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May 10 2016

cancerouspete added a comment to T69819: Stars are enormously big.

it doesn't display that way on my computer, but from the screenshots you provided, /upvoted, those look huge!

do you have any custom display settings (aspect, etc) ?

May 10 2016, 4:49 AM · Arma 3
cancerouspete added a comment to T69734: profileNamespace holds potential security (hacking) issues..

definitely worth someone looking into -upvote

i'm curious...to clarify, with virtual ammo boxes, as i understand the data is stored as variables; are you suggesting one could potentially overwrite a variable and inject scripting? or just changing the variable for more loot?

or, that overwriting a mission's variable-stored scripting in profilenamespace? in this latter case i would suggest its not a vulnerability in the function, but bad coding practice on the scripters end...

May 10 2016, 4:46 AM · Arma 3
cancerouspete added a comment to T69725: Smoke grenade and exploded vehicles (smoke) hard impact on performace.

I noticed that you are running at something like ~1800x1000, and a custom aspect ratio:

  1. have you tested with one of armas default ratios? 2) have you tried lowering your res to see if performance increases?
  2. have you changed ANY other settings in that file?

Otherwise looking at your settings, I'd say you have something else going on, maybe too much crap running in windows in the background?... BTW particle effects would be GPU, not cpu.

Edit: plus, your screenshots show fps never dropping below 40, which is still good. I'm inclined to down vote...

May 10 2016, 4:45 AM · Arma 3
cancerouspete added a comment to T69725: Smoke grenade and exploded vehicles (smoke) hard impact on performace.

i think we need more details about what hardware (cpu, gpu) and game video settings before voting

personally my computer bogs too, but with quite a bit more than 3 smokes (i5 3.2ghz OC, radeon 7870 also OC). just remember that particle effects are demanding by nature; your settings could be too high, or computer not powerful enough...

May 10 2016, 4:45 AM · Arma 3
cancerouspete added a comment to T69661: Game Crashes after 20-45 minutes of gameplay.

silly question, but have you tried playing without all the commandline switches: "E:\Steam\steamapps\common\Arma 3\arma3.exe" -cpuCount=4 -exThreads=7 -high -maxMem=12288 -noSplash -world=empty"?

Try without -cpucount, -exthreads, -high, and -maxmem (which from what i've read is capped at 2gig anyway, and if not capped in A3, you may be running out of memory in windows by setting it to 12gig).

I'm also going to guess you're overclocking your graphics card - i had the same issue with a 560 ti, and my current radeon 7870 - OC works awesome most of the time but when heavy rendering would freeze up and require a ctrl-alt-del. Try boosting your voltage?

Let us know if any of that helped

May 10 2016, 4:43 AM · Arma 3
cancerouspete added a comment to T69660: Direct Chat not working correctly with Realtek audio drivers.

does this only happen in 'stratis life' servers?

are you able to see chat text from any other channels? (side, global, etc?) when you deleted everything, did you ensure you deleted your Documents/Arma 3/[name].Arma3Profile, and the profiles in Documents/Arma 3 Other Profiles/[name].Arma3Profile?

May 10 2016, 4:43 AM · Arma 3
cancerouspete added a comment to T69376: Ocean missing "white caps".

oh yes! good idea

altering wave strength could bring out more froth, helping game immersion since we'll never get actual crashing waves :/

May 10 2016, 4:33 AM · Arma 3
cancerouspete added a comment to T69146: Flashlights/Lasers should not turn off immdietly when AI/player killed.

the light -should- remain ON for as-long as the weapon it is attached to still exists on the ground.

May 10 2016, 4:24 AM · Arma 3
cancerouspete added a comment to T69116: Suggestion: Allow selection of (radio) channels by command.

Raoul - you are misunderstanding what this request is. Its not acre, or a radio system. Its expanding on existing scripting language controls; It is a function within itself. It has -many- uses, acre could possibly use it too.

