Civilian version should no longer have sirens.
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May 10 2016
Yeh, the thing that throw me off, was that the civilian version hat the light bars. I guess that's due to the fact that skin selection (doors etc.) is not yet implemented.
Hello, in the Virtual Arsenal the sirens are optional components.
There is only one motorboat class with three different skin (camouflage) types: civilian, police and rescue
All three skin types can be combined with police light bars and "rescue boat"/"police" signs as components (hideable)
I think, this is intended.
"Just use the formula"
Not that easy without further infos. What does Ps, G, Lamda, Sigma and Pe stands for.
Sorry, just decided to create a new ticket.
Thank you for your help!
Here it is http://feedback.arma3.com/view.php?id=27689
The config value are almost all really simplified. So the idea with percentage is good. Like i said the biggest problem is the radar range. The system i explained is more like a filter. So still the radar needs to see all vehicles that it would see now just with 10x more range.
You guys make me crazy with you Note deleting XD!
I would say change the ticket to the method i wrote and leave it like that it maybe takes time and patience but its a good method. The problem i think will be the overall radar range because of performance issues. So as most of the performance issues are dealt with maybe the make the radar distance not 5km but infinite. Who knows?
I believe that you can easily change a type of the unit for radars.
Probably your idea is good and easy to implement.
If it won't affect performance (I'm not developer, but I guess it won't) they can use formula but decrease reflection value of real vehicles in proportion to decreased radar distances, that was't actually decreased, because they are set to the same value on every vehicle. It can be changed, and it will provide ability to make vehicles stealthy and not stealthy (that means invisible C-17) but the game will be more realistic. I also agree that distances should be increased witch not just realistic but also useful in Arma itself (because it realistic, in reality you don't use useless things usually)
Give a Blackfoot a Missle Txpe is almost impossible.
What i meant is first value is some kind of radar signature value or how detectable a vehicle is. Second value is how good is the Radar of the vehicle.
The idea would be that the detection range would be calculated by both values.
For example Blackfoot has a signature of 25% (its a hypothetic value) and a Tigris has a detector with 100% (AA should have the best detectors). The max range is about 5km currently. So at all the tange is 25%*100%=25% its about 1.25km.
Same with a littlebird. Its has for example a detector with 50% so the range would be 0.625km so mostly direct view.
For balancing i would like to see all maximum radar ranges to be made bigger so big planes are visible further away and stealth vehicles are visible at about 2 to 4 km. Btw no random value needed and also that funtion could be client side and in a different thread. It would be like the main thread gives all the radar values the second thread creates a sheme for the radar and gives it back to the main thread. Hope any devs can understand what i mean.
Sorry, not understood in the right way first time I think.
Your idea is to give vehicles value witch determines the range of detection by enemy radar (if I'm right)
I'm not sure if it's suitable enough for combat. Is it ?
In my vision the value is amount of reflection and yea, the problem that radars should have the value of power. That means a new entire system, witch is more realistic of course.
To remove the issue with AH-99 body quickly and simply, just give it missile type and add a bit random.
The type of a asset in Arma has far more Values than just the radar signature. For example: The Blackfoot is a Vehicle so it has vehicle soecific variables (what should be loaded or what ever) than its a helicopter soadditionally the afm can be configured and finally its a Blackfoot model that means the 3d object is soecified. The radar marker is defined in the class Vehicles.
A dagr is a ammo class (so dmg values etc) its a missile class so it flights and its a missile cause it can steer (rockets are missiles with maneuvarability of 0). The radar signature is defined in the missile class.
Its a very good style (mostly some things are a little bit weird but thats a different story) of sorting a config so the idea of changing the markers yes it is possible but a very bad style of config.
Good idea.
I've tried the simplest way.
So, value for every vehicle is the right way I think.
For radar systems ranges are important when they deal with small objects. So, if possible, the code should contain some range dependencies.
How about something more universal? How about a config value that determines the "stealthiness"of a vehicle(for both Ground and air). The value will determine at what range a vehicle gets visible on the radar(should depend on radar and vehicle). That would provide modders to do some interesting futuristic stuff. Also that would allow proper B2 or Nighthawk mods.
Hello,
Same bug for me witch all model and objet.
https://www.youtube.com/watch?v=WLfpMKDD9ZM&feature=youtu.be
I'm french sory for me english.
class HideObject;
class NewHideObject: HideObject
{
control = "Checkbox"; expression = "if (!(is3den)) then {_this hideObject _value;};"; defaultValue = "false"; displayName = "Hide Model";
};
That works.
Hello,
we are sorry for the trouble you are having with the game.
This error is very generic. It may be caused by many issues, such as a hardware malfunction, a virus in the computer, but also an error in the game itself. Possible solutions:
-Try joining another server, then rejoin the previous one.
-Update the graphics card drivers to a newer version.
-Rollback the graphics card drivers to an older version.
-Check the temperature of your GPUs and CPUs.
-Verify the integrity of the game cache using Steam.
-Re-install DirectX.
-Uninstall the Visual C++ 2013 Redistributable package (x86 version), restart your computer and install the package again (do not use the Repair function).
-Run a Windows System File Check tool to repair corrupted system files.
