon 50 cm does not change the target size 0.5 mil at that distance, i.e. it doesn't matter for this issue

stray basin
restive narwhal
#

hmm, not really sure I'd call that a bug. APCs are much heavier to start with and some of them clearly don't have the ground clearance to go over that wall when compared to MRAPs which by design have a much higher clearance for mine resistance. It is a bug that the Strider was able to make it at least once since it's chassis would clearly have prevented that.

#

the 6-8 wheel design of the APCs makes them less effective climbing over walls like that because it requires more speed/momentum as each wheel hits the wall, momentum which is lost after the first wheel strikes and can't be regained before the subsequent wheel strikes

#

There's a reason why tracks are preferred for off-road. APCs are generally wheeled to greatly improve road speed, which is where they mostly operate.

deep rapids
hollow lynx
#

May there be any updates on my feedbacks (at least a "no" ๐Ÿ˜ ):
โ€ข Write flag permission (bug?) on linux : https://feedback.bistudio.com/T121694
โ€ข createSimplaObjectLocal (self explainatory): https://feedback.bistudio.com/T124257
โ€ข Strange aliasing on 3d rendered controls : https://feedback.bistudio.com/T124532
โ€ข SRV records : https://feedback.bistudio.com/T127943
โ€ข Change opticMode with a command (not mine but why not) : https://feedback.bistudio.com/T124258
If you feel like these feedback are usefull, subscribe and comment

gray wharf
#

I'm looking for a report regarding the new tanks: if you getin/getout hull quickly you may get stuck 30cm lower than "normal" and see through the tank, in the MGS as commander for example

untold sky
#

@gray wharf Make sure to flag the ticket as [RC] and post link in #dev_rc_branch too.
BI has a bad habit of ignoring serious dev/RC issues and letting them slip through to release.

gray wharf
#

OK! Will do

harsh niche
#

@waxen tundra Would it be possible to get a command/option added to let server owners turn the autopilot/ai (that was added with jets DLC) that takes over control of players planes when you hit "esc" (or open any other cursor enabled menu, which lots of aviation mods, among others have) with the engine turned on.

ornate marlin
#

@harsh niche
There us nothing dwarden can do. Open a ticket on the feedback tracker and hope for the best

lean mica
#

Also

Added: It is now possible to draw a straight line in maps (LCtrl + LShift + RMB)

It is LMB

azure wharf
#

@lean mica wrong link

lean mica
#

Link for PCML bug.
I dont want create ticket for mistype on report

modest trail
#

Self-Liquidification is a pretty amusing description of a detonation.

desert trench
#

typo
class UnderwaterMine_Range_Ammo: MineBase
ssoundTrigger[] = {"A3\Sounds_F_Orange\arsenal\explosives\Handling\PDM7_Trigger_01",1.99526,1,20};

lean mica
#

Is it ok?
22:56:13 addons\3den.pbo - 127112
22:56:13 addons\3den_language.pbo - 128479
22:56:13 ** addons\a3.pbo - unknown**
22:56:13 addons\air_f.pbo - 127691
22:56:13 addons\air_f_beta.pbo - 128341

#

Also RscChatListDefault now not rewritable. Is it bug or feature?

obtuse jasper
#

The PCML shoots above its aim point. Is this a feature or a known bug or should I make a report?

vague idol
#

The PCML is largely a lock-on guided weapon, and it's optics don't have any meaningful function except for magnification and target-locking. They don't even have range numbers, so the lack of a bore-line pip isn't surprising.

near cedar
deft marsh
#

Any update on this? Just had some peeps asking about it in video comments

#

it has been a little while now..

obtuse jasper
#

Anyone else facing the issue of game crashing when a rocket is launched at your vehicle? I have opened a ticket but I am not sure whether it is a server issue or game issue.

near cedar
#

Which is compatible with stable branch servers, so you can switch via Steam and can still play

eternal tartan
#

Can i ask bis to implement possibility to disable tower stabilization? smth like double left ctrl for >turretlock/stab off< (as in infantry: lower weapon) and left click for >turret unlock/stab on< (as in infantry: raise weapon)
this would so much improve every second of non combat maneuvering! (no need to constantly pan around the turret to keep it at 12, less complex movement and better awareness for the commander, more realistic looking tanks in cruise mode)

#

I'll better pay attention on map and looking through triplex

vagrant mulch
#

You can always make a ticket.

azure wharf
trim acorn
#

Can we no longer register for the community wiki? It's been locked for months, and lately I've come across a lot of dead code examples and pages with no information at all that I could fill out.

near cedar
dawn ferry
untold sky
#

Never saw that as a bug actually as it seemed that BI clearly intended that.

stray basin
#

for wrong mildot recticle

#

@manic saffron

manic saffron
#

Thanks

stray basin
#

general infantry behavior tweak opinion *

stray basin
#

@trim acorn sorry for mention but can you look into it?

jovial hatch
#

rockets crash the game

untold sky
#

Cannot reproduce

ornate marlin
#

@jovial hatch
Are you running mods? If so, run the vanilla game, try again.

wraith sapphire
untold sky
deft marsh
#

yea so far so good

deft marsh
#

some issues with uv grid not being static and moving with camera been reported about it

restive narwhal
#

Noticed a glitch in the linux client, i.e. pre Tanks release, with the COOP Tanks scenario. Two of the tanks always start flipped over on their backs. Does anyone know if this was fixed with the DLC release?

