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- User Since
- Aug 16 2014, 4:35 PM (535 w, 5 d)
May 10 2016
I've even turned up the AI to full skill levels with no change.
What's strange is that I have one mission I created where I fly over some AI tanks before I get to my actual target. After those tanks and my gunner spot each other, then I fly 3km to the next waypoint where my gunner spots the lone AA soldier from up to 1.5km away.
So, the first spotting of enemies by the gunner seems to need them to be in his face, while the next spotting is better even though it's in an entirely unrelated area.
Someone on reddit is telling me that their AI is spotting and engaging up to about 1000m. I have tried everything and get the same results as my video.
Vanilla ArmA, no mods, no special missions, using the editor. Tried different graphics settings, different speeds, hovering at different distances, different altitudes, etc. I'm lucky if my gunner spots and engages within 200m.
In this video I give a few examples of my gunner not seeing or reacting to enemy infantry until about 50m. At the end I demonstrate how both the FLIR and cannon are effective to 2100m+ by taking the gunner seat.
There's also a part where it shows the outcome of unobservant AI. I try to stay behind cover to shoot, but am forced to fly directly over enemy territory where I'm shot down by enemy AA from too close a range to react, and without sufficient cover.
I'll get you video later. It was with the NMD sandbox on Altis.
What distances should you be able to expect the gunner AI to spot and engage soft targets?
I'm convinced now that (on my system) this 0xc0000005 error is a side effect, and not the root of the problem. I only get 0xc0000005 when trying to restart the game after the first crash, which takes my video driver with it. The primary crash does not give an error code.
I've enabled logging so I can get some useful information to file a different report later today.
This has to be video driver related. It started on the last ArmA update. It takes the video driver with it and a reboot is required for me to re-launch the game. I'm talking about 0xc0000005. People with other crash codes should probably file new reports.
If the code you're getting is not the same then you will only be polluting the information for this bug by contributing here.
Nvidia GTX 970
Possible overlay problems? Teamspeak, Steam (of course), MSI afterburner w/ rivatuner
Other possible hooks: OBS + Shadowplay(disabled)
I've had the same issue. DarkWanderer and I both use rotorlib in the Blackfoot.
I've only experienced it with stress damage enabled. I was flying straight and level when mine went out yesterday.
I take it this is still an issue? I just got a GTX 970 the other day and ArmA started crashing on me. It never crashed in such a manner with the GTX660 I had. No other changes to system other than ArmA updates and new card (same drivers/software).
The game window (running in windowed borderless mode) just goes solid color. Sometimes it takes my graphics driver with it, sometimes not.
Perhaps my case is interesting because the only thing that changed for me is the card and the problem started. My PSU is more than powerful enough for 3 way SLI, and the 970 pretty much uses the same amount of power as my 660 anyway.
EVGA GeForce GTX 970 FTW ACX 2.0 4GB GDDR5 256bit, DVI-I, DVI-D, HDMI, DP SLI Ready Graphics Card 04G-P4-2978-KR
Not for me. At least not now.
Rolling landing with Blackfoot
You can confirm this in the virtual reality area. Get a rifle with a mildot scope [LRPS], go prone and aim at a character. The wavering of the aim is 4 mils. Hold breath and it doesn't change, except for making it worse when you hold breath too long.
I have a virtual joystick driver that is also lost, so it's not just USB.
To test the memory theory, I thought I'd try sitting still in altis and seeing if it happened, vs loading textures by moving around the map.
I sat forever a few times and never lost the controls. If I move around with zeus some to make it load assets and use memory then I lost the controls.
I find the agility of the Blackfoot to be very agile and maneuverable with rotorlib advanced flight enabled. One can do the snap turns with the assistance of adjusting the collective to assist the tail rotor with main rotor counter-torque.
I don't think it's a realistic expectation to expect realistic flight without rotorlib enabled.
As for the armament, I agree that it should have optional hellfires as the Commanche had the ability to use.
I also think the stealth is a joke, which really sucks due to the fact that, without stealth, it's at a severe disadvantage to the Kajman, with a far deadlier cannon, and other aircraft which the AA missiles from the Blackfoot never hit; And without hellfires it must remain exposed for longer periods of time to take out hard targets.
May 9 2016
Never mind my comment. During moving my PC around yesterday and plugging my headphones into a different port, my sound software configured my headphones for quadrophonic. Switching to stereo made me able to hear behind me again. duh. lol
On the other hand, positional sound and echos, while annoying compared to how easy it used to be to pinpoint a shooter, seems realistic.
I've been around a lot of shooting and often your brain is tricked by echos into thinking the shot came from the wrong direction. Hell, if you go into my garage at night you'll think I have a large boat in my bedroom which is the opposite direction the boat (on Lake Huron blowing its horn) actually is.
Noticed yesterday that if a vehicle was behind me, I could barely hear it. If I turned towards it the sound would pop in loud and audible. I imagine this is the same for gunshots, and probably all sounds, although I haven't tested yet.
Start a vehicle, eject with it running, put your ass right up against it and you will hardly hear it. Now slowly turn towards it.