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hladas
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User Since
Mar 6 2013, 2:35 PM (349 w, 4 d)

Recent Activity

May 10 2016

hladas added a comment to T82562: Incredibly low FPS when in multiplayer servers. When the status "reviewed" will change to "resolved"?.

Beta version or stable?

May 10 2016, 11:08 AM · Arma 3
hladas added a comment to T82562: Incredibly low FPS when in multiplayer servers. When the status "reviewed" will change to "resolved"?.

What mission do you play, or is it only wasteland?
Are they heavily scripted?

May 10 2016, 11:08 AM · Arma 3
hladas added a comment to T81224: Game crashes.

fixed in 1.41.129498

May 10 2016, 10:23 AM · Arma 3
hladas added a comment to T81053: publicVariableClient propagates to all clients, thus not having expected behavior.

Unable to reproduce.

  1. How did you get target ID?
  2. It is send to all clients only if ID is 0.

jaynus: the details you gave to Dwarden - it was from client, not server

May 10 2016, 10:19 AM · Arma 3
hladas added a comment to T78716: Massive desynchs on high population servers.

Could you please try add to server config

guaranteedUpdates = false;

May 10 2016, 8:58 AM · Arma 3
hladas added a comment to T76348: Server crashing few minutes after mission launch.

crash_after_update_from_21_03_2014.zip [^] (3,881,286 bytes) 2014-03-21 21:13
CallStack is the same as what Update was fixing.

[player] joinSilent (createGroup independent);

I was unable to reproduce it.

If you are using for example HC that is not updated, it could cause this problem.

May 10 2016, 7:58 AM · Arma 3
hladas added a comment to T76348: Server crashing few minutes after mission launch.

We are working on it.

May 10 2016, 7:58 AM · Arma 3
hladas added a comment to T76240: Fixed wing flight model improvement considerations.

See
http://forums.bistudio.com/showthread.php?167067-Fixed-Wing-Flight-Model-%28dev-branch%29&p=2782356&viewfull=1#post2782356

May 10 2016, 7:55 AM · Arma 3
hladas added a comment to T76172: Waypoint naming for Game Logic waypoints is wrong.

fixed in rev 116132

May 10 2016, 7:53 AM · Arma 3
hladas added a comment to T75192: Plane ROLL physics bug--> It does not TURN!!!!.

Fennek: Thank you, will check it.

May 10 2016, 7:30 AM · Arma 3
hladas added a comment to T75192: Plane ROLL physics bug--> It does not TURN!!!!.

There are also other forces.
see http://forums.bistudio.com/showthread.php?167067-Fixed-Wing-Flight-Model-%28dev-branch%29&p=2782356&viewfull=1#post2782356

edit:

Also, from your picture, the final force - it should only shift the airplane, not turn. If you explain me where the torque comes from, I'll be more than gratefull.
Torque, that will align the airplane with 'descending speed', is present and can be configured (I'm a programmer, not a config guy).

And pitch input will not increase your lift force by 42%, but it will cause torque and, turn your nose up, so the force from engines is used to cover the altitude loss.

May 10 2016, 7:30 AM · Arma 3
hladas added a comment to T74474: HitPart impact location is not synced with the Resolution LOD (FIRE LOD not following the Reso LOD frame for frame).

selectionPositionVisual

Don't ask me why, but this one already was in Render time scope.

May 10 2016, 7:12 AM · Arma 3
hladas added a comment to T74474: HitPart impact location is not synced with the Resolution LOD (FIRE LOD not following the Reso LOD frame for frame).

You are using modelToWorld / worldToModel that is working in simulation time scope. Render time scope is different. That is why you see the difference.

May 10 2016, 7:12 AM · Arma 3
hladas added a comment to T74474: HitPart impact location is not synced with the Resolution LOD (FIRE LOD not following the Reso LOD frame for frame).

Some commands that work in Render time scope will be added.

May 10 2016, 7:12 AM · Arma 3
hladas added a comment to T74345: FPS drops to 1 and game crash when leaving a vehicle.

Can you please post results from
http://community.bistudio.com/wiki/diag_captureFrame
(it is present only in dev version)

coppy all button will copy results to clipboard.

-----

if you play from editor, you can run this command in pause menu console
http://community.bistudio.com/wiki/Mission_Editor:_Debug_Console

May 10 2016, 7:09 AM · Arma 3
hladas added a comment to T74345: FPS drops to 1 and game crash when leaving a vehicle.

Does it happen without -mod=@CBA_A3;@JSRS2.0Alpha ?

May 10 2016, 7:09 AM · Arma 3
hladas added a comment to T73403: AI Gun shots inaudible after reload..

Please provide repro mission.