keen echo
#

Can someone reproduce a issue? It seems that the Virtual Garage is broken these days: https://i.imgur.com/ESnnQ1B.png Same problems occur on a MH-9 Littlebird. Running on a clean non-modded Arma. CC: @opaque oak

opaque oak
#

https://i.imgur.com/jj8JpA8.png Bench going sideways. I can confirm that there are a few cases where the "Vehicle apperance customization" either doesn't apply something at all or incorrectly.

quartz swallow
#

Seems like SteamCMD is downloading an older build of the server.

proper forge
vague idol
#

Spot Bug-report (fdbck later): Players in a Command position in a vehicle, when shot and wounded (but not killed), convert the vehicle into a civilian target.

near cedar
#

oh dear

untold chasm
#

TIL you can use "manual fire" mode to fire gunner's rifle when he is turned out ๐Ÿ˜„

vague idol
restive narwhal
desert trench
#

@waxen tundra @untold sky could be something for you guys - maybe a mircale happens and this still gets fixed ๐Ÿ˜›

untold sky
#

Why does he create a new feedback tracker report if he knows very well that there is already a report about it..

near cedar
#
dedmen, May 9 2017``` rip
#

i'm even subscribed to that, amazing

untold sky
#

atleast they have a way to reproduce it now. Now a Arma engine dev can take this and... Oh wait...

near cedar
#

lol

untold sky
#

@uncut briar you might also be interested. That explains why it happens on Liberation so much

near cedar
#

Does some of this data get cached between missions as well?

untold sky
#

yes

near cedar
#

because in our experience it usually has a higher chance of happening the more missions are run

#

mhm.

untold sky
#

as explained in my bug report. The sounds of AI's callouts are stuck in the audio queue. I guess they should be deleted when the unit dies. But someone forgot that in some place. Now the audio is dangling there without any reference to it. And sadly arma doesn't have a "remove all sounds now. The mission is over. No reason for them to be there"

#

if BI doesn't get it done.. I can make a mod that periodically clears that list of anything that looks suspicious. That would atleast be a workaround for the bug and keep your FPS toasty
Already did that using Cheat Engine back when I investigated the issue ๐Ÿ˜„

near cedar
#

aha

glass spoke
#

Is it just me or is the โ€žrecent activityโ€œ part on the feedback tracker stuck on the 9. June? Looks like the recent maintenance killed it.

near cedar
#

The sounds of AI's callouts are stuck in the audio queue
I wonder if this is also related to the helicopter audio getting stuck sometimes at the end of some MP missions ๐Ÿค”

untold sky
#

been a long time since I had that. But all sounds should be cleaned up at end of mission. That would fix the helicopter bug and the AI callout bug staying between misions

near cedar
#

yeah

#

for the longest time we though it was something related to F3

#

but shit I hope they fix it, this is easily the most critical bug in Arma 3 that i know of

uncut briar
#

Thanks for the ping. Interesting indeed.

#

I hope this will be fixed.

untold sky
#

Okey I found two potential causes. Second one seems most likely to me. Every soldier can be saying one thing at a time. Which makes sense.
In the soldiers simulation cycle it checks if the unit is dead and if he is currently talking. And if so deinitialize the sound and delete it.
If the soldier now dies on the server. And the simulation stops running on the client. The client's soldier simulation will never see that the unit is dead and the sounds needs to be freed. Thus the sound stays alive. And theoretically that's a Memory Leak. Not per definition as there are references to that memory. But there are no references capable of deleting that sound.

#

It should be checked if the unit is currently talking in his killedEH or destructor. And if so the sound should be cleared. That should fix this.

near cedar
#

oh wow. probably worth posting this on the dev branch feedback/somewhere else on the forums/feedback tracker where it doesn't get lost?

untold sky
#

already told Dwarden

#

Maybe I can get a test build with my proposed fix

near cedar
#

thanks a lot, i hope they manage to fix it ๐Ÿ‘๐Ÿฝ

waxen tundra
#

i will add that bug to my LTS plans {now i need to write the summary}

severe heart
#

I would love to see a feature with ArmA and the Server manager.
I guess nobody missed the fact that GDPR is active by now, but we still got barely a way to inform users of our game servers about their ip's being handled and their information being stored in databases.
To fix this in a legally legit way, it would be a quite critical feature to have a way to let users agree to ToS before connecting to a server.
I would imagine this as a parameter in the server config where some text and url can be set to be shown and accepted before the connection is being made.
Doing so, it would be possible to link to privacy policies and ToS without ever getting user ip's and data beforehand.

@waxen tundra I am not sure if this is the right place to propose something like this. If you would like a full fletched ticket with both technical and legal acceptance criteria, I would happily provide this.

waxen tundra
#

IP by itself isn't personally ID information afaik, otherwise you would need ask for consent every router in path ๐Ÿคฃ

#

and it's easy to make scripted dialogue where you ask the user after he joins the server, either he accept or not, when not you can just kick him off the server

untold sky
#

afaik game log files you have no control over and that are required for the service to function are excempt from GDPR

fringe cairn
untold sky
#

I'm running ACE_NoVoice too. Which mutes all chatter. Still get the bug.

fringe cairn
#

IS this the same thing when you alt tab and fps is fine, but tab back in and it's like 12?

untold sky
#

yes

fringe cairn
#

hmm

near cedar
#

I do wonder whether
enableSentences false;
And
{_x setSpeaker "NoVoice"} forEach allUnits;
Have the same underlying mechanism, though.

untold sky
#

try it out ^^ Run the benchmark mission on a dedicated server

#

Or easier. Repro is spawning hundreds of units blufor/opfor and letting them kill eachother.

