oukej (Ondrej Kuzel)
Designer (R&D)

Projects

User does not belong to any projects.
User Since
Mar 4 2013, 4:34 PM (246 w, 3 d)

░ ladybug-hunter ░ imaginary fly-boy ░ jack of all trolles ░

Recent Activity

Thu, Nov 9

oukej added a comment to T126795: AI skill values return incorrect results when checked with skillFinal.

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.

Thu, Nov 9, 9:46 PM · Arma 3

Oct 13 2017

oukej closed T124826: Armored Vehicles Missing Commander/Gunner/Driver facing direction and azimuth as "Resolved".
Oct 13 2017, 1:39 PM · Arma 3

Oct 2 2017

oukej claimed T126861: Amphib tracked vehicles spin out of control when getting ashore.
Oct 2 2017, 11:39 AM · Arma 3
oukej edited the description of T126861: Amphib tracked vehicles spin out of control when getting ashore.
Oct 2 2017, 11:34 AM · Arma 3

Sep 25 2017

oukej added a comment to T126786: VTOL - Allow nozzles pointing to ground below 5kph.

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.

Sep 25 2017, 6:09 PM · Arma 3
oukej added a comment to T126786: VTOL - Allow nozzles pointing to ground below 5kph.

Hey, thanks for the report.

Sep 25 2017, 2:18 PM · Arma 3

Sep 24 2017

oukej added a comment to T78028: AI AT Soldier will not target specified target if he has chosen his own target.

10m is just around the launcher min. range.

Sep 24 2017, 10:03 PM · Arma 3

Sep 18 2017

oukej added a comment to T124667: F/A-181 Black Wasp II Control Mapping.
  • Afterburner
  • vanilla game doesn't have this feature
Sep 18 2017, 12:07 PM · Arma 3

Sep 17 2017

oukej changed the status of T124666: F/A-181 Black Wasp II Incorrect Flight Characteristics from "New" to "Feedback".
Sep 17 2017, 4:33 PM · Arma 3
oukej added a comment to T124666: F/A-181 Black Wasp II Incorrect Flight Characteristics.

Thanks for the report!

Sep 17 2017, 4:33 PM · Arma 3
oukej closed T124678: F/A-181 Black Wasp II No Masterarm. as "Resolved".
Sep 17 2017, 4:17 PM · Arma 3
oukej added a comment to T124678: F/A-181 Black Wasp II No Masterarm..

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.

Sep 17 2017, 4:17 PM · Arma 3

Jul 31 2017

oukej added a comment to T126339: Fog (mist, haze, smoke, brume) interfere with blocking AA missiles on air targets on the active radar. Ensure the loading of AA (radar) and IR rockets AT..

Hey, thank you for the report.

Jul 31 2017, 1:46 PM · Arma 3

Jul 17 2017

oukej added a comment to T124886: Change the "Titan AT" back to it`s old performance .

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 17 2017, 3:57 PM · Arma 3

Jul 16 2017

oukej added a comment to T124886: Change the "Titan AT" back to it`s old performance .

Hey, thanks for the report!

Jul 16 2017, 10:59 PM · Arma 3

Jul 13 2017

oukej closed T82831: Add ability to configure driver visibility when turned in as "Resolved".
Jul 13 2017, 2:26 PM · Arma 3
oukej added a comment to T82831: Add ability to configure driver visibility when turned in.

https://forums.bistudio.com/forums/topic/140837-development-branch-changelog/?do=findComment&comment=3208689

Jul 13 2017, 2:26 PM · Arma 3

Jul 10 2017

oukej added a comment to T75076: AI refuses to drive backwards no matter what! [VIDEO].

There have been two improving fixes already. And there's still some work planned.

Jul 10 2017, 12:00 AM · Arma 3

Jul 9 2017

oukej closed T123086: Titan AA lock position? as "Resolved".
Jul 9 2017, 11:37 PM · Arma 3
oukej added a comment to T123086: Titan AA lock position?.

original bug mentioned by the ticket has been fixed in EXE rev. 140539
thank you for your help!

Jul 9 2017, 11:37 PM · Arma 3

Jun 21 2017

oukej lowered the priority of T124840: Helicopter camera from "Immediate" to "Normal".
Jun 21 2017, 5:31 PM · Arma 3
oukej added a comment to T124840: Helicopter camera.

