I am unable to recreate the issue. I tried following your steps to reproduce, but it seems you got the order mixed. Because enabling Extended Map Content - Mines: On, needs to be done before creating an MP mission. You can't do it in game during the mission.
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Oct 16 2017
Thank you! Yes this has caused me some pain also. BI, please can you give us a view on this?!
If it happens to Car mirrors too it's not caused by ACE.
Don't see this being an ACE problem but screenshots would still be awesome.
The reason is performance if you have a computer powerful enough then you have a larger view distance from the get go.
Just tested it, looks much better now! Thanks for the attention
A screenshot would be nice so that we can see what happens with the PIP. Also if it is a problem of ACE3 it might be good to contact the mod makers as well for a solution.
Have you tried some of these possible solutions?
Thank you for the report, we will have a look a it.
This one should be made high priority in my opinion. Reason is at night you can't see anything unless you drive really slowly and that breaks immersion a lot. This would also make it more tactical to acctually take out lamps on the vehicles.
I may add that units ordered to stop by the player will no longer execute FSM's with doFSM, while they will still get executed on units that were stopped by script.
Comfirmed. Same issue when testing the provided repro steps.
Well, take your time, no hurry but still an issue.
This is causing quite a few problems with scripts running smoothly and does need to be looked at.
Whenever I try to load the links with the videos YT says that "This video is unavailable".
Ok, then I am closing this ticket.
I sent the files further to programming just in case. We will see what they can tell us once they get to it.
I am unable recreate the situation I went into the editor and edited the loadout of the Blackfoot and I can fire all of the weapons more than once even when I switch between them. Could you please create a video and upload it here so that I can see what you are exactly doing?
Has someone had a chance to review the new attached log?
Oct 15 2017
Confirmed not fixed in 1.76 :(
Next crash occured. Brought system tasks down to a minimum before relaunching from the previous crash.
Game was loaded through ARMA3Sync. These are the launching options:
Having this issue as well.
Oct 14 2017
@TheMasterofBlubb
I think that it is impossible to break through the tank and leave a through hole from the bullet, on the opposite side from the entrance to the tank. The tank projectile will work on the first counter layer of armor and will not be able to complete the work further.
The geometry, weight, and trajectory of the tank projectile will be disrupted, the kinetic energy is lost.
The tank inside is not empty, a lot of equipment will also take a blow and help reduce the energy reserve of the impact.
You can not expect to hit the next layer of armor, saving the initial data of the round. The temperature of the initial strike that occurs on the first layer of armor will remain on the first layer of armor. On the next layer of armor, the residual energy of the round can not create conditions for repeated equivalent work.
I agree that the round is capable of penetrating the claimed 300-600 mm armor in one armor block.
The method of summing up the thickness of layers is not suitable here.
For this reason, the initial conditions for the performance of work, broken before contact with the armor of the tank (passage through the walls of buildings) can greatly affect the ability of the bullet to perform work on the armor.
Due to the relatively small mass, the core of the subcaliber projectile immediately after the shot accelerates to a significant speed (1600 m / s). When striking against the armor plate, the core pierces a relatively small hole in it. The kinetic energy of the projectile partially goes to the destruction of the armor, and partly turns into heat. After the penetration of the armor, the red-hot fragments of the core and armor exit into the zabornevoe space and spread fan, damaging the crew and internal mechanisms of the machine. In this case, there are numerous foci of ignition.
As the passage of the armor, the core wears off and becomes shorter. Therefore, a very important characteristic that affects armor penetration is the length of the core. Also, the effectiveness of the action of the subcaliber projectile is affected by the material from which the core is made and the speed of its flight.
and there is already a tractor model in the game "Land_DeckTractor_01_F" and a towing bar "Land_TowBar_01_F". but they have no functions. just empty objects.
ok i try to calculate that.
Kuma as gun means on 2 km at worst 620mm RHA equivalent of penetration (at worst, at best its some where near to 840mm)
Kuma for target ( the other tanks will be ignored since i cant find data for them, but they are generaly weaker)
data for RHA equivalent: http://asmrb.pbworks.com/w/page/54235008/Morrow%20Project%20Armor%20Values
(the values seem legit)
The main review in this video is about the penetration of textures through materials and a look at the dependencies.
High damaging potential for penetration through materials of textures.
