No overclock on GPU or CPU. Already tried lowering settings to 88% rendering, made no difference. It is very odd that crash occurs at same point in Wet Work every time. I will change settings more and test. :(
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May 10 2016
I uploaded two other dump sets to http://feedback.arma3.com/view.php?id=579. Do they show any helpful info?
Edit: I uploaded another dump here. Crash occurred at start of Scuba Showcase. Crash occurred within 10 sec of start, and I never touched the mouse. 1680x1050 resolution, SMAA high, all other settings as in my specs web site listed above. This dump does include the "buffer Map failed" DX11 error of http://feedback.arma3.com/view.php?id=579.
The issue may be related to the fact that there is a significant delay between when a group leader is killed and when the new leader is assigned.
Another way to duplicate the issue is to play A2 COOP missions in SP, like those here (http://forums.bistudio.com/showthread.php?121301-CWR2-coop-pack for CWR2).
Using same dev build, I had crash when changing cloud quality. Dump files uploaded at 17:54. GTX 295 SLI (DX 10), current NVIDIA drivers, Win7 x64.
This issue is related to http://feedback.arma3.com/view.php?id=14840.
I posted the suggestions in the forums, but re-posted here so it wouldn't get lost.
It's good to see that in Death Valley campaign mission, the remake of the Infantry Showcase, Bravo squad holed up in Girna shoots out of the building, as I suggested. However, the opfor AAF still too often wait at a waypoint up the valley after you have reached the village, forcing you to to find them and shoot them from long range with no scope. As suggested in this ticket, I think it would be better for them to return to the village after player has reached village.
I saw a similar message with the Infantry (SP) scenario from Steam Workshop, on the Mission Completed screen at the end. [dev 1.03.110573] So the issue affects not just official showcases.
Check this video which appears to demonstrate several aspects of this ticket: http://www.youtube.com/watch?v=wuXu-SdatgU.
Using 1.44 stable, the issue seems to have been fixed for Hunters, Striders, Commanche.
Done. I have been noticing that annoying "turned out" issue a lot in tanks, and had been wondering what was causing it.
Yes, I just confirmed it with the Comanche also, using dev build 1.03.110511.
The problem is intermittent and occurs inconsistently. I just reprod the problem with both HMG and GMG on both cars, but with multiple restarts of editor and mission, the problem will not always occur.
Tried with Strider, and the problem occurred with GMG, but after mission restart, I also could not repro the problem. Problem seems worse with Hunter and Ifrit, and of those two, worse with the Hunter.
A related issue is that AI cannot reach building on top of military cargo towers on Altis. They will climb to first stair landing, mill around, and then usually fall to ground when trying to go higher. Related to: http://feedback.arma3.com/view.php?id=5477
Edit: using dev build 1.43.129865, a whole squad will ascend to rooms atop military cargo tower if ordered up there, but then all but unit 2 will come back down for no reason (in default "alert" behavior mode with no enemy around). Several soldiers usually fall and get injured during the descent. It is possible that the other units leave the top floor of the tower in order to maintain formation (wedge in this case), but I'm not sure.
This issue seems related to this Arma 2 CO issue: https://dev-heaven.net/issues/72277
Correct, Fireball. This still happens in 1.38 stable. AI passengers should never turn the lights on after you have turned them off, especially when they are in stealth mode. There is no reason for this, so it's a bug, right? I hope BI fixes this, as it ruins immersion on night stealth missions.
Annotated image showing issue:
In stable build 1.08.113494, it is no longer possible for any Kamysh crew position to turn out, even though there are two (small) hatches. ???
Using dev build 0.75.108296, it looks like the default keybind (A3 preset) for turn out is now just "C," so I guess this issue is moot. :)
Simple repro mission provided. Command your men to drop their packs, and then try to get the men to pick them up. Even if you team switch to the men, picking up the packs appears to be impossible.
Related to http://feedback.arma3.com/view.php?id=19618
Quote Originally Posted by Johan S
Yeah, maybe a button press that displayed the fire mode briefly would be the way to go. That would simulate taking a quick glance, or feeling for the position of the selector with a finger, instead of constantly touching it.
Yep, or even just Space. You could then right click to turn off IGUI as you already do now to get out of the weapon switching mode that comes up when you push Space.
Edit: or, after clicking Space, the IGUI could start to fade away automatically after 2-3 sec....