I think the ticket's wording, using 'activate' to describe changing to the selected channel is misleading. Activate, in-use implies triggering the microphone

May 10 2016, 4:23 AM · Arma 3
cancerouspete added a comment to T69116: Suggestion: Allow selection of (radio) channels by command.

great idea! i'm thinking i would love to force units traveling in a vehicle to default to the vehicle channel when they get in, often saving on confusion :)

plenty of other uses for this tho, including a workaround for the bug http://feedback.arma3.com/view.php?id=8316 where radioChannelRemove fails if custom channel is stlll selected/active

May 10 2016, 4:23 AM · Arma 3
cancerouspete added a comment to T69010: Medics, Engineers, AT/AA Soldiers and EODs are unable to take their special equipment with them on parajumps.

temporary workaround for those interested:

http://forums.bistudio.com/showthread.php?159465-Backpacks-Parachute-and-Scuba-Qs&p=2449473&viewfull=1#post2449473

backpack worn prior to script execution is carried on the chest during freefall (couple bugs and quirks, backpack 'disappears' during parachute animation, but still survives the landing)

-An idea for Developers:
add new configs for a chest-strapped version of each backpack model. all it would be is just rotating the pack 180 degrees (or swapping skeleton points?). config only so it'd be 'quick'

May 10 2016, 4:16 AM · Arma 3
cancerouspete added a comment to T68937: Track IR helicopter Gunner Implementation / Helmet Mounted Cueing System.

yes. this ^^

May 10 2016, 4:13 AM · Arma 3
cancerouspete added a comment to T68926: Need real tactical military hand signals during stealth combat.

The VTS previously referred to is this:

VTS Simple gesture commo rose -
http://forums.bistudio.com/showthread.php?154567-VTS-Simple-gesture-commo-rose&highlight=hand+signals

provides a quick, no bs way to use gestures in game, multiplayer compatible with people who don't have the addon!

they have 8 basic gestures that i believe are built into the game already: Cover, Move, Point, Freeze, Cease, Come, Yes, No.

---

I guess the ability to control AI using the hand gestures is broken ATM form the latest update, but sounds like mp still works

May 10 2016, 4:13 AM · Arma 3
cancerouspete added a comment to T68875: Some objects don't react correctly to scripts.

this is still happening, can't get setvectordirandup to work on a created backpack dev or stable.

May 10 2016, 4:11 AM · Arma 3
cancerouspete added a comment to T68762: AH-99/ Comanche seats should have both gunner and pilot ability.

@ProGamer: what im saying is that a rah-66 is no more an ah-99 than an ah-1f is an ah-64: they sure do look similar, and are based on alot of the same features, design and shape, but this is 2035, and the rah-66 was cancelled in 2004. so as far as im concerned, this heli started production in 2021 after working out the kinks, and settling on the fact that the front seat has a better view, and both seats need controls for if/when the pilot dies

:D

May 10 2016, 4:07 AM · Arma 3
cancerouspete added a comment to T68762: AH-99/ Comanche seats should have both gunner and pilot ability.

"IT'S IMPOSSIBLE TO FLY IN THE FRONT SEAT"

LOL

A) its not.

  1. this helicopter had the pilot in the front seat for 8 years, so it obviously worked, and they kept it for a reason.

C) you can fly it from the backseat

D) front has a better view

side note:
even if the comanche was cancelled, that doesn't mean it won't ever get picked up again. there was solid development behind it, but electronics didn't keep up for the time. remember how far computers have come since 1996, heck since 2004.
futuristic game, so this is definitely a possibility. afterall, we get a AH-99, they had a RAH-66 - not the same helicopter.

May 10 2016, 4:07 AM · Arma 3
cancerouspete added a comment to T68609: Some problems with the parachute.

this is essentially fixed in dev build 1.11,

except for the occasional AI mid-air death shortly after chute deployed - they just die and go limp for the rest of the ride. (just to clarify, this didn't happen with paratrooper units, only a regular solder with a parachute on his back).

--

the unit-standing animation has also been fixed

May 10 2016, 4:00 AM · Arma 3
cancerouspete added a comment to T68405: Arma 3 Not Ready for Beta?.

to be clear im voting down your ticket, not participating in your 'poll'

May 10 2016, 3:53 AM · Arma 3
cancerouspete added a comment to T68236: Feature Request: Driver and Gunner Position Vehicle Interiors for Armored Vehicles.

+1

maybe the community could help [create detailed interiors]?

May 10 2016, 3:47 AM · Arma 3
cancerouspete added a comment to T68225: implement a FPS counter IN GAME.

this would be nice, in the meantime, for testing and setup purposes, you can use this code from the debug commands when playing in editor. Copy and paste this, click 'local exec', then hit continue. this will loop till you leave the mission:

  • spawn {while {true} do {hint format ["fps: %1\n(15 fps avg)",round(diag_fps)];sleep 0.5;}};
May 10 2016, 3:47 AM · Arma 3
cancerouspete added a comment to T68077: Ability for mission maker to force some Video settings (as Shadows) on.

big 'ol bump. ditto for grass.

