Dupe of #2805.
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May 10 2016
They now have this implemented in Hostile Takeover servers. This is ridiculious. Please fix the small errors that hamper realistic situations in the game before overhauling existing, non broken features. This is one of them, and the aftermath of rolling a helicopter on the ground is another.
Old issue. It also affects the Ifrit, Strider, Gorgon, Marshall, Marid, Varsuk and Slammer at least. I haven't checked the Kuma, Mora or Tempest.
Ticket submitted March of last year, three days after Alpha began: http://feedback.arma3.com/view.php?id=2805
Thread from September: http://forums.bistudio.com/showthread.php?163452-Crew-Glitch-in-the-OPFOR-tank
so... is this going to be fixed eventually?
the game has been out for over a year and a half now.
Hey, thanks for the report. Unfortunately this is currently impossible because it would also require teaching the AI how properly deal with these responsibilities and pilot/gunner coordination.
Can we at least make it possible for PvP multiplayer?
Wait wait, Oukej, your telling me the AI in Arma 3 can't handle this feature, but the AI in Arma 2 can? How does that make any sense, their the same AI aren't they? In the AH-1 Viper in Arma 2 the rockets are for the pilot, gunner handles everything else. So why is it changed in Arma 3?
Thanks for your reply!
Agreed, it should definitely be in the helicopter DLC. Arma II's patch fixed this and it made all my dreams come true. Please don't disappoint us BI!
3 and a half months have passed and not a single developer showed his face to at least give us a reasonable explanation why they clearly don't want to give us this.
I ended up solving this on my own with a small mod but it's not the same as having it implemented in game.
This setup renders a pilot a pure driver, which ends up a extremely boring experience - hovering in the sky watching the gunner pwning with his missiles and cannons.
I'm good at helicopter maneuvering. I can do circle strafe at my finger tips. (And it's pretty fancy, I promise.) Being unable to fire unguided rockets has taken away a lot of fun from flying attack helicopters for me. I'd have continued flying in BF3 if I had known piloting an attack helicopter in ArmA 3 would be like this.
So, please do fix this issue in the helicopter DLC.
It just doesn't make sense to have the gunner fire forward-fixed weapons. It's too hard for the pilot and gunner to coordinate the shots. The gunner doesn't even have a means of aiming the rockets, the only way to know is to stop looking down the optic and going into cockpit view. it's just a bad design.
It is imperative that this be implemented in the Helicopter DLC.
Are we gonna get this?
The gunner goes crazy when ordered to fire, it keeps switching between weapons as soon as there's a slight chance of making a hit with skyfires, even if he's ordered to use cannon.
It's just a matter of litterally moving two lines in a config, it can't be that hard.
Either that or do what they did in Arma 2, they had Different HINDS, one had bombs, and missles, while the pilot controlled a fixed cannon, and S-8 rockets.
I mean, it cant be that hard right? =(
It's already been reported, but I'm too lazy to find the ticket.
I am really quite confused as to why BI did this. The gunner can't even see which way the rockets will go unless he exits the sight mode.
It is working quiet nicely in dev patches in Arma 2:). Was also quiet suprised about this.
I put an editor mission, You just have to aim the same place as the screenshot and open fire, you'll see the impact as in a tree.
If yo want to see the real outline of the tree, just use your laser designator...
The truck is your target: zeroing to 800m a few bullets and it blow up.
So lie down shoot the truck, make a few step right and try again.
I just had the problem again, with the same kind of tree, but another location.
Can you please attach an editor mission with the right spot or provide coordinates where you found this? Does it also apply to stand-alone trees or only this constellation?
To set player in same location as screenshot, on Altis execute:
player setPos [7363.44,17029.2,0.0017395]; player setDir 13.1386;
then go prone.
Whatever the geometry the Laser designator target gets cast on does seem to be some fairly inaccurate for this particular tree. It's not specfic to the location, but the tree.
I could not reproduce any bullets getting deflected or impacting with the same geometry.
Hello,
thank you for uploading the ticket. For a start, could you please upload your DX-Diag file? Thank you!
You can find how to get your file here:
http://www.matrixgames.com/forums/tm.asp?m=1597548
Mass closing tickets marked as resolved more than 1 month ago.
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Well, after trying a few things, the one that seem to have worked was to reinstall DirectX (I used the installation file in the game folder) Not sure why it stopped working properly but now all is good.
I can confirm this as well. The weird thing is that you'd expect the server to be max'ed out on CPU, but the task manager was showing none of the cores maxing out.
