Bug List – ArmA: Armed Assault

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(→‎AI Issues: editting improperly submitted bugs)
(→‎Physics Issues: editting improperly submitted bug, formatting)
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==Physics Issues==
==Physics Issues==


{{Bug priority|2|You can only shoot swimming soldiers in the head above the water. can't shoot torso in the water etc[[User:bdfy|bdfy]]}}
{{Bug priority|2|
US timed grenades bounce/roll on water surface ''[1.02]'' [http://hx3.de/files/team/mrburns/arma_grenadebug.avi see video] [[User:Burns|burns]] 01:44, 16 December 2006 (CET)
}}


{{Bug priority|2|US timed grenades bounce/roll on water surface ''[1.02]'' [http://hx3.de/files/team/mrburns/arma_grenadebug.avi see video] [[User:Burns|burns]] 01:44, 16 December 2006 (CET)
}}
{{Bug priority|3|2=
{{Bug priority|3|2=
AH1 Cobra able to do loops? imho impossible in real life. Would be ok for the littlebird though. (if there´s an enhancement in heli physics either make it like BF2 or just like OFP) ''[1.02]'' [[User:Burns|burns]] 01:21, 16 December 2006 (CET)  
AH1 Cobra able to do loops? imho impossible in real life. Would be ok for the littlebird though. (if there´s an enhancement in heli physics either make it like BF2 or just like OFP) ''[1.02]'' [[User:Burns|burns]] 01:21, 16 December 2006 (CET)  
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:See talk page. --[[User:Plaintiff1|Plaintiff1]] 19:31, 11 January 2007 (CET)
:See talk page. --[[User:Plaintiff1|Plaintiff1]] 19:31, 11 January 2007 (CET)
}}
}}
{{Bug priority|4|
{{Bug priority|4|
When tanks move over recently destroyed building rubble, there is a tendency for them to jump vertically into the air at high velocity, at least 500m if not more. [v1.03 Demo] -[[User:gigglebok|gigglebok]] 23.Dec.06, 13:45 GMT
When tanks move over recently destroyed building rubble, there is a tendency for them to jump vertically into the air at high velocity, at least 500m if not more. [v1.03 Demo] -[[User:gigglebok|gigglebok]] 23.Dec.06, 13:45 GMT
}}
}}
{{Bug priority|5|
{{Bug priority|5|
Turret/Cupola of tanks seem to have almost no inertia. Cupola rotational movement(mainly stopping) feels too direct. Inertia in OFP felt much more natural like rotating tons of steel [v1.02] -[[User:wiper|wiper]] 16.Dec.06, 01:11 CET
Turret/Cupola of tanks seem to have almost no inertia. Cupola rotational movement(mainly stopping) feels too direct. Inertia in OFP felt much more natural like rotating tons of steel [v1.02] -[[User:wiper|wiper]] 16.Dec.06, 01:11 CET
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:: I don't think so, refering to one of the most comprehensive and pure simulating tank sims on PC's today:'SteelBeasts Pro PE' which is even used by military organizations for training purposes! It models Cupola rotation / inertia even different for different tanks (Abrams/Leopard). Discussions on the SB forum about a very "sluggish" Abrams cupola resulted in that SB simulates it in very realistic way (extremly sluggish). Think twice please: To immediately stop a rotating (or accelerate from zero) multiple tons steel monster you might need an engine double+ times the size of that tank. its PHYSICALLY impossible. [[User:wiper|wiper]] 10.Jan.07
:: I don't think so, refering to one of the most comprehensive and pure simulating tank sims on PC's today:'SteelBeasts Pro PE' which is even used by military organizations for training purposes! It models Cupola rotation / inertia even different for different tanks (Abrams/Leopard). Discussions on the SB forum about a very "sluggish" Abrams cupola resulted in that SB simulates it in very realistic way (extremly sluggish). Think twice please: To immediately stop a rotating (or accelerate from zero) multiple tons steel monster you might need an engine double+ times the size of that tank. its PHYSICALLY impossible. [[User:wiper|wiper]] 10.Jan.07
}}
}}
{{Bug priority|5|
{{Bug priority|5|
Still swimming soldiers and floating bodies aren´t really affected by waves, they always keep the relative height to the ground [http://hx3.de/files/team/mrburns/ArmA_float-behaviour.avi see video] ''[1.02]'' [[User:Burns|burns]] 01:48, 16 December 2006 (CET)
Still swimming soldiers and floating bodies aren´t really affected by waves, they always keep the relative height to the ground [http://hx3.de/files/team/mrburns/ArmA_float-behaviour.avi see video] ''[1.02]'' [[User:Burns|burns]] 01:48, 16 December 2006 (CET)
}}
}}
{{Bug priority|5|
{{Bug priority|5|
timed grenades and smoke grenades can sometimes bounce very far across the countryside [Demo v1.03] -[[User:NipWup|NipWup]]
timed grenades and smoke grenades can sometimes bounce very far across the countryside [Demo v1.03] -[[User:NipWup|NipWup]]
}}
{{Bug priority|0|
You can only shoot swimming soldiers in the head above the water. can't shoot torso in the water etc[[User:bdfy|bdfy]]
}}
}}



