Its not sticking to the head. Its changing the distance to your point of view thats why it seems that the crosshair sticks to the head. Its a optical illusion
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Jul 19 2016
Jul 18 2016
The solution is a top attack mode.
I dont know that issues are connected. The problem i described touch RHS units (russian) the most. Player unit speak proper language, but its teammembers are not.
@demicanadian
Do you have some new updated repro steps?
I am not able to reproduce the issue using any of the repros provided.
Thank you for the crashdumps, we will look into it.
Still an issue after today's update.
thank you for the feedback.
The camera is fixed on object. Looks in that point where fixing, doesn't change a position. On other UAVs everything is good.
https://youtu.be/dpy3h1CVZks
I opened one more ticket. Can do it the general for one mistake.
https://feedback.bistudio.com/T119472
Unable to recreate error in Vanilla
no need for that at the moment, issue is under investigation already.
game does support DX10.
Thank you, much appreciated :)
Thank you for the feedback.
Thanks for looking into it!
when trying the position of the camera, please disable the Autonomous option for the UAV. If UAV has this option enabled, it will move the camera or itself. If you disabled it, UAV won't move and won't move the turret by itself (for example when targeting or spotting or if forced by the turret rotation limits when moving).
Like i said please provide information if it happens if you drive without shift.
thank you for the feedback.
What solution you see? Rockets don't reach the purpose. Video. Appointment of the Titan - flies to frighten?
Your additional Information are duplicate to your other tickets.
The interface changed not the way the rockets take. So thats still the same issue like before.
The point is PIP has its own view distance. Regardless of your set view distance. Like adam said its currently not a topic for a discussion since its a performance decision.
one additional question, are you able to connect to the same server by launching the game and trying to connect through the server browser?
There are no doubts in purpose of a marker. Doubts that the dagger moves independently, glued to objects, in some radius, and on crossing of your look with object.
I understand when it is glued to a barrier (to a hindrance), it says that my shot will be in a barrier. But when it is glued to the opponent's head, it shouldn't work so.
Uavs ha 2 AIs in them. 1 gunner 1 pilot/driver
With the UAV terminal you control them like in Zeus. As a Pilot you have no weapon (thats a fact). There for you have no weapon sights. What i meant is that as a pilot when clicking LMB ist saying fire to the Gunner(without direction just simple fire).
The crosshair shows the approx bullet hit point so thats intended.
Aww, is there anything else you could get from me that may help with this? I am not the only person who experiences the issue but I am not sure what else I can provide. All variables are set correctly and I am 100% certain its to do with disableAI because with that tiny mission i attached where there is nothing but the zeus modules and disabledAI the issue occured for me.
Thank you for these :) Will look into them.
thank you for the feedback.
thank you for the feedback.
In T119452#1491729, @TheMasterofBlubb wrote:Duplictae. What you want is actually a top attack mode. There are already about 100 Tickets for that.
Pothole resolved in Apex release.
The author likely has a question, on a visual cross hairs of a look.
The cross hairs itself sticks to the purpose. In some situations there is a problem.
When it is close to you there is an obstacle, the cross hairs sticks to an obstacle. Capture on an aiming is similar as a car!? It not only at the gun, any weapon.
https://youtu.be/CAsB-la6v4I
Or I not correctly understood a question?
On similar videos, all try to cause effect of a throw of the heavy tank forcibly. It occurs in game unexpectedly where there is no such driving, on the direct movement, went stopped \shot \gas of coupling and a throw . It is difficult to catch it in game for record.
Sometimes these throws come to an end with explosion of the heavy tank.
I don't see actual tickets of repetition. In a patch 1.60 conditions of guidance of rockets changed. It is done by the titan not effective, even in the simplest conditions, as shown in video. 16 rockets on one purpose, it isn't ridiculous.
About what productivity conversation?
Fog in the PIP screen. There is no productivity difference, close I look the camera (the picture without fog) or I look far the camera (there where fog appeared in PIP) fog isn't present on a place in the direct review.
Fog in PIP at distance of the review of 1500 meters. In the direct review fog on the district is visible at distance of 2500-3000 meters.
You watch video, there all is well visible.
Give the reference to repetition. I didn't find repetition.
On video it is visible as AI shoots rockets. Radius of scattering of rockets from the purpose 1 kilometer, a firing step as a machine gun.
AI can't conduct exact firing. For this reason and the ticket. If there is a manual control by firing, there has to be a sight marker, and pilot reference points of the horizon and a vertical.
Addingt 2 things to this discussion.
Arma 3 uses the OpenSource variant of PhysX(provided by Nvidia) for reasons they at some point explained.
That means everyone is using their CPU... all the time. No GPU accelerations at all.
The actual problem is PhysX itself. The original PhysX can work multithreaded but is only allowed on Systems without a NV GPU. So a server (!) that has no GPU at all is not allowed to use The multicore functionality of PhysX. Arma 3 is a simulator where everything for every player needs to be the same regardless of the vendor that they got their parts from.
A alternative would be the Havok engine where GPU acceleration works on all cards and GPUs. ( Wont happen!)
Thats because its the weaponn of the gunner slot of the UAV. When you are in the pilot slot you just give the ai the command to fire you actually have no weapon selected though no marker.
Its a duplicate to the other 2 tickets.
I will just mention Adams answer from your previous ticket.
Hello, this is not an issue due to fact that if the draw distance was bigger it would hit the performance quite a bit. Thank you for your ticket!
Duplictae. What you want is actually a top attack mode. There are already about 100 Tickets for that.
Jul 17 2016
Issue still occurs after 1.62 update.
this bug also appears if you are wearing the Special Purpose Suit (Green Hex) & Special Purpose Suit (Hex).
FPS falls always, when Memory=3000-3500 mb.
When filling of Memory to 3000-3500 mb,
CPU 2-7 always fall to 2-6%
I don't find other reason of this regularity.
Arma3 doesn't work with large volume of Memory, its limit of 3000-3500 mb.
After that, Arma3 can't address to the RAM, there is no record and data reading. The following step - a mistake in any block, and crash of process of arma3.exe.
Time of life of process of arma3.exe depends on what time process will spend on achievement of the size Memory of 3000-3500 mb.
P.S.
Not important how many memory you use in PC.
Any size MaxMEM doesn't influence, process of arma3.exe takes only 3000-3500 mb.
I when used arma3client_performance from Dwarden had the best result. On the stable server it gives +10-20 minutes to process life. The size Memory in process I reached 3450mb.
In the PIP screen there is a Fog when in the camera of the UAV it isn't present. Fog size on the PIP screen is higher than fog size on a district map.
https://youtu.be/pYYZNmbnnQU
These are the system status details from the CRASH2 incident (Sun Jul 17 @ 9:19am). Note the large RAM and pagefile usage. RAM is usually just below 3GB and pagefile less than 5GB.
Another crash report from the FRAME command.
While it is true that we already have tools to allow this via different methods:
- Sync all editor placed objects to an Add Editable Objects (ModuleCuratorAddEditableObjects) synced to Game Master (ModuleCurator_F)
- Scripted solutions using curatorObj addCuratorEditableObjects [objects,addCrew] commands