Fixed in the rev. 115741.
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May 10 2016
EXE rev. 115741
Still not working in the 1.22
We played BIS mission "Escape from stratis" and afrer resume we got Mission failed. We tried it multiple times and we noticed that it is only happen when the player join into the mission. If only the server player exist in the game nothing happen.
EXE rev. 115701
I think it should be on the camera mode, like third person. I don't want to see dirt and rain effect in the first person view.
I think the indicator helps to avoid the "step over" function.
I had this issue on the side of the hill yesterday.
Training obstacles too: https://www.youtube.com/watch?v=BMDdRoxgL4E
I agree that the shadow eat some performance, but keep in mind, that you have i when you are not in the scope mode.
Rendering shadow is there, i just request to "move" it to the place where the player watching with scope/binocular.
Most of the times players use binoculars/scopes except in CQB. Therefore the engine should have the best graphics at the position, where the player watching.
I don't think so it would, but for safety why not.
Here is an example video: http://youtu.be/nKEaUN1Sed4?t=6m29s
Same could be apply to the grass layer.
I think it is require the same effort as if you at the red dot.
Is the description and the attached image precise enougth for this feautre?
It definitely need some fix, it causes lot of issues.
I think the *flyInHeightASL* would be a better name(as i see this is the naming convention). The vehicle should fly in the see level and only change altitude when there is some obstacle in that height.
I tried once continuously change the value with flyInHeight, but it's impossible, because they don't fly forward all the time with constant speed. I made a roller coaster! :D
Like cyrilator said the AI waypoint following is vey chaotic. It is impossible to make planned flight path, because AI always follow the ground level and constantly lift up and down. It's flying like an idiot.
A command "unit flyInHeightASL height"would help us to force AI fly in smooth horizontal path, sometimes near the ground(over the hill) like players do.
I think it is because the acceleration and break are not analog. I noticed the same with wheel+pedal.
I use mouse for planes and helicopters because the precision is necessary(hover, land, take off). But in ground vehicles i rather use my mouse to look around.
I voted up, but i think there is a much simpler drop down box.
*Disabled
*Ground vehicle
*All vehicle
I think it is enough and much less effort to implement. Sooner we will get.
Could you attach an exsample mission? I want to test it too!
Sample mission added.
p.s.: The issue is obvious. Spamming the ticket doesn't help.
In my opinion "if ARMA - is the first a simulator of infantrymen" then the last thing i care is a graphical issue.
I agree with Fireball. There are plenty exploits which should be top priorities along with game play blocking issues(glitching through the wall!). BIS has it's plan how they want evolve Arma. Probably they schedule issues based on that.
I don't like this issue too, but i can live with it until they fix it. I think all we can do is make and give a proper feedback and let the BIS do they job. 62 vote ain't that much btw compared to issues at the first 3 pages: http://feedback.arma3.com/plugin.php?page=Vote/list_bugs
@zealot it's not ugly just buggy. Ugly? Just kidding, right? What i call ugly is the old death animations, when soldier just fallen down regardless of the form of the ground. Every soldier had the same animation.
I have a suggestion how this issue can be handled, but i'm not sure it is possible without major engine changes.
The issue is because on hit the whole character ragdoll applied.
It would be better if the ragdoll would applied only for the character part which get hit.
Eg:
If head get hit - ragdoll only the head
If hand get hit - ragdoll that hand only(or both hand if holds a weapon)
If torso get hit - ragdoll the whole upper body
If leg get hit - ragdoll that leg only
Ragdoll the whole body if character is dead.
This is because there is no real track simulation. The tank has more wheels then the regular car. That is why it is bump every time when the obstacle is under the next wheel.
Demonstrating how Coriolis effects bullet drop at 1000 yards:
http://www.youtube.com/watch?v=jX7dcl_ERNs
I think this related to: http://feedback.arma3.com/view.php?id=17515
We need those settings! I changed my FOV to 40, because i play on small monitor and with 40 FOV the sizes on my monitor are like in real world.
Here is some facts why it is good, if user can change it!
Why good FOV options are crucial to PC games:
http://www.incgamers.com/2013/05/why-good-fov-options-are-crucial-to-pc-games
They did it well in the quake:
http://www.esreality.com/index.php?a=post&id=1985826
I vote to cloth simulation for parachutes. It doesn't really need synchronization and it would change the very old animation.
If there is no revive in the mission it's useless because sometimes the mission marker want to lead the player with waypoints(JOIN, JOIN AND LEAD). Like in the campaign.
I think the way is to make it optional through the description.ext or via ingame module. The mission editor could decide that want to use in the mission or not.
I think 700m for helicopters is enough.
When i filmed this i was wonder how fast does it fade out.
https://youtu.be/XjqXr-SAfSg?t=2m21s
Video option for concurrent pip count?(Low=1, Medium=2, High=5, Very high=10)
Thank you ceeeb for your effort!
It is easy to reproduce, if you open the map in the moving vehicle.
Totally agree! Allow changing the default profile name!
Maybe this ticket should be renamed to: "Proper wheel force feedback".
I have MOMO Racing wheel and the wheel only vibrate.
Real force feedback would be welcome. The current analog steering is amazing, but without force feedback the experience is too sterile.
I can't really enjoy the driving without the feedback of the surface. The humps, textures, brushes and more.
