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May 10 2016

joostSidy added a comment to T81042: Required new command/waypoint type "BREAKTHROUGH", for AI movement..

Or maybe just force 'AWARE' mode. You can order this, but they refuse because of simulated 'human feelings' which doesn't work in the game.

If we could just force them in 'AWARE' mode, even erase their 'knowsabout' information, you could get your squad running again. It's even realistic, it's like the commander saying 'Forget about the enemy, just keep moving!'

May 10 2016, 10:18 AM · Arma 3
TutSi added a comment to T81042: Required new command/waypoint type "BREAKTHROUGH", for AI movement..

Yes, but as i writed, it happen on all behaviors. Its sad, they dont look at this ticket.

May 10 2016, 10:18 AM · Arma 3
F2kSel added a comment to T81042: Required new command/waypoint type "BREAKTHROUGH", for AI movement..

I was just looking at this again today and nothing has changed.
Even if you do put them in careless mode using waypoint they then can't run, if you force them to move using domove and careless they just stop when they see an enemy.

Also if you split your group and they are separated by several thousands of meters as soon as one unit sees the enemy all the units in the group respond and start to go slow and crawl.

May 10 2016, 10:18 AM · Arma 3
zeven added a comment to T81042: Required new command/waypoint type "BREAKTHROUGH", for AI movement..

I agree such a waypoint would be really nice, but as a sort of half measure I offer this.

_grp setBehaviour "CARELESS";
_grp allowFleeing 0;

_wp setWaypointType "SAD";
_wp setWaypointSpeed "FULL";
_wp setWaypointBehaviour "COMBAT";

_unit setUnitPos "UP";

Where _grp is the group, _wp is the waypoint and _unit setUnitPos "UP"; is done for every unit in the group.

May 10 2016, 10:18 AM · Arma 3
mickeymen added a comment to T81042: Required new command/waypoint type "BREAKTHROUGH", for AI movement..

@F2k Sel the solution to this problem is elementary! Only add one command and one waypoint, but BIS, almost 8 months ignores this ticket. Why they don't want to make the game better and more realistic? I can't understand:/

May 10 2016, 10:18 AM · Arma 3
joostSidy added a comment to T81042: Required new command/waypoint type "BREAKTHROUGH", for AI movement..

In one of my missions, my ai squad and I approach a hill from 1.5km with enemies behind it. If one of the ai enemies is on top of the hill by chance and can be seen by us, we're screwed. Nobody is firing, not us, not the enemy, because the distance is too great, but the squad goes very slow because of the detected enemy and it takes a very long time to cross the distance.

It's not fun at all like this, especially because it seems so unnecessary. I really hope this gets fixed someday.

May 10 2016, 10:18 AM · Arma 3
mickeymen added a comment to T81042: Required new command/waypoint type "BREAKTHROUGH", for AI movement..

Today (v1.50) for the player-commander IN THE ARMA3 DOES NOT EXIST ANY METHOD do the following:

  1. TO EVACUATE HIS SQUAD UNDER FIRE, BY MEANS OF ANY VEHICLE FROM DANGEROUS SECTOR.
  2. TO BREAKTHROUGH OR ESCAPE HIS SQUAD FROM THE MORTAR ATTACK.(if for squad necessary rescue)
  3. TO BREAKTHROUGH HIS SQUAD VIA ENEMY FIRE TO ALLY SUPPORT.
  4. TO RUN AWAY HIS SQUAD UNDER FIRE FROM SUPERIOR ENEMY FORCES.
  5. TO SAVE HIS SQUAD FROM THE ENEMY SURROUNDS.
  6. TO SAVE HIS SQUAD, IF THE SQUAD WAS AMBUSHED.

Always and always the AI will crawl like a turtle, behind the player-commander and die under enemy fire, because not able to move fast!

And this issue ignored long time! Today (v1.50) the AI in the game is impotent, unable to do such necessary tasks.

May 10 2016, 10:18 AM · Arma 3
mickeymen added a comment to T81042: Required new command/waypoint type "BREAKTHROUGH", for AI movement..

@joostSidy your example clearly demonstrates the problem

May 10 2016, 10:18 AM · Arma 3
AwkwardEd added a comment to T81042: Required new command/waypoint type "BREAKTHROUGH", for AI movement..