May 10 2016, 3:41 AM · Arma 3
cancerouspete edited Steps To Reproduce on T68073: Red chemlights illuminate suddenly on approach.
May 10 2016, 3:41 AM · Arma 3
cancerouspete added a comment to T68073: Red chemlights illuminate suddenly on approach.

This ticket can be CLOSED as unreproducible/fixed/non-issue

May 10 2016, 3:41 AM · Arma 3
cancerouspete added a comment to T68055: Requesting Hangliders.

I don't think its bohemia's place to be adding hang gliders, it is a bit far from the focus of the game, unless they really start expanding the civilian playability and units. That said, it should be in the game - how else are you gonna script your Mission:Impossible, or 007 ??

That also said, the community is already on it:
http://www.armaholic.com/list.php?c=arma3_files_addons_vehicles_planes

Cessna AND Hang-Glider. Bam

May 10 2016, 3:40 AM · Arma 3
cancerouspete edited Steps To Reproduce on T68022: drag unconscious/injured players or AI from vehicles.
May 10 2016, 3:39 AM · Arma 3
cancerouspete added a comment to T68022: drag unconscious/injured players or AI from vehicles.

^this^

furthering that, sideboard stretcher for MH-9 (option or separate medical chopper veh)

May 10 2016, 3:39 AM · Arma 3
cancerouspete added a comment to T67986: [Feature Request] Introduce disableChannelsVON[]={} by analogy with disableChannels[]={} to disable VON only.

imho this should have been an original consideration, after A2 and all :)

direct voice and thats it. no chat ;D

May 10 2016, 3:38 AM · Arma 3
cancerouspete added a comment to T67949: add more spatially descriptive words to radio protocol.

This ticket can be CLOSED as 'wont happen', or something to the effect. no need for it to remain open

May 10 2016, 3:37 AM · Arma 3
cancerouspete added a comment to T67949: add more spatially descriptive words to radio protocol.

beyond my skills, but a solution for text-to-speech could be callExtension, and a dll that contains a tts library; seems all the very high quality voices cost money, but you'd be able to adjust tone too (that could mean shouting is possible right?)

May 10 2016, 3:37 AM · Arma 3
cancerouspete added a comment to T67949: add more spatially descriptive words to radio protocol.

possibly the community could write up a list of requested words and phrases, and once a year bohemia bring in the official voice actors to record them, so they are more 'seamless'. Maybe we have to pay extra for that, im ok with it. Anyone else?

May 10 2016, 3:37 AM · Arma 3
cancerouspete edited Steps To Reproduce on T67949: add more spatially descriptive words to radio protocol.
May 10 2016, 3:37 AM · Arma 3
cancerouspete added a comment to T67890: Mumble's LINK support in engine.

@dr_death - you certainly can, but it is still irrelevant to MumbleLink, which handles no audio at all. (or video, to reiterate, which seems to be necessary here...)

May 10 2016, 3:35 AM · Arma 3
cancerouspete added a comment to T67890: Mumble's LINK support in engine.

@ProGamer http://mumble.sourceforge.net/Link

it provides positional data for sounds.......no youtube.

please read threads fully, dwarden has reiterated this information multiple times here

edit - i guess you could technically write your own mumble link plugin that could pipe a radio station through your local speakers when you're in a certain geographic position....although it would just make more sense to write a dll that plays a station when requested through callExtension

May 10 2016, 3:35 AM · Arma 3
cancerouspete added a comment to T67890: Mumble's LINK support in engine.

i really just want to see it 'Assigned', even if it just sits that way for a few months :)

May 10 2016, 3:35 AM · Arma 3
cancerouspete added a comment to T67890: Mumble's LINK support in engine.

big f*n bump!

and im surprised 5 people voted down, but didn't explain why.
...and probably couldn't.
:)

May 10 2016, 3:35 AM · Arma 3
cancerouspete added a comment to T67890: Mumble's LINK support in engine.

i'm not going to lie, its almost a little painful knowing just how small the blip of code is to implement this...and its just sitting there, all 'haayy, damn i look good, why yoou no use mee?', ready to go. Dwarden, you're a developer, can't you just sneak it in there when nobody is looking ? I'll throw down a $20, anybody else match me ?

:D

its barely 112 lines!! gahhh
(morning venting, sorry)

May 10 2016, 3:35 AM · Arma 3
cancerouspete added a comment to T67736: Incorrect ping value in "Network games on Internet" dialog.

if i recall, some security settings can require an administrator for an application to open firewall ports in windows and/or via upnp.

