User Details
- User Since
- Mar 4 2013, 4:34 PM (615 w, 6 d)
Apr 9 2019
Apr 4 2019
We've fixed (at least) one major cause of the "3 FPS issue" or running out of memory in the 1.90 patch. Have you still been experiencing the issue lately?
Sadly joining any multiplayer scenario isn't usable for debugging. We need the bug isolated ideally in a non cluttered environment.
Sadly we were unable to find the cause of the issue. If you've got a solid repro please share it with us. I am sorry about this.
Mar 5 2019
Should be fixed in 1.90, please try it and let us know!
Thank you!
Feb 26 2019
Should be fixed in the next dev branch and in 1.90 update. Thanks!
Feb 1 2019
@NeilZar Is there a reason why only helicopters have the hithull hp depend on the Total hp? Most probably a legacy thing :/ After the tank damage improvements it would be nice to also take a look at how our other vehicles (e.g. aerial...) were set up, but I'm this will remain only as a wish.
I am sorry to say we won't be changing the behavior. When altering the damage with script it's needed to take care about both - the HPs and Total damage (or even take the affected vehicle config into account).
We can't change the behavior without affecting already released content and there might be situations when you want to just change one HP without affecting the Total damage.
Heya @NeilZar ! :)
This should only be valid for helicopters - their hitHull HPs are configured with depends = "Total". (May be true for some other or modded vehicles too)
If I do
vehicle player setDamage 0.6; {vehicle player setHitIndex [_ForEachIndex,0];} forEach ((getAllHitpointsDamage vehicle player) select 0)
on a vanilla tank the hitHull remains 0.0.
Jun 5 2018
AI can sometimes be a different issue.
- AI will rarely engage on the first pass - sensors don't provide any information about target allegiance, so most of the time AI has to first confirm its target via eyes or ears. You can try https://community.bistudio.com/wiki/reveal to give the AI a head start :) Or there's also https://community.bistudio.com/wiki/confirmSensorTarget. Slow detection of targets by AI in vehicles is still listed as a bug on our side. I can't however promise we'll be able to fix it :/
- AI should be able to engage targets up to the weapon's lock range, even outside of vehicle sensors' range.
- We acknowledge that the diving into attacks is a bad behavior, sadly we won't be able to change that for Arma 3. We're sorry about that.
- We can restrict the diving behavior for orbiting vehicles (helicopters, drones, Blackfish). But since we've got no other attack behavior for aerial units, it may increase their survivability but also limit their ability to engage targets (get into position for a missile launch)
Jun 4 2018
- Current Macer's range is up to 6000 m (there's a plan to increase it to 8 km). That is against standard - MRAP sized - targets. Smaller targets will have a shorter detection range.
- Minimum locking range is 350 m.
- Maximum target speed is 200 km/h.
- The missile has an IR guidance. This means it's limited by object view distance. The range can be affected by weather conditions like fog. Also, primarily, the target has to be heated.
- Macer has never been able to lock onto laser targets.
- You have to use "T" and point the cursor (center of the screen, TGP crosshair....) in the target's direction to designate it. (Cycling targets via "R" is limited to only targets known to the vehicle sensors and their ranges)
Apr 30 2018
Just to be sure - all the axes are correctly recognized by the game. But when you double click on some action to open the "Configure Action" dialog and move a particular axis to its full extent and back there's no input registered and action doesn't get bound to the axis?
Apr 21 2018
Should be fixed by the recent surface overhaul (changes in maxSpeed, friction and restitution of the surfaces and in maxSpeed effect - now it's only a speed limiter and it doesn't affect PhysX thrust input)
Apr 20 2018
Apr 16 2018
I am sorry, there's no further development planned on the feature :/ Even though the suggestion is nice. "Hold key" actions have been somewhat problematic in Arma due to the tech. limitations.
"Lase range" is the action used for ranging (simple rangefinder) and setting the FCS (zeroing or zeroing and lead). The extent of the functionality depends on the actual weapon.
Due to freezing (performance reasons) of the PhysX suspension the recoil may not be well noticeable when stationary and firing forward.
You can dump the lead by manually adjusting the zeroing one notch up or down (whichever is closer) after the range has been lased.
Mar 21 2018
Hey, thanks for the report! The compass/veh.radar has been removed as a part of sensor overhaul. You can get the heading information directly from diegetic elements or from the info panels (GPS panel, Radar display) - those can be displayed by left or right square bracket [ ].