This is really a rather major issue/limitation - is there any way we can expedite this issue thread so Bohemia Interactive can address it sooner? I appreciate they're busy, but it seems very simple to fix with an addition of another transition/link in the current FSM system to loop back and ignore hostile units or fire.

May 10 2016, 10:18 AM · Arma 3
mickeymen added a comment to T81042: Required new command/waypoint type "BREAKTHROUGH", for AI movement..

The AI in the A3, needs to use different behavior and different tactics.
Today, the AI, ONLY uses careful tactics!
BIS, give the player the opportunity to influence tactics, using additional command and waypoint, with special behaviour.

May 10 2016, 10:18 AM · Arma 3
mickeymen added a comment to T81042: Required new command/waypoint type "BREAKTHROUGH", for AI movement..

BIS make a such waypoint! It's not a difficult task.
Today, the player cannot do the following:

  1. the AI is not able to move under enemy fire moving to the allied helicopter or any vehicle (if the player wants to make the mission with evacuation of soldiers from the battlefield, under fire)
  2. the AI is not able to escape under enemy fire (if the player wants to make a mission with evasive and fearful soldiers)
  3. the AI is not able to create quick support infantry (if the player wants to make a mission with quick reinforcements, under enemy fire)
May 10 2016, 10:18 AM · Arma 3
mickeymen added a comment to T81042: Required new command/waypoint type "BREAKTHROUGH", for AI movement..

"So if you need a unit to move in firefight set the behaviour from this unit to CARELESS"

That's nonsense. In this position, the soldiers will be walking under the bullets, as if they were in another dimension! It would look silly and not realistic!

With the new waypoint-type need to make a realistic movement of infantry that are under fire! I think, this should be the maximum movement speed in combat mode and only in the erect/kneel positions.
If a soldier is completely tired, he can use a prone position only to gather full strength and then continue the movement at maximum speed.
Such movement will be realistic.

May 10 2016, 10:18 AM · Arma 3
joostSidy added a comment to T81042: Required new command/waypoint type "BREAKTHROUGH", for AI movement..

Lots of interesting mission scenario's suffer from this:

  • Fast extraction (like mickeymen describes)
  • Suppress and flank: the flanking forces refuse to move fast, even when only encountering very light resistance (like one or two enemy soldiers). Result: everyone dies because the manoeuvre depends on speed.
  • Advance after key target is destroyed: waiting for an enemy tank to be destroyed before moving on. Your squad sits around as you wait for the AI anti-tank team to very, very slowly move to the position where they'll take out the tank (because they came briefly under fire).

There is potential for amazing dynamics in (infantry) combat in Arma 3 like suppressive fire, taking cover, flanking, detecting enemies etc. The possibility to move at speed (under fire) is very important in these dynamics and is currently lacking.

May 10 2016, 10:18 AM · Arma 3
mickeymen added a comment to T81042: Required new command/waypoint type "BREAKTHROUGH", for AI movement..

Today(v1.40) the player cannot force the AI squad to follow in the designated direction quickly and effectively, because if the AI sees an enemy, he will stop movement, immediately or a little later.

This should not be, because unfortunately today these actions for the AI are impossible:

  1. The AI is not able try to quickly leave the dangerous region and about to embark on a rescue vehicle if the rescue team has arrived! Because if the AI sees an enemy, he will always stop movement, will falls to the ground. Note, this endangers the entire rescue team.
  1. The AI is not able to quickly get into a vehicle(if player used for this AI a "GET IN" waypoint in the editor), that is located nearby on the base and attack the enemy, if this base is under attack!

If the AI sees the enemy, then he will fall to the ground and stop moving.
Before the AI get in the vehicle, take a long time!

  1. Any allied infantry AI-squad is not able to quickly come to the rescue, if the team the player is under attack and if the player asking help or assistance from neighbouring units(if player used for this AI a "SUPPORT" waypoint in the editor)

Etc, etc/

In the game there must be a way, when the AI will attempt to charge to the target point, even under enemy fire.
BIS please add new waypoint and make the behavior of the AI according to this waypoint. Really needed to game!

May 10 2016, 10:18 AM · Arma 3
mickeymen added a comment to T81042: Required new command/waypoint type "BREAKTHROUGH", for AI movement..

@joostSidy excellent description!

BIS, please do not ignore this issue.

May 10 2016, 10:18 AM · Arma 3
R34P3R added a comment to T81042: Required new command/waypoint type "BREAKTHROUGH", for AI movement..

it will be mutch better we can set the behaviour to each unit and not only to the whole group. So if you need a unit to move in firefight set the behaviour from this unit to CARELESS.

