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May 10 2016
Issue seems to have been resolved. I can't reproduce any longer. Please close this ticket.
Hello,
I cannot reproduce the problem, would it be possible to upload a simple repro mission?
Thank you very much!
should be an easy thing to add. +1
Double-tap Ctrl. Not safe mode, but weapon lowered. Should fix your problem. Safe mode is a nice idea though.
From the rpt it is clear that you are running couple of mods. Would it be possible to try it on unmoded version of game?
Absolutely, thanks for the help. Unfortunately I was called out of town for a short time so I will have the files uploaded on Monday. Sorry for any inconvenience.
Alright, I uploaded the rpt files. Thanks for your help.
Hello,
Thank you for reporting the issue.
We need crash dump files from this folder for solve your problem.
C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package please?
When package will be smaller than 5000k, you can attach it here. When package is bigger, please use some free sharing service and post link here.
How to find correct crashdump file:
Try to make the crash happen
Look into crashdump folder
Upload crashdump with latest date in name (crashdump is rpt + bidmp + mdmp file with same name). Please try to provide as many crashdumps as possible, it helps us investigating the problem in a big way.
Thank you.
Just a dumb question: How much space is left on your hard drive(s)?
If they're all good, you might upload the RPT and crash dump files.
294Gb out of 1Tb
Also, where are the RPT files?
Yeah they're supposed to be there, but they sound awful. The MX sound hurts my ears and I find it really dissatisfying. It sounded alot better in the Alpha before they added those closure sounds.
I think all the closure sounds should have their volume reduced by quite alot.
sounds fine to me? everyone's sounds like that
Ahh, Ok. Would be nice if they reverted it back to how it was.
no bug - those are closure sounds which they been bugged before
Hello,
can you please upload a short video showing the problem?
Also, do you use any mod?
Thank you.
Any update?
i had a look at the physx source code in the hopes to maybe find something valuable, but the solver and all that is fine. It's, like i assumed earlier, the clutch that is the sole problem.
I would have hoped to offer a simple solution but adding new controll inputs into the physx framework is beyond my limited programming abilities.
BIS needs to implement a way to modify the clutch strength depending on drive situations, because i dont see Nvidia pulling their finger regarding this.
Especially not now since the code is accessable with permission to modify to nvidia partners.
Thanks for your detailed investigations Fennek, I hope BIS will pick up the ball on this one day and make tracked vehicles shine!
BI, its still not fixed.... How many time you need to fix most important bugs? Look at older ticket instead of new ones, this is real reports, not some kids-crying ultra-laser weapons lack.
It's a shame really. I'm currently creating a mission with a BLUFOR mech. inf. attack but especially the Marshall is so slow on medium offroad terrain. It often can't reach 20 km/hour. The whole attack proceeds at a teeth-grinding slow pace.
(off-topic, because the infantry moves very slowly as well in COMBAT mode, there is no way to compensate in any way, the whole mechinf force moves very slow)
There should appear "AGRESSIVE" mode for infantry for faster attack. "COMBAT" mode is good when you have small squad with infantry only
I think adding a kickdown effect to the vehicle turbo could help. similar to shifting down a gear to rev up the engine just before an overtake irl.
so, whenever you push the vehicle turbo button while driving/accelerating, engine would be disconnected from drivetrain for a very short time to allow engine to build up more rpm and more torque when it connects back together again.
this would make the use of the vehicle turbo button more authentic/realistic while driving roads, but also help climbing terrain by being able to downshift/kickdown manually (to keep higher speed/traction) before the vehicle itself would do a gearchange itself.
I guess i was wrong to say the operation of the clutch is properly simulated with physx. I did more reasearch on this topic and started a topic on the nvidia physx forum.
It seems to me as if the characteristics of the physx clutch system are responsible for this problem. In case you stand still and give thrust the resistance produced by the clutch can be so high that any acceleration of the engine is prevented.
Here is the topic https://devtalk.nvidia.com/default/topic/764824/physx-and-physics-modeling/clutch-strength-question/
I compiled the whole thread in the physx forum as image (4MB) as i can't figure out how to make it viewable to public and have gotten no reply from the forum guys
http://abload.de/img/compiledeqsy5.jpg
Vehicle turbo does nothing but to change throttle to 1.0 (or to whatever value it is set in the config). If you do not push "turbo" you don't drive at maximum throttle. It's an illusion, the turbo is not a turbo, it's standard throttle. The regular accelerator is a retarder instead, not applying full throttle.