For snipers and marksmen, it is also important to check weapon zeroing without changing the zeroing, weapon mode, etc.
Check this out for CQB using sniper rifle: http://www.youtube.com/watch?v=Ax7G0UqoqAg
Done! ;)
Right. 1.35 MB 7z archive wouldn't upload. File size limitation MUST be large enough to allow upload of compressed archive of ANY bidmp+mdmp+rpt. My mdmps alone are over 8 mb in size.
I cannot upload mdmp file as it is too large. Provide email address or increase allowable file size.
I can confirm.
Fixed! Good job!
I cannot replicate it myself using 0.55.103960. I cannot get myself to fall from anywhere in the tower as I could before. Did you try the current non-dev build?
However, an AI can fall from the stair landing when ordered to move to top of tower:
http://www.youtube.com/watch?v=tAHoJ4vCqIM
Also, an AI ordered to move to top of tower will usually walk in circles around stairs in a confused fashion before finally making it to landing, from which he falls. He will never make it to top of tower.
Feature request is related to:
Three men got stuck just outside doorway of military house near spot I mentioned earlier ("Cargo Container @ 124151 Altis"), using 1.42 RC build. See image uploaded today (arma3_2015_03_31_08_40_14_altis.jpg). The cargo container isn't the problem, but the military house with small metal steps and rail. AI got stuck in same position just outside of door near "Military Cargo House @ 141212 Altis" I mentioned earlier.
----
I can confirm that guys often get stuck just outside door of offices in AI_PF_offices2.altis mission. See image just uploaded (arma3_2015_03_31_08_59_04_543.jpg). Please delete that jpeg after you have looked at it.
- Also confirmed that if the metal rack in the building is moved away, the units do not get stuck!
Using dev build 1.43.129865, a unit got stuck in Altis military area on hill south of Lakka near cargo container (see image uploaded today). No enemy around. No mods.
AI soldiers got stuck repeatedly in East Wind campaign using stable build 1.38.128937 (and in previous builds). They got stuck mainly in urban areas, especially in those outdoor patios rimmed by wooden fences, such as the one in the Alikampos on Altis (see uploaded image) in Bingo Fuel mission.
A friendly unit (either in player's squad or one of the reinforcing guerrillas who come by truck) ALWAYS gets stuck in the same place in Beyond Recognition mission:
http://forums.bistudio.com/showthread.php?175346-Beyond-Recognition&p=2689900&viewfull=1#post2689900
Two units under my command got stuck in Breaking Even mission in small military building on base under attack (see red arrow in uploaded image). I opened the door of that building to search for enemy when I got to the base. Two AI then followed me in there and got stuck. They could exit building, but couldn't move from spot just outside door.
Stuck AI ruins immersion, and should never happen. There has to be some command or other method to "unstick" them while in game. And there is no question that this issue is worse in A3 than in A2CO.
Edit: Friendly AI units (FIA?) under player's (Kerry's) command in Resurgent West campaign mission (Win episode) lag so far behind him when flanking Neochori that they become lost and die, even though they are not under fire. It appears that several of them became very stuck on non-urban terrain objects.
Seems to me that most AI get stuck near buildings, but some can get stuck on non-urban terrain objects (e.g. fences, etc.), as in Resurgent West, but this is more rare. Good job fixing building <-> terrain connections! YAY!
Same thing happened to me today with infantry showcase. Files uploaded. Had a user savegame already, then suspended, creating continue save. Crash will always occur when loading that continue save. Current development build.
May 9 2016
Downvoted. An option for abort/quit/back to lobby could be added, but the suspend function works perfectly, is essential, and should be left alone, at least for single player.
^ ^ Would that affect the SP showcases? The lethal AI accuracy, and shooting through vegetation, are better displayed in the Infantry showcase than in the Night showcase on Veteran+ difficulty.
GhostOne: "I'm still patiently waiting for better repro situation especially after we nerfed the values of ranges and accuracy."
When were those values nerfed? Is that change in a changelog?
As it has been since A3A was released, the Infantry Showcase being unplayable on Veteran+ is such a glaring, massive screwup that I cannot believe that it hasn't been the primary focus of A3 development. IMO, all development should be stopped until this gargantuan f**kup is completely fixed. If expert A2 hipsters can't have fun playing the Infantry Showcase of a supposedly infantry-focused game, then who can?
