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- User Since
- Mar 7 2013, 11:14 AM (615 w, 6 d)
May 10 2016
Of course the damage is greatly reduced. There is much less kinetic engery in the round. While the damage might be the same at 30,50,100 m, or the effective damage even better, it'll be greatly reduced after that distance.
The effective (lethal) range for a 7.62 subsonic, shot by a silenced sniper rifle is set with 170m.
The smaller the round, the less kinetic energy it stores at low speeds, the less effective range it has.
Created a mod to counter the damage reduction: http://forums.bistudio.com/showthread.php?167591-Tier1-Silencer-Fix
While this mod works for communities that use mods, it's preferrable that BI fixes this issue and we won't need the mod.
Upon the first startups the process just stopped responding after 5 minutes or such. Now it boots up normally. Don't know what happend there and can't give any more intel.
Others have reported, that there was no issue at all, so I see this as an anomaly and it's all good. So this ticket is obsolete. Sorry for the fuzz.
Can't reproduce anymore. Hence I can't give you any crashlogs and I see this as resolved. Don't know what was going on there.
RPT:
"C:\Steam\steamapps\common\Arma 3\arma3.exe" -server "-BEpath=C:\Users\Administrator\Documents\Arma 3 Alpha" -cfg=c:\Arma\arma3.cfg -config=c:\Arma\server_public.cfg -name=Tier1ops
Exe timestamp: 2013/03/26 17:04:51
Current time: 2013/03/26 17:26:07
Type: Public Alpha
Branch: Stable
Version: 0.52.103507
Item STR_DISP_OPT_DISABLED listed twice
Item STR_WORD_DIST100 listed twice
Item STR_WORD_DIST1000 listed twice
Item STR_WORD_DIST200 listed twice
Item STR_WORD_DIST500 listed twice
Item STR_WORD_DIST2000 listed twice
I can confirm this has been fixed with the Hotfix for the "stable" branch.
Good job!
Update: With a private server and a "no nades" policy, our server runs without any crashes since 20:10 CET (5 hrs now).
We could not reproduce the issue without grenades yet. Our guys are playing on a now passworded server for 2+ hrs without any crashes (everyone knows about the grenades).
A bit more verbose: If a player throws two grenades shortly after each other, the server will crash.
If two players throw one grenade each at the same time, the server won't crash.
dazhbog, if you need more direct feedback, you can join our TS. Dwarden has the details.
It's related to running with "-server" option. Yes. That's why the category is set to multiplayer. :)
Crashes on Smokegrenades as well.
Looks like
Fault address: 006C1EA0 01:002C0EA0 C:\Steam\steamapps\common\Arma 3\arma3.exe
file: Tier1_CPG_v21 (__cur_mp)
world: Stratis
Prev. code bytes: C0 7F 37 6A 01 56 8B CF E8 A6 80 FA FF 8B 46 34
Fault code bytes: 83 78 40 01 75 24 81 C7 18 0A 00 00 57 8D 4D 0C
Registers:
EAX:00000000 EBX:00000001
ECX:01C4C76C EDX:00003F00
ESI:22CAB3C0 EDI:22C96040
CS:EIP:0023:006C1EA0
SS:ESP:002B:01C4C7A0 EBP:01C4C7AC
DS:002B ES:002B FS:0053 GS:002B
Flags:00010246
Is consistent troughout all of our crashes. Exept for the Register ID's.
Possible steps to reproduce better:
Start mission
Throw HE grenade(s)
Results in server crash regardless of how many ppl. are on there.
Reproducable on our server with diffrent missions (reproduced 4 times in a row now)
More crashlogs: https://dl.dropbox.com/u/2854558/arma3_2013-03-25_18-30-18.zip
Doesn't seem to be corelated with the number of players. Those crashlogs are after a couple of minutes with only 5-7 players.
Some more crashlogs. The latest one was a server crash after a short time with only 7 ppl. connected.
https://dl.dropbox.com/u/2854558/arma3_2013-03-25_14-26-19.zip
Here are some more from the Kellys-Heroes public server:
http://www.kellys-heroes.eu/files/arma3/alpha-crashlogs/KH-Public-A3_crashlog_2013-03-25_15-06-42.7z
http://www.kellys-heroes.eu/files/arma3/alpha-crashlogs/KH-Public-A3_crashlog_2013-03-25_15-47-20.7z
http://www.kellys-heroes.eu/files/arma3/alpha-crashlogs/KH-Public-A3_crashlog_2013-03-25_16-36-42.7z
Troughout all the logfiles (from diffrent servers, diffrent missions) this is a reoccuring sceme:
Fault address: 006C1EA0 01:002C0EA0
Fault address: 006C1EA0 01:002C0EA0
Fault address: 006C1EA0 01:002C0EA0
Fault address: 006C1EA0 01:002C0EA0
Fault address: 006C1EA0 01:002C0EA0
Fault address: 006C1EA0 01:002C0EA0
Fault address: 006C1EA0 01:002C0EA0
So it's crashing with the same memory issues on the same memory adress.
Didn't find one yet.