near cedar
#

We ended up transitioning from the former to the latter around the same time as 1.60, with the difference being that we use playableUnits instead of allUnits, so that AI units have their barks

untold sky
#

every unit that dies while speaking leaks a sound

near cedar
#

Oh, I have faith in what you've seen so far

#

I'm just curious whether we somehow dodged the issue by using the enableSentences thing

untold sky
#

I'd rather fix the underlying bug than messing around with workarounds

near cedar
#

Or whether it was just coincidence that we stopped using enableSentences at the same time the bug was introduced

untold sky
#

I noticed the bug around 1.66. So could be

near cedar
#

(I'm betting on the latter)

#

But yeah post 1.60 is when we noticed it too

untold sky
arctic saffron
#

Can't connect, two different errors in two different days

untold sky
#

It tells you what's wrong right there

arctic saffron
#

Yep but if it was an SQL issue shouldn't it be general? Or is my account entries to be bugged somehow?

near cedar
#

huh it's down for me too now

arctic saffron
#

Oh, ok then ๐Ÿ˜„

near cedar
#

probably just try again later

untold sky
#

shouldn't it be general uh.. It is general..

near cedar
#

when he had encountered the issue yesterday, it was still working for me

#

probably made it seem like a client side issue

arctic saffron
#

yup

#

you got the point

deft marsh
#

down here too

#

@trim acorn known issue?

untold sky
#

yes known

grand edge
#

BI forogt about this?

desert trench
#

from latest dev

Warning: "Cannot evaluate value:0.9 * (1 - sea)" in 'bin\config.bin/CfgSoundSets/Explosion_Debris_SoundSet.volumeFactor'
Warning: Cannot evaluate 'CM_None'
Warning: "Cannot evaluate value:CM_None" in 'bin\config.bin/CfgAmmo/M_Vorona_HEAT.weaponLockSystem'
Warning: "Cannot evaluate value:CM_None" in 'bin\config.bin/CfgAmmo/M_Vorona_HE.weaponLockSystem'

Warning: Cannot evaluate 'IDC_IGUI_WEAPON_MODE2'
Warning: "Cannot evaluate value:IDC_IGUI_WEAPON_MODE2" in 'bin\config.bin/RscInGameUI/RscUnitInfo/WeaponInfoControlsGroupLeft/controls/CA_Mode.idc'```
restive narwhal
#

AI will not rearm when ordered to at supply crates etc

#

On a related note, if you order AI to pick up a weapon, there's no knowing whether they'll go for the one right in front of them or the one 1km away this small requested change would improve things significantly - https://feedback.bistudio.com/T75458

trim acorn
#

Magazines still double in weight when loaded in a weapon, doesn't matter which weapon/magazine. Makes certain launchers/machine guns impractical to use, and overencumbers players using such weapons.

https://feedback.bistudio.com/T121950

severe heart
#

@waxen tundra did not get notified about your response... Fu*** up my settings...
Sure, IP's might not be, but after some reading through all my papers I am not 100% sure if BE GUID and/or SteamID could be seen as references/ids as stated in Art. 4 I GDPR...

#

Technically at least BE GUID is a hash of the SteamID.... The question is if hashing those data is enough to make it legit storing them forever

waxen tundra
#

@severe heart that all applies only if it's related to be stored as some PID which it isn't

velvet stratus
vague idol
#

^This may be a mission-specific bug @velvet stratus.

velvet stratus
#

@vague idol you can't reproduce it?

near cedar
#

no one can repro it if you don't tell us how it's being triggered

sick abyss
#

seems like a bug to me as it doesn't consider the active muzzle - meaning if I have the MX's grenade launcher selected, it will reload the 6.5mm magazines

#

correction, it does work, but only if there already is a primary magazine loaded

#

not ideal, but I can work with that

deft marsh
#

When walking past various terrain assets RPT can become bloated with strange convex component error messages, has been a bug since 2014 or so with certain assets - https://feedback.bistudio.com/T131264

trim acorn
untold sky
#

didn't hear anything on it either

restive narwhal
#

@trim acorn Might know what happened there since he was the last one to comment on it

plush brook
deft marsh
unkempt bear
restive narwhal
#

With the Sandstorm and Zamak MLR(S), when you adjust the elevation with PgUp/Down, the range doesn't change? Is that intentional?

shadow beacon
#

That's how the elevation works on all the artillery doesn't it?

#

you point the optics at what you want to hit, it gives you a range in the optics and a firing solution angle, and you increase elevation until the angle value matches

near cedar
#

(btw the elevation, and maybe even azimuth, displayed on all the arty and MRLs in the vanilla game are slightly wrong)

shadow beacon
#

addendum to the info about the elevation: the range brackets in the HUD info box at the top, are the charge settings - you switch between them with the fire mode keys

restive narwhal
#

Maybe I'm misunderstanding the purpose of the value shown at the top right of the page in the format "11000 - 14000m"

#

which I took to be estimated range based on elevation ... charge actually makes sense, I really hadn't considered that aspect to be modelled

#

The manual solutions stuff is pretty useless, there are maybe a couple of places on the vanilla islands where you can use line of sight for ranging. It would have been nice to have the ability to enter the range/target altitude manually so you can get the solution instead. So units not wanting to use the arty computer can radio in the grid ref from which you then calculating the range and approx altitude

#

Note, artillery isn't covered in the Field Manual, which I guess is the real bug here then. You have to somehow figure all this stuff out yourself.

near cedar
untold sky
#

There are hundreds of tickets to be closed ๐Ÿ˜„ No one takes care of them :/

near cedar
#

Yeah I was surprised how many I had accumulated lol

#

I really don't understand why we can't close our own tickets though.

