R3vo 2654 Posted December 31, 2016 34 minutes ago, killzone_kid said: I am pretty sure GranolaBar has figured this out in, soon, 4 years since he posted that :) He's probably using Internet Explorer 5, the post has just arrived now. ;) 2 Share this post Link to post Share on other sites
domokun 515 Posted January 1, 2017 On 12/31/2016 at 0:42 PM, Vasily.B said: It look nice, but now i see what this game is also missing and was present on IF, and in some A3 mods - screaming. Wounded soldiers screams and maybe screaming orders loud when flanking in Combat behavior. I'll try to mix some mods, but i know the resoult. half of other mod's features will stop work, and noone will help me out as every mod author keep saying "please disable other mod to see if issue persist". I dont know how people can play with 40 mods at once, it must be buggy as hell. If you want combat screams then check-out MR G's mod And if you want to enhance IFA3, then contact @Gunter Severloh whose WarMods have been giving WW2 vets PTSD since 6 years now (WarMod v1 was for Arma 1). 1 Share this post Link to post Share on other sites
Vasily.B 529 Posted January 1, 2017 3 hours ago, domokun said: If you want combat screams then check-out MR G's mod And if you want to enhance IFA3, then contact @Gunter Severloh whose WarMods have been giving WW2 vets PTSD since 6 years now (WarMod v1 was for Arma 1). I already talked with Gunter :) BTW thanks for reminding me this fantastic addon. Share this post Link to post Share on other sites
kill mig 23 Posted January 2, 2017 On 24.12.2016 at 3:44 PM, road runner said: I tested this out for another thread today, it worked fine for me, the MK6, Slammer and scorcher all fired whatever I selected from smoke to HE, between 1-7 rounds too. Really? 2 Share this post Link to post Share on other sites
road runner 4344 Posted January 2, 2017 16 minutes ago, kill mig said: Really? https://youtu.be/h8Vf2Etqsaw I will fire my game up and make the same as yourself to try, I had no issues with 3-4 round salvo's at all before. Yep, loaded the same as you, same results, single shot on launch instead of 3 4 5 etc weird as I was using this the other day with RHS stuff, the M109 would drop 3-4 rounds as requested, 2 Share this post Link to post Share on other sites
instagoat 133 Posted January 2, 2017 Has anybody experienced this issue: https://feedback.bistudio.com/T122467 Tanks not switching to main gun on enemy vehicle targets unless they are directly looking at it. I tested it with multiple vehicles, with mods and without, and all tanks experienced this issue. Commander gets stuck in a "target that vehicle" loop while gunner has MG selected, then the commander orders his tank to run away. Only if the driver points the hull towards the target does he switch to main gun. Would be nice to hear what other people find. Share this post Link to post Share on other sites
NoPOW 59 Posted January 2, 2017 'Added: Support for huge pages via the "-hugePages" command line' Now that '-hugePages' are enabled, is it still mandatory to enable them in Windows and for the user account running ArmA? Share this post Link to post Share on other sites
2nd ranger 282 Posted January 2, 2017 After today's update, units are sunk into the ground every time you load a mission. >:( Then if you preview the mission and return to the editor, every infantry unit on the map has been moved to the lower left corner >:( >:( >:( Share this post Link to post Share on other sites
killzone_kid 1332 Posted January 2, 2017 14 minutes ago, 2nd ranger said: After today's update, units are sunk into the ground every time you load a mission. >:( Then if you preview the mission and return to the editor, every infantry unit on the map has been moved to the lower left corner >:( >:( >:( Noted, thanks Share this post Link to post Share on other sites
Vasily.B 529 Posted January 2, 2017 1 hour ago, NoPOW said: 'Added: Support for huge pages via the "-hugePages" command line' Now that '-hugePages' are enabled, is it still mandatory to enable them in Windows and for the user account running ArmA? With this i had crashes in Mad Max. Share this post Link to post Share on other sites
ericfr 0 Posted January 2, 2017 Today's update Error Cannot load texture a3\weapons_f\rifles\sdar\data\rfb_nohq.paa Share this post Link to post Share on other sites
x3kj 1247 Posted January 2, 2017 Gaps between wheels on Kamysh are black Share this post Link to post Share on other sites
froggyluv 2136 Posted January 3, 2017 6 hours ago, 2nd ranger said: After today's update, units are sunk into the ground every time you load a mission. >:( Then if you preview the mission and return to the editor, every infantry unit on the map has been moved to the lower left corner >:( >:( >:( Yeah I had a map with at least 50 civilians all placed in specific spots and each with a waypoint order and then this happened and the mission auto-saved...... :( Editor triggers are busted also -no mods running -you cant configure them ie Activation etc. Share this post Link to post Share on other sites
