- User Since
- Mar 6 2013, 9:16 PM (500 w, 12 h)
Nov 30 2021
Aug 14 2021
Nevermind. I had filePatching disabled on my client for some reason even though I enabled it last night while testing these things. Arma... Or maybe an user based error :P
It gives me this error message now:
Thanks @blackfisch!! :)
Aug 13 2021
Would either of you happen to have an example batch file for the PBO packing?
Aug 11 2021
I've just closed server exe, as I didn't think about that it could make a difference. When it comes to the bat file, my main motivation was to shorten the iteration cycle for editing multiplayer missions so having to close and restart the client kind of is the actual issue. When you have e.g. Tanoa as map, it takes a moment for the game to fire up even with the game on an ultra fast SSD drive.
Mar 30 2017
Upvote from here :)
May 10 2016
The crash happens with mods disabled too (the latest crash dumps should be without mods enabled).
I'm afraid I'm unable to reproduce the issue as it was just random crash. I thought I'd file a report thanks to the excellent reporting functionality in error message.
This ticket can be closed on my part :)
to my great surprise, it indeed did fix the problem. I'm not getting the error message either anymore (it appeared also before I set the arma3battleye.exe to run as administrator), even though no data has changed which I find surprising.
But most importantly, it's working now! Thanks!
Apparently the BE error was caused by old Windows 10 build that I was using (10074). I updated manually to RTM version (10240) and the error's fixed now.
Example spot where the suits do glow unnaturally (on Chernarus): [5831.71,5910.15,0.00198364]
Alright, thanks for info and super quick response!
Try to turn depth of field graphics setting off and see if the issue persists.
The issue is apparently fixed on 1.48, so this ticket can be closed on my part.
Screenshot attached. This issue is apparently already reproduced and should be soon fixed according to David [Foltyn], so this ticket can be closed on my part.
@Redjevel: I'd still absolutely prefer the option to disable all changing of clothes, also from clothes of the side of the player. But after this would have been implemented, your suggestion would be nice to have as well.
TL;DR, we really need the option to disable the ability to change the clothes of character completely.
There's a system channel already. System messages are shown in that channel (that looks like global channel, I believe). So global channel is not mandatory anymore.
This is very critical feature, I believe 99% of the server admins and MP mission designers would love this feature.
We have the system channel now for BE and mission messages, so there's no absolute need for global channel, instead we really need an option to disable the global channel. Just join any MP PvP, TvT or such server and observe how huge problem the global channel is! It's dedicated for revealing locations of allies to the enemy, insulting and flamebaiting.
The global channel is not necessary. The option to make it disappear is necessary. The most important single function of the whole command "disablechannels" is to disable the global channel.
I've always wanted to see more systems related to enhanced situational awareness, just like these kind of "commander modules" that gather and combine information into one module. They could also be part of EW that I've always wanted to see more in the game as well! Definitely upvoted.
The sensitivity of human senses tends to be logarithmic as well. So they kind of "neutralize" each other, resulting in linear line in linear scale if we meter the perceived relative loudness of sounds by human with dBs. For example, 80 dB sound source is perceived as twice as loud than 40 dB sound source by human.
Agreed, this was my first impression when I went in editor to test the sound engine enhancements.
IRL even regular assault rifle shots can be heard miles away even in very dense environment like forest, where there are lots of obstacles between sound source and observer. At 750 m distance, especially when there aren't any obstacles between sound source and observer, the shots should be rather loud and quite crisp bangs than barely hearable. The distance effect can be achieved pretty well by adding longer and more intensive reverb to the shots fired in distance.
You can change the seat actually currently.
@Haligan, I think you misunderstood me, that's pretty much exactly like I meant it.
I have medic training IRL as well (obligatory army though, so I haven't been in "real" combat situation), but our trainers told pretty unambiguously that if member of group gets wounded, the CLS is the primary selection as the member who gets to the patient, gives him life-saving immediate first aid and then evacs him to cover (so that medic can start treating the wounded there), aided by other members if there's need. To my knowledge, every member of the group doesn't have the same level of first aid training than CLS. Of course, every single soldier out there has some kind of training in first aid, but to my knowledge (based on our lessons about the subject) CLS has stronger first aid training than other group members but not as strong than what the medic has.
Of course, there might be differencies between armies, but that's what they taught me about how it goes in US Army and furthermore in NATO.
Edit: To clarify it a little bit more, with evacing the patient into cover I mean evacing the patient from under direct enemy fire into primary cover/to the medic so that medic can start treating him, but not any further – that's medic's task in regular conditions.
