From what I know jet pilots in arma will always head straight to the nearest taxi strip, head to the runway and take off before going through any waypoints, it has always been like that in the arma series.
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May 10 2016
check this ticket:
http://feedback.arma3.com/view.php?id=17661
Looks like it's the new sound loop command they introduced.
While it's good that you can loop a sound by giving a loop start and duration the command is missing a dynamic way to exit the loop (if you stop pushing the fire button the loop will still play the entire predefined duration instead of stopping at the very moment you stop pushing the button)
It's kinda confusing why you're forced to stand upright with your rifle lowered.
Why not stop the process earlier when you're prone on the ground?
Oh well that clears things up a bit.
Cheers
None of Arma AI can drive a wheeled vehicle through a city without popping the tires, yet it's still possible to let them drive. Why not make the (already existing) general rank assignable? ;)
There's already a General rank in the config, under CfgRanks, ID 7. For some weird reason you can't assign this rank to any unit.
I'm curious AD2001, if you were to buy a crate full of beer, would you put it in your backpack to get it to your car, or would you carry it using both arms?
I don't think the crate will have to become a weapon, it would be possible to create memorypoints at the handles, just like steeringwheels are using them, if the crates are physx enabled they should move with ease
physx is way too underused right now anyway
Well it wouldn't be too difficult to accomplish in my opinion.
You can't put a Lynx or Titan Launcher in most backpacks. The same could apply for those ammo crates.
Then add some animations for lifting/carrying/storing crates and it's done.
Logistics have always been a stepchild in the arma series, this could be a step into the right direction.
That looks like it's the fixed wing flight model causing it.
This only happens when flying slower than 380-390km/h.
Don't know if it's intended, on a sidenote the A-164 has a mass of 19k+ (from the getmass command, no idea to what weight that really translates) and way heavier than the buzzard with 6k mass and the neophron with 7k mass so this could aswell be an issue.
These are autonomous, hence the "A".
Working as intended.
I tested this a few weeks earlier and came to the conclusion that the rounds have been swapped somehow. The guided round seems to be the laser guided round and vice versa.
Just tested again on the devbranch with improved measurement and the new jets.
Added a few more pictures and a Repro mission (devbranch), just swap the jets to your liking, the triggers are fully automated and will display the takeoff speed, duration between beginning of acceleration and takeoff, acceleration from 0-200 and the vehicle mass.
Notice how the buzzard has a nearly similar acceleration as the wipeout? the a164 is nearly 4x as heavy... Can't find any info on the in game engine power off all jets, anyone knows where to find that?
Edit: The acceleration values are in m/s², forgot to add that to the hints.
Can a moderator possibly rename this ticket to a more fitting title?
Would be great if the summary of this ticket could get a more appropriate wording, like "Runway takeoff taking too long" or similar.
Airborne acceleration will be rough to do from 0 - 200 without having the free fall do its magic. Took me only a few seconds to go to 200 during free fall.
The acceleration on ground feels like a crawl, especially when you look at the acceleration on the runway from 100-200.
Uploaded a few pictures.
I'm pretty sure this also affects the new NATO/CSAT jets, taking off from the runway feels like it's made out of glue.
Definitely gonna test it on the devbranch when the new jets are available there.
Made a few acceleration tests and even the civilian truck (2400kg/170hp according to in game data) has a slightly slower acceleration than the jet.
Don't know about the L159 (Buzzard RL counterpart) but a jet should be faster even from 0-100 than a freaking transport truck.
More pictures added.
There has to be an issue with the jet, because you can't even hit 200km/h on the ground, the runway on the altis main airfield is just too short to do so.
Edit: Added another picture with airborne acceleration from 200-300, now the value increased 5x.
The airborne acceleration of the current jet (Buzzard) is fine.
The issue seems to be the runway surface having a ridiculous amount of friction making the jet accelerate very slowly, or there's something wrong with the wheels/ground interaction.
It feels like you're on the brake all the time until the jet gets airborne and starts to accelerate in a more appropriate manner.
I used a trigger to measure the time until the jet reached 200km/h, beginning 15 seconds into the mission with engines on.
My times:
Stratis airfield: 44 seconds
Altis:
Almyra salt flats (not on the runway): 42 seconds
Main Airport: 47 seconds
I've been flying for quite some time now in A3 and never took notice of this issue, thanks for pointing it out.
Upvoted.
This would be a great addition.
Could it be that you're not next to the explosion?
Sound needs time to travel.
Can you be a bit more specific?
Really? Brand new? Did you even take a closer look?
Uploaded a few pictures.
If this was my car and I bought it as "brand new" the missing windshield wiper would be the least thing to worry about.
