RPG-42 is "гранатомёт" not "ракетомёт"(ПТУР)
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Arma 3 Activity
May 10 2016
AT - "ББ выстрел РПГ-42", "ББ"
HE - "ОФ выстрел РПГ-42", "ОФ"
or another variants:
AT - "ПТ выстрел РПГ-42", "ПТ"
HE - "ПП выстрел РПГ-42", "ПП"
ПТ - ПротивоТанковая (antitank)
ПП - ПротивоПехотная (antipersonal)
ББ - БронеБойная (armor-piercing)
ОФ - Осколочно-Фугасная (high-explosive)
Look here https://ru.wikipedia.org/wiki/%D0%98%D0%BD%D0%B4%D0%B5%D0%BA%D1%81_%D0%93%D0%A0%D0%90%D0%A3 what is that, If military
There is "Индекс ГРАУ" and "Индекс выстрела(заводской)".
"Отдел 7 (ГРАУ)
Пехотные боеприпасы
7БЗ… — патроны с бронебойно-зажигательными пулями 7БТ… — патроны с бронебойно-трассирующими пулями 7В… — взрыватели для гранат 7Г… — гранаты 7Ж… — запалы для гранат 7-З… — патроны с зажигательными пулями 7-ЗП… — патроны с пристрелочно-зажигательными пулями 7К… — капсюли-детонаторы 7КВ… — капсюли-воспламенители 7Н… — нормализованные патроны (основной боекомплект) !!!!!!!!!!!!!!! 7П… — выстрелы гранатометов !!!!!!!!!!!!!!!!!!!!!!!!!!"
- new system classification
as i say not !ракета! - !выстрел!
In this link say:
"Отдел 57 — пехотные боеприпасы
57-ГК… — реактивные кумулятивные (противотанковые) гранаты 57-ГО… — реактивные осколочные гранаты ..."
- old system classification
as i say not "ракета",- "граната", only "реактивная ... граната"
You dont understanding me, in arma3 it is ALREADY HE named ОФ, not in WIKI! And does we saying about rpg-7? (rpg-42)
Find there https://ru.wikipedia.org/wiki/%D0%A0%D0%9F%D0%93-7 grenade named "ОФ".
As for me, ОФ better than АА (wrong)
RPG-32 does not have a HE rocket, but... it is not RPG-32 it is PRG-42, in english local named HE rocket, in russian local wrong!!!! named (Зенитная ракета) that is all!
RPG-32 does not have a HE rocket, instead, it has Thermobaric Grenades TBG-32.
http://jresco.zpf.me/SitePage.aspx?PageId=103
TBG - Thermobaric Grenades (ТБГ-...)
or:
Standard package :
- Rocket Launcher Nash-shab
- Standard Day sight 1P81.
- Anti-tank (Tandem) Grenade ATG-32.
- Multi- Purpose (Thermo baric) Grenade TBG-32.
In my opinion Multi- Purpose Grenade is better than "Зенитная рокета" or aa-missile. Or simply anywhere where it written "Зенитный" write "Фугасный" (only for rpg42).
For RPG-42 "Зенитная ракета" will be called "Фугасная ракета".
Thanks for suggestion. What would you call it?
Now it called in inventory "зенитный снаряд для РПГ-42", in the display it called "фугасн."; accordingly AT missile named in inventory "граната для РПГ-42", in the display it called "ПТ",
i propose to call they :
AT - "ББ выстрел РПГ-42", "ББ"
HE - "ОФ выстрел РПГ-42", "ОФ"
or another variants:
AT - "ПТ выстрел РПГ-42", "ПТ"
HE - "ПП выстрел РПГ-42", "ПП"
ПТ - ПротивоТанковая (antitank)
ПП - ПротивоПехотная (antipersonal)
ББ - БронеБойная (armor-piercing)
ОФ - Осколочно-Фугасная (high-explosive)
Use-case for releasing files after reads or loads
- Accelerates script development, especially if the scripts are read from files.
- Allows hotfixes and run-time changes of configurations/settings.
- Increases interoperability and file-based interfacing.
Client-side, to release files held by a multiplayer session, it is necessary to back out to the multiplayer server selection screen.
Server-side, it is necessary to restart the server.
Please, prioritise this. Not releasing files after reads and loads is not very professional.
Trash piles have decided to settle down. Fixed on devrbanch.
Could you please upload new crashdumps with Steam Dev revision 128488 or higher?
Hello,
ived chekc this out. The problem is the same and standing still :o(
What can i do? I cant train with my clan.
Regards
Brooker
Hello Icemen,
i can play 1 1/2 with out a crash, but then again :o/ logfile from 22:08.
Greetings brooker
Hello Icemen,
sorry, but today i cant play. After 10-15 min the picture is frosen with the new in-game profil :o//
What can i do?
Thanks for your support.
Greetings
Brooker
Hello,
there were some fixes made based on your crashdumps, could you please try on Steam Dev rev. 128488 and higher? Thank you very much.
Hello,
sorry for inconveniences, your files were sent to programmers to take a look. It can take some time but hopefully there are some clues in them.
Hello,
it seems that some of your data is corrupted, is it possible to verify your data?
https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335
Also, is it possible to try to create new in-game profile?
Thank you.
Hello Icemen,
now, i have run the verify yesterday before i pleayed with crashes. I do that again now.
Ive checked with a new in-game profil this evening.
Thanks for your support.
Greetings
brooker
Hello Icemen,
now, a crash again with a new in-gameprofil :o((
Look in the last uploaded file.
And now? What can i do?
Greetings
brooker
Technically, if you place a ShipX vehicle with a Roadway LOD in it, next to any other vehicle class with a Roadway, the same happens. As in the video.