Limiting the server to 20 players (could hold 26 stable before) didn't help.
I think that it might have to do with the numbers of connected players and some memory leaks or CPU related issue. Means: The servers crashes when under heavy load. I'll try to limit it to 10 players now to check that.
New Dumps (not our server but "Alex Grosse"):
Usually this crash occurs within 5-10 minutes, depending on how fast the server fills up.
Accidental Dupe with http://feedback.arma3.com/view.php?id=5920
Please close
Accidental dupe with: http://feedback.arma3.com/view.php?id=5920
Please close.
Let's think a little out of the box of what we are used to. What about a contextual menu for the colours and markers?
Confirmed this working in the new stable branch hotfix.
Okay, tested on latest dev branch: It's fixed. However the reload animation on the MX weapons won't be synced across. So you won't see a magazine change other than on the player model. But I don't see that as an issue rather than beeing cosmetic and less important. :)
Thanks a bunch.
In the new "stable" release it's still broken.
I remember this from some old Arma2 patchstatus. Don't remember when and why though.
So actually http://feedback.arma3.com/view.php?id=5920 is a dupe of this one. :)
I can confirm this, as posted in the Arma3 server chat and the BIF.
Alltough I can't confirm requiredBuild as a fix since that won't work for us.
May 9 2016
At the moment the AI is razorsharp because the global server settings won't work and therefore the AI is at Skill level 1.
At the moment, the mission maker has to use the setskill array in the mission itself.
We have one mission on our server that has quite some nice values in it, giving us long firefights.
Feel free to check out the Random Patrol Generator latest version on the Tier1 Ops public server.
OMAC I hate to break it to you, but skill is a setting between 0 and 1. So 1.3 should not work or not do any changes over 1. skill=1 equals 100% basicly.
Running and shooting at the same time is just ridicculous. You won't be able to keep up your weapon, let alone it beeing steady at all.
We're talking about running here, not about fast walking (e.g. combat walk) or similar. You're talking about running and I really want to see you doing that in real life with a gun on your shoulder pointing forward.
I kinda wonder why there is such a huge diffrence between analoge throttle settings and the default ones. With anaolog throttle and my saitek throttle it's good and works as expected.
I wonder why people are downvoting this.
As it is in game right now it feels like downward collective has allmost no impact to the chopper, making flying like we're used to, pretty hard.
Duplicate with: http://feedback.arma3.com/view.php?id=882
Just because we're used to something else doesn't mean that it's wrong as it is. In our Community most people have bound the grenade to 2xG now because of the old habits. But having to do multiple steps isn't really the solution to that problem. After thinking about this, I kinda like the gamey element to this. It's good in CQB as it is.
I'd be okay if G toggles to grenade and left mousebutton lets you throw it. Once you release G it brings up your weapon again wether or not you've thrown your grenade.
The problem with the old system and with what you are suggesting now is, that you can't abort those animations. Means, throwing a grenade will render you unable to move or abort that for 3-5 seconds.
That's pretty deadly on the battlefield.
I agree on maybe throwing a grenade only after hitting G twice or such.
Looks and feels good for me as it is.
Actually those guns do have a spread. Recoil does automaticly creates some sort of spread and in Arma2 it was implemented quite well on the doorguns of Blackhawks.
Also trough the high rate of fire, this spread acts like a shotgun, compensating for bad aim possibilities (aim by tracers).
Well I don't know for Arma3, but for Arma2 it was a pain in the ass to implement that. Dslyecxi built a mod and you can certainly search youtube for it.
I totally agree it should be in there. Would love to see it in the base game.
Rebreathers work for a very long time (6-8 hrs straight).
Adding a gauge would make sense if it'd be a conventional breathing system.
Rebreathers recycle the air and add pure oxygen to it, thus giving no bubbles and having a much longer lifespan.
If your character brings up the map, he has obviously to drop his weapon. What's the problem with that?
Duplicate with http://feedback.arma3.com/view.php?id=882
For now you can use Play with SIX wich supports Favourites and much more.
The Rotor RPM in a chopper is stable and mostly not touched much. When you raise the collective, your rotorblades are changing angle. That's how collective works. It's not changing any RPM.
Ghostile, that is called autorotation and not a bug, but that's a little like in reallife.
Given, you need speed for autorotation, so it's not moddeled correctly in game. But I'd see that as one of the least problems we have with choppers at the moment.
@simast: That's not what he wrote. He said: With running engines you'll roll forward/backward when you move the collective. In reality you'd also need to apply torque to increase forward movement and actually get rolling. Just having to use the collective feels/behaves like driving a car.
Please correct me if I'm wrong, but a rolling taxi backwards is not really possible in e.g. a Blackhawk, let alone dangerous.
Kid18120 that's unrealistic and arcarde as hell.
Guys, if you have no idea what you're talking about, just leave it.
Choppers actually do taxi. Those without wheels do a hovering taxi and those with wheels simply taxi on their wheels. No extra engine needed for the wheels.)
Why do they taxi? Because they have special designated takeoff-/landing-zones as well as planes. It's simply a matter of organization and not having birds colliding.