If you think this is brand new I've got a few "brand new" cars to sell to you. :P
To me it looks like it's intended, to add a feeling of a country that was/is going through a rough economic crisis.
Just look at all the other civilian vehicles, bumpers are cracked, side mirrors missing etc.
It would be nice if there would be non damaged "mint" versions of all vehicles though.
Buzzards are still crashing in 1.46 stable branch.
No issues for Neophron and Wipeout and every other user made plane.
This is still the case in the Win episode release.
Placed around 20 flying buzzards all with the "this landat 0" command, they all hit the ground ~700m SW of the runway. The other jets are fine.
This has been an issue since 1.12
This is still the case in the current stable build (1.22)
Can I get at least an acknowledged on this one?
From the looks it's apparently not known by the devs.
Is there any workaround for this or do I have do halt the progress of the project I'm working on?
Thanks for that video Tankbuster.
This is a Major Issue, any chance of getting this fixed?
According to Tankbuster the C130 can land just fine, so it has to be an issue of the buzzard itself.
Thread linked for reference:
http://forums.bistudio.com/showthread.php?174468-cancel-a-landAt-command&p=2643022&viewfull=1#post2643022
Tested it on the devbranch (1.15.116103) and it still happens to both AAF jets, the blufor and opfor jets are somehow landing just fine.
Please fix this because immersion authenticity blahblah you now the drill. ;)
Just did some further testing, the unit ejecting can also collide with another units parachute and die because of that.
Made a similar ticket some time ago:
http://feedback.arma3.com/view.php?id=16729
oh wow, so company is campaign?
Reading your "translation" really helped.
Russian english, a foe to be reckoned with!
Huh?
The visual impact from a 230mm HE rocket used by the MLRS looks way bigger than the 82mm Mortar HE shell impact.
Can't reproduce.
I agree with you, something like what's happening in your video shouldn't be.
That's why I created the mission so the devs can have a quick look at it, being instantly spotted and fired upon (under those conditions) has never happened to me before so I thought it might be worth investigating.
@EmperorJon
I know, I tested it before my last post here and I didn't get the same results as you, so I'm uploading the mission for everyone to try out.
You're playing as OPFOR sniper with a .50cal Lynx, just as shown in the video.
Exact same location, with a BLUFOR rifle squad on the approximate location, distance to the player is around 455m (that's really damn close for a .50cal and probably well within audible range).
I fired 2 shots in short succession, the squad was searching but didn't open fire nor did they spot me or run towards me. Even 3 shots in short succession didn't reveal me to them.
Then I fired 3 shots, waited 3-5 seconds and fired another 2 shots and they finally got me.
Would like to see a repro mission of that, since I never get detected, especially when firing with at least 30 seconds between single shots.
Could it be that you're firing multiple shots within short succession of each other?
Can't reproduce.
Placed myself at 800m and 500m distance as a blufor sniper, using the LRR.
After killing one of the squad (or firing one shot to the ground next to them) they are probably able to tell the approximate direction the shot was coming from, but they didn't open fire.
If you're firing more than one shot it's very likely that they will spot you, same goes for players.
I usually shoot the guys standing last in line first, can you try that and tell me your results?
Can't reproduce.
Might be an issue to older/weaker GPUs, don't notice any fps drops with a gtx 770.
Like AD2001 said, use a scope with built in NV or Thermal for night missions, there are plenty of them in the vanilla game.
Not every scope is compatible to work with NVGs (the headpiece), you can't just push NVGs against a scope and hope it will work.
I'll take a wild guess and say that this is working as intended.
How is that even possible?
Wow.
Ouch, it's like the distance command is doing a rough estimate instead of an exact calculation.
This hurts my brain.
I'm not really sure if I want that, but hit me!
I really invite you to place some of the current civilian vehicles in the editor and take a closer look at them. They fit to a country that's been going through an economic crisis for some years just fine.
There's dirt all over them, cracked bumpers, missing sideview mirrors etc.
No idea what you're on about, FeralCircus.
It sounds like you assume that every citizen on altis is the proud owner of a SUV or sports hatchback while living in one of those abandoned houses.
I agree that there are plenty of modern houses (concerning toilets) in major cities or tourist zones, still most of them offer the usual luxuries while still having only squat toilets or the likes.
Unfortunately there aren't many 'modern Greek homes' at the countryside/on islands that aren't frequently visited by tourists in greece. Most of them don't even have a flushable toilet.
Altis/Lemnos is one of those islands.
It has been like that since I've been in greece for the first time (10 years ago) and probably won't change in the next 15 years.
I still don't get your point. There's plenty of houses with intact windows/doors.
Added a picture, That's how an average house looks like in greece and how they most likely will look like in 15 years.
Considering the toilets, I take it you've never been to greece?