Weak dependence of the potential on the speed of impact and distance to the target.
https://youtu.be/Db4oJvbkl1g
guys check out the performance binaries
good day, I'm certainly sorry, but I solved my problem with the launch of a 64-bit system of armo and the error ceased to crash when launched from the launcher, just updated the windows and it all worked, thanks to the game Middle Earth Shadow Of War I downloaded it to,
Oct 13 2017
a related issue: , zooming with right click tend to deform the large PE (rotates particles, decrease their size and make them disappear sometimes). In the exemple proposed above with \A3\data_f\ParticleEffects\Universal\smoke.p3d, you can see clearly this effect if you watch the smoke column and zoom on it.
Houses and walls should produce more bounce or reduce impact speed.
Right thoughts, I too would like to have this working so...
I can confirm that the "holes" in the particles are fixed in the latest version of the development branch.
in fact big particles still disappear when the camera come close to them, but only when getting really close. It is not a big issue in most cases but is limiting some use of particles, when you need to "surround" the player by particles like in a sandstorm for instance.
With big particles there is still some weird displacements following the camera view (that were always present I think). You can see this in this video:
https://www.youtube.com/watch?time_continue=2&v=sl4k5Dd0UtE
Uploaded a second one. This time it is the regular ground clutter sounds played "behind":
Been only forwarding the issue, since I constantly hear people complaining about it and we also watch a lot of Twitch streams where this issue is present. Tried to get more people to upload specs and a video, but without luck so far.
In T119284#1649283, @razazel wrote:In T119284#1649277, @supertruite wrote:yes, random particle disappearing seems to be fixed!
Particles still disappear when getting close to them though (the bigger the particle, the farther the disappearing distance)
example:
https://www.youtube.com/watch?v=N_RI-5NlM4M
Should I make a new ticket for it or is it already worked on ?Should you find vanilla particles that still do this, feel free to send it here :) should you have some repro please send it as well :) thx
Thank you for the report, we will have a look at it.
Crispy clean smoke particles again... Big thanks!
@TheMasterofBlubb
I understand that there is no other system for recording damage on machines. But a ticket stating that obstacles on the way to the goal, in the form of houses, walls do not create an obstacle. Houses and walls should produce more bounce or reduce impact speed.
In the game, any wall or house takes damage and does not absorb a significant portion of the impact energy.
After that, the tank takes damage, as if there was no obstacle in the way of the strike.
Just like Hitpoint does not reduce the impact speed, and the impact penetrates all Hitpoint on its way.
In T119284#1649281, @shukari wrote:Is it pushed to development branch... i cant find something in the changelog (https://forums.bistudio.com/forums/topic/140837-development-branch-changelog/?do=findComment&comment=3241357)
In T119284#1649277, @supertruite wrote:yes, random particle disappearing seems to be fixed!
Particles still disappear when getting close to them though (the bigger the particle, the farther the disappearing distance)
example:
https://www.youtube.com/watch?v=N_RI-5NlM4M
Should I make a new ticket for it or is it already worked on ?
Probably just missing in the changelog, will fix
Is it pushed to development branch... i cant find something in the changelog (https://forums.bistudio.com/forums/topic/140837-development-branch-changelog/?do=findComment&comment=3241357)
edit: it works fine with vanilla particles. Probably a mistake on my end...
https://community.bistudio.com/wiki/Arma_3_Damage_Description
Something to read. There are some system for correct Damaga calculations but as i said like ten times its a mathematical aproach on penetration
@TheMasterofBlubb
For this reason I created an e-ticket.
Since there is no elementary in the game,
The distance and force of penetration of the round into the materials are not taken into account. They easily penetrate into the material, they pass through many layers of material.
yes, random particle disappearing seems to be fixed!
Particles still disappear when getting close to them though (the bigger the particle, the farther the disappearing distance)
example:
https://www.youtube.com/watch?v=N_RI-5NlM4M
Should I make a new ticket for it or is it already worked on ?
@Lex as you now understood what i was talking all the time. THIS IS NOT A BUG since there is no such system in the game. THIS IS A FEATURE REQUEST for such a system.
@TheMasterofBlubb
You are talking about the mode of setting in the game, that you can adjust the number of rounds that can disable the tank.
I'm talking about the penetration of rounds into the body of the tank. The round penetrates through the tank, and hits all HitPoints on its way. This is completely unacceptable, since there are a number of physical processes in which APFSDS is destroyed in the first layer of protection and armor. At the exit from the first obstacle, APFSDS has a small residual kinetic energy and a distorted physical and geometric state.
