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May 10 2016
When? Erm, about a month ago :) You can close this, havent seen this error in donkey years
Mass close.
yeah default when you die and start over
When does this happen? You mention respawn - if it happens when player is respawning, please mention in what mission it's happening or what kind of respawn is used.
Are we talking about DEFAULT respawn function provided by BIS ?
Applies to all other choppers too.
edit: Since beta I can only reproduce for Orca (former KA-60).
This issue was processed by our team and will be looked into. We thank you for your feedback.
1] multiplayer
2] i7 3820, 16Gb ram, gtx570,
3]
4] from maybe 1.2 kilometers and up
5] any position
6] no mods
7] online on a Wasteland server, Stratis Island ofc.
this (multiplayer) bug is ported from earlier arma 2 versions and it's not a minor bug...in CTI it's then impossible to engage from "long" ranges when target positions are not updated properly.
especially noticeable when a helicopter flies away form you. It will just disappear when it reaches a certain distance.
Please provide us with a proper info to reproduce this issue.
1] Singleplayer / Multiplayer game?
-if multiplayer: Who is server and who client and who is commander and who subordinate and who is AI
2] your hardware configuration
3] your graphic settings
4] particular distance for example
5] example positions where you experienced this issue
6] assure that you are not using any mods and addons not-from-BIS
7] mission in which you experienced the bug
Was the same in A2.
Time to fix it, BIS ? :P
/upvoted
I wish the assault boats were a bit faster/speedier as well. Currently even when pressing "Turbo" an assault boat barely goes above 27 kph. This is an issue if for example you want to do some long range insertion missions.
To me it really looks like a knots / kph conversion mistake, as 25 - 27 knots would be absolutely doable. A Zodiac WB 400 with a 25 HP engine should easily be doing 25 - 30 knots, which would be around 50-56 kph.
I feel that the perception of speed is fine. If anything, it sometimes feels like it's going faster than it says it is. In reality, you won't have very good perception of speed in a boat, unless you're very close to shore. To some extent that might translate to the game as well, making it feel slow when you're far from shore.
As far as the actual speeds are concerned, I've only ever noticed the assault boat standing out as a bit sluggish. Posting a Wikipedia link about RIBs is a bit off though. The boat in the game seems to be a standard inflatable with an inflatable keel, as used by many armed forces. These won't perform nearly as well as a RIB. A small 4-5 metre inflatable is very sensitive to weather conditions and load, but is also very sensitive to engine power.
I assume the "500 fivestrike" label on the engine is a bit of a developer joke, like the "FTW" badges on certain cars in the game. However, even with a 25 hp engine at full throttle, a boat like that should be able to do maybe 20 knots. That's 37 kph, while the ingame boat maxes out at somewhere around 31. And for boats in actual military use, you can expect at least a 40-60 hp engine.
As a final note, some of the boats have a very small difference between cruise speed and turbo/max/full speed. Again the assault boat is perhaps the most noticeable, with the difference being around 3-4 kph. The only thing that really goes up when you max out the assault boat is engine noise.
And speaking of "fivestrike". Assuming the engine is supposed to be a modern four-stroke, it seems just a little bit noisy, but I might just be nitpicking now.
I did a quick google-search and found some wiki-links:
http://en.wikipedia.org/wiki/CB90-class_fast_assault_craft
In the right box it says: 40 knots / 74kph
Another type:
http://en.wikipedia.org/wiki/Jurmo_class_landing_craft
The small boat (tube) does about 30-70 knots (53-130 kph) Depending on type and loadout:
http://en.wikipedia.org/wiki/Rigid-hulled_inflatable_boat#Performance
I believe, there is a knots<->kph mistake like sarlac said...
I'm just bumping this item.
Are you sure those speed number for the real boats were not in knots? That would make a huge difference. 68kph is only 36.7kt. As you can see this possible error would explain the seemingly odd slow top speeds of these vessels.
If we assume you made the mistake I think you did we should see 126kph for the speedboat and 59kph for the assault class.
Please recheck your sources to be sure you didn't take knots as kilometers. It's not the same thing and an easy mistake to make.
The whole game with every vehicle actually lacks the "sense of speed" :-\
/upvoted
We tried both available boats and their max speed and compared it to proper real boats of their classes.
