Please - can we sort this little niggling issue? :)
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May 10 2016
I'd like to see this one resolved.
Love to get this gem fixed!
wait, is this an ArmA 2 or ArmA 3 related problem?
Arma 3 problem - no overview image in the campaign screen. http://forums.bistudio.com/showthread.php?171551-Creating-a-Campaign
I'd like to see this one sorted - or at least some info from the Devs on how it can be done properly.
Yes, you're right. We add this for our plans.
This bug only seems to occur when prone. Going into your inventory while looking through the scope will also always block the view completely. Having NVGoggles equipped does not make a difference.
Aside from the inventory, the headger is shoved in and out of the screen by the spastic idle-animation.
Interesting bug - also there is other a bug aswell that the head is looking down instead to the scope :/
Unable to repro in current stable version. (1.08.113494)
Strange, I thought helmets weren't even rendered in first person.
I know right?
Could NVGs be causing it?
Duplicate of #8252.
Can be marked as "Resolved" in 27/01 114607 exe.
Mass-close of resolved tickets not updated in last two weeks.
Copy!
Still not fixed in build 114544.
The relative changelog claims:
"Repaired PCML reticle"
http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2605777&viewfull=1#post2605777
This should be repaired in the following dev update...
Other things to note:
water spalshes when tanks land on the ground
dust from tracks while in the air
enableSimulationGlobal false; sometimes fails
afaik not yet fully fixed, DnA comment:
http://forums.bistudio.com/showthread.php?152866-General-Discussion-(dev-branch)&p=2637941&viewfull=1#post2637941
please close when done fully
Rather than making a mission, I am going to paste the code you can just copypaste to your init.sqf.
It will spawn 20 tanks and after 45 seconds move them to your client and after 45 seconds will delete them.
Run this test on Stratis. Run it several times each time restarting the dedicated server. I found that results differ quite a bit each run. The big fps drop on client did not happen every time but it did happen again after a few tries.
if (!isDedicated) then {
player setDir 20.639;
player setPos [2697.19,5738.93,0.00203514];
ps = player;
publicVariable "ps";
onEachFrame {
hintSilent format [ "fps: %1\nfpsmin: %2\nlocalVeh: %3/20\nremoteVeh: %4/20", round diag_fps, round diag_fpsmin, {local _x} count vehicles, {!local _x && _x isKindOf "Tank"} count vehicles ];
};
KK_fnc_FX = { private "_veh"; _veh = _this select 0; _vel = _this select 1; for "_i" from 1 to 100 do { drop [ ["\A3\data_f\ParticleEffects\Universal\Universal", 16, 7, 48], "", "Billboard", 0, 1 + random 0.5, [0, -2, 1.5], [-20 + random 40, -20 + random 40, -15 + _vel], 1, 0.05, 0.04, 0, [0.5, 10 + random 20], [ [0,0,0,1], [0,0,0,0.3], [1,1,1,0.1], [1,1,1,0.03], [1,1,1,0.01], [1,1,1,0.003], [1,1,1,0.001], [1,1,1,0] ], [1], 0.1, 0.1, "", "", _veh, random 360, true, 0.1 ]; }; }; "#FX" addPublicVariableEventHandler {_this select 1 spawn KK_fnc_FX};
};
if (isServer) then {
KK_fnc_paraDrop = { private ["_class","_para","_paras","_p","_veh","_vel","_time"]; _class = format [ "%1_parachute_02_F", toString [(toArray faction _this) select 0] ]; _para = createVehicle [_class, [0,0,0], [], 0, "FLY"]; _para setDir getDir _this; _para setPos getPos _this; _paras = [_para]; _this attachTo [_para, [0,2,0]]; { _p = createVehicle [_class, [0,0,0], [], 0, "FLY"]; _paras set [count _paras, _p]; _p attachTo [_para, [0,0,0]]; _p setVectorUp _x; } count [ [0.5,0.4,0.6],[-0.5,0.4,0.6],[0.5,-0.4,0.6],[-0.5,-0.4,0.6] ]; 0 = [_this, _paras] spawn { _veh = _this select 0; waitUntil {getPos _veh select 2 < 4}; _vel = velocity _veh; detach _veh; _veh setVelocity _vel; missionNamespace setVariable ["#FX", [_veh, _vel select 2]]; publicVariable "#FX"; playSound3D [ "a3\sounds_f\weapons\Flare_Gun\flaregun_1_shoot.wss", _veh ]; { detach _x; _x disableCollisionWith _veh; } count (_this select 1); _time = time + 5; waitUntil {time > _time}; { if (!isNull _x) then {deleteVehicle _x}; } count (_this select 1); }; };
0 spawn {
waitUntil {!isNil "ps"}; ps enableSimulationGlobal false; for "_i" from 1 to 20 do { _tank = "I_MBT_03_cannon_F" createVehicle [0,0,0]; _tank setDir random 360; _tank setPos [2697.19 - random 200 + 100, 5738.93 + random 100, 150]; _tank call KK_fnc_paraDrop; uiSleep 3; }; sleep 45; {_x setOwner owner ps} forEach vehicles; ps enableSimulationGlobal true; sleep 45; {deleteVehicle _x} forEach vehicles;
};
};
Should be fixed in 115784. Pls test when it hits the dev branch (should be tomorrow).
