Any update regarding this issue?
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Any update regarding this issue?
Yesterday
This has happened to me before, but I didn't know how to describe it. I was driving alone on a road. Someone overtook me behind me. Then it froze, and I was in a tree 40 meters away.
I was ‘driving’ on the side the whole time. I was able to use the machine gun. The ‘bug’ was recognisable to the other players.
When is this going to get fixed. I would love to play some stuff with friends but it keeps happening almost two months later.
You're always welcome to create mods to get/change these types of features. Reforger generally seems to be firm on the realism and historical authenticity front, so I doubt tracer burn time will be changed to make it easier to snipe at 2 KM.
seems like a very simple fix would be to vastly increase weapon sway whilst strafing, although doesn't address the root of the issue nor branching ones
It can happen even on dirt roads at speeds as low as 40 km/h, as well.
Sat, Jul 5
I cannot agree enough. I understand that auto-exposure is essentially required for a HDR Pipeline, but the settings need to be heavily tuned. The tech can *significantly* impact the visuals and make it look poorer than it should. I think some time sorely needs to be spent experimenting with how the average scene luminance is captured (certain objects or the sky have too much influence), clamping, and exposure compensation depending on the player environment so the image looks right?
Having this same issue on my community server. Major stutter issues. Below are the specs.
Simply copying reality will only make the game less fun. We need reasonable improvements to make the game better.
Also noting I have 24H2 version of windows 11. Really need a fix here. Not sure how more people don't report this issue because this processor is probably one of the most prevalent in gaming... Maybe they were smart enough to not use windows 11, ugh i hate it so much. Honestly about to find a copy of windows 10 so i can game in peace.
Tracers have a burn out time, they don't stay lit forever. I don't know what values would be correct, however.
Fri, Jul 4
And yet ...
Brand new PC with a 7800x3d, 32gb ram, 5070 Ti card and I am having this same problem. Game becomes absolutely unplayable after 20 minutes or so.
Just experienced this bug again on vanilla
I reuploaded the video clips to use H.264 codec instead of H.265 because I realize its support is very limited even on modern browsers, so my apologies if they weren't previously watchable on your browser. Please let me know if anyone has issues with viewing the videos.
Thu, Jul 3
I can confirm that I am experiencing this issue on my end aswell.
There are some indirect approaches via character command handler to force weapon fire:
//------------------------------------------------------------------------------------------------ modded class SCR_CharacterCommandHandlerComponent : CharacterCommandHandlerComponent { protected bool m_bACE_ForceWeaponFire = false; //------------------------------------------------------------------------------------------------ override bool HandleWeaponFire(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) { if (m_bACE_ForceWeaponFire) { if (pInputCtx.WeaponIsRaised()) pInputCtx.SetWeaponPullTrigger(true); m_bACE_ForceWeaponFire = false; } return HandleWeaponFireDefault(pInputCtx, pDt, pCurrentCommandID); } //------------------------------------------------------------------------------------------------ void ACE_SetCanHandleWeaponFire(bool canHandle) { m_bACE_CanHandleWeaponFire = canHandle; } //------------------------------------------------------------------------------------------------ void ACE_ForceWeaponFire() { m_bACE_ForceWeaponFire = true; } }
However, this approach does not work when the weapon is lowered, so it's not good for features like weapon cook-off.
Resolved for one of the future updates
Turns out there is already a ticket for it: T166418
Hello,
this has been resolved internally and will be changed for future updates.
Regards,
Geez
The same situation also occurs in extreme off-road driving and collisions with obstacles.
Had this happen again yesterday. New round of Confict, literally 2nd base captured, placed 5 machinegunner groups, 0 soldiers appeared, 100% of limit used up! Wish I recorded that.
I just realized that there is technically already a syntax for it the code base:
class SCR_Sorting<Class T, SCR_SortCompare TCompare> { ...
but it doesn't seem to be enforced, as the example below still compiles:
class WrongClass { static int Compare(Managed left, Managed right); }
Wed, Jul 2
Thanks for the reply. Looks promising!
Changes were made so that type in JSON is basically cast into script variables if possible.
Does this mean that parsing for other types that defvalue supports will also work?
Like "VETERAN" for EAISkill or "0 1 0" for vector or "0 1 0 1" for Color?
modded also doesn't work:
class test_base<Class T> {}; modded class test_base<Class T> {}; // Throws error