For speedboat class
max in real - about 70-75 km/h
max in ARMA 3 - 68 km/h
For assault boat class
max in real life - about 30-35 km/h (in this case weight is matter, for full boat its about 20 km/h)
max in ARMA 3 - 32 km/h
This issue will be looked at as general thing about speed and visual feeling of speeds.
Thank you for your report and keep the issue monitored to see when it is tweaked.
BIS are aware of the issue and working on a fix. Since hacking issues are not to be tracked publicly, this issue is being closed. Check the forums for more info.
I said it last time and I'll say it again: BIS are aware and are working on a fix.
Do not create any further tickets about this issue.
This issue should be fixed in dev version and fix will be in next update of stable version of Arma 3.
When you want try, so you can activate dev version in Steam.
Right click on Arma III in your Steam Library>Properties>Betas>development build
This version may not stable and it can contain more bugs, than normal Arma 3 Alpha version.
solved.
My report was closed as duplicate and referred to this one although I'm pretty sure it is not the same issue, however is related.
This issue was processed by our team and will be looked into. We thank you for your feedback.
Please keep the issue monitored to see when it is fixed.
1.) It isnt reproductable for me now either BUT
2.) Right-clicking on the remote charge lets the charge disappear
I Edited the Issue to "disappearing charge"
We could not reproduce this bug. Can you provide us with video of this issue if it is still occuring on actual version?
Thank you.
Duplicate of #6189.
Please search before posting.
Duplicate ticket.
Yes, here are the files:
https://dl.dropboxusercontent.com/u/10355667/arma3_2013-05-22_19-08-46.zip
and the bidmp:
https://dl.dropboxusercontent.com/u/10355667/arma3_2013-05-22_19-08-46bidmp.zip
thanks.
Rain was disabled in one of the very first updates due to a bug, possibly gamebreaking.
They did it on purpose and they will re-enable the raining as soon as they fix the bug above!
I have tried the -nobenchmark command line, that does not work.
I have updated my nvidia card drivers, and have also tried beta drivers. I uninstalled the drivers I have and then installed the new drivers as well, no effect.
I have no other applications running, I even shut down my browser(chrome) so all that is running in steam to launch the game. No effect either.
Very strange.
Thank you. I need this file "Minidump has been generated into the file C:\Users\WAR\AppData\Local\Arma 3 Alpha\arma3_2013-05-22_19-08-46.mdmp" and midmp file too when was created. It should be arma3_2013-05-22_19-08-46.bidmp
When files will be too big, please use some free sharing service and post link here.
Thank you.
Yes, i attached the latest .rpt file I just generated by trying to launch the game:
Can you please attach .rpt file from latest version? Thank you.
A friend of mine is having the same problem. No idea what the cause is
Please try use -nobenchmark command line option.
Right click on Arma III in your Steam Library>Properties>Set launch options
Can you try please clean install of latest graphic and sound drivers? Usage of drivers cleaner before installing new drivers will make sure you have no corrupted drivers left on computer.
Can you try kill all unnecessary applications before start Arma III?
Due to ticket modifications and comments, marking this as resolved. Probably as side effect to #9786.
The damage model in relation to water is still broken: http://feedback.arma3.com/view.php?id=8468
@arziben: look at this video. http://www.youtube.com/watch?v=GW4bbXh6vIs
This feels like rolling wheel and should be like this for all the choppers. I also agree that we need brakes.
Your videos show the ongoing WIP with making helicopter interact with the ground realistically, like sliding, wheels, ect...
I don't know why, but BIS seems to have a problem with the wheels on the wheeles aircraft this far
solution would be to activate the wheels as actual wheels and add a key for the wheels brake on aircrafts
(while you're at it add a key for the landing gear deployment :3 )
My ticket includes the chopper having a incorrect damage model when crashing into water: http://feedback.arma3.com/view.php?id=8468
I played TOH and for me at least that game did not feel very realistic or engaging. I could not imagine those controls in Arma 3
In take on Helicopter. Landing anything over 10-20km equals a wrecked chopper.
If the current controls for helicopters are not just placeholders because they are trying to implement the ToH features on all the helicopters then they are totally unrealistic.
the chopper also stops in mid-air after getting shot down and falls straight down. There seems to be no inertia
It's actually much better now. Much more realistic. One thing though is that after being hit with a rocket (even 10 rockets)the choppers don't blow up in mid air. This is fun, when you try and do crash landing, but is quite frustrating since you never know if you killed the chopper or not.