untold sky
slender pilot
#

srry

vague idol
#

@fringe pewter I didn't mean redirect to here, there's an actual website that you can find by hunting through this channel for links or checking the description.

waxen tundra
runic oxide
rare moat
untold sky
#

To the active mines namespace thing. Same applies to some terrain objects

rare moat
#

@untold sky are there any related threads to it which i would be able to link?

untold sky
#

Lul. Searched for open issues and found this https://feedback.bistudio.com/T69234 Then read my last comment :/
Don't know if there is an issue about that. But some objects just don't have namespaces. Nether really bothered me

rare moat
#

Well i find it intresting that the weaponholder has a namespace and mines not it just seems odd.

untold sky
#

Weapon holder is a vehicle. Could even call it a car.

rare moat
#

Let me correct myself WeaponHolderSimulated / GroundWeaponHolder the ones who store objects on the ground

placid cradle
normal abyss
grave quail
#

@untold sky comon bud. you always stalk me. join my discord

#

fm is welcome too

#

you ttwo are most welcome tbh

vagrant mulch
#

You have been banned multiple times for not only violating this server's specific rules, but also Discord Terms of Service violations.

grave quail
#

i am blackmailed

#

i want an apology from david and i will never come back

#

take screenshot if you want to sent discord i dont care

vagrant mulch
#

So, you admit to ban evasion then?

grave quail
#

do you admit blackmail?

#

which is a major pr scandal for bohemia?

vagrant mulch
#

There has been no blackmail only reporting to Discord and Law Enforcement.

grave quail
#

He blackmailed me with global game ban

#

He admitted it

vagrant mulch
#

Thats not blackmail, thats in the Terms of Service and EULA which you have violated.

grave quail
#

how exactly did i violate eula? Explain it to me

untold sky
#

Ban-Evasion by creating new accounts.

grave quail
#

dedmen shut up for once

desert trench
#

why is the guy no longer banned/his rubbish removed?

limpid fulcrum
#

@desert trench likely kicked instead of banned, no longer a member of the server. Kicks won't remove messages, bans will.

desert trench
#

should get some bot to remove msg then

limpid fulcrum
#

It's witten, should've been a ban. I dunno. I may be wrong in this instance, but from what I remember bans remove messages and not kicks. i don't think a bot would be necessary

untold sky
#

@limpid fulcrum bans also don't remove messages.. Only if you click the option to remove messages

limpid fulcrum
#

@untold sky Correct, bans don't inheritely remove messages. But bans have been used here to remove messages and ban user temp, soft bans. But I don't think the kick option has this?

untold sky
#

correct. kick can't delet

vagrant mulch
#

@desert trench @limpid fulcrum @untold sky Discord wants it in place so they can investigate.

limpid fulcrum
#

Wants what in and to investigate what?

desert trench
#

copy

vagrant mulch
#

The text, that's why it wasn't removed. Investigating Witten (The spammer), its been escalated.

limpid fulcrum
#

I see.

untold sky
#

They never told me they needed to investigate that.. Just the copy-paste "It seems like some messages have been deleted" even when just one single message in my dump of a hundred messages was deleted. I think they just got a bot running through it and autoreply if some messages are deleted

idle olive
#

weaponPool is duplicating its contents on next mission and mission description.ext/class backpacks is simply not working. is it still worth the effort to create feedback tracker tickets for arma3 v1.84 bugs, or has the development came to a halt?

untold sky
#

it's still worth it.. But I'd say weaponPool is quite low on the priority list

untold sky
#

Unhandled Exception ("AphrontQueryException")
#126: Incorrect key file for table '/data/mysql-tmp/#sql_c6f_0.MYI'; try to repair it
๐Ÿ‘€
Unhandled Exception ("PhutilAggregateException")
All of the configured Fulltext Search services failed.
- AphrontQueryException: #1030: Got error -1 from storage engine

grand edge
vagrant mulch
#

@grand edge

Advertising of any commercial or personal project, product or service on these forums is not permitted. Chain letters and pyramid schemes are similarly prohibited. This includes the Personal Message service and clan recruitment outside of the Clan Recruitment forum. Threads older than 4 months should not be dug up unless something significant is being added. Please do not post duplicate threads in more than one forum and do not "Bump" threads. Posting "any news", "is it out yet" or asking for a release date type posts are also spam.```

Particularly  `    and do not "Bump" threads   `
untold sky
#

@grand edge 12) Do not type in all capital letters, all bold, or in a non-black font

grand edge
#

Sorry my bad but this issue annoy me as f... and probably they wont fix it

uncut briar
desert trench
#

wasnt a fix to unassign a set of key actions or use/assign a different set? (might mix it up with sth else though)

uncut briar
#

IDK, every time I'm driving a tank with AI i need to unassign mouse steering, friend has same problem. This was working fine since OFP till Tanks DLC.

#

Maybe there Is some way to setup the bindings that it will work properly but I was unable to achieve it.

#

Also I can't check right now but I think I recall that it was working properly when using "more left/right" bindings.