Those with issues, i'd be interested to know what you all use for windows-installed firewall, and also what and how you've configured your router (manual forwarding vs upnp)

--

fyi it appears udp is being used in place of icmp - packet timing matches ping counts in server browser - udp is unreliable and thus ping counts in game cannot be trusted as real network latency

May 10 2016, 3:30 AM · Arma 3
cancerouspete added a comment to T66851: Script errors appear to persist in gamestate between editing/mission sessions..

i've experienced this, i refer to as 'bleed-thru'...happened a few times, but more notably this past time, i have a basic script, the first thing it would do was SkipTime 12 on a empty playground testing mission i use to turn to night (faster than changing the editor options every time). When testing my scripts i am constantly hitting the "restart", and restarting. One screw up i had done (for got a semi-colon), and subsequently fixed, suddenly caused the SkipTime not to work, but the rest of the script would continue -exactly- as written, no errors, etc. I would have to exit the game to get it to run properly again. Its like it would be ignored (or the game hickuped, and believed it was -already- night, and i was skiptiming back to day?)

It is hard to describe, but when you feel the effects, its clear, something is not being cleaned up or reset to zero every time preview or restart is hit.

-----UPDATE:

because it feels relevant, even though not specifically a scripting error, its representative of the bleed-over i was describing. I just added a intro.paa to my description.ext, upon mission restart from within the editor, the paa displays correctly, but a few seconds in it reverts to the previous default mission image. Subsequent restarts same thing. It appears for each image shown, the blue progress bar does one full load.

Ok, gets better:

exiting back to the editor, clicking preview again has the same exact effect. BUT, click save once, when click preview this final time, the proper intro.paa is shown through both full progress bar loads.

This to me means that part of the mission is always being loaded from memory, even though other parts freshly loaded. IMHO

May 10 2016, 2:58 AM · Arma 3
cancerouspete added a comment to T66566: AI knows the enemy position at all times, no matter what.

it was interesting to watch at 2:10 and 2:29 of the video how the next waypoint for the opfor flip-flopped between the point blufor last seen, and the actual player location. especially 2:29, because hes well into the run torwards the player position, then something reminded him he only last saw him on the hill. would be fun to watch the FSM in action

May 10 2016, 2:46 AM · Arma 3
cancerouspete added a comment to T66515: 'speed' and 'velocity' commands are broken.

velocity of projectile's x & y stays frozen from their initial value, z appears to update correctly.

May 10 2016, 2:44 AM · Arma 3
cancerouspete added a comment to T66225: drawLine3D not visible through mh-9 and ah-9 glass.

As of beta this only applies to the AH-9 and MH-9. All other helicopters render drawline3d through glass

May 10 2016, 2:32 AM · Arma 3
cancerouspete added a comment to T66225: drawLine3D not visible through mh-9 and ah-9 glass.

still relevant as of the latest dev build. no change in details

May 10 2016, 2:32 AM · Arma 3
cancerouspete edited Steps To Reproduce on T66225: drawLine3D not visible through mh-9 and ah-9 glass.
May 10 2016, 2:32 AM · Arma 3
cancerouspete added a comment to T66132: Fires should fade out over time.

i agree, adding also that vehicle fires should burn for much, much longer than they do currently.

is it possible to keep them burning and fading gradually until a lengthy timeout, or the game needs to free resources under heavy load(for example, too many fires; too many AI; etc)

May 10 2016, 2:29 AM · Arma 3
cancerouspete added a comment to T65404: Runtime config modification.

its a great idea. i'd imagine hacking fears are behind the current way things are done.

florian - its reviewed, but the resolution is still open, meaning they'll come back to it, and at minimum someone at BIS has your idea in the back of their head

May 10 2016, 1:58 AM · Arma 3
cancerouspete edited Steps To Reproduce on T65270: Weapon firemode is mislabeled as 'Next weapon' in options.
May 10 2016, 1:54 AM · Arma 3
cancerouspete added a comment to T63771: [Feature request] "Safety" fire mode.

i like this. dont require its own key, but atleast have an option for those with a few extra mouse buttons

May 10 2016, 12:56 AM · Arma 3
cancerouspete added a comment to T63492: Pls make the 'bis_fnc_customGPSvideo' work again..

i think you're right, broke

May 10 2016, 12:42 AM · Arma 3

May 9 2016

cancerouspete added a comment to T61876: Impossible to sabotage a boat except during the SCUBA showcase.

in the showcase, in your inventory is a toolkit, could that be required before a sabotage could happen? did you attempt to equip that?