Related (chopper wheels are indestructible): http://feedback.arma3.com/view.php?id=10480
They blow up if hit by anti-tank missile
No, you don't understand, I'm not raging, i'm giving you a way out, to say "Okay I was wrong, but the Physics is bad" I would say "Okay, fair enough it is inconsistant, but it should be consistently real, not consistently abstract".
I am explaining quite clearly why you are wrong, and why what you are saying has no basis on fact or reality.
When a Helicopter lands at that speed, onto wheels, there is heavy lateral force, not just a vertical force, that suddenly apply's on the wheels rearwardly, this essentially does three things.
- Arrests the forward movement of the helicopter, dipping the nose and because the blades are tilted forward, suddenly shifts the axis of the forces acting on the Helicopter and causes an acceleration into the ground.
- Above a certain speed approx 30kts, the sudden impact and rearward sheer is so strong compared to the strength of the landing wheels, they are ripped clean off.
- As the wheels are ripped off, the helicopter lands on it's belly or fuselage, the Tail-rotor will in all probability hit the ground, and then wildly unpredictable things happen as pieces fly everywhere and the helicopter crashed.
Helicopter simply do not land at the speeds you were flying on wheels, you can put forward any theory you like about, wheels rolling and the following will happen, etc etc. And no matter what you say, you are fundamentally wrong.
Your point about Physics being inconsistent is valid, your points about landing with Wheels and the Physics of flight are not.
I want the physics to be consistent and accurate, not some crazy Arcade Flight simulator.
Right,I'll keep this really, really simple.... Talking purely about helicopters.
TAKE OFF, is going from Zero to the required speed to generate lift.
LANDING, is going from a High Speed to Zero to bleed off lift.
As you take off, you are accelerating, the force increases until you take off. You are going from gradually increasing Resistance to no-resistance. There is no Sheer-force (only the Wind sheer).
When you Land, you are decelerating, you are going from no resistance, to Full Resistance in a time amount of time (about 0.1s conservatively). This is when the Rearward Sheer force occurs and rips off your landing gear, not at take off.
I have not talked about take off, I've been talking about landings.
You've given me two video's of extreme Take off's, interesting, pretty dangerous.
You are performing a Logical Fallacy, based on "If it takes off this way, it must be able to land this way".
But you've not given me two Video's of them landing the same way? Because Physics says no, The only way a helicopter can land like an Aircraft is to have an Undercarriage like an Aircraft and it simply doesn't.
"I like your 150kts, 80kts is pretty reasonable.." Is that how you think Aircraft are designed? Just random guesses based on pseudo-judgement from an ill-informed position with no knowledge of the subject matter at all?
Look at the two links in my comment above. once again I would not dispute this if I were landing at 150mph but 80 is ver reasonable. Wheels would have no problem getting up to speed and would ofcourse cause some stress but not enough to make any significant damage.
Anyway, the physics are inconsistent and that was my point from the very beginning.
I am not talking about name of the video. Look at the topic name. Than watch both videos and see what I am talking about. CHopper damage is way off and inconsistent. And again, touching the ground with the wheels and rolling is very different than hitting a will to a full stop. Please stop raging and think about the physics of it. wheels roll. Damage to a chopper would be caused if you drop altitude at too high of a rate.
Look AT THIS: He is going at least 130km/h on just the front WHEEL! This means that choppers can roll at high speeds.
http://www.youtube.com/watch?v=PP0bYf9ZW-0
AND THIS:
It's ridiculous, show me footage of a WHEELED Helicopter landing at 80mph...You are talking out of your Rear, a 747 does not land at 200kts, it is between 165-121.
At 200kts a 747 is generating lift and you'll never land.
Winged Aircraft have a much higher lift to weight ratio due to "The wings" therefore can carry very strong and robust under-carriage which is heavy. Helicopters do not generate the same lift, in the same way and so do not have the ability to carry heavy duty undercarriage, so do not land at this kind of speed or even close to 80kts or 80mph, 1/4 of this maybe 20kts not much more than this.
https://www.youtube.com/watch?feature=player_detailpage&v=INHZizIpkII
https://www.youtube.com/watch?feature=player_detailpage&v=i8-XVH-BqOE
https://www.youtube.com/watch?feature=player_detailpage&v=nDR6_1rEs_k
If your issue is Inconsistent Physics, then say that.
