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May 10 2016

Bohemia updated subscribers of T75194: Antitank missiles hit the target even without completing the process lock.
May 10 2016, 7:30 AM · Arma 3
supercereal4 edited Steps To Reproduce on T75195: AI can clip through some walls and shoot people on the other side of the wall..
May 10 2016, 7:30 AM · Arma 3
Bohemia added a project to T75195: AI can clip through some walls and shoot people on the other side of the wall.: Arma 3.
May 10 2016, 7:30 AM · Arma 3
r8gato edited Steps To Reproduce on T75196: Crashing UAV Greyhawk causes friendly AI to shoot UAV Pilot as a team killer..
May 10 2016, 7:30 AM · Arma 3
Bohemia added a project to T75196: Crashing UAV Greyhawk causes friendly AI to shoot UAV Pilot as a team killer.: Arma 3.
May 10 2016, 7:30 AM · Arma 3
Bohemia updated subscribers of T75193: Automatic guidance gun ZSU-39 and IFV-6a.
May 10 2016, 7:30 AM · Arma 3
tyler2 edited Steps To Reproduce on T75194: Antitank missiles hit the target even without completing the process lock.
May 10 2016, 7:30 AM · Arma 3
Bohemia added a project to T75194: Antitank missiles hit the target even without completing the process lock: Arma 3.
May 10 2016, 7:30 AM · Arma 3
tyler2 edited Steps To Reproduce on T75193: Automatic guidance gun ZSU-39 and IFV-6a.
May 10 2016, 7:30 AM · Arma 3
Fennek added a comment to T75192: Plane ROLL physics bug--> It does not TURN!!!!.

No it's not a reason why aircrafts do turn when banked.
But yes, discrepancy between center of lift and center of mass produces a torque.
Ideally, center of lift= center of mass. If this is not the case you need to trim your controll surfaces to account for the torque (unless it becomes too extreme in which case the aircraft becomes uncontrollable/unstable)
That's why rules/guidelines exist for all (military and commercial) aircraft how much mass imbalance you are allowed to have, in which order you are allowed to fire your weapon, and in which order you have to deplete your different fuel tank cells and so on.

As we dont have trim in A3 it should be avoided to have center of lift outside center of mass/ vice versa.

May 10 2016, 7:30 AM · Arma 3
Bohemia added a project to T75193: Automatic guidance gun ZSU-39 and IFV-6a: Arma 3.
May 10 2016, 7:30 AM · Arma 3
hladas added a comment to T75192: Plane ROLL physics bug--> It does not TURN!!!!.

Fennek: Thank you, will check it.

May 10 2016, 7:30 AM · Arma 3
Fennek added a comment to T75192: Plane ROLL physics bug--> It does not TURN!!!!.

Here is the proper explanation why an aircraft turns.
http://forums.bistudio.com/showthread.php?167067-Fixed-Wing-Flight-Model-(dev-branch)&p=2793625&viewfull=1#post2793625

the banking turn of an aircraft cant be explained with centrifugal force. It's an aerodynamical effect that causes torque and therefore produces centrifugal force. Proof is the simple fact that you cant make a banking turn with an aircraft in vacuum, even if you had "lift" and gravitational force.

Torque that aligns plane with descending speed is physically wrong/ incomplete. It needs to work for all coordinates and speeds.

See here for how it could be done:
http://forums.bistudio.com/showthread.php?167067-Fixed-Wing-Flight-Model-(dev-branch)&p=2793937&viewfull=1#post2793937

May 10 2016, 7:30 AM · Arma 3
Echo added a comment to T75192: Plane ROLL physics bug--> It does not TURN!!!!.

I'm not educated in aerodynamics or anything similar, but isn't torque also produced by the fact that the center of lift and center of mass aren't in the same place on the aircraft?

May 10 2016, 7:30 AM · Arma 3
hladas added a comment to T75192: Plane ROLL physics bug--> It does not TURN!!!!.

There are also other forces.
see http://forums.bistudio.com/showthread.php?167067-Fixed-Wing-Flight-Model-%28dev-branch%29&p=2782356&viewfull=1#post2782356

edit:

Also, from your picture, the final force - it should only shift the airplane, not turn. If you explain me where the torque comes from, I'll be more than gratefull.
Torque, that will align the airplane with 'descending speed', is present and can be configured (I'm a programmer, not a config guy).

And pitch input will not increase your lift force by 42%, but it will cause torque and, turn your nose up, so the force from engines is used to cover the altitude loss.