May 9 2016, 11:34 PM · Arma 3
cancerouspete added a comment to T61830: Cannot Get Out of Helicopter if switched to copilot, while having taken over controls, and engine destroyed.

This infact is still an issue as of the latest development branch, except refined the issue more: only happens if the engine is destroyed (not damaged), and currently neither the player nor pilot can get out until the copilot has released controls.

more details added to description and steps to reproduce...

May 9 2016, 11:25 PM · Arma 3
cancerouspete added a comment to T61830: Cannot Get Out of Helicopter if switched to copilot, while having taken over controls, and engine destroyed.

Ok, as of dev 1.05.111302, while in copilot seat having taken over controls (and setHit ["engine",1]), you -CAN- now 'get out'. This part seems fixed. Thanks!

BUT THIS seems to be a slightly different issue: AI won't disembark from pilot seat when commanded from player in copilot seat; AI pilot will repeatedly confirm the action, but will sit there until you 'release controls', apparently unrelated to any damage values.

May 9 2016, 11:25 PM · Arma 3
cancerouspete added a comment to T61830: Cannot Get Out of Helicopter if switched to copilot, while having taken over controls, and engine destroyed.

This ticket can be CLOSED, no further fix is needed - last remaining issue in ticket (AI pilot ignoring commands until Controls Released) will become its own ticket eventually.

May 9 2016, 11:25 PM · Arma 3
cancerouspete added a comment to T61830: Cannot Get Out of Helicopter if switched to copilot, while having taken over controls, and engine destroyed.

B93: ka-60 seems to be an exception, try with a littlebird. you won't be able to get out while on ground, and having still taken over controls from pilot.

if it works fine on your computer -with- a littlebird (not ka-60), then its a local issue, but otherwise im inclined to disagree as its repeatable.

May 9 2016, 11:25 PM · Arma 3
cancerouspete added a comment to T61830: Cannot Get Out of Helicopter if switched to copilot, while having taken over controls, and engine destroyed.

seems to be 2 separate issues, one being copilot/taken controls; the other being ejecting from heli's in general. for the latter, this issue: http://feedback.arma3.com/view.php?id=3116

May 9 2016, 11:25 PM · Arma 3
cancerouspete edited Steps To Reproduce on T61830: Cannot Get Out of Helicopter if switched to copilot, while having taken over controls, and engine destroyed.
May 9 2016, 11:25 PM · Arma 3
cancerouspete added a comment to T61795: Multiplayer server filter combination 'max-ping' + 'hide passworded' results in 0 servers.

i noticed today this also happens for the combo of 'max ping' and 'hide full servers'...

'hide expansions'+'max-ping' works fine

May 9 2016, 11:21 PM · Arma 3
cancerouspete added a comment to T61795: Multiplayer server filter combination 'max-ping' + 'hide passworded' results in 0 servers.

sry, should have been posted under 'Menu UI', if a mod could move it...

May 9 2016, 11:21 PM · Arma 3
cancerouspete edited Steps To Reproduce on T61795: Multiplayer server filter combination 'max-ping' + 'hide passworded' results in 0 servers.
May 9 2016, 11:21 PM · Arma 3
cancerouspete added a comment to T61483: Unable to eject from helicopters at low speeds/altitude.

digging around i found this in the config editor within the mission editor, it seems the setting "driverCanEject" and "cargoCanEject" are set to 0...
configfile >> "CfgVehicles" >> "AH9_Base_F" >> "driverCanEject", i'm just not savy enough yet to know how to change that. any ideas?

May 9 2016, 11:08 PM · Arma 3
cancerouspete added a comment to T59769: Input delay.

i'm interested in your monitor...not a TV right? i know it sounds stupid as most people know they need to run Game Mode, but still some don't...

...and since you gave absolutely no information (settings or rpt's, etc) I had to ask : )

personally i have no input lag, and i run on a Samsung TV 1080p in game mode, with a radeon 7870, average fps range 25-50 on ultra (really depends)

May 9 2016, 7:12 PM · Arma 3
cancerouspete added a comment to T58752: [Alpha] Can't steal uniform/disguise.

i noticed this playing the underwater showcase...killed an enemy and in his gear menu his opfor clothes were listed as an available item. when i tried to equip, i was undressed of my wetsuit, but then the opfor gear disappeared (like dayz style). Now naked, killed another guy, his uniform also was availble, but again couldnt take it. it would leave them naked, and me too. (was able to put on wetsuit again)

May 9 2016, 3:28 PM · Arma 3