}In the tables of characteristics of different APFSDS, it is said about the ability to break the thickness of one layer of monolithic (or homogeneous armor), taking into account the distance to the target.
In the game, this is not taken into account and does not work. There are no conditions in which the round got into the armor and could not break it, for the reason
- work of active protection
- work of dynamic protection
- very sharp penetration angle in the armor
- Ricochet,is a rare phenomenon for rounds of the APFSDS type, but sometimes it happens.
In my video there is an episode where the blow to the tank was with a rebound, but HitPoint is painted in dark red.
The game does not have a wide scale of damage in terms of severity. Damages are almost always medium or heavy, because they always penetrate through the effect and the ricochet is taken into account.
It has been some time since our last contact and there have been a couple of updates of the game. Could you please tell us if the game still crashes with the current version of the game?
Feary It was meant for ExileMod.
My mistake it is already in the current Dev build. :)
Would be great to see the missing A3 Object put into the eden editor. Would be great for mission makers.
In T126916#1649151, @Wulf wrote:Hello.
Have you tried these possible solutions listed here?
https://community.bistudio.com/wiki/Arma_3_Unusual_process_exit#0xC0000005_-_ACCESS_VIOLATION
Oct 12 2017
Thanks Wulf, when is the next dev build coming out?
Intel Core i7 4790K, problem persists with analog no-name headset (Onboard Realtek HD Audio), Logitech g920 (Logitech USB Audio) and Astro A50 (Vanilla Windows USB Driver).
Jumping tanks... I hope that the output of DLC Tanks the @Bis, will end this extremely unpleasant problem thoroughly.
In T126729#1649204, @Wulf wrote:Hello.
A video would be nice. Since we do not have all of the headsets that can be used I will try to at least simulate your settings., so could you please send me your headset settings?
A video would be nice. Since we do not have all of the headsets that can be used I will try to at least simulate your settings., so could you please send me your headset settings?
There was a couple of updates of the game since our last communication. Could you please let us know if the crashes still persist?
So, progress was made, a fix has been prepared and should be available in tomorrow's [development] branch update, so please, try to take a look there and if you can, report back whether it was fixed or whether the fix is still a bit lacking :)
Please close this task.
https://forums.bistudio.com/forums/topic/140837-development-branch-changelog/?do=findComment&comment=3241029
Thanks for the correction.
As i didnt find a proper one for a Leo 2A5 or A6
here is a physical RHA picture of a A4
Asus IX Code with integrated sound: SupremeFX S1220 codec, i7-7700k @5ghz, Hyperx Cloud.
BTW dmg on hit is calculated by Coefficient of the bullet times left energy on hit.
@Lex if you have read some post earlier where i mention the amount of penetration vs the amount of armor you would see that even on 2 KM a APFSDST round CAN penetrate a tank(ignoring the fact that it would deform etc. we are talking about the system as it is in Arma right now.) and can kill another tank. But as i said we are talking about the mathematical point of view.
Right now I have no info about the progress of this issue I will try to ping the programmers and see if anything can be done.
I do not see any changes in this issue at 1.76 and 1.77.
Rounds penetrate the material as before.
Ricochet of the projectile occurs (in some random way *) on the walls and surface of the tank.
In a frontal attack on the tank, the round does not penetrate beyond it.
In a cross-beam attack on the tank, all rounds penetrate and are capable of inflicting repeated damage on another tank in the shadow of the first one.
This is already fixed in our internal build try it out in our next dev build, it should be there. Once there is a new RC with the fix I will close this ticket.
I was unable to recreate the issue either in our Internal or Stable build. Are you sure that it always happens? I was able to shoot down planes according to the to our PIP(predicted impact point) with no problem.
BIS_enableRandomization cannot be used for units placed from the editor.
@Lex im not sure if parts of the problem still exist. could you check them
@mickeymen
In the DEV version there are good changes. The nature of the problem has changed. If this happens, then this is a very short and smooth attack in the direction of moving the tank. But it became hard to reproduce, very rarely.
Have you tried these possible solutions listed here?
https://community.bistudio.com/wiki/Arma_3_Unusual_process_exit#0xC0000005_-_ACCESS_VIOLATION
+ 1 Adjustable height for bipods - in this case this is what the doctor prescribed!