May 10 2016, 7:30 AM · Arma 3
izaiak added a comment to T75192: Plane ROLL physics bug--> It does not TURN!!!!.

Simulate a real lift for each wing please ! It will increase the realism.

May 10 2016, 7:30 AM · Arma 3
EagleFlying added a comment to T75192: Plane ROLL physics bug--> It does not TURN!!!!.

Plz!!! vote!

May 10 2016, 7:30 AM · Arma 3
langdale90 added a comment to T75192: Plane ROLL physics bug--> It does not TURN!!!!.

up

May 10 2016, 7:30 AM · Arma 3
macieksoft added a comment to T75192: Plane ROLL physics bug--> It does not TURN!!!!.

I will never fly aircraft in ArmA 3 until they fix it.
Looks like BIS devs don't know anything about flight fundamentals...

Upvoted!

[quote]Who downvoted this...? [/quote]
Im sure that a guy who downvoted it was a kid of BIS dev ;-)

May 10 2016, 7:30 AM · Arma 3
cancerouspete added a comment to T75192: Plane ROLL physics bug--> It does not TURN!!!!.

i stand corrected! and i appreciate the math DarkWanderer, that does make it clearer

May 10 2016, 7:30 AM · Arma 3
SuicideKing added a comment to T75192: Plane ROLL physics bug--> It does not TURN!!!!.

Yup, noticed this as well. I was in favour of overhauling the entire flight model so didn't report it separately. Upvoted.

Also, see:
http://feedback.arma3.com/view.php?id=14463

May 10 2016, 7:30 AM · Arma 3
DarkWanderer added a comment to T75192: Plane ROLL physics bug--> It does not TURN!!!!.

but, if i recall, doesn't centripetal force affect fighter jets significantly less? (again assuming no control input) and since the game doesnt have any slow movers yet, its hard to guestimate what the implemented effect is.

This is wrong. The "centripetal force" as you call it depends solely on roll angle - it is L*sin(θ), where θ is the roll angle, and L is lift (which is equal to m*g for a properly trimmed plane at any orientation). There's no "jet/no-jet" factor in the formula.

Example @45 degrees bank:
1-st case: no pilot input, plane is trimmed for level flight (1g, L = m*g)
Lvertical = L*cos(θ) = m*g*cos(θ) = 0.7 * m*g
Lhorizontal = m*g*sin(θ) = 0.7 * m*g
As you can see, the plane would experience a 0.7g lateral acceleration and a 1.0-0.7=0.3g vertical acceleration (losing altitude)

2nd case: pilot is countering loss of altitude by adding pitch input
Lvertical = L*cos(θ) = m*g => L = m*g/cos(θ) = 1.42 m*g
Lhorizontal = L*sin(θ) = 1.42 m*g / 1.42 = m*g

As you can see, lateral acceleration with additional pitch applied is only 42% faster than same without manual input. So, the effect would be VERY noticeable. So, EagleFlying is totally correct here.

Moreover, a jet at bank must experience sharp slide to the side of the roll, unless countered by rudder. This is also missing.

May 10 2016, 7:30 AM · Arma 3
EagleFlying added a comment to T75192: Plane ROLL physics bug--> It does not TURN!!!!.

Ok man your first point is correct, the plane actually seems to have a really minimal turn when banked on a side but I can disagree with your other points.

I haven't a direct experience with jets (sadly) but I play A-10c on DCS and many other aircraft on X-plane 10 that is considered the world's most advanced flight simulator, is certified by FAA and used for pilot virtual training. I can assure you that ALL PLANES make a cospicuous turn when banked.

Moreover I can cite the manual Fundamentals of Flight of the US Army (you can find it on Internet: FM 3-04.203) that says:

7-152. An aircraft, like any moving object, requires a sideward force to make a turn. In a normal turn, this force is supplied by banking the aircraft so lift is exerted inward as well as upward. The force of lift is then separated into two components at right angles to each other. The lift acting upward combined with opposing weight is called the vertical-lift component. The horizontal-lift component (centripetal force) is the lift acting horizontally combined with opposing inertia or centrifugal force (figure 7-42). Therefore, the horizontal-lift component is the sideward force that forces the aircraft from straight flight, causing it to turn. If an aircraft is not banked, no force is present to make the turn unless rudder application causes the aircraft to skid in the turn. Likewise, if an aircraft is banked, it turns unless it is held on a constant heading with the opposite rudder. Proper control technique assumes an aircraft is turned by banking and that in a banking attitude it should be turning.