What you said is "However, landing very very gently the KA-60 at anything over 80 km/h will completely damage the chopper."
This is the equivalent of saying "I drove my car gently at 40mph into a wall and now it doesn't work".
Hitting a runway at 80km/h, even at an extremely shallow angle, in a Wheeled Chopper, will rip off your wheels, bottom you out and is Insanely dangerous.
Oh and here's our Conversation from yesterday...and the ticket is a duplicate.
mwnciboo, it's 130km/h which is about 80mp/h no jet or plane lands at that speed. 747 lands at about 200 knots it I am not mistaken. That speed I was landing is actually quite slow, and if you see how gentle i was landing you would understand that wheels would roll and not do any damage.
Look at the second video of me boucing off the ground in mh-9 at 140km/h with out taking damage, and than at 70 and taking damage. I am referring to inconsistent physics.
EDIT: What ticket and what dev? I didn't talk to anyone.
Yes mwnciboo, you're completely right. However, the points I made in my last reply are still valid, at the moment it's almost impossible to land the ka60 with any horizontal speed at all because of the excessive damage receives, also taxiing would be sweet.
It appears as if the wheels are always on handbrake so to speak, I think that is because they aren't modeled as functional wheels for the game engine. This probably why the helicopter gets damaged when landing with horizontal speed.
What I'd like to see is fully functional wheels with the ability to taxi on the runways and landing with moderate speeds.
Look at the second video. It does not have any wheels. And even if it were on breaks it would not damage the chopper. Just skid untill it stops.
Jesus Christ....That is far too fast to land a wheeled Helicopter.
WATCH THIS...https://www.youtube.com/watch?feature=player_detailpage&v=fA8pYb6ipqw
You are landing it like a 747, they have huge Under-carriages with vast amounts of Damping, Helicopter wheels are for gentle landings and taxi-ing not for attempting an 80kt landing.
Helicopter Wheels are not engineered to land like that....Otherwise they would need Aircraft landing gear and that is uber heavy!!
747 -http://upload.wikimedia.org/wikipedia/commons/0/0a/Main_landing_gear_of_747-8F.jpg
helicopter - http://www.army-technology.com/projects/lynx-mk7/images/2-lynx-helicopter.jpg
Jet fighter landing gear - http://www2.tech.purdue.edu/at/courses/aeml/airframeimages/trailinglinkgear2.jpg
Helicopter - http://s3.vidimg02.popscreen.com/original/46/ZGYzXzEzMTY1ODc1ODYxNA==_o_helicopter-landing-gear-fail.jpg
Just because it has wheels doesn't mean you can land like that. Just because a Missile has a rocket Motor, doesn't mean it will get you to the moon.
You've got to use equipment as intended.
It's like using a TV to hammer in a Nail, it can do it but you will damage it. You have to use the correct tool e.g a Hammer, in the correct way. You don't demand that they redesign the TV just because you don't know how to use a Hammer?
EDIT - Hold on we had this Conversation Yesterday.....24 hrs later here we are again.
"Insanity: doing the same thing over and over again and expecting different results." Albert Einstein
Related to #1106
Agreed and upvoted.
Agreed.
I am actually getting really frustrated by it. Annoyed when you land gently and your motor blows up. Currently very hard to actually enjoy flying and transporting.
Agreed and up coded as well. I know it's an alpha but there seems to be no rhyme or reason to the damage.
I tried repro mission in new stable build on Steam (108135) with other three people. We din't reproduce this issue. Can you please try in new stable build? Thank you.
I checked the mission on a dedicated server, a fence which created by 'createVehicleLocal' fell.
User-placed walls and some other object also fall over when people drive near them in dedicated servers.
A repro mission would be required, directly from the editor, which reproduces the issue and ONLY that.
Why it still has the status "need more info"? What should I do?
There was one problem, the fence falls if it crossed the building and the player dies nearby.
https://dl.dropboxusercontent.com/u/16056439/107410_2013-06-16_00001.jpg
Well, I guess a repro would be needed.
Im also experiencing this in the latest patch (25/05/2013)
I have manually added walls/objects/lampposts and when ever another player joins local or dedicated host all objects would fall.