To have a kick down effect give you any use it requires a proper working clutch in the first place. And kickdown doesnt solve 0-speed torque. It can only improve the acceleration once you are in motion, depending how efficient the autogearbox operates. Right now all of them operate very efficient so this wouldn't have a big influence.
i think i found the underlying problem in the physx implementation of the clutch.
Let's hope Nvidia will implement a solution in a timely manner so it can be fed back into Arma 3
Edit: for some reason my posts are hidden, will try to unhide them so you can see the discussion
Thanks for this accurate description of what feels wrong about difficult terrain mobility of vehicles.
Upvoted!
A proper clutch simulation is badly needed, driving tanks at low speeds is a pain and feels, in addition absolutely unrealistic.
kind regards
R3vo
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I still can't figure out how to make this work, the path to project folder dialog from the GUI is broken and i'm having no success with parameters.
By using:
"C:\Program Files (x86)\Steam\SteamApps\common\Arma 3 Tools\AddonBuilder\AddonBuilder.exe" "C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@cha_test\addons" -clear -prefix="cha\cha_lav25" -project="p:\cha\cha_lav25"
It keeps telling me the destination parameter is incorrect, if i remove the quotation marks it tells me there can only be one source and destination parameter (i'm assuming it doesn't like spaces between folder names).
How can i solve this?
Is the GUI ever going to be fixed?
Working with shortcuts and parameters is really slow and painful.
That is fantastic news :)! I hope the update will be soon!
thanks for pointing this out. the parameter names need to be lower case now. sorry for confusion. I've already corrected help text.
Regarding the prefix and project, this is a know issue and it's fixed by now. will be part of next update
Addendum:
I got it to pack now, problem was with using capitalized arguments: -CLEAR - PREFIX etc (in a way it was before with old tools and in a way they are put in the help description (not in the example but I didnt notice)
Anyway the problem now is that the prefix is not being registered at all
for example for that perticular file the prefix should be:
rhsafrf\addons\rhs_c_troops
but no matter what I put in the -prefix or -project argument it always gets reset to rhs_c_troops thus leading to never being found.
just a execution command needs to be changed and it should work properly
Thanks, will try it later. Didn't even consider based on old functionality.
Hi cooper,
unfortunately no go. I still keep getting the "There can only be one source_path and destination_path at the same time"
http://i.imgur.com/QwpJR35.png
ive looked and stared at it, added and removed quotes around the paths, dont know whats going on.
The mission we were playing is inside the Arma 3.rar - including the Crashfiles.
The installscript.vdf is the file that was updated by steam on the server with the game verification.
The error seems to be fixed for most.
Solution was to verify the gamecache on the server.
still wondering what changed that file tho. And how come it only affected a few players, not all of them.
command needs to be in this form:
AddonBuilder.exe "p:\rhsafrf\.." "k:\Steam\..." -packonly -clear -prefix="rhsafrf\addons\..." -project="p:\rhsafrf" -sign="k:\developement\..." etc.
So basicaly equal sign must follow any parameter whitch is not switch param (i.e. it's a value parameter). There is a nice example in help(AddonBuilder.exe -help).
if you still have questions just ask:)
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.
After most people have left the server, i ran a Steam gamecache verification on the Server. It updated a single file: installscript.vdf (only one with the date changed)
Now those people - me included can join the server again. (tested with 7 different players that had the same issue)
Hello,
is the problem fixed for you then? Can you tell (or even provide) the mission you were playing?
Thank you.
related to : http://feedback.arma3.com/view.php?id=19177
For some reason BI decided to disable the finding of many map objects using various commands. They claim it increases performance. In reality it reduces what we can do with our missions. I had a system to find wrecks on the map and create objectives around them. But that is no more now I have to place them myself which is absurd. Please BI bring back the option to find all objects on map.
Does the issue happen with single player as well?
Are you using any mods?
Still getting it, getting really pissed off. can you help me please why am i crashing all the time?
I did that and re-stalled the game the issue comes back again with-in a day or two.
Just to add some more information
My steam is on C: while my games are on E:
Hello,
could you please verify your game files via Steam?
https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335
After then, please try to run your Arma as an admin.
Thank you.
funny output but not something to be concerned with. closing
has been fixed awhile ago by japapatramtara. closing
Hello,
thank you for catching this one. It has been assigned to programmers.
Cheers!