The last point is fairly conclusive, and is also logical because, as in the wiki image I posted, if a plane fly it has portance, if a I bank it a part of this portance became centrifugal force so, for transitivity rule, if a plane fly it makes turns when banked.

Sorry for my english but I'm Italian ;)

May 10 2016, 7:30 AM · Arma 3
cancerouspete added a comment to T75192: Plane ROLL physics bug--> It does not TURN!!!!.

i first want to point out that a3 does infact implement this, if you pay close attention the heading of the plane changes slowly with a bank (and no other controller input, using the a-143) it does seem slow, i wont lie

but, if i recall, doesn't centripetal force affect fighter jets significantly less? (again assuming no control input) and since the game doesnt have any slow movers yet, its hard to guestimate what the implemented effect is. 3rd party mods can't be expected to have properly implemented phyx yet.

your wiki article does also point out that in order to complete a bank turn, it requires the pilot to increase lift, otherwise you're just side slipping and losing altitude - this matches whats currently in the game.

as far as fighter jets go, i'm just remembering that as something i had learned once, but i can't find any clear info at the moment that doesn't require math i can't do :)

(my vote undecided until more i see more info, and other airplanes)

---

someone who plays this game has flown jets. anyone with that experience want to chime in?

May 10 2016, 7:30 AM · Arma 3
gutsnav added a comment to T75192: Plane ROLL physics bug--> It does not TURN!!!!.

This x 1000000. Same with the TKOH flight model.

May 10 2016, 7:30 AM · Arma 3
Lionhawk added a comment to T75192: Plane ROLL physics bug--> It does not TURN!!!!.

:\

May 10 2016, 7:30 AM · Arma 3
EagleFlying added a comment to T75192: Plane ROLL physics bug--> It does not TURN!!!!.

I don't know... someone who doesn't care about plane physics....

May 10 2016, 7:30 AM · Arma 3
the_Demongod added a comment to T75192: Plane ROLL physics bug--> It does not TURN!!!!.

I assume that is because all planes (incl. addons) use the engine's shared flight model. and yes, this needs to be implemented. just like the TOH flight model, but that never happened :/

May 10 2016, 7:30 AM · Arma 3
Lionhawk added a comment to T75192: Plane ROLL physics bug--> It does not TURN!!!!.

Who downvoted this...?

May 10 2016, 7:30 AM · Arma 3
Magpul added a comment to T75192: Plane ROLL physics bug--> It does not TURN!!!!.

Yeah, i've noticed it, too. Upvote.

May 10 2016, 7:30 AM · Arma 3
fritzproject added a comment to T75192: Plane ROLL physics bug--> It does not TURN!!!!.

UP UP UP UP UP

May 10 2016, 7:30 AM · Arma 3
DarkWanderer added a comment to T75192: Plane ROLL physics bug--> It does not TURN!!!!.

UPVOTED. But you DONT need to GO ALL CAPS!!!!!

May 10 2016, 7:30 AM · Arma 3
EagleFlying added a comment to T75192: Plane ROLL physics bug--> It does not TURN!!!!.

Same problem with F-18 and other plane addons...

May 10 2016, 7:30 AM · Arma 3
Echo added a comment to T75192: Plane ROLL physics bug--> It does not TURN!!!!.

This needs to be fixed. Upvote.

May 10 2016, 7:30 AM · Arma 3
Bohemia updated subscribers of T75191: moveToCompleted, moveToFailed and expectedDestination give wrong results.
May 10 2016, 7:30 AM · Arma 3
Bohemia updated subscribers of T75192: Plane ROLL physics bug--> It does not TURN!!!!.
May 10 2016, 7:30 AM · Arma 3
Bohemia added a project to T75192: Plane ROLL physics bug--> It does not TURN!!!!: Arma 3.
May 10 2016, 7:30 AM · Arma 3
EagleFlying edited Steps To Reproduce on T75192: Plane ROLL physics bug--> It does not TURN!!!!.
May 10 2016, 7:30 AM · Arma 3
Pillord edited Steps To Reproduce on T75191: moveToCompleted, moveToFailed and expectedDestination give wrong results.
May 10 2016, 7:30 AM · Arma 3
Bohemia updated subscribers of T75190: WY-55 Hellcat HUD out of place.
May 10 2016, 7:30 AM · Arma 3
Bohemia added a project to T75191: moveToCompleted, moveToFailed and expectedDestination give wrong results: Arma 3.
May 10 2016, 7:30 AM · Arma 3
Bohemia added a project to T75189: Player ragdoll stays on the ground after knock down: Arma 3.
May 10 2016, 7:30 AM · Arma 3
Bohemia updated subscribers of T75189: Player ragdoll stays on the ground after knock down.
May 10 2016, 7:30 AM · Arma 3
Crix edited Steps To Reproduce on T75190: WY-55 Hellcat HUD out of place.
May 10 2016, 7:30 AM · Arma 3
Bohemia added a project to T75190: WY-55 Hellcat HUD out of place: Arma 3.
May 10 2016, 7:30 AM · Arma 3
m1nd0 added a comment to T75188: Damage on static objects doesn't transfer to JIP players.