Or make a global map for map positions and you can travel between maps(thirdparty maps too). As you approach the Altis position then it will load Altis. If you fly to Stratis position then it will load Stratis. Etc.
One map! I like it! Even the upcoming maps should be added there too.
Cache the whole map at game start and it will reduce the mission start and the editor starting time.
It would be also good, if the player could change the firing mode during the flight(i mean not in the FFV seats).
It would be nice if there was a placeholder "loadScreen" image and stringtable with some default values.
I think they should enabled the weapon collision, just as was before. Currently there is no benefit to use short weapons in CQB.
Add auto-lower, when the player move to close to the barrier or strafe through the door.
When in optics mode it should NOT auto-lower.
Add an option into Controls->Game. Elite players maybe want to lower/raise it manually(sometimes it is good when the weapon is stand against the wall and don't let me move in cover.
Voted up! This definitely would be an improvement. If there isn't explosion then the vehicle should not explode.
Much more complex implementation could be checking what player hit on the vehicle(like car tank, ammunition, cargo with satchel), but i think the simplest is enough.
Yes it is!
Imagine:
Resume the mission. Something goes wrong. Unable to reload the save game, because there is no option. You can choose "Save and Exit" option or Alt+F4(to skip saving). If you "Save and Exit" from the game it will create "continue" save game. Which will the game load on the resume mission.
Only workaround is to Alt+Tab into windows and delete "continue" save game and rename old save game to "continue".
I wonder how beginner players do this.
Me too. The AI should be frozen until the player join if AI is disabled in the lobby.
One and half and it is still an issue.
I recorded this with 1.28:
https://www.youtube.com/watch?v=yYrKsP6dgLg
I think this is realated to this issue: http://feedback.arma3.com/view.php?id=19487
Notice that he in the video moved to the wall backward and as soon as he turned he fall down.
Still an issue! Sorry for duplication.
http://feedback.arma3.com/view.php?id=24982
I hope BIS will do something with mid range textures. NordKindchen thank you for the writeup. Really good job! +1
I noticed the same fps drops on wasteland missons in multiplayer game. I flew around the island at low altitude and the game randomly drop fps from 40+ to 3 even to image freez. After 10-15 sec everything back to normal and i had the same 40+ as before.
I also had it multiple times in multiplayer not only wasteland! Once in editor preview too.
Maybe this not matter but as i remember i was allways near to Air Station Mike-26.
The automatic radio chat in the multiplayer is unrealistic for player units.
In many situations the unit automatic report visual enemy even when the player isn't see enemy units.
If the player play with unit(not AI) then the player job to report visuals and other things.
Would be good to see option for this in the difficulty settings. For veteran level sould be disabled the radio by default.
May 9 2016
I made a small demo to represent the issue.
This feature would have a great potential in the Apex update. The Taona's jungle and vegetation scream for this as a platform update.
+1 if this ticket is only about the visual effects and the consequences of the hit. I think it is a nice idea and i would like to see it in the game.
But i don't want an advanced treatment like xMed. With AI it would be pita. Leave that optional with a mod.
Val: you can get same visual with geometry shader. Because they work with the vertices passed to the gpu. If they make zoom with geometry shader, they have to use higher lod at the zomed area, which makes the whole preparing complicate. Plus, if your weapon is not at your sholder, it would be pain in the ass to do! The only way is the pip. Maybe if they move to DX12,they could make the whole scope image rendering on separated thread/core parallel without major fps impact. :-)
I can reproduce it with any of movement keys(Q,W,E,A,S,D).
- Go to prone(Z)
- Go go lower prone(Ctrl+C) and just before animation finished press any movement key.
Try other missions even the editor(without going into water). If you can't reproduce then try it again but with water.
It is look like FADE.
Check out the take on helicopter fade effect: http://www.youtube.com/watch?v=vyrChFYuLPs
My bet is that they want to refact the whole man class collision to physx, which should fix lot of known issues.
BIS please try to fix it in the upcoming DLC! This is a very annoying issue.
+1 for binocular with weapon behavior! The current solution is unrealistic and unusable.
I think it is a bug. This ctrl+ q/e work only in first person view, and has no effect on the model(see the mirrir while turning)
I played yesterday a PVP(king of the hill). +70 player and i had 18-20 FPS.
I am interested to use a benchmark/diagnostic build, which collect the engine runtime information.
Edit: I think this ticket is too general to make proper feedback. There should be at least two of them, one for singleplayer and one for multiplayer.
I have noticed this on offroad and on dirt road too. I think it is only realistc on tramac road.
I get dizzy to scroll down here. :D
I hope hundred of comments and 2600 vote is enough to have this feature in Marksman DLC.
I got my frist crash with same error message as dylan note. I stood next to the rock on the hill.
Mission: UC_v003_A3_West_Stratis.Stratis
rpt, mdmp, bidmp in the PhysX3_x86.dll crash - 01.zip attachment.
Windows 7 32bit
Up!
I hope they could do something with this. The most common scenario is when i start the game without the headphone is plugged in. If i plug it in late there is no sound in the game. Neither when i unplug it. I have to restart the game.
Any news? It would be very handful to use Ctrl+Mouse wheel to change zeroing and Ctrl + Mouse 4/5 to cancel action menu.
With this feature the player don't have to release the mouse to apply the actions above.