What apart from the missing furniture makes you think all these buildings are uninhabitable?
And what exactly do you mean with "Space Age Technology" from the vehicles?
ArmA2 had the ALICE module, spawning civilians in/near towns as long as a player is near.
These civilians would even start conversations with each other and walk around/use unlocked cars.
This module should really be in the game since it adds a ton of immersion and would improve performance.
@TTc30
it looks like jet and chopper pilots are using the same procedures to engage ground targets, like you said these flybys are too predictable, hovering on the other hand would make them too vulnerable to AA/.50cal fire, this definitely needs to be improved.
Like GiorgyGR suggested I placed myself within the ground squad and like he said, the gunship somehow just flew past the squad, ignoring it and coming to a halt at the waypoint 500m away.
View/Object distance was set to 4k.
It's weird that having a player inside the chopper (even only in cargo seat) has an influence on spotting ground units. Very weird.
Interesting find, upvoted.
Uploaded picture with player in rifle squad.
While there's no overcast, bright day and the squad is all out in the open holding fire, the gunship still doesn't spot the squad even when only flying at an altitude of 30m almost exactly over the squad.
As soon as the player is in the gunship cargo they spot the squad just fine.
Can't really reproduce, are you using any mods by chance?
Placed a Blufor rifle squad at almyra with hold fire, then I placed an Orca with a waypoint flying right above the blufor squad.
The crew from the orca spotted the squad, turned around and engaged, same goes for a kajman.
Added a picture.
Maybe you could add a reproduction mission?
Open Map - Team - Pick Soldier - Inventory
There could be a more convenient way though
Observing AI behavior (especially driving) sometimes makes me think they're blindfolded.
"High End PC" doesn't mean anything, posting the specs would help more.
You can also use the -noPause launch parameter which will prevent single player missions from going into pause mode when entering the menu.
This is not a bug and doesn't show "FAKE" fps, since the game goes into pause mode when entering the menu in singleplayer and therefor stopping every simulation and gaining FPS as a result.
Nothing wrong here.
The only thing that absolutely confuses me is the collision detection of AIs driving vehicles. It's like they can't see the rock they're constantly ramming for the last 30 minutes.
The pathfinding in general isn't that bad, as long as they stay on the road and there are no sharp turns or bends to be taken.
I apologize if you took my comment as a personal attack, that was not my intention. I for one would really like to see usable vehicle doors (and/or windshield wipers for the new rain).
Unfortunately this ticket lacks of a proper summary and description and the reproduction steps are really vague. Why are you unable to reproduce not being able to open vehicle doors?
I'm confused. Why is this a ticket? There are Forums for questions like that.
Even if you can't store items in certain static objects it should be easily possible to add a weaponholder to said box and save the content to an individual player.
Just tried the attached mission file on the current devbranch, as long as the behavior is set to "Careless" or "Safe" they are using a "FILE" formation, not a line.
Interesting find, upvoted.
This would be a great addition to the game.
It could be enhanced to offer customization/addition of user made missions.
From all modules I'm missing from Arma2 the secops module comes right after the first aid modules and the ALICE one.
This is still the case in the current stable branch 1.22
Come on guys, it's just a simple config entry...
This is still the case in the current stable branch 1.12
This is still the case in the current stable branch (1.10)
Did you try setting up a new mission to see if the issue is still there?
Still the case in the latest stable branch (1.46)
Still the case, any chance of having this fixed?
Added 2 screenshots.
This has been fixed, no idea in which update though.
On a sidenote I noticed some weird warping of the commander turrets from the artillery vehicles, i.e.: the turret was firing at a target but was facing an entirely different direction. Can anyone confirm this?
This is still the case in the current stable branch (1.10)
This is still the case in the current stable branch.
Added picture to showcase what happens when a scorcher meets an ifrit.
I ran into this once,
what I think is that every Airport is assigned to a side.
I ran a chopper transport test for the mohawk and he plain refused to land at the main terminal while every other chopper landed just fine.
It didn't matter if the behaviour was set to Careless or anything else, commands like land "land" didn't work aswell.
Has been fixed on the current devbranch.
This is still the case in the current stable branch.
Tested some more.
In nearly all cases the "Set up the Tripod" action won't help, instead of using it it's better to disassemble the weapon and run to a flatter spot and assemble it there.
Never had any of the other static weapons fall over after assembling.
Glad you got it sorted
Did you try to switch the game language around and see if it's still the case?
Interesting find,
might be related to these two:
http://feedback.arma3.com/view.php?id=19661
http://feedback.arma3.com/view.php?id=19662
These issues really are a mission makers worst nightmare.
It's nearly impossible to customize the looks of civilians because of this.
Upvoted.