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May 10 2016

DJPorterNZ added a comment to T84046: [Respawn Camp] JIP problem with respawn tent & sleeping bag (ability to cheat).

Okay, my bad. In my defence I didn't know that this was a thing ;-)

Tested with simple respawn mission on current 1.53 Dev build and wasn't able to replicate. Following your steps above had the marker and respawn point removed on the dismantle operation for both the Tents and Sleeping Bags. Will retry on 1.52 client/server when I get home from work, but this may already have been fixed.

May 10 2016, 11:55 AM · Arma 3
DJPorterNZ added a comment to T84046: [Respawn Camp] JIP problem with respawn tent & sleeping bag (ability to cheat).

Respawn on tent or sleeping bag isn't one of the engine supplied respawn options available: See https://community.bistudio.com/wiki/Arma_3_Respawn for available options.

I'd assume that the respawn you are refering to is a scripted solution within the mission / game mode you are using, therefore any solution will be beyond BI to enact. What mission game mode does this apply to?

May 10 2016, 11:55 AM · Arma 3
DJPorterNZ added a comment to T80539: A-143 Buzzard (AA) Autopilot crash on landing.

Tested with current Dev build (1.55.133793) with both CAS and AA and they still seem to be impacting short of the runway by around 100m.

There doesn't seem to be a problem with the Stratis airfield, but Altis, Chernarus and Sahrani exibit this behaviour. Can test more maps if this would be helpful.

Tested as well with the A-164 and it was able to land on all of these fields with no problems.

May 10 2016, 9:56 AM · Arma 3
DJPorterNZ added a comment to T80539: A-143 Buzzard (AA) Autopilot crash on landing.

Just noticed this is a Duplicate of http://feedback.arma3.com/view.php?id=18166, http://feedback.arma3.com/view.php?id=18020 & http://feedback.arma3.com/view.php?id=17661

May 10 2016, 9:56 AM · Arma 3
DJPorterNZ added a comment to T80498: AI Pilots are incapable of flying with cargo using LIFT CARGO and DROP CARGO waypoints..

I think this is a seperate issue to http://feedback.arma3.com/view.php?id=24030. The way points are being observed correctly, just the AI pilot isn't up to the job here.

@OP: Issue with pickup at Mike-26 seems to be the nature of the enviroment. Tested at various open locations and the Huron was able to attach on the first pass every time. Adding in a few obstacles seems to trigger the 'risk avoidance' in the AI pilot and they make multiple approaches until they are happy.

Drop off seems to be directly related to the AI pilot coming last in his class. Definately seems to be not able to compensate for the momentum of the cargo. Most noticible in that it seems to have everything under control until the orientation of the helo is radically changed in the final section of the drop where the momentum of the cargo is close to 90 deg to the helo.

Either way, only fix is to send the AI back to Flight School for a do-over.

NOTE: Tested in current Dev (1.55.133799)
May 10 2016, 9:55 AM · Arma 3
DJPorterNZ added a comment to T79664: [ REQUEST ] Grasscutters should remove trees.

Similar to request in http://feedback.arma3.com/view.php?id=20617

May 10 2016, 9:29 AM · Arma 3
DJPorterNZ added a comment to T78059: Weapon sway is ridiculous after update..

There have been a lot of changes with the game since this was logged. Just wanted to run a few quick tests to see if we are still discussing the same thing as posted. As to the duplicates logged, this seems to be the only one showing numbers that can be objectively compared.

METHOD: Tested with Dev Branch (1.55.133793) only. All testing was done with the mission provided loadout while at rest. The only movement being the stance changes themselves. Each stance was held for 2 mins to allow for any settling.

NOTE: The deviation during the stance transitions are capped to show the detail better. Actual figures for Standing->Prone max out at 4.5 mils and the Crouched->Prone at 18.2 mils. The full values are not capped in the CSV file. It appears that this was also the case in the original.

CONCLUSION: From my testing it appears that the aiming deviation hasn't changed at all significantly over the intervening period. I don't think I'm qualified enough to draw anything further out of the numbers ;-)

Graph is here: https://c2.staticflickr.com/2/1497/24151118866_23f43e2dea_o.png
Raw Data (CSV) here: http://pastebin.com/CdfQzUeh

EDITED: '~' seems to have a special meaning here. Removed them.

May 10 2016, 8:41 AM · Arma 3
DJPorterNZ added a comment to T75264: The radio in ARMA 3 doesn't sound or act like a radio....

I don't think the VoIP in game was ever or will ever be intended to be a full fidelity radio simulation, the very presence of the Global and Side channels would seem to indicate this. There are still some issues with the current implementation in the engine that I'd suspect that they'll need to fix first before even considering expanding it's scope.

TBH, if you want a full simulation of the radio enviroment, ACRE and TFAR are by far the better choice.

EDITED: Correcting spelling errors.

May 10 2016, 7:32 AM · Arma 3
DJPorterNZ added a comment to T70481: Application crash to deskop (cause: physx.dll).

Also happening in 0.75. .rpt file uploaded.

May 10 2016, 5:14 AM · Arma 3