#

So either I'm stupid or it is a bug as it works only for one type of mouse steering.

desert trench
#

well tanks DLC certainly brought some new bugs - no question about that

desert trench
#

Warning: "Cannot evaluate value:IDC_IGUI_WEAPON_MODE2" in 'bin\config.bin/RscInGameUI/RscUnitInfo/WeaponInfoControlsGroupLeft/controls/CA_Mode.idc'
Warning: Cannot evaluate 'IDC_IGUI_WEAPON_MODE2'

azure hatch
#

Any of you got any experience with triple monitor gameplay? or the 'FOV fisheye' effect?

fair turret
#

@azure hatch arent you supposed to have fisheye with high FOV on specific res that arent for high fovs

#

For example my laptop is 133x768 and optimal fov for it is 85 degrees

#

Ok i forgot the first numbers but its 768 at the end

azure hatch
#

not really, its not playable, doesn't simulate real world optics and is a well known bug that wasn't solved since 2010

#

look at the screenshot..

azure hatch
#

just opened a new record at the tracker

untold sky
#

there is a "tripleHead" config entry in the arma config.
My Documents\Arma 3

#

Atleast I'm quite sure I saw that somewhere...

#

AH! In your Arma profile.
That folder I mentioned above. And <username>.Arma3Profile
The tripleHead entry

#

it detects: 5760*1200 (24:5) while the native aspect ratio of each display is 16:10, so the correct aspect ratio will be: 48:10.
Uh.. you know that 24:5 == 48:10 ?
And that 16:10 == 8:5 ?

azure hatch
#

sorry mate, can't understand ๐Ÿ˜ƒ

#

what do you mean?

#

the tripleHead is set to 1 in my config

untold sky
#

check if tripleHead config entry in your profile is set correctly... Good. ๐Ÿ˜„

azure hatch
#

is 1 correctly?

untold sky
#

yeah

azure hatch
#

crap ๐Ÿ˜ฆ

#

if it wasn't it would mean that we found a solution

#

"Uh.. you know that 24:5 == 48:10 ?
And that 16:10 == 8:5 ?"

#

and what do this mean?

untold sky
#

This means you apparently don't understand how ratios work ^^

azure hatch
#

i actually dont hehe

untold sky
#

You say that 24:5 is wrong and that it should be 48:10.
But both are literally the same

azure hatch
#

ohhh

untold sky
#

as 96:20 would also be

azure hatch
#

ohhhh

#

because the aspect ratio is about the ratio rather then the figures right?

untold sky
#

yeah

azure hatch
#

so basically i'm an idiot

#

but it still doesn't work nontheless

untold sky
#

but that doesn't really change much about the stretching. But looking at that picture.. I don't remember ever seeing a Arma 3 monitor setup without that stretching... But I didn't see that many

azure hatch
#

i've searched a lot, some got this fixed by customizing the fovTop and fovLeft values while some report that they couldn't get this to work although they calculated the fov values as they should be

#

at least 2 more open issues at the tracker about that

untold sky
#

do the fov values atleast take effect? if you change them then things change? does it get a little better?

azure hatch
#

things do change, but not necessarily for the better

#

i'll show you,

untold sky
#

Maybe the solution is to.. Make arma think you are not on triplehead ๐Ÿ˜„

#

Just mess around till it works. Even if it shouldn't make sense ๐Ÿ˜„

azure hatch
#

hmm, let try with triplehead zeroed

#

this works and i'm buying you BF v

#

hehe

untold sky
#

But I don't want that crap ._.

azure hatch
#

hehe i figured you wont

#

anyway, didn't work

#

interesting thing is that when i'm zooming my weapon, the fov does look right

#

so basically this is an fov issue.

trim acorn
#

How is this FT related?

vagrant mulch
#

Its not ๐Ÿ˜ฆ

#

@smoky mango Please ensure your posts are written in the appropriate channel please.

trim acorn
#

@azure hatch maybe avoid playing on 3 monitors?

#

yeah I know im late

#

but I felt like I needed to input

hallow sun
#

Fix your Ghost Hawk bohemia, it's getting invisble at certain distances. If you zoom in you can see it, zoom out its gone again. Normally visible at 400-500

limpid fulcrum
#

@hallow sun Fix your view distance.

#

Did you even try and diagnose the problem and see if it was something you were doing wrong before slamming on the "blame bi" button?

hallow sun
#

Ofcourse i tested it, reproducable problem with the Ghost Hawk. Even had it on King of the Hill.

limpid fulcrum
#

@hallow sun King Of The Hill is not a great place to test game bugs. Anything could happen with missions or mods, as they ocassionally screw up too. Find yourself in the editor and reproduce it there with varying view distances

#

you can use the commands
setViewDistance and
setObjectViewDistance
to aid you in debugging

#

something like:

while{alive helo_1} do {
    hint parseText format["Distance between helo and player: %1, View distance: %2",player distance2D helo_1,viewDistance];
};
#

name your helicopter helo_1 in the variable name

#

place the code in a file called init.sqf

white pebble
#

This is no bug and thereโ€™s nothing to fix, itโ€™s always been like that, play around with your view distance youโ€™ll see

trim acorn
#

@untold sky okay sorry

royal light
#

How do i report a bug that has a potential to be exploited by hackers? Lets say i found a way to disable code on client side.

untold sky
#

feedback tracker

#

there is a section for security relevant bugs. When you post there only the devs can see it

royal light
#

Oke thanks

royal light
#

Bug reported.

royal light
#

Do i get a notification when my bug report gets read by a dev? Just wondering because i'm not sure if my explanation is clear. I also don't have time to always check it and if they need more information to provide it.

vagrant mulch
#

Not read per se, but when some sort of action has been taken (assigned, updated, etc)

polar violet
#

Sometimes you'll see "name added a subscriber" when they read it.

velvet stratus
#

It would be most useful to rethink map markers. Right now, the unit type markers are disconnected from unit sizes which is not aligned with STANAG (APP-6) NATO standard. Also, the placement of the unit names is not correct.

