User Details
- User Since
- Mar 7 2013, 9:53 PM (623 w, 2 d)
May 10 2016
I´ve uploaded three simple Repro missions to highlight AI driving issues.
I´m happy for every small improvement. Will test and report back.
I attached the File "Pathfinding issues.zip"
It contains three simpe repro mission showing a few different spots on Altis where the AI will wreck their car.
I advise that you change your view to third person and that you take a look at the ingame map where troublesome locations are marked (or in the editor).
As I see it the AI always drives on the far right side of the road.
If the road bends to the right the AI will always leave the road with at least two wheels (completely if the turn is sharp enough) and crash into anything that happens to be there (street signs, wooden poles, fences, houses, etc.).
This happens on every! right turn on all roads.
There are many roads on Altis where the AI can´t drive without breaking the car.
To solve this problem the AI needs to be changed so that they don´t try to cut corners in right turns but stay on the road.
Yeah I guess that number 2 wouldn´t be such a big problem if number 1 was solved. That would actually be pretty cool if it depends on their skill how fast they get a arget in the sights.
Fix this please BIS
Confirmed. It seems as if the new APCs don´t have a 6x6 or 8x8 configuration. only the 2 rear axis seem to drive the vehicle forward. and obviously they can´t push it on shore if only the first axis makes ground contact.
It is much better now. The only thing that could be improved is a shorter delay between fully lowering the collective (pressing Y or Z) and the response of the helicopter. Now it seems to take a second before the helicopter starts to react.
Doesn´t matter if it is used by the military, Airshow stunt helicopters are usually heavily modified regarding weight and power and can´t be compared to military versions.
Please don´t bring up helicopters outfited for stunt flying, they can do maneuvers that military helicopters only can dream off.
Good to know that they are still WIP
The whole FM is pretty bad as it is, for almost all helicopters.
Seriously Arma 2 had better FMs
Everything has been simplified too much
Sourround sound problem, see here
Sourround sound problem, see here
No it is the same, but it was fixed for other vehicels.
You can see the coords in the linked screenshot...
I added a 7.zip
Included are:
A simple repro mission
DxDiag
My Settings
I will post a video showing how the repro mission performs on my PC within an hour (Currently uploading)
Video of the Repro Mission
Watch in Original Quality and Fullscreen
http://www.youtube.com/watch?v=9jKHvsXE5HQ&feature=youtu.be
Also added a picture showing the other defect mirrors.
STance adjust via CTRL + mousewheel would be the best solution
Dev Build 0.53.103342 has solved the Issue, ticket can be closed
May 9 2016
Dwarden has taken the time to link some other tickets related to the 5.1 and 7.1 Problems to this one.
More information and discussion can be found here
http://forums.bistudio.com/showthread.php?157247-Sourround-sound-problems-DEVs-take-notice
Well whoever downvoted this certainly never went for a real dive..
Also added a picture showing the other defect mirrors.
Confirmed, everytime the Ifrit shifts I hear that pulse, it´s a very deep short sound but really distracting.