Fixed according to the dev branch. Another step towards better FPS, nice one BIS
42 to 30 is a pretty big difference for 14 tanks. Can you attach the test mission so we can investigate?
I don't know if this could be called fixed.
Yes it is true, the server owned vehicles do not cause FPS drop neither on client no on the server now. However if I transfer ownership to my client, I get instant FPS drop on the client now. If I delete all vehicles I get FPS rise.
I spawned 14 tanks on the server, FPS on the client was around 42, server 50. Then I transferred all 14 tanks to my client, FPS on client gone down to 30, server was still 50.
After a few minutes, FPS on client went up to 38, but the picture still felt a bit jittery. After deleting all vehicles FPS went back to around 42 and screen jitter has gone too.
Sounds like an issue with the simulation of entities across the network. Did you try it with squads of AI for instance? Is it just vehicles or is it any simulated entity across the network?
cant that be fixed then? then we have our lights back
using the addon mentioned above... works great guys get it
They also removed nearly all the invisible targets and most have been removed totally so can't be spawned.
They removed them because there were issue with overlapping dynamic lights.
Mass-close of resolved tickets not updated in last two weeks.
Thanks a lot for a great observation skill, I have fixed the issue just as it has been suggested. Could You, please, test it out in dev branch later on today and close the issue if it is OK?
It's been fixed, thank you. :^)
I have fixed the issue, thanks a lot for letting us know. Could You, please, try it out in today's dev version and close this issue if it is OK?
Fixed on devbranch.
Not limited to Kuma, happens with other vehicles too. I started on new server, first person to join and it happened almost every single time. It is very random, sometimes might not happen at all for awhile
After 2 edits to the geometry of cargo parachute announced on change log, the water splash on land is still happening.
This also happens with other vehicles not limited to Kuma
I've noticed something else. The vehicle leaves track marks on the ground while it is actually on parachute, so that smoke could well be dust from tracks because the engine thinks the vehicle is in fact moving on the ground while on parachute.
Also horizontal velocity is proportionate to the amount of dust, the stronger the wind, the more horizontal velocity the more dust appears.
duplicate of #3537
Closing, duplicate of #3537.
should be fixed , if crash happens in 1.12 or newer stable create new ticket
Should be fixed now
Another ticket with related issue.
Upgraded to
Display Devices
Card name: NVIDIA GeForce GTX 760 Manufacturer: NVIDIA Chip type: GeForce GTX 760 DAC type: Integrated RAMDAC Device Key: Enum\PCI\VEN_10DE&DEV_1187&SUBSYS_847A1043&REV_A1 Display Memory: 4038 MB Dedicated Memory: 1990 MB Shared Memory: 2048 MB Current Mode: 1600 x 900 (32 bit) (59Hz) Monitor Name: Gateway HX2000 Monitor Model: HX2000 Monitor Id: GWY00CC Native Mode: 1600 x 900(p) (59.946Hz) Output Type: DVI Driver Name: nvd3dumx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvd3dum,nvwgf2um,nvwgf2um
Driver File Version: 9.18.0013.3221 (English)
Driver Version: 9.18.13.3221 DDI Version: 11 Driver Model: WDDM 1.1 Driver Attributes: Final Retail Driver Date/Size: 12/19/2013 15:33:31, 18222008 bytes WHQL Logo'd: Yes
And still have issues with FPS on multiplayer. Gets bogged down and still has issues.
It was 7thCav Co40 Invade and Annex. I don't know the server specs, not mine. 38/40.
It is also just in general the FPS drop. Even not on that server I still sit at about 15-17 which is horrible when in relation to single-player I max at 35.
Was it the same mission in multiplayer and singleplayer? What were the server specs? How many people were in the server?
Why are you reporting this again?
Apparently, to annoy you?
Update: added types of missiles with this error