desert trench
#

is down

limpid fulcrum
#

Cannot connect to mysql

untold sky
#

oh my sequel

wintry cedar
#

still down ๐Ÿ˜ฆ

untold sky
#

Well.. People usually don't work on weekends

desert trench
untold sky
#

"Discussion about A3FT" This is not a feedback tracker.

ornate marlin
#

soonโ„ข aka whenit'sdoneยฉ

obtuse jasper
#

The current system of adding suggestions on feedback tracker as comments on a single post is really weird. More suitable system would be to make a new post of each suggestion and then have the discussion through comments on that post. All the suggestion posts can go in a group / sub-forum. Then each suggestion can be discussed, updated, marked as done and locked.

vagrant mulch
#

As someone that has used a ticketing system before, this format is quite standard. It allows for rapid identification of the issue and the ability to scan additional comments (on a single page). A forum-like structure would be great if you had all the time in the world, but unfortunately, that's rarely the case.

obtuse jasper
untold sky
#

That's not the feedback tracker, that's the forum

restive narwhal
#

@obtuse jasper Speaking as someone who has had to read lots of suggestions in the past, I'd much rather they were all together where I can quickly read them all just by scrolling, than having those same suggestions as separate tickets that have to opened one at a time. Considering most suggestions will be rejected outright, I really wouldn't want my ticketing system cluttered up with thousands of useless entries either.

#

What might be convenient for you as an end user does not necessarily line up with what is most convenient for a developer

#

That said, as Dedmen said, that's the forum. They have a feedback tracker as well - however good luck getting your suggestions noticed there, there are tens of thousands of open tickets and no-one is going to read them all.

trim acorn
#

The amount of bugs listed in the tracker is kind of incredible, most of which have never been reviewed at all.

brave badge
restive narwhal
#

@trim acorn Yeah, at some point when the rate at which tickets are being submitted outstrips the rate at which you can review those tickets most ticketing systems break down. Many people operate a system where if a ticket goes unreviewed for 6/12 months or was opened against an older release then it's automatically closed with a note to re-open if the issue is still occurring. I think the only reason BI haven't done that sort of mass-closure is that they don't want to be criticised for dismissing issues unread.

#

even though they'll never BE read

trim acorn
#

That much is apparent, the feedback tracker became useless the moment they stopped even triaging it. We tell people to put stuff in there but since most of the bugs are still present and already reported they are just adding me too comments to known issues that will never be fixed.

royal light
#

@untold sky I sended you a private message about some security issue (just letting you know here, incase you block unknown persons on discord)

untold sky
#

I usually don't block. I just delete the chat if I'm not interested. Or throw some non-nice words in the mix

untold sky
trim acorn
#

@wraith sapphire From "BIS_fnc_spawnCrew" Description: Function to fill all crew positions in a vehicle, including turrets. the key word is all crew positions Use createVehicleCrew command instead

wraith sapphire
#

That's not Severity: Crash ...

@untold sky I know, just curious to see if BI will react ๐Ÿ˜‹

#

@trim acorn I need to pass group and crewtype as parameter, createVehicleCrew doesn't handle those

#

The actual issues is they never get inside the vehicle

vagrant mulch
#

Youโ€™ve pretty much assured that any future tickets you create will be ignored. @wraith sapphire

wraith sapphire
#

@vagrant mulch That will not change as before then.

vagrant mulch
#

Intentionally misrepresenting the severity of a ticket to gain attention is a sure way to have your permissions there revoked. Please do not do it again.

wraith sapphire
#

Okay, it is noted

fickle root
#

@untold sky what do you think can be the problem making the server to drop to sub 10 fps and never recover?
https://feedback.bistudio.com/T124746
As you confirm it to be already fixed
It's definitely NOT FIXED and nobody answers the question.
You only told it can be environement sounds.

No mods used.
No script errors.
With database.
With 2 HCs.

Dead units, destroyed vehicles and items left on the map are cleaned regularly.

We restart our server daily at 5 am.
In the morning and during the day the server can be full (32 players) and server FPS remains @ 30-40+ without problems.
Server FPS drops progressively.
Before 11-12 pm server FPS is already under 20.
After 11-12 pm server FPS drops under 10, or exactly 3-5-7 and stays forever, until restart.

Checked yesterday - still the same situation.

https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-184-performance-binary-feedback/?page=92&tab=comments#comment-3319073

This was the snapshot from our Evolution mission.
https://gist.github.com/winseros/edecd8d5f2cbde7b28c4db4fbbf945b9

untold sky
#

It's definitely NOT FIXED and nobody answers the question. And you know that how?

#

Just guessing around? Low FPS HAS TO BE that exact issue right? RIGHT!

#

That's not how that works

#

Run profiling build and get a capture.

#

You only told it can be environement sounds. And you know what? That bug report that you linked is NOT environment sounds

fickle root
#

@untold sky I'm not an expert for sure.
So what would you need to tell more precisely what it could be?
capture and rpt?

untold sky
#

capture should be enough

fickle root
#

@untold sky and one other thing.
We've noticed as well that client FPS drops when server FPS is <20.
But!
When it reaches this 3-5 FPS server side, clients have their FPS as if server FPS is 30-40+

#

infantry is on HC1 and vehicles/air are on HC2

#

@untold sky at which moment should the capture be made and for how long?