Maybe we can change the doMove command so the unit always moving in CARELESS mode ?

May 10 2016, 10:18 AM · Arma 3
mickeymen added a comment to T81042: Required new command/waypoint type "BREAKTHROUGH", for AI movement..

"Did you try forcing the groups AI behaviour mode to AWARE?"
Of course I tried it. It not work... A new type of movement should not depend on the mode of behaviour.

"Also, you forgot to vote".
you probably too... click of course "down"/

May 10 2016, 10:18 AM · Arma 3
TakeHomeTheCup added a comment to T81042: Required new command/waypoint type "BREAKTHROUGH", for AI movement..

Did you try forcing the groups AI behaviour mode to AWARE?
Also, you forgot to vote.

May 10 2016, 10:18 AM · Arma 3
joostSidy added a comment to T81042: Required new command/waypoint type "BREAKTHROUGH", for AI movement..

Upvote, very much needed. I like behaviour name 'BREAKTHROUGH'. Other suggestions: 'COMBATMOVE', 'MANOEUVRE', 'HASTE' or just 'MOVE' perhaps.

May 10 2016, 10:18 AM · Arma 3
Bohemia updated subscribers of T81042: Required new command/waypoint type "BREAKTHROUGH", for AI movement..
May 10 2016, 10:18 AM · Arma 3
mickeymen edited Steps To Reproduce on T81042: Required new command/waypoint type "BREAKTHROUGH", for AI movement..
May 10 2016, 10:18 AM · Arma 3
Bohemia added a project to T81042: Required new command/waypoint type "BREAKTHROUGH", for AI movement.: Arma 3.
May 10 2016, 10:18 AM · Arma 3
TakeHomeTheCup added a comment to T81041: Units are able to reload while freefalling.

They can also use any "throwable" weapons like smokes, grenades, etc.
Which would be somewhat hard to achieve while falling...

May 10 2016, 10:18 AM · Arma 3
Sniperwolf572 edited Steps To Reproduce on T81041: Units are able to reload while freefalling.
May 10 2016, 10:18 AM · Arma 3
Sniperwolf572 edited Steps To Reproduce on T81040: Reload of a personal weapon in toggleable FFV slots continues even if the unit loses FFV during reload.
May 10 2016, 10:18 AM · Arma 3
Bohemia added a project to T81041: Units are able to reload while freefalling: Arma 3.
May 10 2016, 10:18 AM · Arma 3
Bohemia added a project to T81040: Reload of a personal weapon in toggleable FFV slots continues even if the unit loses FFV during reload: Arma 3.
May 10 2016, 10:18 AM · Arma 3
Sniperwolf572 edited Steps To Reproduce on T81038: Commanders / Co-pilots with FFV take up cargoIndex.
May 10 2016, 10:18 AM · Arma 3
Sniperwolf572 edited Steps To Reproduce on T81039: AI FFV tank commander in player led tank unable to turn in after turning out.
May 10 2016, 10:18 AM · Arma 3
Bohemia added a project to T81039: AI FFV tank commander in player led tank unable to turn in after turning out: Arma 3.
May 10 2016, 10:18 AM · Arma 3
Bohemia added a project to T81038: Commanders / Co-pilots with FFV take up cargoIndex: Arma 3.
May 10 2016, 10:18 AM · Arma 3
BISWizard added a comment to T81037: The launcher does not start.

Hi,

I'd suggest you to run error check (scan disk) on your-hard drive and then Verify the game cache for the Arma 3 in the Steam client. There's no chance that deleting those files in App Data folder would affect the game itself, it sounds more like data on the hard-drive are corrupted.

May 10 2016, 10:18 AM · Arma 3
TheCrestedPenguin added a comment to T81037: The launcher does not start.

So that fixed it and made the launcher work again. But now whenever i start the game with the launcher or not. It starts it goes trough the loading screen, and follows by full screen going up but it just goes black. Sometimes it displays the ArmA3 arrow but sometimes it just doesn't give me an arrow at all.

May 10 2016, 10:18 AM · Arma 3
BISWizard added a comment to T81037: The launcher does not start.