Any updates on this? I'm unable to start with a town with randomly leveled buildings because of this.

I suppose I could make a workaround by sending a building array to each client but including JIP but that could kill a player if he spawns near a building due to JIP....

May 10 2016, 7:30 AM · Arma 3
tyl3r99 added a comment to T75188: Damage on static objects doesn't transfer to JIP players.

yep I also did the repro and it worked

May 10 2016, 7:30 AM · Arma 3
gdscei added a comment to T75188: Damage on static objects doesn't transfer to JIP players.

No problem, I hope this is easily fixable.

May 10 2016, 7:30 AM · Arma 3
rom43 edited Steps To Reproduce on T75189: Player ragdoll stays on the ground after knock down.
May 10 2016, 7:30 AM · Arma 3
Iceman added a comment to T75188: Damage on static objects doesn't transfer to JIP players.

Thank you guys, the repro mission worked, will look into it.

May 10 2016, 7:30 AM · Arma 3
gdscei added a comment to T75188: Damage on static objects doesn't transfer to JIP players.

I have attached a new mission (JIPDamageTest.Stratis) which should make repro easier. The buildings should immediately look damaged.

I also added screenshots of before and after reconnect.

Additional notes on repro:

  • Please use dedicated server, not in-game LAN server
  • When you disconnect, make sure you disconnect completely, not lobby.
  • I have just tested this on DEV branch of today, and this problem still occurs.
May 10 2016, 7:30 AM · Arma 3
SaMatra added a comment to T75188: Damage on static objects doesn't transfer to JIP players.

Please use dedicated server, not in-game LAN server

Shoudln't matter, works in any kind of multiplayer game for me

When you disconnect, make sure you disconnect completely, not lobby.

Leaving to lobby was enough for us

BIS_Iceman, if repro is still needed, let me know.

May 10 2016, 7:30 AM · Arma 3
SaMatra added a comment to T75188: Damage on static objects doesn't transfer to JIP players.

Did repro anyway: setdamagejip_repro.Stratis

Steps:

  1. Start with 2 players
  2. Player 1 (Host) activates "setDamage 1 everything around you" action
  3. Both players observe that everything got destroyed
  4. Player 2 (Client) goes back to lobby
  5. Player 2 (Client) joins back into the game
  6. Player 2 (Client) observes that everything is untouched while Player 1 (Server) sees everything destroyed
May 10 2016, 7:30 AM · Arma 3
Iceman added a comment to T75188: Damage on static objects doesn't transfer to JIP players.

Thank you guys for your effort. However, we were unable to reproduce the problem.
Could you please provide us with simple two-player repro mission for Stratis? It would help us in a great way.

Thank you!

May 10 2016, 7:30 AM · Arma 3
SaMatra added a comment to T75188: Damage on static objects doesn't transfer to JIP players.

On the video: http://www.youtube.com/watch?v=g3ZLTI6WX1E

  1. Host applies setDamage 1 to everything around (both models and objects with classes)
  2. Client observes that everything destroys
  3. Client goes to lobby and joins again
  4. Client observes that everything is untouched
May 10 2016, 7:30 AM · Arma 3
gdscei added a comment to T75188: Damage on static objects doesn't transfer to JIP players.

Any update on this? Could this be picked up while fixes are being placed for JIP-related behaviour on static objects anyways? (the issue where damage is multiplied if JIP players are on the server) I've tried in the dev-branch if this issue is fixed with these recent changes, but it doesn't seem like it.

Thanks!

May 10 2016, 7:30 AM · Arma 3
Fireball added a comment to T75188: Damage on static objects doesn't transfer to JIP players.