Feb 24 2018
This depends on where the aimpoint memory point ("zamerny") is positioned on the vehicle. This point says where the AI is "looking from", where it is "looking at" to check if it sees the target, where it will "aim at" when shooting and also where the missiles lock onto. Due to the cost of raycast, we can't really perform multiple raycasts between multiple points of vehicles so this will always be a compromise.
Currently, some tanks have these points too low, so we may at least try to improve it a bit by moving them higher (at the turret ring...but don't blame me when the AI starts hitting critical hits :P)
Dec 12 2017
The viewing angle has been improved in 1.78
No longer reproducible (1.78)
Should be fixed in 1.78. Thanks!
FCS has been reworked https://forums.bistudio.com/forums/topic/202603-tanks-fire-control-system/
Should be fixed in 1.78
Nov 9 2017
Actually that is correct. Skill final has been added for debug reasons.
What happens is that the raw skill gets adjusted by the difficulty (for AI level 1.0 that is in 0.5-1.0 range) and only then gets interpolated according to the cfgAiSkill range. And then you get the skillFinal which is then used in AI calculations.
Oct 13 2017
Oct 2 2017
Sep 25 2017
Will have to recheck the vtol 1 and 2 and get back to u.
Anyway vtol=4 should definitely have no restrictions - we've added that one for Xian - to have vertical vectoring as default/initial state and allow full range while sitting on the ground at the same time.
Hey, thanks for the report.
Sep 24 2017
10m is just around the launcher min. range.
Sep 18 2017
- Afterburner
- vanilla game doesn't have this feature
Sep 17 2017
Thanks for the report!
We are aware that mods have been adding such "firemode". Even though we like it atm we don't plan to use it (or similar functionality) on any vanilla assets.
Jul 31 2017
Hey, thank you for the report.
Jul 17 2017
Titan can reach about ~750km/h when launched from a carrier @ 0 speed. (@ sea level - air density is not simulated). I can provide an img with the actual flyout perf. (similar to https://forums.bistudio.com/forums/topic/200467-jets-sensor-overhaul-radars-irs-lazors-pgms/?do=findComment&comment=3196536).
Jul 16 2017
Hey, thanks for the report!
Jul 13 2017
Jul 10 2017
There have been two improving fixes already. And there's still some work planned.
Jul 9 2017
original bug mentioned by the ticket has been fixed in EXE rev. 140539
thank you for your help!
Jun 21 2017
External camera behavior in helicopters has been changed back to a fixed chase point so it's motion is no longer smoothed and it no longer moves vertically to retain vehicle's aim in the center.
https://forums.bistudio.com/forums/topic/204694-helicopter-camera/?do=findComment&comment=3203840
May 26 2017
The camera should no longer follow vehicle in pitch.
Update https://t.co/Xw3VHCoh4L
May 23 2017
Hey, thanks for the report. I'm sorry but we will not add manual guidance to AA Titan variant. It's been deliberate to have it IR only.
The action can be found under Controls, Weapon - "Lase Range"
May 22 2017
Thanks for reminder about BIKI. The ingame field manual hint has been updated together with the change.
May 18 2017
May 3 2017
Thanks a lot!
May 2 2017
The HUD should already have it displayed ;)
Hey! Thanks for the report!
Mar 8 2017
We are really sorry about not making it into 1.68 update in the end :( And we apologise for the inconveniences caused by delaying the change to the 1.70 patch.
Feb 22 2017
Hey, thanks for the report!
Feb 16 2017
This bug has always been present to a certain degree (even in Arma 2 and prev. games, just a bit less frequent). The main issue of the system is that it uses the general target knowledge. The "Sensor overhaul" planned for Jets DLC release solves the problem. It uses a new, different approach giving each weapon or vehicle its own target detection rules.
Feb 4 2017
We've removed the CCIP (ground impact prediction) and TLI (target lead prediction) from cockpit and 3rd person view. For 1.68 it will be left only in actual in-game HUD and optics. Let's see if that works out.
With release of Jets DLC we intend to make the CAS airplanes (Neophron, Wipeout) more specialized on their role. Eventually stripping them of TLI completely.
If none of this balancing does any good we'll rethink the approach.
Jan 30 2017
- CCIP (unguided weapons) only gives you predicted impact point. If the target is moving you still have to compensate and estimate its movement.
- Target Lead Indicator is on the other hand only available if you're able to mark your target - i.e. acquire it and track it using your vehicle electronic systems. This part will become trickier with the new sensor system. You can read more about it here: https://forums.bistudio.com/topic/200467-jets-sensor-overhaul/
Heya, this topic has been widely discussed in this thread on forums - https://forums.bistudio.com/topic/189734-targeting-improvements/
Jan 16 2017
Can you pls check https://community.bistudio.com/wiki/fleeing on the drone?
