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After 1.1 update, vehicle high beams now seem like low beams
Confirmed Internally, NormalPublic

Description

After 1.1 update, vehicle high beams no seem like low beams.

The 1.1 update change log also indicates night time is now much darker. It is very likely the adjustment with night time darkness also decreased all lighting as well. Reminds me of the ARMA 3 bug with flares being too dim after a similar update with the lighting system inadvertently affecting flares as well!

Details

Severity
None
Resolution
Open
Reproducibility
N/A
Operating System
Windows 10 x64
Category
General
Steps To Reproduce
  1. Join an official Bohemia ARMA Reforger server.
  1. While night time without moonlight, enter a vehicle and turn on only the high beam headlights.
  1. Try driving faster than ~30 MPH on the roadway, while in real life, we typically drive on roadways faster than 50 MPH nightly.
Additional Information

Suggestions:

  1. The high beam viewing distance was likely real life prior to version 1.1 update.
  1. Also after the 1.1 update, the viewing ability to the sides of the headlights also likely significantly decreased, or the headlight lighting area to the sides of the headlight lit area. After 1.1 version, there's absolutely no refracted light to the sides, and the sides of the roadways appear absolutely dark and very unlike real life vehicle driving!

Event Timeline

rogerx created this task.Mar 15 2024, 5:13 AM
Geez changed the task status from New to Awaiting internal Testing.Mar 15 2024, 10:45 AM
Geez changed the task status from Awaiting internal Testing to Confirmed Internally.Mar 19 2024, 1:48 PM
rogerx renamed this task from After 1.1 update, vehicle high beams no seem like low beams to After 1.1 update, vehicle high beams now seem like low beams.Mar 19 2024, 4:59 PM

Probably the worst scenario for the headlights, I likely experienced this last night, driving the large boxy US radio truck at night using 3rd person view with high beams on while driving a narrow bending/twisting dirt road within a forested area! The lit area ahead is extremely dimly lit, while the boxy truck blocks almost entirely the 3D view. Rate of speed was less than 10-20 KPH! (or 5-10 MPH!) People (usually idiots) always are able to drive 35-45 MPH, or faster at night, while still seeing the road ahead! Although likely not safely, they can still obviously see turns, but cannot see animals or people on the sides of the roadways.

As for my experience last night, likely due to network de-synchronization, the boxy radio vehicle ended-up crashing into a tree on the right side of a dirt road, while my initial/prior 3D presentation was on the left side of the roadway, and died at less than 10 km/hr crashing into a tree! (eg. ~5 MPH) (Obviously network de-sync.) Second attempt driving the boxy radio truck at night, I had to keep headlights turned on while driving at all times, of course using only high beams, and finally reached my destination, however again only driving less than 20 km/hr, or less than 10 km/an hr using dirt roads, requiring a good 30 minutes travel time for a 100-200 km drive. (Internet map of Everon is extremely illegible, so guessing, traveled from middle of Everon to a coastal region using dirt roads.)

Just realized, can likely attain a really good idea of how well lit vehicle headlights performance should be in real life, by simply comparing the daytime speed rate possible with the likely possible night time speed at night. However, if this game scenario should be staged within the 1980's time period, will likely require the time period's real vehicles. And from what I can recall of 1980's time period vehicles and prior, will likely require a very good battery and alternator/charging system!

This lighting bug scenario is running into the same old bug ARMA 3 is significantly plagued by, changing one light setting within the lighting system, significantly breaks the lighting on some other feature/function. Whether significantly decreasing the area lit by lighting flares required for night time operations or the aerial area lighting of vehicle headlights for driving vehicles at night, tasks become excessively extremely impossible.

There was also a large debate during about the same time as the previously mentioned flare aerial area lighting bug, whether we in real life could see anything while walking within a wooded area during nighttime. In my experience living within a wooded area, there are times when I can obviously see everything around myself during the middle of the night, then there are times when I could not see my hand in front of my face during early night time. This anomaly is caused by refracting light being either diminished or enhanced, whether by clouds in the sky or by distant city lights refracting off clouds. ARMA 3's fix for this particular scenario, was likely to include a random nighttime brightness and darkness, creating times at night when very difficult to see, likely with heavy clouded skies, and times when skies were clear and starlit and easily able to see the surrounding terrain, whether moonlit, or just prior to moon rise or after moon setting. ARMA Reforger seems to completely omit this ARMA 3 engineered/refined nighttime brightness setting, just using one brightness setting for overall nighttime brightness.

This is why documentation is great, it would prevent us civilians from having to recollect and writing too much data! As I'm likely speculating now, night time brightness has yet to be properly integrated or ported from ARMA 3 to ARMA Reforger! I could have simply read this somewhere rather than writing-up an elaborate bug report.

I'll test this again. Albeit, testing will now obviously be after the 1.1 version update, and the bug could have been fixed with 1.1 version.