Please let us know if any of this helped.
Thank you
This is caused by a corrupt Windows installation.
If you already tried all the solutions from the BE FAQ and nothing helped I can only suggest a Windows repair install or complete reinstall.
Sable Good morning,
Thank you for your time and clear recomendation, I will continue to colect information and analise the most eficient method (for instance a dual boot system with windows 10, just for the new games like arma 3.
Once again, thank you
Pedro Pereira
Hi,
this is fixed in today's dev update.
Thank you for reporting.
Turret sound on tanks is still missing.
Thank you for reporting. sprzężone KM has been fixed, we are investigating the other issue.
Yesterday I updated till 1.56. In 2-2.30 hours of game, FPS gradually fell till 20-15. At some moment the window of game was gone (wasn't curtailed in a tray).
In a task manager processes - Arma3 (32bit) \with Arma3launcher (32bit) \Arma3battleye worked (32bit). It was necessary only to finish process of Arma3 (32bit). I added the new report.
Hello,
the RC went through a lot of changes in past few days. Are you still experiencing FPS drops in the RC?
Thank you
Cache always I check games. If there is a problem, the first action check cache games.
Hello,
is this happening in the Steam Dev version also? I have checked and all your latest reports seem to be made with the Stable version.
Please try to switch to the Steam Dev and see if the issue is still present.
Thank you.
Today it was succeeded to reproduce a situation with falling of FPS to 1-4.
In arma3launcher I limited MaxMem - 256mb.
After start game couldn't reach emergence of the main menu with FPS 1-4. I switched off game through a task manager.
In arma3launcher I switched off No Splash and Skip intro \MaxMem - 256mb.
After start game reached emergence of the main menu with high FPS 130.
I included No Splash in arma3launcher and Skip intro \MaxMem - 512mb.
After start game reached emergence of the main menu with FPS 50-60.
The following increase in volume of MaxMem 1024-12000mb didn't influence FPS gain. Changes of MaxMem 1024-12000mb are changed slightly by use of the RAM of system in general. It is visible according to the schedule of use of the RAM.
I switched off also arma3launcher Malloc\MaxMem\MaxVRam. Start of game showed above value of use of the RAM of system.
I will leave these settings so far, I will look as it will prove in stability and decrease in FPS on time.
So far only there was a conclusion that falling of FPS appears as a result of decrease in use of available volume of the RAM.
About further result I will write later.
I added video of tests and results.
MaxMem 768 mb .Emergence of errors of loading of bin is possible. In 1-2 hours of game game so looks. If to continue in this mode, at some moment there will be a black screen with FPS 1-2.
https://www.youtube.com/watch?v=o-2Ih245gf4
MaxMem 1024 mb
https://www.youtube.com/watch?v=wbzwNEiLMXY
MaxMem 1536 mb
https://www.youtube.com/watch?v=dnFBoPlGkzk
MaxMem 8192mb
https://www.youtube.com/watch?v=j9A5W7Dq9N8
These questions appeared by results of dough.
http://stroybat.ucoz.ru/raznoe/A3_1024.png
How to increase efficiency of use of the RAM process of arma3.exe?
What influences decrease in use of the RAM process of arma3.exe in game eventually, leads to falling of FPS?
Why reduction of MaxMem 1536mb gives to falling of FPS below, and MaxMem uveliseniye within 1536-16000 mb doesn't influence increase of FPS of game?
On my PC there is an ARMA 3 folder with 1.54 and CR versions.
In CR of the version of other mistakes there is a lot of - "memory can't be read". There is a lot of messages on them on feedback.
It isn't enough servers with DEV. On them it isn't enough players. My problem is shown when on the server more than 15-20 players. When it is less than players, this problem can not appear.
Version DEV and CR not option for check of this question.
Sorry. Not the right report attached. Here link to the last.
http://stroybat.ucoz.ru/raznoe/ArmaReport_Log_20160130T214155_Lex.zip
Thanks for the crashdumps. One of the developers will take a care of your problem the next days.
In the meantime try to verify the integrity of your game cache.
Hello, according to your attached crashdump files, the last unusual exit processes happened in November 2015 (stable branch version 1.52 and development branch version 1.55).
The actual stable branch is 1.54.x and the latest development branch is 1.57.x
Please update your game files with Steam and tell us, if the unusual exit process still happens.
Please attach the latest crashdump files to your ticket.
Best regards
Hello, this is an already known issue #0027631
Hello, that request already has a ticket #0014039
Connected wrong duplicated ticket.
Tested in latest RC build, seems to be fixed!
Confirmed issue on RC build. Noticed that as well
Present in RC build
I can confirm that stuttering too.
Isn't it the actual player that's jittering? Look at it in third person
Same issue here, looks like every second frame is rendered a bit offset to the previous one, resulting in a really nauseating jittering
This order of tabs is intended.
Hello, the translation by Google is pretty bad.
Can you please ask someone to translate your request?
For now, I can't understand what you want us to tell.
Best regards
I am an Altis Life Server Hoster, and this would be great
I think it's hard to implement what you are asking for, and not really usefull.
If you want to texture something, create a mod, there is lots of tutorials on internet for this.