I was taught in medic training that Combat Life Saver is new group member type (invented and being brought into use by NATO) who is otherwise regular soldier/group member but has stronger first aid/medical training than other group members. CLS is responsible for giving the life-saving, immediate first aid (like applying tourniquet and pressure bandage on fatal wounds) and evacing the patient in cover under fire. When there aren't any wounded people, CLSs fight like regular group members. CLSs are kind of between regular group member and medic - not being fully either of them, but having some abilities and tasks of both. CLSs don't replace medics, instead they support them. I was positively surprised to see this in game, because it seems very likely that CLSs will become a global standard in future, at least in NATO.
TL;DR, Combat Life Saver is correct term and should not be changed.
@DennisModem, I agree with you that I'd like to see the same kind of flight dynamics than in A2:OA (well, TOH version actually but rather OA's flight model than A3's current one(s)). And yeah, those turns are used in real life (one could ask: why not?) but my point was that I believe that you have to do them currently even in situations where you wouldn't have to do them IRL.
It seems that fixing the flight models is hard due to engine design, so I'd be very happy if at least the inconsistency between the authority of different control methods and the ranges and linearity of some analogue axises could be fixed, and the responsiveness of controls that was present in the last (stable) Alpha builds could be retrieved. Those two would help _a lot_ really.
Thanks to oukej for nice explanation again! It always relieves your "pain" a little bit when you see comments from devs, so you can be sure that they're aware of your issue/opinion at least ^^
My summary/opinion about the choppers on the forums (http://forums.bistudio.com/showthread.php?147740-Helicopter-physics-impressions-simplified&p=2437066&viewfull=1#post2437066):
I get the impression that you're trying to apply the schema of fixed-wing aircraft handling to choppers. I'm not sure if I'm right but that's the impression that I get. It just doesn't work, choppers can't be flown like jets, they're completely different kind of machines. However, I agree that controls of the choppers are really sluggish at this moment (the controls were great in the latest Alpha builds, I want them back so badly ). It feels so weird that if you keep your collective down to keep the lift at very minimum and tip the chopper back that 10 degrees, the thousands of kilograms weighing large block of metal starts to gain altitude! It feels like you're flying a sheet of paper rather than chopper.
I'm absolutely sure that it makes flying choppers much more difficult, because it's pretty much impossible to kill your speed and decrease your altitude at the same time with most of the choppers now – partially caused by the reasons mentioned by b101_uk. This causes a lot of issues to regular (or newbie) chopper pilots, because when they try to slow down to land, they tip their nose back and lower the collective, but – thanks to the flight model – they still end up skyrocketing to high altitude, then shot down by AA within 5 seconds. You have to make highly unrealistic maneuvers to make a fast insertion like doing circles, multiple U-turns and snaking, and sometimes it feels that you simply can't slow down (especially with PO-30 Orca), the speed can even increase when you turn.
How should it be improved then? In my opinion, there are four crucial fixes that should be made:
- increasing the mass of choppers
- increasing the amount of inertia of choppers (most of them feel like that they don't have it at all atm in stable build)
- retrieving the responsiveness of controls that was present in the last (stable) Alpha builds, there was almost no input lag at all
- fixing the inconsistency between the authority of different control methods and the ranges and linearity of some analogue axises (check b101_uk's post)
But what are the influences of these fixes to the newbies and regular pilots? How to avoid them crashing all the time then?
I believe that all those fixes would make it not only more realistic but also much easier to fly choppers, because if you want to slow down, you can do it without gaining altitude thus being able to approach your LZ faster and in cover, that would decrease the risk of getting shot down by AA remarkably, and on the other hand, the responsiveness of the controls allows you to make accurate corrections. Additionally, pilots should always be "one step forward" from the situation, so that you're kind of "realizing your plan" all the time instead of touching the controls first and then thinking. This could be taught to players with simple chopper training mission in the singleplayer included in the core game. It could contain simply exercises of basic handling of choppers, eg. hovering, taking off, proper landings and also some more theoretical stuff like that "always being one step forward" (like planning the flight route and LZ before taking off), fast and tactical insertions, how to avoid getting shot down by AA, eg. flying in cover and how to make autorotation in case of engine failure (well, it should be made possible by devs first ). Very simple to create (I can barely script and even I have done a mission like that!), but big influence to the players.
Edit: Thanks to Oukej for nice explanation!
Fully agree that the AH-9 and MH-9 felt absolutely great in Alpha. Loved flying those! I hope that the flight models of those in Alpha will make it back to the game as soon as possible.