Great, thanks!

May 10 2016, 7:30 AM · Arma 3
Killzone_Kid added a comment to T75188: Damage on static objects doesn't transfer to JIP players.

It is not limited to houses. Trees destroyed with scripts (setDamage) are also not synced for JIP. There is a ticket somewhere for this, can't find it.

May 10 2016, 7:30 AM · Arma 3
gdscei added a comment to T75188: Damage on static objects doesn't transfer to JIP players.

@Killzone_Kid, my guess it's all static objects.

May 10 2016, 7:30 AM · Arma 3
Killzone_Kid added a comment to T75188: Damage on static objects doesn't transfer to JIP players.

@gdscei well if you mow trees with a tank they do stay down for JIP, was the same in A2. I guess the scripted damage is not added to JIP array.

May 10 2016, 7:30 AM · Arma 3
gdscei added a comment to T75188: Damage on static objects doesn't transfer to JIP players.

I have attached an example mission, and provided info again in the 'Steps To Reproduce" section.

May 10 2016, 7:30 AM · Arma 3
Fireball added a comment to T75188: Damage on static objects doesn't transfer to JIP players.

If you're able to supply a test mission, it would expedite problem resolution!

May 10 2016, 7:30 AM · Arma 3
Bohemia updated subscribers of T75188: Damage on static objects doesn't transfer to JIP players.
May 10 2016, 7:30 AM · Arma 3
gdscei added a comment to T75187: Loadingscreen command can freeze client in combination with waitUntil/sleep.

Was a problem with mission instead.

May 10 2016, 7:30 AM · Arma 3
gdscei edited Steps To Reproduce on T75188: Damage on static objects doesn't transfer to JIP players.
May 10 2016, 7:30 AM · Arma 3
gdscei edited Steps To Reproduce on T75187: Loadingscreen command can freeze client in combination with waitUntil/sleep.
May 10 2016, 7:30 AM · Arma 3
Bohemia added a project to T75188: Damage on static objects doesn't transfer to JIP players: Arma 3.
May 10 2016, 7:30 AM · Arma 3
MadDogX added a comment to T75185: MBT-52 Kuma retexture issue with spawned vehicle.

Mass closing tickets marked as resolved more than 1 month ago.

If the issue is in fact not resolved, please create a new ticket referencing this one and ask for it to be re-opened.

May 10 2016, 7:29 AM · Arma 3
AlexVestin edited Steps To Reproduce on T75186: Soldier Animations (Stances & pacing).
May 10 2016, 7:29 AM · Arma 3
Iceman added a comment to T75185: MBT-52 Kuma retexture issue with spawned vehicle.

Hello,

it has been fixed again and should appear on Steam Dev within few days.

Thank you.

May 10 2016, 7:29 AM · Arma 3
Bohemia added a project to T75186: Soldier Animations (Stances & pacing): Arma 3.
May 10 2016, 7:29 AM · Arma 3
Bohemia updated subscribers of T75186: Soldier Animations (Stances & pacing).
May 10 2016, 7:29 AM · Arma 3
Bohemia added a project to T75187: Loadingscreen command can freeze client in combination with waitUntil/sleep: Arma 3.
May 10 2016, 7:29 AM · Arma 3
Fireball added a comment to T75185: MBT-52 Kuma retexture issue with spawned vehicle.

Mass-close of resolved tickets not updated in last two weeks.

May 10 2016, 7:29 AM · Arma 3
Iceman added a comment to T75185: MBT-52 Kuma retexture issue with spawned vehicle.

Reopened, problem reappeared.

May 10 2016, 7:29 AM · Arma 3
eRazeri added a comment to T75185: MBT-52 Kuma retexture issue with spawned vehicle.

The plate back skirt variant of MBT-52 Kuma hidden selections work on LOD > 0 but on LOD0 it seems like it`s not working. See image below to see what I mean.

http://pilvigalleria.pwn.fi:443/imgs/kuma_lod0_hidden_selection.png

So it looks like that selection camo2 is wrong on LOD0 and needs to be redefined.
Altough I can`t be sure of the LOD number.

This is on 1.16.123.633 stable.

May 10 2016, 7:29 AM · Arma 3
eRazeri added a comment to T75185: MBT-52 Kuma retexture issue with spawned vehicle.

Hidden selections of the Kuma work only trough setting them via configs atm.

May 10 2016, 7:29 AM · Arma 3
zGuba added a comment to T75185: MBT-52 Kuma retexture issue with spawned vehicle.