Hi,

from the log I can see that the file "C:\Users\nathan\AppData\Local\Bohemia_Interactive\arma3launcher.exe_Url_5zrenbj5ofpytqvlls5kakucwc5f2jyv\1.1.128.962\user.config" is corrupted. Please try to delete the file (or all folders "C:\Users\nathan\AppData\Local\Bohemia_Interactive\arma3launcher.exe_*") and start the Launcher again. (Note that you will lost Launcher settings).

It would help us if you could upload files here before you delete them.

May 10 2016, 10:18 AM · Arma 3
TheCrestedPenguin added a comment to T81037: The launcher does not start.

Note: "Arma3 itself works fine"

May 10 2016, 10:18 AM · Arma 3
TheCrestedPenguin edited Steps To Reproduce on T81037: The launcher does not start.
May 10 2016, 10:18 AM · Arma 3
Bohemia added a project to T81037: The launcher does not start: Arma 3.
May 10 2016, 10:18 AM · Arma 3
supercereal4 edited Steps To Reproduce on T81036: Suggestion: Tank Crewmen equiped with binoculars by default (To take advantage of turn out FFV).
May 10 2016, 10:18 AM · Arma 3
Bohemia added a project to T81036: Suggestion: Tank Crewmen equiped with binoculars by default (To take advantage of turn out FFV): Arma 3.
May 10 2016, 10:18 AM · Arma 3
Bohemia added a comment to T81035: Impossible to Eject or GetOut from A-164 Wipeout after its destruction.

in Product Version 1.40, "Eject" works, but "Get Out" is not visible yet.

this is not so important but it's not coherent with the behavior of the other planes.

May 10 2016, 10:18 AM · Arma 3
Bohemia edited Steps To Reproduce on T81035: Impossible to Eject or GetOut from A-164 Wipeout after its destruction.
May 10 2016, 10:18 AM · Arma 3
Bohemia added a project to T81035: Impossible to Eject or GetOut from A-164 Wipeout after its destruction: Arma 3.
May 10 2016, 10:18 AM · Arma 3
Bohemia updated subscribers of T81034: Units not local to locality causing FPS/CPS drop (HC/Dedi).
May 10 2016, 10:18 AM · Arma 3
Bohemia added a project to T81034: Units not local to locality causing FPS/CPS drop (HC/Dedi): Arma 3.
May 10 2016, 10:18 AM · Arma 3
john681611 edited Steps To Reproduce on T81033: Holes In balcony cause the player to fall through building to death.
May 10 2016, 10:18 AM · Arma 3
zorrobyte edited Steps To Reproduce on T81034: Units not local to locality causing FPS/CPS drop (HC/Dedi).
May 10 2016, 10:18 AM · Arma 3
Bohemia updated subscribers of T81032: In Copilot seat of MH9, ocean disappears through front glass..
May 10 2016, 10:18 AM · Arma 3
Sniperwolf572 added a comment to T81032: In Copilot seat of MH9, ocean disappears through front glass..

Confirmed.

May 10 2016, 10:18 AM · Arma 3
Bohemia added a project to T81033: Holes In balcony cause the player to fall through building to death: Arma 3.
May 10 2016, 10:18 AM · Arma 3
Bohemia added a project to T81032: In Copilot seat of MH9, ocean disappears through front glass.: Arma 3.
May 10 2016, 10:18 AM · Arma 3
Electricleash edited Steps To Reproduce on T81032: In Copilot seat of MH9, ocean disappears through front glass..
May 10 2016, 10:18 AM · Arma 3
VashCZ edited Steps To Reproduce on T81031: AI are bounded to one place.
May 10 2016, 10:18 AM · Arma 3
Bohemia added a project to T81031: AI are bounded to one place: Arma 3.
May 10 2016, 10:18 AM · Arma 3
supercereal4 added a comment to T81030: Vermin 3 round burst from MH-9 Copilot seat magazine bug.

Thanks, edited

May 10 2016, 10:18 AM · Arma 3
Sniperwolf572 added a comment to T81030: Vermin 3 round burst from MH-9 Copilot seat magazine bug.

Confirmed, but note that this only works when there are other units in either the pilot seat or bench FFV seats.

Empty helicopter or units only being in the cargo area that doesn't have FFV will prevent this bug from happening.

May 10 2016, 10:18 AM · Arma 3
Gundy added a comment to T81029: setVariable is not always JIP persistent.

How is this still set to "new"? It seems to be quite a fundamental flaw that can end up being game breaking on lots of missions / mods.

