killzone_kid 1330 Posted December 12, 2014 It basically looks like this Share this post Link to post Share on other sites
gossamersolid 155 Posted December 12, 2014 I really want to know what thread locks are. You don't want to know that much if you didn't try to google. Share this post Link to post Share on other sites
miketim 20 Posted December 12, 2014 Thread locks are when a thread is locked, meaning it can no longer be posted in. Now you never have to ask this again. Share this post Link to post Share on other sites
enex 11 Posted December 12, 2014 My curiosity is never ending. Share this post Link to post Share on other sites
R3vo 2654 Posted December 13, 2014 Any news about this issue ? Share this post Link to post Share on other sites
metralla 19 Posted December 13, 2014 Any news about this issue ? Amazing that this problem is not solved this by now, seems incredible that is not resolved. This issue is from the beta arma3, this problem should be priorities BIS and finish fix. :31: Share this post Link to post Share on other sites
NorX Aengell 23 Posted December 13, 2014 It seems that slingloading some pods with the Taru could expect to a critical damage to ATRQ rotor. http://feedback.arma3.com/view.php?id=21343 Share this post Link to post Share on other sites
johnnygitarr 7 Posted December 15, 2014 hi, i think the ticket-bleedout module is broken the time the tickets bleed is to fast (not the time i set) Share this post Link to post Share on other sites
SaOk 112 Posted December 16, 2014 (edited) Not sure if related to the latest DEV-build, but half of my workshop entries dont appear when entering "Publish on Steam Workshop" in editor. E.g only seeing WLA coop 24 variant and Whole Lotta Stratis. Whole Lotta Altis SP and WLA coop 08 variant are not showing (but still found in the workshop). ---------- Post added at 18:13 ---------- Previous post was at 17:17 ---------- •Changed: Removed contributed items from Publisher's published items list (Editor) Or is that MANW related? In that case you took wrong COOP variant down (took part with 24player variant). Also updated earlier the SP version after the MANW deadline with non-MANW build compatible version (added the new choppers and sling loading), since it was said to be allowed (and still would like to expand the concept with more updates). Hope there is no hassle with that. ;) Edited December 16, 2014 by SaOk Share this post Link to post Share on other sites
Gekon 2 Posted December 16, 2014 Not sure if related to the latest DEV-build, but half of my workshop entries dont appear when entering "Publish on Steam Workshop" in editor. E.g only seeing WLA coop 24 variant and Whole Lotta Stratis. Whole Lotta Altis SP and WLA coop 08 variant are not showing (but still found in the workshop).---------- Post added at 18:13 ---------- Previous post was at 17:17 ---------- •Changed: Removed contributed items from Publisher's published items list (Editor) Or is that MANW related? In that case you took wrong COOP variant down (took part with 24player variant). Also updated earlier the SP version after the MANW deadline with non-MANW build compatible version (added the new choppers and sling loading), since it was said to be allowed (and still would like to expand the concept with more updates). Hope there is no hassle with that. ;) Hi there. We didn't take down anything, we just filtered what's being shown in the list. This change is related to contributors (and its less-than-intuitive implementation from Valve). Only author of the item (=the account under which the item is published) can see it now in the published item list, because only the author can update the file. Therefore you (SaOK[Fin] on Steam) should see all but the first item from this list in your in-game editor and all of those 5 in the Publisher. If you don't see what I've described in game and in publisher, please start a ticket (and also attach workshop links to the files you don't see.). Share this post Link to post Share on other sites
SaOk 112 Posted December 16, 2014 Ok, sorry got it badly wrong. :) But here is the bug ticket: http://feedback.arma3.com/view.php?id=22071 Share this post Link to post Share on other sites