At least some choppers should have more weight and inertia as well, it's now quite hard to kill your speed with nose up without gaining altitude a lot.
Duplicate of http://feedback.arma3.com/view.php?id=6807
@Adanther, good points as well :)
One can definitely stay underwater for 3-4 minutes. Without training it's unlikely to happen, but with training not very hard to achieve. My personal static apnea record is 4:00, and it was only about a month after I started training apnea.
However, I agree that with regular character the 3-4 minutes static apnea is a little bit too long. The time before passing out is much shorter if you swim underwater already btw.
Maybe you're approaching them at too low distance? AI can hear too, and your movement affects a lot to it. On the other hand, if they spot you once, they will keep tracking you and if they loose visual contact, they'll try to estimate your movement and location until they spot you again.
Here's really good quote by armapirx:
"Arma3 AI doesn't see through bushes and trees' foliage. Tests in editor showed that. But the AI is very good at keeping track of player's position and movement exactly in a similar way, as we have slowly vanishing symbols of enemies on the map (with the option extended map info enabled). It's only that AI's tracking is better and more accurate, than those symbols are.
I'm not sure about the grass. While laying prone appears to significantly increase camouflage factor, the grass itself doesn't appear to block AI's view. You can crawl through a grass close enough for a pistol kill, but once you've been spotted, it's game over.
Still, by using tactical movement and changing position frequently, it's possible to confuse the AI about where you are and to flank them. Laying behind a single tree and picking them off doesn't work and honestly that's how it should be. It's either flank the AI or they will flank you.
AI doesn't see behind its arc of vision. It's possible to approach very close to them, until they actually hear you and only then turn at you. Based on my observations and tests, I think that "seeing" through walls is rather orienting towards heard sound. Try sneaking on them with slow movement and see the difference.
Stealth approach is very usefeul, when setting up for an attack or performing recon. But after "going loud", you'd better be on the move! AI is hard to beat and smart, but in tests designed to check it's capabilities and used skills one by one, it appears that it doesn't cheat. I do suffer from the situations, when I'm being fired at from behind the trees, but I do the same, when I have a suspicion or report that the AI might be or is hiding there. Actually I'm worse, because I throw grenades blindly, just in case, while AI doesn't.
I'm not sure about effectiveness of the silencers in Arma3. It appears, that they do have some value, but I haven't played with them enough to say anything for sure. As far as real life goes, silencers don't make you absolutely silent and undetectable, so don't expect shooting anyone in a room, without alarming the guys behind the wall. A silencer may delay finding you, if used from a distance, but they will find you eventually, unless you change the position."
Not because of the idea itself, but because of numerous very remarkable issues that could result in adding more furniture, like even worse FPS (which is a no-no!), troubles with AI pathfinding and glitches with character collision.
I've been experiencing these too, they appear and disappear randomly during the gameplay. Not very disturbing, but noticeable.
While the idea is good in my opinion, I think that it could cause many issues in MP because people wouldn't know if it's a script kiddie or engine that breaks your vehicle. It could also affect to eg. some missions too much. Maybe in SP and as option it would be neat though.
What's this then? https://www.youtube.com/watch?v=BHKjCmrzWbQ
I watched a video of NH-90 recently and it indeed did have same kind of lights than choppers have in game, so MulleDK19 might be right. But isn't the majority of choppers using the strobing lights though? The strobing lights look also so much cooler and can be spotted better, I think... ^^
This worked perfectly in Battlefield 2. Realistic and balanced solution in my opinion. I'd love to see this in Arma 3!
Moving carelessly near the birds could cause them to startle too.
Edit: Couldn't find a video that shows how good solution it was in BF2, but here's a video of the birds themselves: https://www.youtube.com/watch?v=YYAiXArL1Ic
Maybe related to this? http://feedback.arma3.com/view.php?id=6365
Reproduced here, had yesterday a long flight marathon in MP and noticed that the character really gets more and more damaged with time when piloting. I'm almost sure that it's caused by the small impacts during landings. The chopper doesn't get damaged (except instruments, HUD starts flashing way too easily), but your character does – a bit. When you land multiple times, the damage increases and becomes noticeable.
I landed very, very carefully every time (no landings with speed or fast descend) and the character got still damaged with time (after about 20-30 mins / 8-10 careful landings). I'm pretty sure that it's impossible to avoid in practice at this moment. The moaning and PP effects become irritating after a while, because you just can't avoid being wounded all the time.
I'd suggest modifying the collision damage factors of characters that are in chopper, because they are currently way too sensitive to it.