May 10 2016, 6:41 AM · Arma 3
hladas added a comment to T73264: AI can accurately engage through near concealment when it has spotted an enemy which then moves out of LOS.

work in progress

May 10 2016, 6:33 AM · Arma 3
hladas added a comment to T73264: AI can accurately engage through near concealment when it has spotted an enemy which then moves out of LOS.

rev 111178: decreased AI ability to shoot trough bushes when team member sees target

May 10 2016, 6:33 AM · Arma 3
hladas added a comment to T73258: Jet auto-rudder needs to be optional/removed.

Few notes

  • flight model has not changed, only automatic use of rudder was removed. This was wrong and will not return (also is different problem)
  • I will add (soon) more config parameters, so some level of this effect could be achieved
May 10 2016, 6:33 AM · Arma 3
hladas added a comment to T73258: Jet auto-rudder needs to be optional/removed.

So this is the ticket that killed the aircraft physics.

Could you please give me a little more details, how rudder should influence airplane?

May 10 2016, 6:33 AM · Arma 3
hladas added a comment to T73258: Jet auto-rudder needs to be optional/removed.

Will look at it.

May 10 2016, 6:33 AM · Arma 3
hladas added a comment to T73258: Jet auto-rudder needs to be optional/removed.

I adjust slightly , and the rudder swings the nose back the opposite direction.

Even in current beta?

May 10 2016, 6:33 AM · Arma 3
hladas added a comment to T73258: Jet auto-rudder needs to be optional/removed.

would it be possible to remove it from "Airplane"

Yes, on monday.

Done.
I Also added new parameter - rudderInfluence, which can be used to increase, how much will rudder turn the plane.

May 10 2016, 6:33 AM · Arma 3
hladas added a comment to T73258: Jet auto-rudder needs to be optional/removed.

would it be possible to remove it from "Airplane"

Yes, on monday.

May 10 2016, 6:33 AM · Arma 3
hladas added a comment to T73258: Jet auto-rudder needs to be optional/removed.

it starts working when you are NOT pressing the assigned key for the rudder

is removed in current beta, waiting for feedback ;)

May 10 2016, 6:33 AM · Arma 3
hladas added a comment to T73258: Jet auto-rudder needs to be optional/removed.

Also, could please give a little more feedback, how rudder should influence airplane?

  • what you would expect, that proportion of forward and sideways speed will be, when rudder is at maximum and plane has landing speed or maximum speed
  • how use of rudder should influence forward speed
  • how quickly should sideways speed return to 0, when rudder is released when plane has landing speed or maximum speed
May 10 2016, 6:33 AM · Arma 3
hladas added a comment to T73258: Jet auto-rudder needs to be optional/removed.

please retest in rev 111002 (or newer)

May 10 2016, 6:33 AM · Arma 3
hladas added a comment to T72629: Helicopter rotor blades get destroyed by spawn shield object / non geo lod interaction..

please test rev: 109954 (or newer)

May 10 2016, 6:17 AM · Arma 3
hladas added a comment to T72121: Vehicles can still be damaged with allowDamage false.

please retest rev 1110011

May 10 2016, 6:04 AM · Arma 3
hladas added a comment to T71852: AI is alerted immediately when a unit it knowsabout is killed.

in progress

May 10 2016, 5:57 AM · Arma 3
hladas added a comment to T71018: Make A3 engine backwards compatibility to A2/OA content a top priority post release..

Backwards compatibility with Arma 2 content in not possible.
We need to change/improve data and how engine handles them. Keeping several branches of code how to work with different version of data is impossible to maintain.

May 10 2016, 5:32 AM · Arma 3
hladas added a comment to T71017: Give modders the tools to identify and avoid/solve performance bottlenecks..

rev 113178 - profiler enabled in dev. branch

May 10 2016, 5:32 AM · Arma 3
hladas added a comment to T70888: Bearing to targets in target menu change with direction.

work in progress

May 10 2016, 5:28 AM · Arma 3
hladas added a comment to T70888: Bearing to targets in target menu change with direction.

rev 111384

May 10 2016, 5:28 AM · Arma 3
hladas added a comment to T69890: Dead bodies on ground break AI pathfinding.

fixed

May 10 2016, 4:51 AM · Arma 3
hladas added a comment to T68643: Helicopters drop when AA hits them.

fixed rev 109918

May 10 2016, 4:02 AM · Arma 3
hladas added a comment to T68494: Radar - too powerfull .
  • removing of "TAB"(from EVERYTHING)

Don't really see the reason why.
Tab is a command to your gunner, to find next target.

Anyway, there is an 'allowTabLock' parameter for both pilot and gunner.

May 10 2016, 3:55 AM · Arma 3
hladas added a comment to T68120: Split gunner and pilot weapons in gunships.

The reason why gunner has all weapons, is that ammo is not wasted.
If both pilot and gunner have some missiles, they will both spam them on target and 50% of your missiles will be wasted.

May 10 2016, 3:42 AM · Arma 3
hladas added a comment to T67191: Force/Tweak AI to use appropriate weapons.

work in progress

May 10 2016, 3:10 AM · Arma 3
hladas added a comment to T66566: AI knows the enemy position at all times, no matter what.

