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- User Since
- Oct 13 2015, 3:06 PM (475 w, 2 d)
May 10 2016
I have this issue still on RHS mod - T-90A, with commander HMG.
Single player with helicopters - helis are floating in one place and ignoring enemy fire.
Yes, but you know, whelled and tracked vehicles....
I found this also on CUP_Terrains Takistan. Is there any way to fix this internally, or will this be changed in Arma 3 in general?
I can reproduce without problem, try this mission (attachment) on RC.
You may ask those guys :
http://feedback.rhsmods.org/view.php?id=1712
They sad its "Arma bug" and thats all. Maybe they have more info.
It happen often when there is smaller MG mags. Try to set 6 rounds (MG ammo belt)left in tanks before starting repro step.
OK, thanks for time spented, we eliminated Vanilla version of this bug at least, thanks again.
Actually i didnt needed to close it on task manager. There was message that Arma stopped working, and windows was searching for fix.... I'll try to repro this today.
Can be closed, cant reproduce on RC.
I dont have those files
Turret sound on tanks is still missing.
On game launcher, on the modlist, click on CUP_terrains right mouse button, click unsubscribe and delete (or some smillar) and write about resoult.
I noticed similar issue when you turning engine off on all vehicles, which have this sound sameple longer - terrible clippig all the time.
Its logically, your hands are busy holding the ladder.
Well RHS mod tanks use ERA (first in arma 3 engine). But actually i understand problem - AI is shooting or standing (if no AT weapon) instead of seeking for hide. But i think i understand AI in this matter. Why they have to hide, before someting will flip upside down, and before doing so will kill half of its friendlies? This is how arma tanks are working. Notorious bugs alle the way - driving on firnedlies, physx failures, and cannot reverse when there is any ai in 15 m for the tank. BETA BETA BETA and once again ALPHA (mostly in armored vehicles matter)!
Not sure its related, beacuse issue is new (appeared after this fix).
New missle system = new active protection system. This is maked one by one. Smoke screen on tanks is made to defend against IR guidance missles. Only GPS tagerting could defend it, but none of available in game weapon have such ability. Take in account modded content as well, for example CUP or RHS, where you cant defend against javelin, or other Guided missles, It need to be fixed. Otherwise even mod makers could not do anything further.
^^^ Thats what i'm talking about, thanks @TheMasterofBlubb
Just like i sayed, SACLOS aiming at last known position, so if i deploy smoke, and move few meters in any direction, its unable to hit me. Its main tactics of defense against giuded missles. Its milsim, right?
Yes, duplicate with better description, repro mission, and video, maybe it will not be ignored like this duplicate from 2013....
And most important - option to set animation speed, diferent animation for weapons like RPG, javelin. For now reloading javelin (in rhs mod) cannot be slowered - in resoult reloading take 2,5 seconds and ai is shooting twice in same target. RHS team says there is nothing they can do, its upt o You to change this.
OK, thanks for reaction - i aquired fault - malloc. Fixed now, ticket can be closed, thanks again!
Did you tried veryfing game files?
yes. I tried all tips from forums. I found a way - Modules>Modificators (sorry i write from my memory)> and then putting a module where you can set AI move, AutoTarget, Aishot etc. But rest of commands also should be fixed - those may be used on many missions by other players. And make whole mission creating process easier
Yes, but i need they start to move after enemy will be defeated.
This issue happen without mods. (vanilla content only) I'll create repro mission, give me few minutes.
Edit:
Mission atatched, open the map to see what commends i used on which vehicle, wait about one minute - all vehicles will start move.
Mission attached, in task description you have brightly described steps.
No problem, give me few minutes.
You need mods to play this scenario
- RHS Escalation
- CUP_terrains
- fallujah island
- Chernarus Winter Island
Try to run some vanilla presentation.
As far problem occured only on CUP_terrains, but they stated its an engine related. On their terrains all vehicles seems to be affected (vanilla, moded). I'll keep you updated.
Please try to fix it, its really gamebreaking. All long missions like sandboxes, zombies etc require long time to play, i'm not able to play such long time, so saving/restarting game is needed in my (and in other's) case.
Who voted it down? Its a serious issue, and it seems to be related to A3 engine.
PS: maybe instead of downvoting can anyone answear me?
PS2 NEW REPRO MISSION and RPT ATTACHED :
MODS NEEDED : CUP_TERRAINS, RHS ESCALATION, ACE 3
BE Sure to save game, exit game, launch it again, load savegame. Its ususal when making large missions (BECTI, WEST TO EAST, etc)
Sorry video is so cutting, but AMD gaming evolved have changed something - game was runing smooth while i recorded this.
Not yet but i havent tried a lot yesterday, today i'll try little more. Bug is also reported on CUP_terrains forum.
Latest RPT attached
Link to missions it occured (again)
http://steamcommunity.com/sharedfiles/filedetails/?id=391378561
PS sorry for duplicate but how long does it take to at least TAKE A LOOK AT IT!?
http://feedback.arma3.com/view.php?id=26397 Damm this times.....
Off course savegames disapear when you exit game without saving (old savegames should still exists) but its another problem..... This game really needs fixing beacuse (lets just say it loud) its a mess.
There is just some radious around grenade needed. Mickeyman - to be honest, dont count BIS will fix it, write about it to ACE team:
https://github.com/acemod/ACE3/issues
Create account and report such things to them - like i do since 2 months ;)
Silence.....