Revision as of 04:27, 5 February 2007

Bug additions are to be clear and concise. Information on how to reproduce and locate bugs or visually displayed with a movie or image is essential in helping BI fix any bugs as quickly as possible. Your additions are to be signed and version number properly identified or your addition will be removed without notification.

Introduction

Help BI keep track of important bugs by contributing to this list! Before you begin editing, read over the How To Report section. Its very important to provide accurate detail by posting reproducing steps, images, movies, and locations of bugged models/graphics.

If you have a more detailed bug report that requires more room then makes sense for the Biki then go to the BIS Forum and find the current bug thread and post it there.

There is a Wishlist for making suggestions to improve Armed Assault, please use this list for those suggestions.

If you are unsure whether something actually is a bug, or perhaps just misleading documentation, or whether it is supposed to behave in this particular way, post your report in the Bug or Feature? list.


You should only post bugs about the current version

Current ArmA version is: [1.02]

Current Dedicated server version is: [1.02]

You can find information about the 1.02 patch here

The old bug list can be found here Armed_Assault:_Bugs_List-version-1.01.5094.

How to Report

Submitting bugs in a usable format is essential. Your wasting everybody's time if you post something meaningless and there is a good chance your addition will be removed or ignored.

1. Post in the appropriate section.
2. Always sign your entries by adding ~~~ after your addition. Failure to sign your addition will result in someone removing your addition without notification.
3. Add your bug using the template Bug priority with priority 0 add the end of the appropriate section. Authorized people will alter the priority of your bug.

The source code of a new bug with the template Bug priority should look like that:

{{Bug priority|0|
YOUR TEXT HERE -~~~
}}

Here are a couple of decent examples of usable information.

Template:Bug priority Template:Bug priority

Reproduction missions can be very helpful for complex problems, when possible provide a link to the mission containing only the necessary items to illustrate the bug report.

How to mark bug fixed

To mark your bug fixed, edit the page and replace the priority number with an x. This will strike out the bug as fixed.

 {{Bug priority|x|
 90% of the time when getting out of a boat the player is placed under the ground. ''[1.01.5094]''.[http://img291.imageshack.us/img291/8614/armartn1.jpg check image]}}

Template:Bug priority

Bug priorities To make it easier for BI people to see important bugs, we introduced bug priority templates. Add new bugs with priority 0. BigDawgKS, Plaintiff1, the BI staff, and the wiki sysops will set priorities to values higher than 0.

General Issues

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AI Issues

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Audio Issues

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Collision Issues

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Control Issues

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Editing & Scripting

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Island & Object Issues

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Mission Issues

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Multi Player Issues

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Dedicated Server Issues

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Performance Issues

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Physics Issues

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Units/Vehicles

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Visual Issues

This being the visual issues section, reporting any bug in this section should contain a screen shot of the reported bug.

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