Can confirm we're having the same issue since 1.18 - 80-seat server hosted at ViLayer, which didn't have VON issues before this patch, but definitely do now. Seems to be related to the number of occupied slots: group and global VON are now often unuseable if more than about 50 players are on the server at once.
Curiously, some folks seem to have no problems transmitting and other folks report hearing them 100% - while other folks report hearing them all broken and choppy. Individual ping doesn't seem to be the factor - but some of our highest ping users are often in the 'choppy' club, so it may have a bearing.
Hello,
thanks for submitting the ticket. There is already another one (see linked please), please write your opinions there. We are currently collecting data so these are highly appreciated.
thank you very much!
We've noticed some serious clipping as well on VON on our server.
Dedicated server and we can get it to happen with as few as 20ish. Explosions and a good amount of activity (players and AI) seem to have some adverse effect. though when we cleaned it up (dead AI) there was still a significant issue.
Noticed it recently as well, but was not paying attention so I can't say it's tied to 1.18.
It´s indeed called TWS, I corrected the mistake. Thanks for letting me know.
Isn't it called TWS?
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Hello,
thank you for submitting the ticket. Would it be possible to upload a simple editor-made mission displaying the problem? It would help us a lot.
Thank you very much.
Thank you for the repro mission, the problem is clear from it. It has been assigned to responsible department.
Hello,
this one has been fixed.
Hi, broken combat roll sounds as well:
Cannot load sound 'a3\sounds_f\characters\crawl\concrete_roll_1.wss'
Sure can, mate.
Mission uploaded. Use radio alpha to get the animation to play, and then witness them silent footsteps.
I suspect this issue is affecting >1 cutscene animation, as I also noticed this line appearing in a different mission:
Cannot load sound 'a3\sounds_f\characters\cutscenes\dirt_acts_standingspeakingunarmed.wss'
We discovered that STEAM is (at this time) "case sensitive". If you put in "tacticalgamer" . . . nothing comes up, but if you put in exact wording "TacticalGamer.com" (as shows in our server description) then it comes up right away. . . . also noticed it breaks even if you take the ".com" off. . . .must be exact and must be case sensitive and sensitive to any spaces.
It's a work around at best and the engine on this needs to be tweaked, but this info should go a long way to solving the problem.
In my case there was just patch 1.18 and now my players have to change filter from steam to gamespy in multiplayer to find my server. It was alright before patch 1.18.
i think ther are a lot of more players who have the same problem,
thx
and after 06.05 patch nothing happend :)
Dear Arma support,
pls check this Problem, we need a solution
thx :)
Same problem here...
Even though both of my dedicated servers have a decent ping they haven't been showing up in the server list since the last couple of updates.
They used to be near the top and had regular visitors, but now I have to search to make them show up.
we will test it, and give you a feedback,
thx for the answer
yea I did. As I said it was alright before patch 1.18
Did you forwarded or opened the Steam ports?
https://community.bistudio.com/wiki/Arma_3_Dedicated_Server#Port_Forwarding
// STEAM
steamport=8766;
steamqueryport=27016;
we have the same Problem, pls solve, thx
Mass closing tickets marked as resolved more than 1 month ago.
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13-05-2014
EXE rev. 124294
Size: ~83 MB
http://goo.gl/4KAfxB
...
"Minor PhysX optimization"
...
"ZBE 144 Groups, 1145 Units, 17 NoCacheFPS, 51 CachedFPS, 59 DeletedFPS"
Hello,
the framerate should be better now (exe rev. 124691 and higher). We did as much as we could at the moment. We realise how important this issue is and certainly we'll give it more love in future when conditions allow so.
Thank you.
Test system: i5-2500K @ 4.8GHZ/Nvidia GTX 670
1.18 Stable Branch (5/12/2014)
"ZBE 144 Groups, 1145 Units, 15 NoCacheFPS, 48 CachedFPS, 60 DeletedFPS"
12-05-2014
No new EXE
Size: ~199 MB
http://goo.gl/EN8ciF
"ZBE 144 Groups, 1145 Units, 13 NoCacheFPS, 47 CachedFPS, 60 DeletedFPS"
Will update from time to time with new dev branch builds.
Just had the issue today aswell, I was playing some KoTH and yeah people talked on side chat telling some intel about Enemys and few times they talked just fine and sometimes it just lagged out horrible. It was side chat only.
Repo mission added. I could simplify however I have a busy week ahead. Fank may look at it later.
