Hi thanks for taking a look its appreciated
The timestamp is from the UI during processing on win 8 64 pro , all on dev branch , cant help more sorry.
Hi thanks for taking a look its appreciated
The timestamp is from the UI during processing on win 8 64 pro , all on dev branch , cant help more sorry.
Just an additional note that may point to a problem
S_003_034_lco processed in 00:00:02.6875020
Processing S_003_035_lco (627 KB)...
S_003_035_lco processed in -151405.18:45:30.5249952
Processing S_003_036_lco (672 KB)...
S_003_036_lco processed in -151405.18:45:33.5406194
Processing S_003_037_lco (672 KB)...
S_003_037_lco processed in 00:00:03.2187515
Processing S_003_038_lco (769 KB)...
Note that the process time isnt consistant , some are given a time taken and some are displaying the clock time at processing .
Hello!
Fixed in 1.48 stable branch.
Closing issue.
Can confirm this issue no longer exists in version 1.48.131561.
Thanks!
Hello!
Unfortunately I am not able to reproduce this problem (stable version 1.48.131561). Would you please provide me more detailed repro (and ideally capture the video) or would you confirm the issue no longer exists?
Thanks for your feedback and have a very nice day.
Updates - As before using hideProxyInCombat = 1; in the vehicle config allows the driver and cargo-turrets to turn in and out and then using 'forceHideDriver=1' gets the operation close to optimal, so we now have a vehicle that is completely enclosed, but with hatches that soldiers in cargo can turn out of and shoot.
The use of hideProxyInCombat in the car has brought up others issues though, to begin with the driver is invisible in the external view of the vehicle, and when the cargo-turrets are turned in the sound occlusion does not seem to work, I'm still working on figuring out if the config can fix this, but have not found the right settings if they do exist.
I managed to get my vehicle/turrets working the way i was desiring, apart from the fact that the driver of the vehicle is now invisible to external viewers.
The driver can become visible if you allow him the option to turn out, but once you are turned out the options to change seats are not present.
Like ticket id=24699 the solution is a working viewDriverInExternal setting.
Today's Dev-Branch update should include changes that make it possible to restart during the Challenge Failed screen. Does this address your concern?
Later I can try to make a video how possible and easy it is to use a titan AP/AT.BTW you dont shoot the titan on lower than 200m because of the raise at the beginning, there is a too high chance to miss
The correction comes from the aiming unit, because the guidance is not over a laser. Everything seems like the titan is wireguided and then you need the correction because the rocket is not coming straight to the target (when you shoot you have a knockback).The correction is needed because of the inertia that the rocket has when flying into the aimed path.
+1 its pretty annyoing would love to see a fix
UPDATE: I believe it's a model issue, I disabled the original shadowVolume but I'm not sure... It works in game now and doesn't crash. Should I send the files of the weapon for testing?
I'm having issues with the feedback tracker's file upload so I've uploaded the crash files else where.
https://mega.co.nz/#!TwJnxZbB!mr5iT_RpUAklupZF8rIXUiaQYM01qi0ip1agICoijnY
Hello,
that log you attached is related to Launcher crash, which crashed right after the game crashed. I take a look into Launcher problem, someone else take a look into the game crash. For the game issue, please attach game logs: http://feedback.arma3.com/how-to-user.html - How to report a crash.
I've removed the additional information because it was a duplicate of an attached file.
Some addition AI should classify targets as group or not group. That would make some weapons usefull like rpg he or titan AP. So when the AI sees a group of infantry they use weapons that are for groups and if they see single infantry the use single infantry weapons.
"Some addition AI should classify targets as group or not group"
good thoughts. I hope this is possible
dublicate of my issue: http://feedback.arma3.com/view.php?id=21860
I've reported this problem before. Reported twice! One ticket was closed, the other gave no results. The AI has a sensitivity of Alien Predator, however unfortunately, BIS is not interested in this issue.
Hello, you are experiencing process exits. Please, take a loot at this page and try the solutions there. Thank you.
https://community.bistudio.com/wiki/Arma_3_Unusual_process_exit
+1 this setting would be very usefull and can add for game better immersion
The following ticket might be related (maybe that's the reason for systematically shitty bounding boxes): http://feedback.arma3.com/view.php?id=23095 (boundingBox and boundingBoxReal include Memory LOD)
Fixed in 131580
I suggest the following
allTurrets <vehicle> - generic, returns all normal turrets (backward compatibility)
allTurrets [<vehicle>, true] - returns all turrets including turrets that have FFV
allTurrets [<vehicle>, false] - returns all turrets excluding turrets that have FFV
If I want all normal turrets for slammer I use
allTurrets slammer - [[0],[0,0]]
If if I need all turrets including FFV
allTurrets [slammer, true] - [[0],[0,0]]
If I need only FFV turrets
(allTurrets [slammer, true]) - (allTurrets [slammer, false])
which would be
So this way using "false" for a flag would actually return something useful instead of duplicating allTurrets generic command.
The command is actually even more broken as before after the fix
The turrets command returns now are always the same regardless if a flag used to include FFV turrets or not
allTurrets vehicle player
allTurrets [vehicle player, false]
allTurrets [vehicle player, true]
all 3 return identical results. Apart from that here is another problem, assuming it is fixed:
how to return only FFV turrets? Ther eis no mechanism for doing this. Before it was possible to subtract result with normal turrets from all turrets (inc FFV turrets). This would give FFV turrets only. But with introduction of FFV from commander, it is not now possible. Because commander turrets would exist in both results and subtraction will not return it, so it will be missing from FFV only turrets. So I dont know how would you solve that.
Will be fixed in tomorrows dev branch!
THIS ISSUE IS RESOLVED! CHANGE STATUS BY "RESOLVED", NO NEED TO CLUTTER UP THE FEEDBACK.
Change the title to "Resolved please close" so the moderators will se it fast. ;)
resolved in update 1.48
ok;)
They do but the problem is only when all other ammo gone. but this problem is already in other Tickets
"The AI is using it its just really rare"
Are you sure about that? I've never seen this. Also I've never seen what the AI used AP-Missile from RPG-42 against infantry
The AI is using it its just really rare. The weapon is marked as anti personell in its values but AI will use it when all other ammo is left
Pls close the ticket
Thank you my friend you explained to me how it works! I was wrong and didn't know what the missile can be controlled during the flight!
However, I would not have closed this issue and renamed something like "AI never uses AP-Missile". If you remove all comments, I will delete my comments and then I can rename this issue
What you mean is FF(fire and forget)like the javelin where you lock fire and the missle finds its way