Why my doubts that it is server lag:
- collision happens to full effect of collision (soft blow, chips.....)
- it never looks on a miscellaneous (I have sometimes counted blow sometimes isn't present) it isn't present.
Why my doubts that it is server lag:
Not fixed with hotfix.. :(
the fix
The server has a i7 6700 on 4GHz. 1server 3 HC. Arma is completly loaded in to ram with a ram disk.
I figured out that when arma is not on the ram. So its used from a SSD it has micro lags even though the cpu is getting bored.
On your server bushes, fences... well works, there is a balance of collisions - speed \damage.
Video from your server https://youtu.be/UDzGBmVPd6o
On the ATV, speed ~ 40km \h, I easily pass bushes, and there is no loss to health.
On my video (earlier in this branch), I receive injury of the car and a loss of health at a speed of collision is lower 40km \h.
Sounds great! Thank you.
please help me
I assigne the Feedback status on tickets that are reporting an issue that was fixed on at least one branch, to get a confirmation about its state.
Does status as "Feedback" mean that the issue will not be fixed for the foreseeable future?
In T124105#1594119, @BISWizard wrote:We've released the workaround to the main branch (as part of 1.68) hotfix https://dev.arma3.com/post/spotrep-00066
sorry for not responding, I had a message prepared yesterday unfortunately it seems I forgot to send it, once again sorry.
I didn't assume that it can be server lag. It steadily repeats, throughout all game. Doesn't depend on the general load on the server.
If it is lag, I assume that except this problem, there could be also other problems connected with server lag. But there are no other problems.
If to start a mission locally - this problem is absent. On a combination of all results, there was an assumption that settings of parameters of a game on the server have influence on the weight of bushes, fences....
Fixed in 1.68 Hotfix!
What you describe looks to me like something else.
What i experienced is that when the server is too weak it creates microlag in the physics. Could it be that the problem occurs on servers with mostly weak cpu? Im not sure if you can change that so easy. What you can do is upper that armor value but that would be a mod and would obly effect the dmg to the players. To lower the damage to the vehicle you need changes to the dmg model. To lower the effect loosing speed you need to higher the mass of the vehicle.
@TheMasterofBlubb There are servers where a ratio "speed \damage" look isn't realistic.
This balance well works at the majority of servers. Instructions are necessary, where and as to adjust it.
@Dwarden, I checked the Unsung configs and there is no simulation = car there, only carX. However, the planes are still rigged as airplane instead of airplaneX. Might that be the core reason?
The damage on the player is defined by the vehicle. There is a value for hit resistance (dont know the exact name though). The bushes have a specific weight its low but there. As you hit them they try to remain unmoved (rl physics) the faster you hit it the more energy it can absorb. Its pretty realistic currently (counting for flaws in the engine)
I'm sorry can someone go into more depth on how to fix this issue?
exact scenario as the previous comment and link...again and again and again.
is anyone going to respond?
This problem seems more general with some objects which have some weird subclasses.
for example, same problem with prowler armed / non-armed. The non-armed one is armed (in game) if defined as simple object (editor).
@TheMasterofBlubb I have no access to the server. I am forced to address administrators of servers where this problem exists. Administrators can't fix a problem as don't know where it is adjusted and what emergence of a problem depends on. Where it is possible to find the explanation in this question?
Players often receive damage to health, on speed of 10-20 km\h. At this speed the car can lose wheels or turn over. Such settings of the server strongly spoils a game.
Can be considered fixed, even though command returns false instead of nil, HandleDisconnect events added after it have priority over BIS_fnc_initRespawn.
I have the same issue, but i use a 7.1 sound card and a different headset
So apparently, if i make all the units unplayable, and create a new playable Red Army unit, it works fine. But the moment I make the pre-placed units playable, it can't load into the slotting screen and crashes with the same error.
Removing other side slots except OPFOR causes crash as soon as i press "play now" in editor.
Ok your video shows one thing arma calculates the impuls. Sry but hitting a big bush with almost 80km/h is hard. Just imagine hitting a small tree on 80km/h. That it damages the wheels is a matter of the hit box. But that would definetly damage parts of the chassi and axis
crash relate to "Old Arma2 Car simulation" used
please note that This simulation is not maintained for many many years and it might be very buggy
Hello guys,
we've released a workaround for the issue to the main branch (as part of 1.68 hotfix): https://dev.arma3.com/post/spotrep-00066
We've released the workaround to the main branch (as part of 1.68) hotfix https://dev.arma3.com/post/spotrep-00066
I can confirm this. Config, #particlesource and looped scripted drop commands all have the same problem.
As before, dependences are not found, the method of adjusting is not found.
https://youtu.be/Ab44ulXO9_s
2 messages pop up every time the game crashes with this error code. These messages have poped up on every crash as per the above log reports:
thanks for the feedback.
did you try to verify integrity of the game cache via Steam?
Same for me, on GTX 1080
Another note, i'm not sure if it helps but the maximum sample rate and bitrate i can choose for the Logitech G35 is 16Bit, 44100Hz.
I have exactly the same problem. As I wrote in the previous post for this, Windows Creator update doesn't help as someone else suggested:
I installed the windows 10 creator update today, but I still have the problem exactly the same as before. It was totally fine when i was infantry, as soon as I got into a chopper (M900), it started with the insane stuttering. I crashed the chopper as a result.
Interesting. I'll be sure to post to this forum if I find any other info
my graphics driver is up to date so not really.....but have fun tho
Solved! Big thank you to tech support. It turns out that since I reset my pc recently, my graphics driver was running on a version from 2014 (hadn't been updated). A quick update by going to NVIDIA's website solved the problem.
+1 I experience that since 1 year... or more...
Same problem.
Many too.
https://steamcommunity.com/app/107410/discussions/0/135511913384223613/
Smoke creates a sound barrier too
https://youtu.be/5HnYiTtvMyE
single player, marksman showcase, before it could even finish loading....this game is officially un-playable
Same issue as mentioned prior
AMD FX-9590
R9 390x (Crimson 17.4.1)
Win 10 x64
Happens with Sound Blaster X-Blaster external sound card
can't even load a single player scenario with no mods loaded!!!
OK, look...if you have no idea and can't help, just say it. I'll stop trying, uninstall the game and move on to something else.
Ok, here another video that shows that is not the TEXT... it is the mouse cursor.