0023017 totally ignorated. since 9 months.
Vote up please, and comment, so this will be on the top, otherwise it will lost as my other tickets. 4 of 19 tickets vere readed, rest are ignored.
No, i mean its feature/report you can take tool box into the hands. For now i need backpack just to take tools box.
Silence and ignorantion.....
What? How you broke Gun in Arma 3?
I've got FPS issues as well, but not su much. After 1.54 when there is a smoke somewhere (from wrecked vehicle or smoke grenade) my fps fall to 15.
Look like it is gonna be ignored otherwise.... same as my other ticket that may resolve reversing issues :
http://feedback.arma3.com/view.php?id=27000
Great, the easiest to resolve taking most of ignorantion. I'll try to figure it out how to fix it, but i dont know much about modding and can damage game...
Yeah, i know its duplicate, but number of thos rabbits increases with every update. Can you imagine 6 rabbits on 20m^2 ?
BTW; If i'm not mistaken, AI crews have problems with detection enemies very close/next to the tank. This would help with that i think, beacuse this zone can be named "dead zone" as well. Please, do not ingore this ticket,
please fix this.
Still no reaction....
Person who downvoted it propably have parkinson sick, ITS IMPOSSIBLE TO HAVE SO BIG SWAYING. You need to be sic, or wounded, or drunk - there is no other explaination.
I upvoted, but i know it will never happen. There is vanilla weapon smilar to AK-12 in the game, but i dont remember its name. More - if you love so Russian weapons Try RHS escalation mod - i'm more than sure you gonna love it. Most of people cant play A3 without it.
PS : This smillar to AK12 weapon is ABR from marksman DLC
I know, but i will not re-edit all downloaded missions specially for this. This should be automatic.
What is his name (pseudo, login)? For now, no matter where damaged tank is standing, is it surrounded by 100 riflemans, crew is disembarking just to die, even when they have chances to continue shooting and staying alive. Person who downvoting this is so called CoD Fan and like so easy targets, isnt it?
I writed to oukej and one more guy from AI topic in BIF, no response, no reaction. Please dont let this as it is, it need tweak, same as Ai reversing behavior. For now tanks are just dummy targets.
- Cannot defend against giuded missles (smoke doesnt working like it should)
- Ai drivers cannot reverse if is anybody is nearby
- PhysX engine launching our tank in random direction
- Crew is disembarking when track is damaged and there is intensive firefight all around.
How this could happen in milsim? Please take care of this, i know your team are working on water shaders, it look brilliant, but tanks are almost unplayable now. We are waiting more than 2 years now ........
Who voted it down?
Still no response.... I cant understant it. There will be zero % chances for response if i will wait, beacuse this ticket will get on last sites and it will be forgotten, if i will remind you about it every week, will you finally fix it?
OK, i was holding real equippment - 40 KG and PKM. Never wasnt any super-power super-man, and i was capable of keeeping so heavy machinegun steady by kneeing. How is this possible if i wasnt strong man? It was and it still is, bacuse all depend of soldier posibilities. Off course after 3 km of march it was barelly impossible to clearly aim target, but lying on the ground was solving the problem. But in arma world problem is, ai is great super-mans, and see through grass, and sink into the ground, SO GIVE PLAYER SOME CHANCES TO DAMM AIM THE TARGET! Thats all, if we have super hard, unrealistic skilled AI, we should have unrealistic easy in some other way. Simply?! Now, apply that please.
Cant reproduce. Only where there are big number of explosions. Did you tried updating video drivers? Dont know your GPU but Radeon released Crimson edition drivers boosting GPU (mine) about 30% without overclocking. BTW - are you using ACE 3? There is file responsible for big FPS drops on mentioned explosions - ace_frag which produces houndrets of frags while explosion appear - it eat lot of CPU resources.
@MASTER - they have:
https://youtu.be/AH_TSKVa1VY?t=41s
https://youtu.be/5S0tC8HCUvE?t=2m35s
Now, on prving ground crews are not using SABOT rounds, beacuse they can ricochete and fly away from proving ground making damage in civilians, houses etc (where they shouldnt), so all rounds are HEAT based.
Dont know about US, but mainly Russian and ex-soviet republics are using tracers on HEAT and HE-frag rounds, beacuse of their trajectory and mass.
Oh, then OK :D
Blast - ok, dust - ok, but tracer....
Real Sabot dont leave any trace, beacuse its simply too small, and dont have tracer mount on the end. Tracer is mounted mainly on HEAT, HE-FRAG.
Sure. For me repro steps work every time.
Edit - dont know how, dont know when, but problem resolves itselfs - yesterday it wasnt working, today i cant reproduce - magic? Ticked can be closed.
Uploaded.
Confirmed, reporoduced it without problems. I hope developers readed it - happen on Vanilla. Please mark as acknowledge if readed.
Hi master, Where you have this info from? I started searching today but cant find it. There is no info they will delete fatigue, or if is, please share it. Only info i hace is RC Fix Testing:
https://forums.bistudio.com/topic/183855-release-candidate-branch-announcements/?p=2944651
Man, how did you find it ;) Great find!
Thanks for copy of my ticket :
http://feedback.arma3.com/view.php?id=26640
Microsoft is great..... thanks for crashing our games! This update was failed at my machine somehow.... as the only one of 270....