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- omarbunar (Omar Bunar)
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This is still an issue as of 1.3.0.102 despite the changes made in that update to the behaviour of dragonteeth and hedgehogs, when driving a truck at high speed into individual dragon teeth, if they are placed in such a way that a corner is at a right angle to the incoming truck much of the speed of the truck is reduced, however the truck itself still raises into the air and is able to drive over the obstacle. This is the best setup I could find to temporarily arrest the movement of a high speed truck as normal US roadblocks are still subject to flipping over the obstacle and are able to land on their wheels without any damage to either the truck or the player. In no case involving a truck colliding at high speed with a US dragontooth or roadblock did the player sustain any damage in the impact. On flat terrain the roadblocks are able to be made effective if two lines of defences are placed, a back line of standard US roadblocks placed 10m behind a line of dragonteeth that are placed so in such a way that the face of the dragontooth is perpindicular to the impact of the truck. In this case the truck strikes the dragonteeth and loses almost all of its speed as it raises and drives over the dragonteeth, it then lacks the speed to be able to overcome the regular US roadblocks. On terrain that is not level (approaching from a higher elevation to a lower elevation) this setup is not able to work effectively as the truck can still clear both obstacles. A possible solution to this issue could be forcing the front of the truck down upon impact to better deal with the clearance the wheels give this vehicle. Alternatively, US roadblocks could be designed so that the front facing portion of the dragon teeth are perpindicular to the imapct as opposed to angled which act as a sort of ramp. The second solution would not fix the problem outright but would make the roadblocks more effective than the current design and make placing two lines of obstacles a cheaper option supply wise.
i also would like to add Land_Church1_Yellow ground loot is under the building the loot thats on the shelves are perfect as seen on the video below - https://www.youtube.com/watch?v=nF9PSLwRHo4
In T189290#2765670, @Firewalker wrote:Has there been any communication with BI about this issue? I haven't checked back on Expansion Discord, but last I read they were also thinking these are BI issues.
I'm going to try to turn airdrops back on later today with loot disabled and see what happens.
Fire
the one I did manage to get recorded
In T189290#2765687, @Geez wrote:In T189290#2765670, @Firewalker wrote:Has there been any communication with BI about this issue? I haven't checked back on Expansion Discord, but last I read they were also thinking these are BI issues.
I'm going to try to turn airdrops back on later today with loot disabled and see what happens.
Fire
This particular crash that has appeared after 1.27 is on our end and we are working on a fix
Had this exact issue twice and lost paid for items, just died at a normal exit aswell they owe me so many premium items due to bullshit issues
Update: Also tested LXC's and its the same issue.
I've tried to clear my favorites list as well.
This issue has been here since update 1.25
@Geez This has been fixed in the newest experimental update 1.3.0.102. It no longer drops FPS when ADS'ing in armoured vehicles.
Sounds _Engine_RPM_ are very important - they set the main audibility of the tank engine in space. At the moment from the tank during the movement comes only the sound of its turbine, they are quiet but the main problem is that their distribution occurs in the rear sphere of the tank and for the most part are additional SFX
This particular crash that has appeared after 1.27 is on our end and we are working on a fix
In T189290#2765670, @Firewalker wrote:Has there been any communication with BI about this issue? I haven't checked back on Expansion Discord, but last I read they were also thinking these are BI issues.
I'm going to try to turn airdrops back on later today with loot disabled and see what happens.
Fire
I haven't seen anything, I did see they posted 5 days ago on X, that they were "consolidating" servers due to less demand from previous launches.
Hi, so this is related to the BackendID?
Has there been any communication with BI about this issue? I haven't checked back on Expansion Discord, but last I read they were also thinking these are BI issues.
This is most probably because authentication with backend passes before client connect to the server and since both client have same Identity ID it will not allow second one to join.
You can try running with -noBackend CLI https://community.bistudio.com/wiki/Arma_Reforger:Startup_Parameters#noBackend
Additionally by using this method of being able to use only 1 slotai and adding the repeated respawn delay reduces the stuttering effect of spawning large amounts of AI when you crossover the area threshold.
Revision: 152708
Revision: 152707
Figured it out... The guy in the deer tower created this strange path. Normally i gave them a "Scout" Waypoint. I now changed it to regular "Defend" and the path is gone
Thank you, banned
Forced to run these scripts for pumpkins to grow normally. We are not the only ones suffering form this. Hopefully they can pitch in here shortly
Can you put on your own list “Stop using X-Ray” glitch 😉. Thank you for your time!
Hello Cpt.Sauna.
we have tested this on our end but we were unable to find any issues.
Regards,
Geez
Hello gabriel931314.
Please click on "show details and prepare report" and upload the generated archive to this ticket when the crash occurs.
Regards,
Geez
Thank you for the report.
This has been reported previously and it is scheduled for a fix.
Closing the ticket as it is a duplicate.
Regards,
Geez
Fixed in 1.3
Hello Rodrigo.
This is a known issue and it is scheduled for a fix.
Closing this ticket as it is a duplicate.
Regards,
Geez
I am having this issue as well since update. Invisible wall in the center of our watchtowers.
it is programmed in the engine to destroy second rotor if first is destroyed, I will look at config to see if it actually gonna make any difference
I’ve had this issue too.
fixed in future update
Please correct the error