The friendly AI in the showcase are so woefully inadequate that they may as well not even be there. 90+% of the time, the player is killed by enemy he cannot see, often through vegetation. Even if he sees them, it is very, very difficult to neutralize them because of sun glare, inadequate weapon optics magnification, poor illumination on shadowed, south-facing slope, excessive recoil of weapon, etc. etc. If enemy AI spot you from any range and you don't have them directly in your sights and are ready to fire, you are dead, period. I often feel that BIS is playing a cruel joke on players with that mission on harder difficulties, even though I know that cannot be true.
A good QA/QC benchmark for playability is that if a moderately-skilled player cannot consistently finish a mission in 10-20 tries, the mission, or the AI skill/shooting accuracy, must be tweaked. This is a "realistic" game, not a hardcore VBS2 milsim, so it must be fun to play at all difficulty levels.
The Infantry showcase on Veteran and Expert is a good place to start. It demonstrates 1) extreme AI shooting accuracy from any range even when suppressive fire is applied, and 2) AI shooting through dense vegetation at you even when it is unlikely that they had a clear line of sight to you at any previous time. But I haven't tried the Infantry showcase in a couple of weeks, so it is possible that this change (04-04-2013, Fixed: AI no longer fires on targets it does not see (but which are reported by other group members)) has helped.
I should have been more clear. There is nothing wrong with the magnification of the reflex sight, which is obviously designed for close range. The problem is that the weapon and sight are both completely inadequate for the job at hand. On Veteran, the only possible way to survive that showcase is to head up the slopes and fire from medium range behind cover. It is very frustrating with that reflex sight to try and hit a prone opfor on the opposite slope who is targeting you with pinpoint accuracy from about 200-400m range. One way to solve the issue is to have a suite of selectable weapons (including a weapon with a sight designed for medium to long range) available at the initial briefing screen.
I KNOW that max skill equals one. But in current a3a skill=1 SEEMS LIKE a mythical skill=1.3 if Arma 2 is used as a reference. I was just trying to make a point about the insane opfor AI capability in the showcase.
Even if the AI skill=1, they seem to have far more accuracy and lethality than AI with max skill in Arma 2. Right now, skill=1 seems like skill=1.3.
I am testing mainly with Infantry showcase, which should be quite readily playable by Arma experts on Veteran. It is not. Alpha squad is always overpowered and blown away by over-abundant opfor ninjas. To make it playable, opfor numbers must be reduced, opfor skill must be reduced, or blufor numbers increased. Excessive recoil of MX5 assault weapon when not prone even in semi-auto, short-range reflex sight, very high difficulty of hitting opfor with weapon from 200+ meters, and poor visual contrast on shadowed, south-facing valley wall also severely hamper player. Also, Charlie squad on slope above village will not fire on opfor under any circumstances during village assault. All these result in a hellish nightmare. Not a good way to promote a new game. Note that on Regular difficulty, the mission is a complete snap (and fun, too).
Another thing that relates to this ticket, but should also have its own dedicated ticket (if it doesn't already) is AI behavior/shooting rate/shooting accuracy after being subjected to suppressive fire. You should be able to spray them with sup. fire, and have them seek cover and fire inaccurately for a short time. I need to test how AI react to suppressive fire more, but so far I don't think suppressive fire has much effect on AI. In A2, AI just went into danger mode when fired upon, and many used a mod to get better AI behavior.
"It's very stressful and tiresome to find that the AI are able to detect you almost instantly even through foliage. One of my biggest concerns is when they able to see through grass while they are prone. It's hard to see them but they can spot you like there wasn't any grass in the first place. "
Vegetation occlusion of AI vision is at the very core of an "infantry based" simulation, especially with extensive grass and other ground cover that very substantially decrease human player's ability to spot, track, and shoot accurately. There were issues with this in A2, especially with certain types of vegetation. It appears in A3A that vegetation does not significantly hamper AI spotting when AI skill/accuracy are at Veteran+ levels. As it is such a vitally important issue for gameplay, perhaps vegetation occlusion of AI vision should have its own ticket.
And I also voted up that AI is far too lethal from long range (200m+) on Veteran (AI skill 0.85). Infantry showcase is almost unplayable on Veteran except for the most highly skilled ArmA hipsters. I'd hate to see what gameplay is like when AI skill=1. A2 had just the right balance of skill and accuracy at all difficulty levels.