Should be working

May 10 2016, 7:29 AM · Arma 3
GLTLegislator added a comment to T75185: MBT-52 Kuma retexture issue with spawned vehicle.

As far as I know the Kuma has no working hidden selections at all yet. I tried to reskin the tank but the new texture could not be applied with setobjecttexture or setobjecttextureglobal.

May 10 2016, 7:29 AM · Arma 3
zGuba added a comment to T75185: MBT-52 Kuma retexture issue with spawned vehicle.

Note that I added hidden selections. The "issue" with plates present in only some vehicles is a feature, not bug.

May 10 2016, 7:29 AM · Arma 3
mycatsaid edited Steps To Reproduce on T75185: MBT-52 Kuma retexture issue with spawned vehicle.
May 10 2016, 7:29 AM · Arma 3
Bohemia updated subscribers of T75185: MBT-52 Kuma retexture issue with spawned vehicle.
May 10 2016, 7:29 AM · Arma 3
eRazeri added a comment to T75185: MBT-52 Kuma retexture issue with spawned vehicle.

I stumbled against the same issue.

May 10 2016, 7:29 AM · Arma 3
Bohemia added a project to T75185: MBT-52 Kuma retexture issue with spawned vehicle: Arma 3.
May 10 2016, 7:29 AM · Arma 3
kbiebs123 added a comment to T75184: Mission 13 "Camp Maxwell" still does not work!.

the original Issue ID: 16691. It was marked as closed by BIS_Iceman but it was not fixed.

May 10 2016, 7:29 AM · Arma 3
Tholozor added a comment to T75184: Mission 13 "Camp Maxwell" still does not work!.

Duplicate of >16602

May 10 2016, 7:29 AM · Arma 3
Bohemia added a project to T75184: Mission 13 "Camp Maxwell" still does not work!: Arma 3.
May 10 2016, 7:29 AM · Arma 3
AD2001 added a comment to T75184: Mission 13 "Camp Maxwell" still does not work!.

Are you on the dev build? Can you give us the number of the original ticket?

May 10 2016, 7:29 AM · Arma 3
TheKaikouraTrainspotter added a comment to T75184: Mission 13 "Camp Maxwell" still does not work!.

I'm just wondering whether this scene might be part of the "coming soon" campaigns

May 10 2016, 7:29 AM · Arma 3
kbiebs123 edited Steps To Reproduce on T75184: Mission 13 "Camp Maxwell" still does not work!.
May 10 2016, 7:29 AM · Arma 3
BenjaminLinus edited Steps To Reproduce on T75182: Random crashes to desktop.
May 10 2016, 7:29 AM · Arma 3
Nicke80 edited Steps To Reproduce on T75183: Maxwell (mission13) blackscreen in Survive campaign mode.
May 10 2016, 7:29 AM · Arma 3
Bohemia added a project to T75182: Random crashes to desktop: Arma 3.
May 10 2016, 7:29 AM · Arma 3
nskojo added a comment to T75182: Random crashes to desktop.

Same thing for me

May 10 2016, 7:29 AM · Arma 3
Bohemia updated subscribers of T75182: Random crashes to desktop.
May 10 2016, 7:29 AM · Arma 3
allexthebest117 added a comment to T75181: Raise or get rid of the 144 group limit.

It makes really no sense, and it creates a lot of problems if you are a scripter: you can't infact group modules ...

May 10 2016, 7:29 AM · Arma 3
Bohemia added a project to T75183: Maxwell (mission13) blackscreen in Survive campaign mode: Arma 3.
May 10 2016, 7:29 AM · Arma 3
JasperRab added a comment to T75181: Raise or get rid of the 144 group limit.

Just saw it on Reddit and would like to have this issue fixed as well. It's really weird you can have 3000 units in a group and only have 144 groups, Which makes no sense.

May 10 2016, 7:29 AM · Arma 3
hartzie added a comment to T75181: Raise or get rid of the 144 group limit.

Is there any progress on this issue? It is really bugging me out to work around this issue.
This should be the responsibility of the mission maker and server admin to make sure the load for AI is suitable and not some hard coded limit.

May 10 2016, 7:29 AM · Arma 3
Lux0r added a comment to T75181: Raise or get rid of the 144 group limit.

I'm also struggling with this annoying group limit. Can't see any logical reason for this limit of 144 groups! Will this ever be fixed?

May 10 2016, 7:29 AM · Arma 3