With the RC patch from yesterday, my ArmA runs smooth as sill. On Altis I experienced rock textures to change even when close, but not sure if that was before. Settings are as in my last screenshots. http://steamcommunity.com/id/tortuosit/screenshots/
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May 10 2016
User tortuosit here, cannot login with that account any more... :-(
There are also problems with setwind array:
[setWind]
- setWind [10, 10]: No change of wind. The third argument (force direction) seems to be mandatory.
- setWind [10, 10, false]: Wind strong at first, but goes down to zero after maybe 2 seconds.
- setWind [10, 10, true]: Wind works. But with true, direction is not dynamic.
Also wind vector values should be limited to like 12 beaufort, i.e. ~30m/s.
[n setGusts [0-1]]:
Does it work at all? I see no effect.
Another observation: If you do
setwind [10,10,true];
1000 setwindstr 0;
the wind immediately stops with the second command, i.e. you won't see the strong wind set first.
My workaround currently is to use a moderate setwind array at init and then keep the windstr always =>0.01.
I avoid using setwind array in scripting. It can create stronger wind, BUT can never change seemless.
Related. setovercast timing broken.
http://feedback.arma3.com/view.php?id=3567#c83167
May 9 2016
SETOVERCAST Timing is broken IMO.
Start at 1, then use "0 setovercast 0":
0 setovercast 1; forceweatherchange;
0 setovercast 0;
Result: Overcast consistently goes down. It has reached the level of 0.9 in 280 seconds.
Now lets try to tell setovercast exactly what was measured above:
0 setovercast 1; forceweatherchange;
280 setovercast 0.9;
Result: After 17 Minutes I skipped the process. The overcast level is at 0.96 at this point. The process does take ultra long and not the expected 280 seconds.
http://forums.bistudio.com/showthread.php?178674-Dynamic-weather-script-and-addon-tort_DynamicWeather&p=2807307&viewfull=1#post2807307
Also see Meatballs measures:
http://forums.bistudio.com/showthread.php?172287-What-s-up-with-setOvercast&highlight=weather