As one of the primary purposes of the Alpha is to test and perfect infantry "balance," this ticket represents the core of that quest.
Confirmed in 0.53.103608. Please fix!
Confirmed in 0.51.103185
Yes, to change difficulty, one can opt out of beta, restart game, change difficulty, exit game, and re-enable beta.
Confirmed here also. Cannot change difficulty in game at all. Always stays as Regular no matter what I do in game.
Keep ring on Veteran if GPS is present, but have option to disable it in difficulty settings, as per this ticket:
Note that this "fix" broke the first task of the Radio Silence campaign mission. http://forums.bistudio.com/showthread.php?167831-Survive-Radio-Silence-AI
Absolutely. Just a reminder to Zipper5 to adapt mission to new mortar accuracy, as suggested in that thread.
I strongly second the comments of jjondle above (increase mouse sensitivity for steering and re-add Arma 2 driving "caret"). Mouse steering in dev build 0.71.107224 is still broken compared to Arma 2. Sensible steering can only be achieved using keyboard keys. :-(
I tried test 1 above on Veteran with me and AI skill at default (0.5), and all was normal. After 1st missed shot, he went to crouch, looked confused. Didn't shoot back till I shot again. He took 2-5 shots to kill me. More or less the same with 2 opfor AI facing away from me. There was no apparent 360 deg awareness and insta-kill. Dev build 0.71.107443.
This is pretty much a duplicate of http://feedback.arma3.com/view.php?id=4852
I am getting the same crash in SP after loading first autosave of Wet Work campaign mission, and at beginning of freshly started Scuba Showcase. I am using current stable build, 1.04.111745. I had been playing the campaign with no problems. Now the crash occurs every time I load Wet Work autosave, and I cannot proceed in campaign, even if I revert to start of mission. When I restart mission, two times in a row the computer crashed after we exit from water, kill AAF on beach, and radio comms are occurring. Loading other showcases and custom missions does not cause the crash. Arma 2 and other games run fine. System/video specs are here: http://home.comcast.net/~brmlist/OMAC_system-video_settings.html I will upload several dumps.
Using dev build 0.71.107360, is it just me or does mouse steering seem hugely improved in all vehicles? I never need to use WASD keys anymore to steer, and can stay on those curvy mountain roads perfectly. Have there been improvements to mouse steering lately? Mouse steering is very fluid and responsive for me.
Voted up. See note 5 here:
Mouse steering in A3 must be at least as fluid and accurate as that in Arma 2, or more, especially as A3 takes place in the future when power steering will have been even more enhanced.
The problem seems to be responsiveness. It takes way too long for the car to respond to a mouse movement. When you are driving straight, the car responds ok to mouse movement, but if the car is already moving in one direction during a turn, turning it back in the other direction with the mouse is too unresponsive.
Changing the key mapping as suggested above does not ease mouse steering, and the driver's hands move in a nervous, frenetic way.
Today, using current dev build, NVIDIA driver 314.22, GTX 295, vsync + triple buffering on, and arma 3 SLI profile, PiP showed no flickering in a Hunter. I was in editor, and didn't play for very long.
+1, GTX 295 (SLI, 314.07 driver).
It's heavy enough that recoil is insane, and accurate aiming impossible, without resting it when not prone. As other games, including RV3-based games and mods, have implemented weapon resting already, it will appear odd, to say the least, if RV4 in A3 doesn't have it.
See here for some RL non-bipod MG resting:
http://www.youtube.com/watch?v=uZ2SWWDt8Wg
Other than purely suppressive fire, how could one effectively fire a similar heavy weapon while behind a wall or other barrier (or from guard tower) WITHOUT resting it on the wall?
Bipod use in Iron Front: Liberation 1944
http://www.youtube.com/watch?v=fMIjwvyxOdM
If we have to use a mod to have weapon resting/bipod use in A3, I will be very, very disappointed. With intense recoil present in many weapons (too much in some cases), it is especially egregious that there is no way to steady your weapon other than going prone... ARGH!
Iron Front Liberation 1944 had it. Shift + Space allowed you to use bipod of light MGs, "mounting" them on any steady suitable surface (ground, vehicle hood, etc.) Please add the functionality to guard tower "windows" as well.
Please make mouse steering the way it is in Arma 2 Expert difficulty, with green caret indicator.