Sep 26 2016
Confirmed. Thanks for reporting!
Sep 19 2016
Thank you for helping us improve the game!
Aug 4 2016
Hey and thanks for the report.
Jul 15 2016
Hey, thank you for the report!
That particular spot has grass cover layer (layer above ground that blocks AI vision) approximated to only 0.03 height. Elsewhere the same surface goes to 0.1, which more or less reflects the actual visual state, meaning this situation shouldn't happen that often.
Jul 13 2016
Can you please re-upload the sample? Edit: disregard, found out u mean our own sample ;) (shame)
Jun 6 2016
Thanks for the report. We're still working on the detection to more accurately reflect the visual and audible state in game.
May 31 2016
Done in 1.60.
May 10 2016
Internal 1.57.134593 (numbering is basically the same as in Dev branch)
I'm sorry for we're unable to reproduce the issue (AI doesn't take longer than e.g. 5 sec)
AI vehicles get randomly stucked at editor placed waypoints when playing a mission on a dedicated server.
What is the approx. repro rate?
Does it happen only with the delays? Or should it happen when we just let them cycle few waypoints?
Single player with helicopters - helis are floating in one place and ignoring enemy fire.
That happens when they are fleeing
Suppressive Fire
http://feedback.arma3.com/view.php?id=3099 (It "worked" but not the way one could expect - makes AI more prone to fire at a hidden target. Audible command is missing.)
Disengage
Cancels out Engage at will (makes the AI stay in formation and not pursue new targets (the one currently being engaged is not affected)). Subj. to merge with Return to formation.
In order to select team white however, one has to press:
Shift + F1 = Red
Shift + F2 = Green
Shift + F3 = Blue
Shift + F4 = Yellow
Shift + F5 = White
The information about this however is missing in Arma 3 :/
Furthermore, selecting a unit should bring up the main communication menu
Currently it brings up the contextual commanding menu. I'd rather pursure improving that one than the 1-9 num. keys one.
Please stop creating duplicate tickets, using allcaps, making assumptions of how things work and what it takes to change or fix something. It doesn't help us in any way to solve the issue faster.
Just a note - "hold breath" is a game abstraction of steadying the aim, focused muscle coordination and a slightly prolonged respiratory pause.
After "holding breath" for more than few seconds irl the effects of lack of oxygen will jump in and make your aim even worse - then it's better to relax for a second and wait for another attempt.
Just FYI - the issue should not be present in 1.54 Stable update.
Hey and thanks for the report!
This would require a completely new functionality for the AI to be able to aim at vehicles' weak spots. I'm afraid there are issues of higher priority and also whether it's even desired is questionable (AI might become very effective at immobilizing vehicles).
Leaving it open for now.
Would require creating a new pier object with adjusted pathlods (no manpower) or removing the objects (stones, house) from the pier (causing an unwanted visual change).
I'm sorry, we won't fix this bug.
Thank you for your understanding.
Should be fixed in the Development Branch and the upcoming patch.
Thank you for the report!
Significantly improved in https://forums.bistudio.com/topic/150500-development-branch-captains-ai-log/page-5#entry2965608
Thanks a lot for helping us improve the game!
Thank you for the reports!
Is now fixed in the Dev Branch. Scheduled for 1.52 Patch.
Thanks a lot for helping us improve the game!
Could you provide a .pbo to disable the new supression/awareness system?
Just for clarification - there's no new or modular "supression/awareness system" really. There have been suppression effect added to events (bullet hitting nearby) that already existed in the game. These effects are only: lowered accuracy, path preference and recently added smoke throwing. The detection distances were only slightly adjusted (in majority cases they were lowered). The title of the issue may be misleading.
Regarding the issue - can you try removing the Ghosthawk wreck in the upper left corner of the map and comment out line 206 in initMission.hpp ([3496.171,4916.087,0.000] nearestObject "Land_TTowerBig_2_F") setDamage 1;) And see if that helps? It did in my case. That would confirm that the issue is the same as http://feedback.arma3.com/view.php?id=23090
Thanks a lot!
Great, thanks for verifying. We'll try to fix it :)
Hey, thank you for the report.
I'm sorry but I can't reproduce the issue.
The AAF groups stay on point X-ray until player reaches the overlook on Rogain.
Could you please provide more info and attach the RPT?
Fixed in https://forums.bistudio.com/topic/140837-development-branch-changelog/page-33#entry2930347
Thank you for helping us improve the game!
Thanks a lot for reporting the issue!