#

because I have to explain this to the person who will have to do this, because it's not my level of understanding

ornate marlin
#

@fickle root
Did you run a vanilla mission for testing also?

fickle root
#

@ornate marlin no

ornate marlin
#

Well, do this first before reporting โ€œbugsโ€œ please

#

No hc, no custom mission, just plain vanilla

#

If this runs fine, what i thing it will, the error is on your side (server/mission/general setup)

untold sky
#

at which moment should the capture be made When you are having problems
for how long Uh? what? The capture only captures a single frame soo..... For one frame? ^^
You could capture multiple frames too

severe lily
#

How do I actuallly submit to the feedback tracker

untold sky
#

you go to the web page

#

link in channel description

neon swan
#

So, there may be an issue with the tracker. The feed is spammed with the same two events. The events happened yesterday evening, but they are recurring in the feed every 10 minutes or so.

barren apex
#

I have posted a major security exploit within arma 3 onto the dev tracker and it is yet to be looked at. Any chance a bohemia dev can take a look?

waxen tundra
#

ty, we're aware

barren apex
#

np, thanks for looking into it

untold sky
#

https://feedback.bistudio.com/T136172 I think this small config issue is in the realm of things that could be fixed as part of "end of life support" right?
If not then I might consider making a patch inside TFAR. It's just hilarious to be sitting in a car with all open windows, and not being able to talk to someone that's standing right outside.

frozen summit
#

I think the Flir should be a bit more clear and not cloudy like so it is easier to not only see heat splashes and dust like the real one but also buildings and roads

sterile nova
#

@untold sky - 1 means it's using filter, not it's completely isolated

untold sky
#

yeah figured that out later too. But it's still wrong. If it says use filter, and the filter is the filter for a completely closed car, but all the windows are open. It's still not correct.
Also RHS uses 0.4 for that in same places, that made me think it's not just a boolean at first

peak socket
cinder totem
untold sky
#

Yeah it will usually be marked as "Reviewed" or assigned

white basin
#

Hmpf. Directions are still based on world north instead of group heading

#

Ugh. Turns out I already reported this 5 years ago..

white basin
white basin
#

@near cedar Units will call out enemies relative to world north instead of group heading. So if group is heading south and enemy is north, they'll say "Front" instead of "Back".

#

The callout direction is only ever right if you happen to be moving north

#

This is true for all direction callouts, whether move commands, target spotting or target ordering

near cedar
#

ah, interesting. I have noticed that the callouts don't make sense sometimes, never realised this was the cause.

white basin
#

Ugh. I see they haven't fixed any "in your face" bugs for years.

#

High prone is still broken

near cedar
#

@white basin rejoice, the direction call-out thing got fixed on dev ๐Ÿ˜„

white basin
#

@near cedar Yea, I know ๐Ÿ˜„ Only took more than a year. Now we just need the 10 other in-your-face bugs fixed. Like being unable to command AI to drive somewhere. At least 4 years old.

trim acorn
#

Only took more than a year Damned if you don't, damned if you do

sleek bronze
#

Still waiting for the say3d vehicle bug to be fixed -_-

sterile nova
#

well, there is workaround for it

sick abyss
trim acorn
#

Are those custom displays vanilla or part of some mod?

sick abyss
#

vanilla

#

RscCustomInfoMiniMap is the default GPS display, while RscCustomInfoAirborneMiniMap is the GPS-like display with terrain avoidance (altitute-based terrain colouring) that was introduced with the Jets DLC

untold sky
silver spear
#

Well, that's a shame because there is now way I'm going to un-see this now ๐Ÿ˜™

steady panther
#

Can not unsee everything that is so so so wrong in that setup...

silver spear
#

I know man, its terriblee. stuck on a shitty laptop atm so i have to improvise

#

no P drive but it does the job i guess ๐Ÿคท

steady panther
#

no

#

it produces ๐Ÿ’ฉ

untold sky
#

I still use cpbo at home. So you be quiet

#

I'm the king of ๐Ÿ’ฉ producers

silver spear
#

Haha. I am on a team atm. I just use it for playtesting, so i know what i'm working with before I send stuff off

#

But yeah, off topic

sand holly
#

I'm dumb and can't figure out how to submit a support ticket

vague idol
#

The Feedback tracker is linked in the channel description. Click that.
Have a Feedback tracker account. Log in.
Make a preliminary search to see if someone has already reported your issue. If not, continue.
There is a Star on the top bar. Click it. Click "New _________ Bug Report"
Fill it out, and then at the bottom click Create New Task.
@sand holly

potent laurel
#

They should just pin a link

#

๐Ÿคท๐Ÿปโ€โ™€๏ธ

vague idol
#

...It's better than pinned @potent laurel, it's in the channel description.

potent laurel
#

True I suppose

still parrot
desert trench
#

sounds like faulty locality

tranquil harbor
#

Isn't that a known behavior for a while?

limpid fulcrum
#

was fixed

#

guess it returned

#

maybe JIP issues?

tranquil harbor
#

nah, i had that issue several times on dedicated server with mission maker using the module.

#

pretty sure it is easily reproducible

limpid fulcrum
#

was fixed, as in. Very close to release

desert trench
#

If you change the control method, turns and moves forward / backward from the keys, and the mouse control does not participate in the turn - you will have no problems with control.
The only thing that remains a problem is an order for continuous movement and waypoints (their influence on the driver of the crew).