DJankovic 401 Posted December 18, 2014 http://feedback.arma3.com/view.php?id=16075 One year old,and still labeled like NEW??? devs please look in to the feedback tracker i was about to post one feedback tracker but there is bunch of similar ones,BUG with dead person near fence dies fence colapses and fence destruction in 1-3 sections Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted December 18, 2014 http://feedback.arma3.com/view.php?id=16075One year old,and still labeled like NEW??? devs please look in to the feedback tracker i was about to post one feedback tracker but there is bunch of similar ones,BUG with dead person near fence dies fence colapses and fence destruction in 1-3 sections was just thinking about this. the walls falling over due to interaction with dead player body is very troublesome for urban combat simulation. In scenarios where death is a big deal, its a serious factor Share this post Link to post Share on other sites
runekn 3 Posted December 18, 2014 Added: New animation source for lowering and raising of turrets :eek: http://upload.wikimedia.org/wikipedia/commons/5/52/Fennek-highres.jpg (752 kB) Share this post Link to post Share on other sites
Brisse 78 Posted December 18, 2014 :eek:http://upload.wikimedia.org/wikipedia/commons/5/52/Fennek-highres.jpg (752 kB) Oh! Is that what they meant? Cool. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted December 18, 2014 That would be splendid, but not exactly sure of that's particularly what it means. Share this post Link to post Share on other sites
Brisse 78 Posted December 18, 2014 Actually, now that i think of it, we already have periscope that you can raise on the SDV, so I guess it means something else. Share this post Link to post Share on other sites
enex 11 Posted December 18, 2014 Might they meant turret as FFV turret? Share this post Link to post Share on other sites
deltagamer 612 Posted December 18, 2014 You could already achieve a periscope type animation before however I believe all they have done is add in new code that makes it slightly easier for modders to achieve it in the model.cfg. Share this post Link to post Share on other sites
dnk 13 Posted December 18, 2014 http://feedback.arma3.com/view.php?id=16075One year old,and still labeled like NEW??? devs please look in to the feedback tracker i was about to post one feedback tracker but there is bunch of similar ones,BUG with dead person near fence dies fence colapses and fence destruction in 1-3 sections Absolutely. How hard is this? Share this post Link to post Share on other sites
DancZer 65 Posted December 22, 2014 The green time trial is broken in the dev and in the stable too. The 9mm nit penetrante the popup targets and when the bullet bounce back after valid target hit, sometimes hit the civil targets. This cause +5s penalty. Also the bullet bounce on the ground many times causing strange atmosphere. You should try the green time trial. It is funny. :-) Share this post Link to post Share on other sites
alky_lee 279 Posted December 22, 2014 The green time trial is broken in the dev and in the stable too. The 9mm nit penetrante the popup targets and when the bullet bounce back after valid target hit, sometimes hit the civil targets. This cause +5s penalty. Also the bullet bounce on the ground many times causing strange atmosphere. You should try the green time trial. It is funny. :-) That is a problem with 9mm ammunition at the moment. It richochets all over the place. Check out the pistols and SMG sections in this video when they are fired inside a building. Share this post Link to post Share on other sites
DancZer 65 Posted December 23, 2014 Don't get me wrong. I think it's OK that it's not penetrate. The issue here is that it's lose its momentum too late and bounce everywhere. I expect that it's drop down after hit, and bounce only at narrow angle. Share this post Link to post Share on other sites
Brisse 78 Posted December 23, 2014 9mm shot directly at hardened steel should just be absorbed. In-game it bounces right back at you. There are three things that can happen when a projectile hits something: 1. Penetration 2. Absorption ( )3. Deflection With the pistol ammunition in the game you weirdly often get nr. 3 instead of nr. 2 even at very strange angles. Share this post Link to post Share on other sites
gatordev 219 Posted December 24, 2014 My forum and Google search just isn't helping with my question... I thought I read somewhere here in the last week or so that there was a muzzle error in one of the Dev releases, but I can't find any reference to it. Is this the case? I'm getting an error message in-game mentioning "bis_effects_rifle" every time anyone fires a rifle. I haven't been around the forums or played A3 in over 2 weeks, so I may just have missed this as a known issue. Or maybe an addon just got borked in an update. Share this post Link to post Share on other sites