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matkob
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User Since
Mar 16 2013, 7:23 PM (579 w, 4 d)

Recent Activity

Feb 21 2019

matkob edited Additional Information on T137155: Helicopters not following waypoints after GrpNull, unloading troops randomly.
Feb 21 2019, 8:37 AM · Arma 3
matkob edited Steps To Reproduce on T137155: Helicopters not following waypoints after GrpNull, unloading troops randomly.
Feb 21 2019, 8:36 AM · Arma 3
matkob created T137155: Helicopters not following waypoints after GrpNull, unloading troops randomly.
Feb 21 2019, 8:36 AM · Arma 3

Jul 21 2016

matkob created T119531: Flyinheight command not working.
Jul 21 2016, 4:54 PM · Arma 3
matkob added a comment to T69818: Flyinheight command not working in waypoints anymore.

This is not working again

Jul 21 2016, 4:50 PM · Arma 3

Jul 12 2016

matkob created T119309: Moral Fiber mission vehicles get crazy - unable to finish..
Jul 12 2016, 7:45 PM · Arma 3
matkob created T119308: Armed Assault unplayable - 4x Varsuk tanks destroy all allied forces.
Jul 12 2016, 7:41 PM · Arma 3

May 10 2016

matkob added a comment to T85822: Campaign saves dont work/always resetting as if i did not play..

You can close this. After clean reinstall it is working again.

May 10 2016, 12:49 PM · Arma 3
matkob added a comment to T85822: Campaign saves dont work/always resetting as if i did not play..

hello, I have mods installed but this is happening without using them just with pure game. And I am using default path for the profile. I already tried to delete Arma 3 folder in Documents but without success. Now even my own created missions are gone. I still have the sqm files but it does not load them in the editor.

May 10 2016, 12:49 PM · Arma 3
matkob set Category to category:savegameloadgame on T85822: Campaign saves dont work/always resetting as if i did not play..
May 10 2016, 12:49 PM · Arma 3
matkob edited Steps To Reproduce on T77073: Helicopter waypoint management completely ruined.
May 10 2016, 8:17 AM · Arma 3
matkob edited Steps To Reproduce on T77072: Troops scripted in helicopter unload immediately and do not go to waypoint to unload.
May 10 2016, 8:17 AM · Arma 3
matkob added a comment to T73513: AI Paratroopers glitch mid-air.

Moreover, they are killed too often during canopy deployment and entire parachute flying physics is screwed (I am saying that as a military and civilian skydiver).

May 10 2016, 6:43 AM · Arma 3
matkob added a comment to T70692: More Skydiving Mobility! -----> Its To Clunky At The Moment!!.

What you said is the purpose of the parachute, not of the infiltration technique itself. Moreover finding suitable landing side while on parachute is really irresponsible. The landing site should be chosen prior to infiltration. Imagine that you are at night with NVGs carrying 30 or more kg under your belly or in between your thighs plus weapons, jumping from more than 6 km. First you need to exit the platform, stabilize your free fall with all that stuff, keep an eye of the others from the group, preferably keep the group compact while in free fall, at the proper altitude separate the group in free fall, open the chute, follow the leading chute to the proposed drop zone (obviously not every time it has to correspond with a map), keep the altitude and space separation mid air between parachutes, land safely in the same spot as the others and do not make noises. Now, I would like to see the expert to think about freefly.

May 10 2016, 5:21 AM · Arma 3
matkob added a comment to T70692: More Skydiving Mobility! -----> Its To Clunky At The Moment!!.

I am a military parachutist and civilian skydiver - have not seen any use of freefly in military so far. This is a military simulator, not a simulator of a free fall. Your first purpose as a military parachutist is to infiltrate as safely as possible to the exact spot with as much equipment and weapons as you need. There are other things which need to be fixed - cargo and oxygen while HALOing/HAHOing and crazy flying envelope of the parachute ingame. Possible use of different positions to simulate exit of the aircraft and relative wind. Another thing is to change attack angle like in real jump or ascend or descend rate.

May 10 2016, 5:21 AM · Arma 3
matkob edited Steps To Reproduce on T70323: AI does not leave parachute after landing.
May 10 2016, 5:08 AM · Arma 3
matkob added a comment to T69818: Flyinheight command not working in waypoints anymore.