May 10 2016, 10:18 AM · Arma 3
supercereal4 edited Steps To Reproduce on T81030: Vermin 3 round burst from MH-9 Copilot seat magazine bug.
May 10 2016, 10:18 AM · Arma 3
Bohemia added a project to T81030: Vermin 3 round burst from MH-9 Copilot seat magazine bug: Arma 3.
May 10 2016, 10:18 AM · Arma 3
USteppin added a comment to T81028: ntdll.dll multiple random crashes every night.

Even worse with the new patch now.

May 10 2016, 10:18 AM · Arma 3
Bohemia added a project to T81029: setVariable is not always JIP persistent: Arma 3.
May 10 2016, 10:18 AM · Arma 3
USteppin added a comment to T81028: ntdll.dll multiple random crashes every night.

C:\Windows\system32>sfc /scannow

Beginning system scan. This process will take some time.

Beginning verification phase of system scan.
Verification 100% complete.

Windows Resource Protection did not find any integrity violations.

C:\Windows\system32>

May 10 2016, 10:18 AM · Arma 3
commy2 edited Steps To Reproduce on T81029: setVariable is not always JIP persistent.
May 10 2016, 10:18 AM · Arma 3
ebay added a comment to T81028: ntdll.dll multiple random crashes every night.
May 10 2016, 10:18 AM · Arma 3
Orcinus added a comment to T81028: ntdll.dll multiple random crashes every night.

Does your game crash with no mods loaded?

May 10 2016, 10:18 AM · Arma 3
Pesoen added a comment to T81028: ntdll.dll multiple random crashes every night.

could you possibly screenshot the error message, and upload the picture. and try posting dxdiag, and msinfo as well, might be hardware or software.

also try running it withou any arguments(-nosplash and such) and without any mods(copy the mod folders to a backup folder, outside of the arma 3 folder) and try playing around in a scenario you created, just something simple, you can do for a few hours(make some enemies, give yourself a sniper, and open a can of whoop a** on them). just to see, if it happens in singleplayer as well(since it LOOKS like you are playing multiplayer, based on the last RTF file)

a question, in-game night or your time night?

May 10 2016, 10:18 AM · Arma 3
USteppin added a comment to T81028: ntdll.dll multiple random crashes every night.

It's incredible how big of a piece of shit this game is.

May 10 2016, 10:18 AM · Arma 3
USteppin added a comment to T81028: ntdll.dll multiple random crashes every night.

Still crashing 20+ times a night.

May 10 2016, 10:18 AM · Arma 3
USteppin added a comment to T81028: ntdll.dll multiple random crashes every night.

Thanks for the help.

May 10 2016, 10:18 AM · Arma 3
USteppin edited Steps To Reproduce on T81028: ntdll.dll multiple random crashes every night.
May 10 2016, 10:18 AM · Arma 3
USteppin added a comment to T81028: ntdll.dll multiple random crashes every night.

Still crashing 15+ times a night.

May 10 2016, 10:18 AM · Arma 3
Bohemia added a project to T81028: ntdll.dll multiple random crashes every night: Arma 3.
May 10 2016, 10:18 AM · Arma 3
USteppin edited Steps To Reproduce on T81027: nvwgf2um.dll random crash.
May 10 2016, 10:18 AM · Arma 3
Bohemia added a project to T81027: nvwgf2um.dll random crash: Arma 3.
May 10 2016, 10:18 AM · Arma 3
Bohemia updated subscribers of T81025: helicopter & plane controls linked.
May 10 2016, 10:18 AM · Arma 3
Bohemia added a project to T81026: Teamspeak overlay causing game to crash when loading map: Arma 3.
May 10 2016, 10:18 AM · Arma 3
USteppin edited Steps To Reproduce on T81026: Teamspeak overlay causing game to crash when loading map.
May 10 2016, 10:18 AM · Arma 3
naphi added a comment to T81025: helicopter & plane controls linked.

why is nobody even taking a look at this issue ?!

May 10 2016, 10:18 AM · Arma 3
Bohemia added a project to T81025: helicopter & plane controls linked: Arma 3.
May 10 2016, 10:18 AM · Arma 3
naphi edited Steps To Reproduce on T81025: helicopter & plane controls linked.
May 10 2016, 10:18 AM · Arma 3
stuzer05 edited Steps To Reproduce on T81024: CH-67 Huron explosion bug after death near Taru pods [VIDEO].
May 10 2016, 10:18 AM · Arma 3
Bohemia added a comment to T81023: T-100 Tank shoot effect bug. Too weird [VIDEO].

