User Details
- User Since
- Mar 7 2013, 11:29 PM (611 w, 3 d)
May 10 2016
Same problem here. Not sure if it affects everybody in recent months, or just some users?
I've not played any multiplayer Arma for some months. A friend and I just tried to play a co-op but could never see, nor connect to each other, no matter who hosted or how the connection was initiated. Same as reported above. Public servers were visible, but no amount of waiting for filtering caused ours to show up for the other person. No changes to our PCs recently or ISPs.
So we switched to a completely different game and had no problems at all.
Neither of us have mods installed (well not activated that we are aware of, just the 5 base packages in the Expansions menu).
The only odd thing I noticed was that after a few minutes of trying to host/join a game, my connection became super slow. Publics servers would only appear one at a time and I also couldn't browse the web, but TeamSpeak was unaffected. Maybe my ISP didn't like my PC pinging thousands of servers and blocked/throttled some types of traffic such as port 80? Not sure but it was repeatable and rather weird. Possibly not related but thought I'd mention it.
I can confirm that the HUD is practically invisible at night, rendering it almost unusable. NVGs don't help much either, though it depends if you're looking at the ground or sky - one offers fractionally better visibility.
This is with the stable release build as of today's date.
I think this is a mistake in the tooltip only? They are 6.5mm rounds, as stated on the top line. The info that follows on lines 2-4 regarding 5.56mm and gun suitability is probably incorrect.
If you create a mission in the editor with a Diver with an SDAR and its corresponding 5.56mm ammo, then switch to a TRG-2x, you'll find that you can fire those rounds.
Great report. I noticed a lot of the same things; thought I might be the only one to try to do such unusual activities!
Arma 2 was identical in terms of objects 'moving' or 'settling' the first time they are shot or hit by something. I think that no physics calculations are done on the object until something hits them. Then the game is checking for collisions with other objects and the ground, hence the movement. Most vehicles will 'settle' by an inch or two if you shoot them, just like in Arma 2.
Not confident about that aspect of the game engine being fixed, but things like empty barrels catching fire and all the rest can hopefully be cleaned up quite quickly.
Try driving a vehicle into an empty barrel or two. The empty barrel often wins! Perhaps PhysX is not fully implemented yet, or won't apply to all objects.
Smoke speed is definitely influenced by downwash and has been since the initial Alpha release. Whether it's influenced enough is another matter, as the helicopter has to be very close to the smoke before it is pushed away at any speed. But it's not too bad.
The smoke doesn't dissipate enough from downwash in my opinion, being blown away and leaving neat 'arcs' in the distance, but I'll make a separate ticket for it.
May 9 2016
I agree with this. You run a little slower with a lowered weapon (as far as I can tell) so that's another negative impact caused by this.
This issue also generates a small animation glitch:
After leaving the map, in 3rd person view, the player is crouched with his left arm out (as if taking gear). When you then start to move forwards, the character instantly changes to the regular crouched stance before then standing and moving forwards. Looks ugly! There's no continuity or fluidity in the movement. In first person view there's also a noticeable sudden 'jump' in the view as you begin to move.
Does not happen for all ladders while the swimming animation is active. I was able to climb out of the water by the ladder at the Agia marina pier today. I had to be on the surface, right next to the ladder and looking up at it before I got the option. It was quite awkward to get into the right position to climb out, but it was possible.
Version 0.53.103608 in my case (development branch).
This would be a welcome option. I wanted to open a ticket for the same suggestion but found this one :)
I can't see any reason not to offer this as a secondary option for players that would prefer it. Many other options have multiple keyboard mapping options depending if you want a direct key or a toggle, so it makes sense to me. I find it easy to forget which sight I used last and sometimes end up looking through the wrong one at the most critical of moments, which wouldn't happen in reality.
As a long time OFP/Arma player but newbie to the editor, it isn't obvious that 'careless' means 'no response to being shot or shot at' (which is not a regular human state of mind). Perhaps it could/should be renamed to something like 'combat disabled' for clarity. I had assumed it was a more relaxed state of mind than 'safe', giving slower reactions.
Even so, there is a problem with 'careless' AI - they will throw grenades out when attacked if the player is close, but they will not shoot their weapons.
So a possible bug there at least. I'm currently on the dev branch 0.53.103603.
I can also confirm. Settings are a mixture of Low/Standard/High.
I have the same result. I was horrified at the performance until I tried increasing the shadow setting, then things started to become playable.
i5 2500K 3.3GHz
4GB DDR3
Nvidia 9800GTX+ 512MB (driver version 306.23, quite old now)