It is working again

May 10 2016, 4:49 AM · Arma 3
matkob edited Steps To Reproduce on T69818: Flyinheight command not working in waypoints anymore.
May 10 2016, 4:49 AM · Arma 3
matkob added a comment to T69530: FPS extremely low even on standard to low settings in single player since BETA patch.

That is strange because until installing BETA, everything went well with Alpha. Probably more people are having the same problem with NVIDIA graphics. What I found out is that GPU is working - confirmned from 2 separate GPU monitoring programs - there is a visible load in graphs, so there should not be a problem.

May 10 2016, 4:39 AM · Arma 3
matkob added a comment to T69530: FPS extremely low even on standard to low settings in single player since BETA patch.

uploaded. After further testing it seems that the problem is caused by uneven distribution to cpu cores. even with cpucount=4 or 8 from 8 max 4 are working, one of them on 100 percent, the rest some more.

May 10 2016, 4:39 AM · Arma 3
matkob added a comment to T69530: FPS extremely low even on standard to low settings in single player since BETA patch.

clear installation, when i start the game, the FPS is 32-33. when I start playing - decreases to 13 - max 19. The same happens when I alt-tab to other application during intro screen with settings (not playing). when i switch back it is in red numbers but in half second switches to over 30 again.

sampling 100 percent, all is standard, HDR/DL - low, visibility on max - but does not have any impact, caustic enabled, aniso - high, all other disabled. tried to change settings of GPU but - maybe very low to none improvement.

driver is the latest one 314.22

no i have not tried (if i install redist from 2010, does not it screw my original directx 11.0?)

no, it is not running

i had had this game since original alpha and this problem started with beta installation, so it should not have anything with overheating or startup parameters or driver. I used to be on high graphic setting without any problem.

temperatures seem to be ok

May 10 2016, 4:39 AM · Arma 3
matkob edited Steps To Reproduce on T69530: FPS extremely low even on standard to low settings in single player since BETA patch.
May 10 2016, 4:39 AM · Arma 3
matkob edited Steps To Reproduce on T69341: AI UH-80 executing strafe runs instead of flying around and using door gunners.
May 10 2016, 4:32 AM · Arma 3
matkob added a comment to T68603: UH-80 Ghosthawk - AI.

If you have AI pilot and AI gunners, they do not shoot at all and it seems that the pilot is doing standard attack runs.

May 10 2016, 4:00 AM · Arma 3
matkob edited Steps To Reproduce on T68591: After extraction of troops little birds do not fly away if they are grouped.
May 10 2016, 4:00 AM · Arma 3
matkob edited Steps To Reproduce on T68581: Please make the insertions via helo more combat-like - several persons from each side at once.
May 10 2016, 3:59 AM · Arma 3
matkob edited Steps To Reproduce on T68580: Add altimeter while falling and descending on canopy.
May 10 2016, 3:59 AM · Arma 3
matkob edited Steps To Reproduce on T68577: Please add possibility to do jumps with rucksack.
May 10 2016, 3:59 AM · Arma 3
matkob edited Steps To Reproduce on T68576: Parachute physics unrealistic.
May 10 2016, 3:59 AM · Arma 3
matkob added a comment to T68570: There is no animation while under parachute.

you can close this - duplicate of 0010208

May 10 2016, 3:59 AM · Arma 3
matkob edited Steps To Reproduce on T68570: There is no animation while under parachute.
May 10 2016, 3:59 AM · Arma 3
matkob added a comment to T68310: Add a waypoint type in the editor to leave a group.

I have 4 helos each of them transporting a group of soldiers. The helos join a group at the first waypoint type join/join and lead. How I disband the group of 4 helos at the release point so they go each to separate landing zone do unload the soldiers? Tha mission sqm is attached. Even the guys in formus could not help. Moreover. If we have a waypoint join/join and lead. Why there is no leave group? The same as you have for load and unload cargo.

May 10 2016, 3:50 AM · Arma 3
matkob edited Steps To Reproduce on T68310: Add a waypoint type in the editor to leave a group.
May 10 2016, 3:50 AM · Arma 3
matkob added a comment to T65800: After last dev patch the NVGs are too bright..

you can close this, right now the problem seems to be fixed

May 10 2016, 2:14 AM · Arma 3
matkob added a comment to T65800: After last dev patch the NVGs are too bright..

2 files attached - 1 is with 30% clouds, the other with 100%.