No people do not migrate to TeamFart. They migrate to Task Force ARMA 3 Radio. (AKA TFAR)
TeamFart is nothing more than glitter and eye candy. A real man's application needs no front end, except the current open sourced essentials and a good open source codec of choice! TeamFart is still something required by the open sourced Task (ARMA) Force Radio module.
What's even more humorous, some of those TeamFart servers, have 100+ channels/rooms where beginners cannot find their default respective channel.
I formally contest your rationalization, as I never really did get involved with TeamFart or the users of TeamFart, until Task Force Radio was implemented. ;-)
I do agree the ARMA 3 internal voice communications needs to be stabilized, as it is the default communications for most, if not all beginners, and even seasoned individuals. (ie. I tended to use internal communications over TeamFart due to beginners not being able to hear my communications on TeamFart.)
I agree whole heartedly TFAR should be integrated, with the option of upgrading externally. The ARMA 3 internal communications should be additionally configured for either better sound codec, or give the users the options to increase the quality of internal communications sound quality.
I can easily this bug being more popular than weapons emplacement, as this bug tends to affect everybody, whether flying, driving or just on foot!
I think I mentioned previously, that this bug's likely source of breaking was during the initial attempts for optimizing the ARMA 3 binary for increasing performance. I think others mentioned UDP or other network protocols as a likely source. Either or, it was during the initial attempts of optimizing.
If this does not motivate developers, than I would further infer fixing this would allow me to better yell at the last gamer who shot me in the butt!
Cheers!
A casual player who becomes a regular arma player does migrate to teamspeak. The reason being, this for a lot of communities is the central gathering point and when a player finds a community he likes, he gets more involved with it and then ends up on their TS server being sociable.
If that server runs TFAR on one or more of their servers, that then takes him one step further into being part of that community
and you cant run TFAR without teamspeak, (or Teamfart as you put it)
(I have no idea why you have such disdain for teamspeak)
I fail to see what your point has to do with the VOIP issue anyway
VOIP is essential to good comms on vanilla servers which are the first servers newcomers to arma join
A great solution would be an internal TFAR type system, but as VOIP isnt working as it should at the moment, thats just too far fetched to start thinking about
and when voip did work as it should it was okay
Removing VON is not an option for us. It would crucify any public server which is the first point of call for anyone new to ArmA.
It is vital that comms works in the vanilla package. Once a player is established in the ArmA world, typically they migrate to teamspeak anyway. But trying to play organised milsim on a public server when not everyone has teamspeak without VON would be a tragedy.
If you are used to working woth the bug, then you can just about cope. But this big absolutely needs fixing and the sooner the better. The product is broken without it
Very Good Post MDCCLXXV1 and agree withn you 100%
No, its been stated its too hard to fix and time spent on finding out what you are playing is more important (2nd bit my dig;) ). I suggest the VON feature is removed completely rather than a half baked faulty function that no longer works and just annoy everyone telling everyone else not mto use it...
Year 3 no fix in sight.
Too hard to fix. Hm. Did they lose the source code?
Apex? Von? Will they fix it?
Again as I just remembered when reading the recent comments just now, this bug occurred just after the developers publicly pushed it's initial attempts at coding optimizations, to try to satisfy the number one voted bug concerning the game not making full use of system resources.
I recall the rise of this bug specifically due to extensively monitoring the developer's log during Alpha, Beta then early Stable releases. And then the initial push/commits of optimizations within the developer branch. And then just after the push to stable branch, this bug arose. I now recall I also likely made mention of this scenario as a possible cause of this bug likely early within this bug's comments as well.
This bug is also tagged along with Bug #15987 "Multiplayer Issues Central Hub", and also lists de-sync map and 3D reality issues. Hopefully with a little noise, this gets fixed for Christmas's stable patch.
^This
I myself am too much frustrated about this bug. Immersive Tactical Gaming in ArmA on Public servers (Where not everyone is on Teamspeak) is not possible anymore. IMHO There could be another 1000 great DLCs and beautiful new Islands. I don´t care - as long as the main gameplay is disrupted by this Communication issue, i won´t join anymore. Staring at the chatbox typing and reading while flying NOE etc.- no sorry. It´s just impossible. I personally gave up hope.
Isn't this fixed yet?
Every update so far has failed to fix this trivial bug!
Bug #25342 "Possible fix for laggy and choppy VON/VoIP channels" looks like a duplicate, but at least provides a possible solution.