soapsurfer 12 Posted September 11, 2013 I'm wondering if the waypoints are broken, would be nice if anyone could tell me. Since Altis was staged I'm having the problem, that chains of waypoints don't work with certain locations, settings etc. The units just stop after the first waypoint Is there anything known or am I doing stupid stupid stupid things? Share this post Link to post Share on other sites
matt_gold 10 Posted September 11, 2013 Am I the only one who thinks nights in general are too dark? Playing at night with no nvg's is something I always avoid because all I see is a pitch black screen. You gotta experiment. I'm guessing you haven't yet. As it's been pointed out, it's all about whether it's a moonless night or not. Try changing the date of the mission about 15 or 20 days forward or backward, and make the weather totally clear. Then come back to these forums and start saying it's too bright at night. Share this post Link to post Share on other sites
KingoftheSandbox 10 Posted September 11, 2013 Using the M4 Scorcher with the support module to call in artillery. i choose 7 rounds of cluster bombs, it fires only 1. same with other supports.-seems like the gunner was never good in maths. am i the only one with that bug? Share this post Link to post Share on other sites
das attorney 858 Posted September 11, 2013 I'm wondering if the waypoints are broken, would be nice if anyone could tell me. Since Altis was staged I'm having the problem, that chains of waypoints don't work with certain locations, settings etc. The units just stop after the first waypoint Is there anything known or am I doing stupid stupid stupid things? I'm having similar issues; it seems that if the waypoint is on a slope, the units don't like going to it. Even if you set the completion radius to a high value, they don't seem to complete and want to go to the actual coordinates. (So they just sit there and don't move). Share this post Link to post Share on other sites
windies 11 Posted September 11, 2013 Using the M4 Scorcher with the support module to call in artillery. i choose 7 rounds of cluster bombs, it fires only 1. same with other supports.-seems like the gunner was never good in maths. am i the only one with that bug? The artillery module is bugged unless you use the virtual artillery. Only the first or second unit of your artillery battery will ever fire. Share this post Link to post Share on other sites
gliptal 25 Posted September 11, 2013 Also a bullet in the chest should drop you on the floorTry TPW FALL.Yay! Share this post Link to post Share on other sites
daze23 1 Posted September 11, 2013 Using the M4 Scorcher with the support module to call in artillery. i choose 7 rounds of cluster bombs, it fires only 1. same with other supports.-seems like the gunner was never good in maths. am i the only one with that bug? it only holds 2 rounds of cluster bombs (by default). the support requester should reflect that though Share this post Link to post Share on other sites
gliptal 25 Posted September 11, 2013 I'm wondering if the waypoints are broken, would be nice if anyone could tell me. Since Altis was staged I'm having the problem, that chains of waypoints don't work with certain locations, settings etc. The units just stop after the first waypoint Is there anything known or am I doing stupid stupid stupid things? 1. UGVs are bugged: they won't move to the next waypoint if you control the turret.2. To place multiple waypoints on the map you must bind CTRL to "Command Mode" function. Any other combination will make it impossible to place multiple waypoints. This must be the nth time I bring this up, and yet nothing. Yay! Share this post Link to post Share on other sites
themaster303 22 Posted September 11, 2013 1. UGVs are bugged: they won't move to the next waypoint if you control the turret.2. To place multiple waypoints on the map you must bind CTRL to "Command Mode" function. Any other combination will make it impossible to place multiple waypoints. This must be the nth time I bring this up, and yet nothing. Yay! make a ticket, so they have an repro and a bugreport. problem solved. http://feedback.arma3.com/plugin.php?page=Vote/list_bugs Share this post Link to post Share on other sites
gliptal 25 Posted September 11, 2013 make a ticket, so they have an repro and a bugreport. problem solved.http://feedback.arma3.com/plugin.php?page=Vote/list_bugs I can't make a ticket since I haven't been able to access the bug tracker for some reason for some time now.Yay! Share this post Link to post Share on other sites
kylania 568 Posted September 11, 2013 This must be the nth time I bring this up, and yet nothing. Did you post a feedback tracker for the issue or only mention it in this thread? Coz this thread doesn't do much. Share this post Link to post Share on other sites
trent 14 Posted September 11, 2013 I can't make a ticket since I haven't been able to access the bug tracker for some reason for some time now.Yay! Solution is to make a ticket about that not being able to access the bug tracker. Share this post Link to post Share on other sites
barakokula31 10 Posted September 11, 2013 Solution is to make a ticket about that not being able to access the bug tracker. Ticketception Share this post Link to post Share on other sites
jw custom 56 Posted September 11, 2013 Ouch, game is released tomorrow and yet so many serious bugs is still present :eek: Share this post Link to post Share on other sites
dale0404 5 Posted September 11, 2013 Ouch, game is released tomorrow and yet so many serious bugs is still present :eek: So you say... Share this post Link to post Share on other sites
kremator 1065 Posted September 11, 2013 Ouch, game is released tomorrow and yet so many serious bugs is still present :eek: Yeah but we know what BIS are like. They will fix them after release! Share this post Link to post Share on other sites
ProfTournesol 956 Posted September 11, 2013 Yep, release date is just the end of the beta, but not of the upgrades and patches. Share this post Link to post Share on other sites
blu3sman 11 Posted September 11, 2013 I just made some tests and have a question. Are tides now officially axed? Share this post Link to post Share on other sites
barakokula31 10 Posted September 11, 2013 I just made some tests and have a question. Are tides now officially axed? Were they even announced? Share this post Link to post Share on other sites
EricM 0 Posted September 11, 2013 Haven't checked, but tides in the mediterranean sea are barely noticeable in real life, unlike atlantic ocean for instance. So maybe they reduced it to realistic low values or removed it altogether. Share this post Link to post Share on other sites
ProfTournesol 956 Posted September 11, 2013 Haven't checked, but tides in the mediterranean sea are barely noticeable in real life, unlike atlantic ocean for instance. So maybe they reduced it to realistic low values or removed it altogether. Good point. Share this post Link to post Share on other sites
blu3sman 11 Posted September 11, 2013 Haven't checked, but tides in the mediterranean sea are barely noticeable in real life, unlike atlantic ocean for instance. So maybe they reduced it to realistic low values or removed it altogether. In A2 there were not huge tides either, maybe 1 meter variation. But it added a really nice detail to shorelines. Now its totally gone. Share this post Link to post Share on other sites
barakokula31 10 Posted September 11, 2013 Haven't checked, but tides in the mediterranean sea are barely noticeable in real life, unlike atlantic ocean for instance. So maybe they reduced it to realistic low values or removed it altogether. Nope, 30 cm is not noticeable at all. Share this post Link to post Share on other sites
soapsurfer 12 Posted September 11, 2013 1. UGVs are bugged: they won't move to the next waypoint if you control the turret.2. To place multiple waypoints on the map you must bind CTRL to "Command Mode" function. Any other combination will make it impossible to place multiple waypoints. This must be the nth time I bring this up, and yet nothing. Yay! I was talking about waypoints in the editor. Even helicopters sometimes don't move to the next waypoint and it seems completely random to me. :( Share this post Link to post Share on other sites
insumsnoy 4 Posted September 11, 2013 Any chance this will be fixed soon? I put ths issue on feedback tracker mid july: http://feedback.arma3.com/view.php?id=12739 Share this post Link to post Share on other sites