M. Buchanan 21 Posted January 3, 2017 Been trying dynamic simulation on x64 with no mods, game CTD with a divide by zero error every time I come within range to wake up a group. Anyone else experiencing this? Is it not live on x64 yet? Share this post Link to post Share on other sites
road runner 4344 Posted January 3, 2017 17 hours ago, kill mig said: Really? Okay, latest dev build I put an RHS M109 in Camp Rogain, and a default Seara. Placed myself as a FOO and called in artillery on pre selected targets, again using single and multiple salvo's this time if I asked for 2 rounds, you can hear two rounds being launched, then complete, then the splash, and 2 rounds impact. The M109 was a bit iffy at first, the seara, no troubles at all. Share this post Link to post Share on other sites
Zeree 0 Posted January 3, 2017 3 hours ago, froggyluv said: Yeah I had a map with at least 50 civilians all placed in specific spots and each with a waypoint order and then this happened and the mission auto-saved...... :( Editor triggers are busted also -no mods running -you cant configure them ie Activation etc. yeh a friend and I are having similar issues with saving (when we reload the map in the editor it moves all unmounted units to the lower left corner) but older saves from before this latest update are unaffected Share this post Link to post Share on other sites
das attorney 858 Posted January 3, 2017 2 hours ago, road runner said: Okay, latest dev build I put an RHS M109 in Camp Rogain, and a default Seara. Placed myself as a FOO and called in artillery on pre selected targets, again using single and multiple salvo's this time if I asked for 2 rounds, you can hear two rounds being launched, then complete, then the splash, and 2 rounds impact. The M109 was a bit iffy at first, the seara, no troubles at all. On my pc, doartilleryfire and commandartilleryfire are broken for Mk 6 mortar. They only ever fire 1 shell regardless of how many you order them to fire. 3 Share this post Link to post Share on other sites
road runner 4344 Posted January 3, 2017 1 minute ago, das attorney said: On my pc, doartilleryfire and commandartilleryfire are broken for Mk 6 mortar. They only ever fire 1 shell regardless of how many you order them to fire. I'm just using the support modules, but yes the Mk6 is FUBAR 1 Share this post Link to post Share on other sites
das attorney 858 Posted January 3, 2017 Ah cool ok. Sorry for the dour tone of my post, struggling typing a reply out for the first time on a "smart" phone, plus I am hungover again and have work this morning. Happy new year so far! xD 1 Share this post Link to post Share on other sites
das attorney 858 Posted January 3, 2017 While I think of it, any chance we could see a fix for the wonky geometry on top of "land_wip_f" building? If you stand on the roof and test it with lineIntersectsSurfaces as described in example 2 here: https://community.bistudio.com/wiki/lineIntersectsSurfaces Then you can see the geometry is joined at the wrong vertices and sinks into the roof. I'll upload a YT video later demonstrating the problem when I get home from the garage Share this post Link to post Share on other sites
Guest Posted January 3, 2017 Quote Added: It is now possible to transport objects in vehicles Please explain? Share this post Link to post Share on other sites
Greenfist 1863 Posted January 3, 2017 6 hours ago, Mitrail said: Please explain? I'm guessing it's like the vehicle-in-vehicle transport, but with objects, weapon crates etc. The system is pretty dynamic so loading objects would seem logical extension to it. 4 Share this post Link to post Share on other sites
pr9inichek 133 Posted January 3, 2017 Fixed: Airplanes controlled by AI had trouble taking off from most airfields on Altis Not fixed!!! Share this post Link to post Share on other sites
themaster303 22 Posted January 3, 2017 when can we expect trackir back in the 64bit arma3 (dayz) versions ? otherwise i like it, last test i had 6gb of ram in use, have to check now the hugepage option if its adressing more ram. Share this post Link to post Share on other sites
bad benson 1733 Posted January 3, 2017 15 hours ago, SN M. Buchanan said: Been trying dynamic simulation on x64 with no mods, game CTD with a divide by zero error every time I come within range to wake up a group. Anyone else experiencing this? Is it not live on x64 yet? been trying it briefly too until that happened too. i'll not touch it until it's atleast stable. that being said, on dev build the game crashed several times for me in general after the 64 bit update so not sure if it was caused by dynamic sim. i'll leave that to the paid QA guys though. testing stuff that makes the game crash is too frustrating. i'd be interested though if anyone made a real mission concept with dynamc sim yet. something that is known to not crash and show off the features. i have yet to see it in action. Share this post Link to post Share on other sites