BUT! That's only half of the issue more or less fixed. The other, first half is still there. AIs will turn to your position and will fire at you (of course within their weapon's config range) the moment any one of them dies.

Different issue, should not be in a post about AI tracking.
Anyway, our config master will try to reevaluate how much is shooting revealing your position.

May 10 2016, 2:47 AM · Arma 3
hladas added a comment to T66566: AI knows the enemy position at all times, no matter what.

Player is not prioritized target.
Not sure about rank.

May 10 2016, 2:47 AM · Arma 3
hladas added a comment to T66566: AI knows the enemy position at all times, no matter what.

What really happens is that they seem to know target's exact position at all times and this has nothing to do with vision.

Please retest in version 107930 or newer.

May 10 2016, 2:47 AM · Arma 3
hladas added a comment to T66111: Brake IN.

Work in progress.

May 10 2016, 2:28 AM · Arma 3

May 9 2016

hladas added a comment to T62053: Vehicles locks after engine is damaged or all tires are destroyed. (Immobilized.).

Will be fixed in update

May 9 2016, 11:44 PM · Arma 3
hladas added a comment to T60682: Grenades can hurt you through walls..

Please try to retest in latest beta

May 9 2016, 9:54 PM · Arma 3
hladas added a comment to T60427: AI Helicopter will not land near enemy..

You need to disable fleeing.

May 9 2016, 9:44 PM · Arma 3
hladas added a comment to T60382: Helicopter collective ascent/descent rates are not consistent among devices.

The Neutral -1250 comes from the Raise (Analogue) and not lower. So I guess the zero of that Axis gets interpreted wrong.

The difference is that Q/Z are implemented as an simple autopilot which, when Q or Z is released, sets collective to stable position. (otherwise it would be impossible to hover)

But when you are using analogue you have direct control over collective. No help from engine.

May 9 2016, 9:42 PM · Arma 3
hladas added a comment to T60382: Helicopter collective ascent/descent rates are not consistent among devices.

Yes, 106951 is yet to be released.
Don't know when, so I just wrote rev number :).

May 9 2016, 9:42 PM · Arma 3
hladas added a comment to T60382: Helicopter collective ascent/descent rates are not consistent among devices.

rev 106965???

revision / exe build number
can be found in right bottom corner of main menu

May 9 2016, 9:42 PM · Arma 3
hladas added a comment to T60382: Helicopter collective ascent/descent rates are not consistent among devices.

Please try it again in rev 106965 (or higher)

May 9 2016, 9:42 PM · Arma 3
hladas added a comment to T59650: Can't eject from helicopter.

Blackfoot helicopter:

  • it is intention as this helicopter does not support eject while flying
  • eject in water is already enabled
May 9 2016, 7:07 PM · Arma 3
hladas added a comment to T59631: Incredibly low FPS when in multiplayer servers.

Beta version or stable?

May 9 2016, 7:05 PM · Arma 3
hladas added a comment to T59631: Incredibly low FPS when in multiplayer servers.

What mission do you play, or is it only wasteland?
Are they heavily scripted?

May 9 2016, 7:05 PM · Arma 3
hladas added a comment to T59492: [SUGGESTION] Functioning co-pilot seat.

If you are a copilot, there is an action available - take controls

May 9 2016, 6:58 PM · Arma 3
hladas added a comment to T58683: AI walk through everything.

Can we get current examples of where they walk through or maybe even repro missions?

I already have them.

May 9 2016, 3:25 PM · Arma 3
hladas added a comment to T58683: AI walk through everything.

Look at Unreal Engine, please! :)

So I did and I found a lot of inspiration that I can use. Minor detail is that I have to decrease size of maps to 500m X 500m. :))

We, the players, have to find which ones.

Thank you, but is is not needed. It is not object based problem.
I believe I will have it fixed for final release.

It's the same as fences with holes in A2 which made AI walk through them. It got fixed.

Fences are little different (part of map and can be precomputed for AI).
This is a little more dynamic problem.

May 9 2016, 3:25 PM · Arma 3
hladas added a comment to T58489: Server crashes with custom maps.
  1. download the TDNL maps from armaholic

Please, attach repro mission.

May 9 2016, 3:17 PM · Arma 3
hladas added a comment to T58484: AI Still see's player through dense vegetation..

so they only will know a general area where you could be, instead of a specific spot, so they will loose track of you sooner...

This is close to how AI works. If they don't see you, they just predict your position based on the speed and direction you had last time they saw you. Also, if you just hide behind some object, they will wait for you to show again.

May 9 2016, 3:17 PM · Arma 3
hladas added a comment to T58484: AI Still see's player through dense vegetation..

revision 103721: AI no longer fires on targets that did not see and are only reported by other group members.

May 9 2016, 3:17 PM · Arma 3