May 10 2016, 2:14 AM · Arma 3
matkob edited Steps To Reproduce on T65800: After last dev patch the NVGs are too bright..
May 10 2016, 2:14 AM · Arma 3
matkob edited Steps To Reproduce on T65544: Add command for unit spacing in formation.
May 10 2016, 2:03 AM · Arma 3
matkob edited Steps To Reproduce on T64914: Command menu text gone.
May 10 2016, 1:41 AM · Arma 3
matkob added a comment to T64436: AI Controlled helicopters collide with terrain and buildings while loading and unloading troops.

The behaviour is a bit better now but sometimes during pick up the helos fly and individuals are chasing them around until it crashes, especially in an uneven terrain.

May 10 2016, 1:24 AM · Arma 3
matkob added a comment to T64436: AI Controlled helicopters collide with terrain and buildings while loading and unloading troops.

Since last couple patches it went terrible again. From 6 transport helicopters none came from the mission. (2 hawks 4 birds). Couple days ago all of them returned from the same mission. They stopped following waypoints, helicopters in formation do not keep it and they are flying around even with command "allowfleeing 0".

May 10 2016, 1:24 AM · Arma 3
matkob added a comment to T64436: AI Controlled helicopters collide with terrain and buildings while loading and unloading troops.

The problem still persists, the helicopters do not stop in place while troops are unloading but are floating around in low altitude, like 1 m, hitting troops on the way and hitting structures.

May 10 2016, 1:24 AM · Arma 3
matkob added a comment to T64436: AI Controlled helicopters collide with terrain and buildings while loading and unloading troops.

During infil I had 1 crash. During exfil every time at least 1 helo. During infil they seem to be more stable, even they are swinging a bit (anyway, at least trying to be in one place until everybody disembarks) but during exfil they roll over on the terrain. Still need a bit more stability. Can we also add combat infil - that means they four on rails exit almost at once and the 2 inside after? Este to otestujem tento tyzden.

May 10 2016, 1:24 AM · Arma 3
matkob added a comment to T64436: AI Controlled helicopters collide with terrain and buildings while loading and unloading troops.

If I place 2 helos and group them, the second does not even spawn at the startup. I sorted this out by using waypoints (join, join and lead). Yes, the zones are restricted (US manuals say 25m diameter for MH-6), however the main problem still persists: Once the helicopter lands for insertion, the first person jumps out and the helicopter starts flying around hovering in 30 m diameter while the rest disembark (the same with loading). Regarding giving AI some freedom - I would not insist on precise scripting if the AI would be reliably enough to let the decide =DDDDD. Attaching mission.sqm with 2 helos (first it is necessary to get in the choppa with the team). Radio alpha for departing the assembly area, radio bravo for extract.

May 10 2016, 1:24 AM · Arma 3
matkob added a comment to T64436: AI Controlled helicopters collide with terrain and buildings while loading and unloading troops.

After latest patches the AI behavior even worse. They dropped my troops from 10 m altitude and the second heli crashed after it unloaded 2nd man.

May 10 2016, 1:24 AM · Arma 3
matkob added a comment to T64436: AI Controlled helicopters collide with terrain and buildings while loading and unloading troops.

Now it should work without any addons. There are no enemies. Radios - alpha1 for movement to extraction (men+helos). alpha2 for extracting assault element. Alpha 3 for extracting security. alpha4 for rtb. alpha0 for calling helo CAS. When I was trying to play this one, first one of the AH flew somewhere else. During the insertion southern security crashed. Then one of little birds on its route to its assembly area. After requesting extraction only one helo was landing at a time using the same heliport (invisible). The helo for extraction of remaining security used different heliport as supposed to. The AHs did not return back on signal.

May 10 2016, 1:24 AM · Arma 3
matkob added a comment to T64436: AI Controlled helicopters collide with terrain and buildings while loading and unloading troops.

Maybe it is a problem only if you are using several helos at once. All I want is they just fly in, land or hover 1 m AGL (exactly over their designated helipad - not the neighbour's one or in 20 m diameter +-) and do not move until all troops disembark (preferably all together - especially if they are on side rails or the door is big). Sometimes they move around during troops disembarking in 2 m altitude (they sweep in all 4 directions even 20 or 30 m hitting trees and buildings which are fairly apart of the helipads - seems the pilot loses control in hovering). Then they should take off to such altitude that they clear all obstacles and fly away (happened to me that they used to crash even during normal flight after insertion).
Regarding the pick up - they should fly in from designated direction and angle (I was looking everywhere but did not find a script command for a waypoint facing), they should not wait 4 minutes before they start landing one by one (mostly on the same LZ) so instead of extraction lasting 5 or 6 min it should be done in less than 40 seconds for all helicopters. During the extraction they use to hover 2 m AGL - sometimes after loading 2 troops losing balance and sweeping to the side even 20 or 30m - the rest of soldiers chasing them. If there is an obstacle close by - they hit it.