Where all of those models have the same Roadway LOD in them.
Chatted with Dwarden, I'll add some files this evening to make this painless for you guys. :P
Is this still happening?
How much more info is needed here?
Turns out ShipX vehicles are the only negatively affected vehicles. Roadways in the other classes (TankX, CarX, etc..), appear to be fine.
Well, I'm going to release the boat this week with the Roadway in it.
I do not know what else you guys need regarding info. This was/is a simple to reproduce issue. If you put a Roadway LOD in a ShipX vehicle (and only ShipX class), and then place two or more of those vehicles in close proximity to each other, there is a direct, measureable, consistent, drop in FPS.
Does not matter where on the map you place them, in view or not. Happens 100% of the time. And when I say 'close to each other', it seems that is a precise distance, relative to the size of the roadway itself.
The more detailed the Roadway, the more FPS hit there is.**
Example of the same roadway (plus the already present roadway), in one of Milkmans little projects. Class "Truck_F". Note the FPS.
Really cool toy btw. :P
https://www.dropbox.com/s/wwzubwf9bxaha9t/arma3%202014-11-19%2019-36-14-65.png?dl=0
Has there been any kind of news on this matter? I'm certain that there is enough information to at least have the status changed from, "Not Enough Info"
Current testing suggests, that the number of faces IS what has measurable influence on things. And not at what I would consider 'normal' counts. Much, much lower.
For illustration purposes, this is the current MkV roadway I'm testing with: https://www.dropbox.com/s/y3o2fizaselyvmg/current_roadway.PNG?dl=0
The roadway I created for the sample boat as mentioned earlier, looks like this: https://www.dropbox.com/s/9i5k7ol5ey46mg3/sBoat_roadway.PNG?dl=0
I've since increased the counts in the sample boat model (where I thought it was fine), and I can basically control my FPS via face count at this point. Which again, really makes me think there is perhaps some kind of background calculation going on. Given how the proxied roadways act on the vehicles (ie.. won't hook properly, regardless of autocentering), it seems almost like there is water interaction occurring.
https://www.dropbox.com/s/8rtebvnqfcnkc4i/carrier_roadways.PNG?dl=0
For what it's worth, every square meter of this roadway for the carrier, works, 100% of the time, with no FPS issues. However that is not a ShipX vehicle.
**Also note: If I remove the roadway LOD, there is no performance issues at all. But that is completely against the direction many of us modelers/modders would like to go with the new water features and the assets (you guys dont have..) to support it.
Hey Iceman, not really aware of a current asset that features a roadway? At least not in a physx vehicle. Konyos MH-47's have proxied roadways, does not behave like this. Although studying those models, I can not account for many things going on there.
I'm thinking it's tied to physx things, and have a sneaky suspicion it might have something to do with the water functionality.
I'll throw a roadway in the sample boat tomorrow, and report back. (haha, not sure if that qualifies as standard/unmodded model. we hope so right?)
Hello,
does it happen also with unmoded game/vanilla vehicles?
Thank you for reporting this.
This issue is still present in todays dev branch.
I tried it on dev branch and there is still the same issue. See the uploaded image.
A bump in case it was forgotten. The circles have a fixed size, see previuos post.
Could you please try on dev branch today on today's version?
I got whats going on: the SLA was resized and the circles and height bar are fixed in their size (see 2014-11-19_00002.jpg). I can't remember resizing it on my own, but maybe it has to do with the old SLA. I tried the dev-branch when the old one was in place, so maybe it safed the size of it and doesn't update for the new one.
Hello,
we have seen this issue already but still are not able to reproduce it. COuld you please post screenshots of your graphical settings?
Thank you.
OK now what should i do the other people who are playing have 60 FPS
This has been explained time and time again but I'll reiterate: multiplayer FPS relies on the server's fps, limiting the client fps. Please don't spam the feedback tracker.
Yes. I noted long ago and to be honest I do
Idnt know if ever those lights work. Anyways upvoted.
It is fixed on Steam Dev rev. 128386 and higher, thank you.
File: support\modules\bon_recruit_units\dialog\recruiment.hpp
Line 21: text = "\a3\ui_f\data\map\Markers\NATO\b_inf.paa; <- missing quote here
Could you enlighten me as to what this mistake is? I have created this mission by porting an existing mission from Altis to Sratis. It was working fine and I was adding to the paramsArray in the description.ext when the crash started. Is it something I added to the description.ext?
There is a mistake in the mission config which makes Arma perform an emergency shutdown. This could be repaired only by mission author. Closing this ticket, thank you a lot for the cooperation.
Mission files uploaded.
Do you happen to have the mission? We would definitely use it.
I have narrowed the cause of the crash to be the presence of a mission in the mpmissions folder. What could I have done in the mission files to cause the game to crash when loading into a LAN host to edit.
Creating a new profile has resolved the crash.
It seems that there is something wrong with your data. Could you please verify your game cache and create new ingame profile?
https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335
New crash dump files uploaded.
Hello,
could you please upload new crashdumps without -nologs parameter? Parameter -nologs prevents errors being recorded to rpt.
Also, is it possible to upload your Dx-Diag file?
You can find how to get your file here:
http://www.matrixgames.com/forums/tm.asp?m=1597548
Thank you
Of course, I had intended to remove the param but forgot. New crash rtp files inbound in an hour or so. Dx-diag has been uploaded.
Issue is fixed. If you encounter another issue please create new ticket. Thank you.
Come on, this is a simple fix!
Hello,
thank you for the report. Could you please try to attach new crashdumps without any mods and parameters active? It helps us analyse them a lot.
Thank you.
Can't do that, new people have no idea what key does what. On the other hand there should be UI option so you can specify if you want those actions displayed in action menu or not.