#

is there a FT ticket about this/is BI aware of the (two) issue(s)?

still parrot
#

@desert trench Already a few days have passed, as I sent it and wrote on the forum. But BI is silent, there is no reaction.

desert trench
#

at this stage pretty much need to get reyhard or Kllrt's attention for a chance

spare otter
#

on "first impressions matter" from the cold war campaign, if you turn out after getting in the M113 (after clearing Gross Sisbeck) the vehicle will stop and won't resume it's way, also the autosave during the way to the next town is a bit fcked up and after loading that one all I get is a black screen with the cursor, I can hear the engine but can do nothing, pressing ESC will get me out to the campaign pick screen

near cedar
spare otter
#

thanks

cursive jolt
#

the basic.cfg in the start parms crashes the start up of the server

desert trench
#

from 1.92

#

    class C_man_1_1_F: C_man_1
    {
        class SpeechVariants
        {
            class Default
            {
                speechSingular[] = {"veh_infantry_pilot_s"};
                speechPlural[] = {"veh_infantry_pilot_p"};
            };
        };
        textSingular = "pilot";
        textPlural = "pilots";
        nameSound = "veh_infantry_pilot_s";
    class I_soldier_F: I_Soldier_base_F
    {
        class SpeechVariants
        {
            class Default
            {
                speechSingular[] = {"veh_infantry_pilot_s"};
                speechPlural[] = {"veh_infantry_pilot_p"};
            };
        };
        textSingular = "pilot";
        textPlural = "pilots";
        nameSound = "veh_infantry_pilot_s";```
#

this looks like a faulty change, or are these and their subclasses both pilots?

trim acorn
#

Any update on bis_disabled_door_x working for bargates, even the user action text says "Open Door", pretty annoying

west depot
sterile nova
#

CBA issue - muzzle_snds_H_MG doesn't exist in vanilla game

#

I was regenerating icons for all accessories and wanted to clean up things a little bit. I could leave those old images for backward compatibility but didn't expect that somebody will link those icons like that

#

@west depot

west depot
sterile nova
sterile nova
#

@desert trench fixed those nameSound errors - macro system freaked out a little bit it seems

desert trench
#

ty ๐Ÿ‘

near cedar
#

Tac Ops campaign - briefing throws a lot of "type bool, expected bool" errors, plus the animated briefing looks partly broken

#

it snaps back to the location select screen after interrupting some of the animations

vague idol
#

@near cedar You'll want to click the link in the channel description and look for/post your issue there.

near cedar
#

i've kinda given up on the feedback tracker tbh

still parrot
untold sky
#

@waxen tundra more script bugs for you ๐Ÿ˜„

waxen tundra
#

?

untold sky
#

tacops campaign script errors. 5 messages above

waxen tundra
#

@near cedar on profiling branch ? DM me details, ideally the scripterror line

near cedar
#

yeah

waxen tundra
#

it's the waituntil fix somewhere nil where it shall no be

near cedar
#

yup. there's also a divide by zero error when applying vehicle customisation

waxen tundra
#

what line ? exact details ?

near cedar
#

looking through the logs now

#

will pm

hollow bison
#

Would this be the place that we can submit bugs and glitches?

untold sky
#

no

#

the link in channel description is the place

hollow bison
#

ok, already on it. Thanks

still parrot
untold sky
#

no

#

It is assigned already, meaning it's already on the todo list

#

just wait

still parrot
#

It there with May 21 2015 ๐Ÿ˜€

untold sky
#

Jup.

still parrot
#

@untold sky When that, in DEV 1.72 there was a progress according to the decision of this ticket (there is my comment). But it was not included in release 1.72 Released on 22-06-2017.

untold sky
#

ยฏ_(ใƒ„)_/ยฏ

#

Some things take time

near cedar
#

there is valve time and BI time

near cedar
royal light
#

setVehicleAmmoDef seems to remove weapons from players inside vehicles is this intended?
Place a car in editor place a unit thats normaly not in the car, start mission, get in car and run: vehicle player setVehicleAmmoDef 1 --> no weapons

sterile nova
#

are you on seat with firing from vehicle enabled?

royal light
#

๐Ÿค” could be didn't think about it. But yes I was in every case sitting in such seats

#

But than it's still not intended behavior I guess

lunar pilot
#

it's seems that ADR-97 magazine has "Unknown Community Author" instead of "Bohemia Interactive" (small oversight)

naive ledge
near cedar
#

yeah it's spam

heavy wasp
#

Is there a ticket for objects that have been hidden with hideObject still cast shadows?

trim acorn
#

All objects or particular objects?

limpid fulcrum
#

Any mods? Maybe shadow lod issue?

daring wagon
#

Can anyone tell me how I can view a list of my own tickets? Those I have created? I know that's possible, but can't remember.

#

Nevermind, found it.

near cedar
#

to be fair it's a slightly convoluted process to get there

trim acorn
fickle root
#

@sterile nova is it possible to introduce a check, so if a player already has a backpack, the button to take a backpack isn't available anymore?
otherwise when you klick to take one (when you already have one) and it's bugged then and you can du* it/them

sterile nova
#

well, probably yes but it might be easier to fix that take action

rapid wing
#

btw can we get full weapon animations properly synced in MP , because most of them do work but some are very wonky or right dont work , like zeroing anim and Isselected functions like 50/50

fickle root
#

@sterile nova do you think it will be done, next? because it has been forever a problem.

sterile nova
#

nah, definitely not in next 2 months

deft marsh
#

spambot

untold sky
#

lul I just banned one with same name from BIF

deft marsh
#

has this been fixed? I didnt notice anything on the last db changelog

sterile nova
#

I know it was investigated and recognized as a typo

#

so maybe it went in some log less commit

deft marsh
#

ahh could be

deft marsh
#

@waxen tundra ^ this is same issue we experienced last night

waxen tundra
#

@trim acorn A3FT the hell out of it then send me the url to ticket, the better description and reproduction steps the faster it can be fixed

#

ty @deft marsh i suspected the SAMs, as multiple were deployed just before that happened