Diky

May 10 2016, 1:24 AM · Arma 3
matkob added a comment to T64436: AI Controlled helicopters collide with terrain and buildings while loading and unloading troops.

I uploaded the mission file. Best way is to play it as a civilian observer in the village(for now it is the basic preset - for better view either use mccsandbox or go to the higher ground). Radios are Alpha 1 for executing the raid after insertion. Alpha 2 for picking up the raid element. Alpha 3 for picking up the security elements. Alpha 4 for RTB. Alpha 5 and 6 for requesting QRF. Alpha 0 for requesting CAS.
Folloving mods are used:
"A3_Air_F_MH9",

		"a3_map_stratis",
		"A3_Structures_F_Mil_Helipads",
		"A3_Characters_F_OPFOR",
		"A3_Characters_F_Civil",
		"blend_vi",
		"mas_usa_devg",
		"a3_air_f_ka60",
		"a3_characters_f_blufor",
		"A3_Soft_F_Offroad",
		"cba_main",
		"A3_Soft_F_Hunter"
May 10 2016, 1:24 AM · Arma 3
matkob edited Steps To Reproduce on T64436: AI Controlled helicopters collide with terrain and buildings while loading and unloading troops.
May 10 2016, 1:24 AM · Arma 3
matkob added a comment to T64436: AI Controlled helicopters collide with terrain and buildings while loading and unloading troops.

The more patches the worse the heli AI. I created a mission in the editor with 7 helos(3 little birds, 2 Ka-60 empty with pilots vie get in and 2 AHs). Normally during the insertion at least 1 of the little birds crashes. Immediately after the insertion maybe 1 or 2 more - mostly little birds (AI controlled empty Ka-60s do a bit better but not always). During pick up usually 1 or 2 as well. And during maneuvering also 1 or both AHs while supressing enemy hit the hills. So it is a great success if at least 3 or 4 helos come back. I think this is a serious thing which needs improvement.

May 10 2016, 1:24 AM · Arma 3
matkob edited Steps To Reproduce on T64409: Secondary weapon not in holster.
May 10 2016, 1:23 AM · Arma 3
matkob added a comment to T64209: Alt-tab at night causes stange colours.

There is a quick fix but only if you are using night vision. Just turn it on and off and the colors return to normal.

May 10 2016, 1:16 AM · Arma 3
matkob edited Steps To Reproduce on T63593: High command function missing.
May 10 2016, 12:45 AM · Arma 3
matkob edited Steps To Reproduce on T63523: The group which contains playable characters does not execute the waypoints properly.
May 10 2016, 12:43 AM · Arma 3
matkob edited Steps To Reproduce on T63520: AI cannot execute heli combat insertion properly.
May 10 2016, 12:43 AM · Arma 3
matkob edited Steps To Reproduce on T63491: grenade explosions are not stopped by walls.
May 10 2016, 12:42 AM · Arma 3
matkob edited Steps To Reproduce on T63488: AI controlled helicopters tend to collide.
May 10 2016, 12:42 AM · Arma 3
matkob added a comment to T63488: AI controlled helicopters tend to collide.

Happened to me again and again, they can have different flight paths their separation during take off is sufficient, even between groups of helicopters, but they act like magnets once they take off. They do not keep the separation and designed paths.

May 10 2016, 12:42 AM · Arma 3
matkob edited Steps To Reproduce on T63487: AI flying MH-9 swings it forth and back all the time.
May 10 2016, 12:42 AM · Arma 3
matkob edited Steps To Reproduce on T63485: Impossible to shoot from the bench of a helicopter.
May 10 2016, 12:42 AM · Arma 3

May 9 2016

matkob added a comment to T62154: Can't remove helmets or NVGoggles in editor.

I can confirm - I can add that to the civilian but cannot remove from a soldier with "this removeweapon "nvgoggles";"

EDIT: SOLVED - try "this unassignitem "nvgoggles";"

May 9 2016, 11:47 PM · Arma 3