I have always wanted a minimap screen in choppers especially!
Ah, that's exactly what I meant. Thanks for fixing it! :)
If it's possible, the sky could glow a little bit because of the light that gets through the fog.
This ticket can be closed, a ticket about the same issue http://feedback.arma3.com/view.php?id=7308 has been assigned.
Made a similar ticket just after you, didn't notice this at all for some reason (maybe you were writing the ticket when I began to make my own :P)
There is already a list that is being updated all the time: http://community.bistudio.com/wiki/scripting_commands
I'm not very talented scripter myself but I think that there aren't any fixed variables, the scripter has to create them himself: http://community.bistudio.com/wiki/Variables
I don't think that overheating would cause the corruption, because the temperature of components is not high at all when I'm playing A3. (GPU less than 50°C, CPU less than 60°C).
Nice suggestion. I think ACE in A2 had this. I'd be very careful with the effects caused by regular rifles though, because it could lead to continuous ear ringing in certain missions (eg. DM). But with high caliber guns, explosions, AT, cannons, mortars, arty etc. it would be very neat feature!
It's maybe related to alt-tabbing in general, not sure though.
I get the same bug if I alt-tab from game to desktop and back when it's night. The HDR / lightning auto-adjust seems to go crazy. I noticed that it gets fixed if you set the daytime to day for a while (noticed this with dev build editor dev con camera) and let the accommodation to work for some seconds. It's interesting that the speed of simulation affects to the speed of accommodation. Eg. with accTime 0.1 it takes about 10 times longer than with accTime 1.0 from the accommodation to work.
In Arma 2 the sounds lost the high frequencies the more, the more far the sound traveled, so I'm pretty sure that Arma 3 will have it too. I just hope that they increase the native maximum range of sounds, eg. large explosions should be heard miles away like in JSRS.
"These settings are configurable in island's config..."
OK, then I have read wrong information. Thanks for the info, that's more than nice to know! :)
Edit: For my part, this ticket can be closed.
Was that a joke?
When I dive in the local lake here the water colour is brownish (like bland coffee), just like in the attached pic. The brownish colour is caused by the humus in the water. The seas have much more clear and bluish water because there is almost no humus at all in the water.
This looks fixed in both stable and dev build, so this can be closed for my part.
Is there any progress on this? The newest dev build seems to have some underwater lighting issues fixed, but the difference between surface and bottom lighting is still significantly small.
Heh, I hope that they'll fix this... It would have very noticeable effect, because you would "feel" and "see" your depth much better, when it would get dark and all blue in deep water. Not a major issue, but because I think we'll have exciting missions underwater in the future, it would be nice to have the small details fixed :P
I played for a while with the handbrake and it seems to do the job well. Maybe it was implemented just to solve this issue? For my part, this ticket can be closed/rejected.
It would be very neat to have more detailed damage values for the jets too, they were quite OP in A2 because they were completely functional in practice even if they had only 1 HP left.
This seems to be fixed in current dev build! Thank you devs, it sounds so much better now :)
"A digital watch won't be any different then a analog watch I think, it just displays the time in a digital format."
I understand that, with my previous comment I meant that the time acceleration and lack of time sync would be probably much more noticeable with digital watch.
That's the problem: to my knowledge, there's no time sync between clients at all. You need a custom script to sync it between clients and there might still be issues.
Wouldn't there be many issues with digital watch? Many missions don't have 1:1 time acceleration, and there is still no proper time sync. It would be one great mess if each player had different time and the time would skip randomly (eg. 20 minutes after every 5 minutes).
Edit: The timer and countdown would be neat features though. I believe that sync would be still needed.
Those can be scripted as well. Here are examples of scripted flashbang and tear gas: https://www.youtube.com/watch?v=ZDfcIWQMniY
Do you mean the hexagon marker? I think that it's attached only on the members of same group instead of the side. Difficulty settings affect it too, with harder settings the hexagons are not visible at all.
I'm wondering if this happens on purpose... I think that the AI would have serious problems in advancing with e.g. APCs and tanks if the fallen trees had collision enabled (think about a couple of trees fallen on the road...)
Please use search before posting new ticket, thanks.
Please use the first one, it's the first one and the most accurate about the issue.
Sound card: Xonar DGX
Audio driver version: 188.8.131.520
Headphones: Steelseries Siberia v2
OS: Win 7 64-bit
I bet that this is easter egg made on purpose ^^
Did you try to set value in the "Special" field from "In Formation" to "None"? It might fix the issue.
Have you tried to set the "Special" field from "In Formation" to "None"?