Yes, the most strange is that Ai will never get back in their vehicle after repair. If vehicle will be slipped on roof Ai will disembark, when you slip their vehicle back on wheels/tracks Ai will allways get back in vehicle, i dont know why they dont do this after repair. Same animation bug is with wheels on apc - turn wheels and get out (keeping wheels turned), then get in and watch what happens

May 10 2016, 10:18 AM · Arma 3
Bohemia added a project to T81024: CH-67 Huron explosion bug after death near Taru pods [VIDEO]: Arma 3.
May 10 2016, 10:18 AM · Arma 3
stuzer05 edited Steps To Reproduce on T81023: T-100 Tank shoot effect bug. Too weird [VIDEO].
May 10 2016, 10:18 AM · Arma 3
zorrobyte added a comment to T81022: Headless Client gamelogic does not show in playableUnits array.

Good point, I was up late and had a hairbrained idea. Feel free to close KK

May 10 2016, 10:18 AM · Arma 3
Bohemia added a project to T81023: T-100 Tank shoot effect bug. Too weird [VIDEO]: Arma 3.
May 10 2016, 10:18 AM · Arma 3
SilentSpike added a comment to T81022: Headless Client gamelogic does not show in playableUnits array.

All virtual units won't appear in playableUnits afaik. This seems like a design decision and I think it's a good one personally.

May 10 2016, 10:18 AM · Arma 3
Killzone_Kid added a comment to T81022: Headless Client gamelogic does not show in playableUnits array.

You can already return hc with allmissionobjects. Adding it to playableunits might break many older scripts.

May 10 2016, 10:18 AM · Arma 3
zorrobyte edited Steps To Reproduce on T81022: Headless Client gamelogic does not show in playableUnits array.
May 10 2016, 10:18 AM · Arma 3
Bohemia added a project to T81021: Rockets/missiles do not have proper impact effect on water: Arma 3.
May 10 2016, 10:17 AM · Arma 3
Bohemia added a project to T81022: Headless Client gamelogic does not show in playableUnits array: Arma 3.
May 10 2016, 10:17 AM · Arma 3
SomeSangheili edited Steps To Reproduce on T81021: Rockets/missiles do not have proper impact effect on water.
May 10 2016, 10:17 AM · Arma 3
SomeSangheili edited Steps To Reproduce on T81020: Driver's hands clip through truck steering wheel.
May 10 2016, 10:17 AM · Arma 3
Bohemia added a project to T81020: Driver's hands clip through truck steering wheel: Arma 3.
May 10 2016, 10:17 AM · Arma 3
Adam added a comment to T81019: Headless Client Framerate is Limited to exactly the same as the server.

Does the issue persists?

May 10 2016, 10:17 AM · Arma 3
nohrt added a comment to T81019: Headless Client Framerate is Limited to exactly the same as the server.

Hey Adam,

If your server is running at 15 FPS your HC will also be running at 15 fps.

Simply connect HC (with no mods) and get your server (with no mods) drop the FPS on the server and check FPS between HC and server. They should be around the same, even though HC isnt doing anything.

Note: i am running HC on a seperate Dedicated box from my server.

May 10 2016, 10:17 AM · Arma 3
Adam added a comment to T81019: Headless Client Framerate is Limited to exactly the same as the server.

Hello,
an investigation has been done and there is no reason for the HC to have locked the same framerate as the server. However, both of the instances have FPS hardcoded to 50 as a maximum value, could you please check that it's not that case you're describing? Also, Headless client and a server should not perform on the same machine, it is strongly advised to keep them separated.

May 10 2016, 10:17 AM · Arma 3
Dwarden added a comment to T81019: Headless Client Framerate is Limited to exactly the same as the server.

afaik the HC fps shall be decoupled from SERVER fps

May 10 2016, 10:17 AM · Arma 3
Bohemia updated subscribers of T81019: Headless Client Framerate is Limited to exactly the same as the server.
May 10 2016, 10:17 AM · Arma 3
Deathlyrage edited Steps To Reproduce on T81019: Headless Client Framerate is Limited to exactly the same as the server.
May 10 2016, 10:17 AM · Arma 3
Bohemia added a project to T81019: Headless Client Framerate is Limited to exactly the same as the server: Arma 3.
May 10 2016, 10:17 AM · Arma 3