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

Jun 21 2017, 5:31 PM · Arma 3

May 26 2017

oukej added a comment to T124840: Helicopter camera.

The camera should no longer follow vehicle in pitch.
Update https://t.co/Xw3VHCoh4L

May 26 2017, 11:33 AM · Arma 3

May 23 2017

oukej added a comment to T122027: Titan MPRL + Titan AA missiles doesn't use SACLOS.

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.

May 23 2017, 4:33 PM · Arma 3
oukej added a comment to T124920: Range Finder does not display the range.

The action can be found under Controls, Weapon - "Lase Range"

May 23 2017, 3:27 PM · Arma 3

May 22 2017

oukej added a comment to T124920: Range Finder does not display the range.

Thanks for reminder about BIKI. The ingame field manual hint has been updated together with the change.

May 22 2017, 5:53 PM · Arma 3

May 18 2017

oukej merged tasks T124856: Can no longer re-size the GPS, T124815: Interface Size and the new Right/Left HUD Panels / Sensor Panel into T124853: Can't change layout sizes.
May 18 2017, 2:06 PM · Arma 3
oukej merged task T124815: Interface Size and the new Right/Left HUD Panels / Sensor Panel into T124853: Can't change layout sizes.
May 18 2017, 2:06 PM · Arma 3
oukej merged task T124856: Can no longer re-size the GPS into T124853: Can't change layout sizes.
May 18 2017, 2:06 PM · Arma 3

May 3 2017

oukej added a comment to T124345: To-201 Shikra attitude indicator (DEV 1.69.141279).

Thanks a lot!

May 3 2017, 10:15 PM · Arma 3
oukej closed T124345: To-201 Shikra attitude indicator (DEV 1.69.141279) as "Resolved".
May 3 2017, 10:15 PM · Arma 3

May 2 2017

oukej added a comment to T124667: F/A-181 Black Wasp II Control Mapping.

The HUD should already have it displayed ;)

May 2 2017, 3:32 PM · Arma 3
oukej added a comment to T124667: F/A-181 Black Wasp II Control Mapping.

Hey! Thanks for the report!

May 2 2017, 1:51 PM · Arma 3

Mar 8 2017

oukej closed T67075: Make more enchanced rangefinders as "Resolved".

https://forums.bistudio.com/topic/202603-tanks-fire-control-system/

Mar 8 2017, 4:59 PM · Arma 3
oukej added a comment to T123052: Server Owners/Managers Need a setting to turn off CCIP/Targeting Pods in jets via the server difficulty settings. .

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.

Mar 8 2017, 2:16 PM · Arma 3

Feb 22 2017

oukej added a comment to T123445: Sensor not identifying targets / target lost from sensor.

Hey, thanks for the report!

Feb 22 2017, 10:31 AM · Arma 3

Feb 16 2017

oukej added a comment to T123086: Titan AA lock position?.

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 16 2017, 11:20 AM · Arma 3

Feb 4 2017

oukej added a comment to T123052: Server Owners/Managers Need a setting to turn off CCIP/Targeting Pods in jets via the server difficulty settings. .

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.

Feb 4 2017, 5:32 PM · Arma 3

Jan 30 2017

oukej added a comment to T123052: Server Owners/Managers Need a setting to turn off CCIP/Targeting Pods in jets via the server difficulty settings. .
  • 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/
Jan 30 2017, 5:12 PM · Arma 3
oukej added a comment to T123052: Server Owners/Managers Need a setting to turn off CCIP/Targeting Pods in jets via the server difficulty settings. .

Heya, this topic has been widely discussed in this thread on forums - https://forums.bistudio.com/topic/189734-targeting-improvements/

Jan 30 2017, 4:34 PM · Arma 3

Jan 16 2017

oukej added a comment to T82570: UAV Darter waypoints do not always work.

Can you pls check https://community.bistudio.com/wiki/fleeing on the drone?

Jan 16 2017, 4:14 PM · Arma 3
oukej reopened T82570: UAV Darter waypoints do not always work as "Acknowledged".
Jan 16 2017, 4:05 PM · Arma 3
oukej merged T82570: UAV Darter waypoints do not always work into T76216: "AR-2 Darter" not obeying orders.
Jan 16 2017, 4:04 PM · Arma 3
oukej merged task T82570: UAV Darter waypoints do not always work into T76216: "AR-2 Darter" not obeying orders.
Jan 16 2017, 4:04 PM · Arma 3

Sep 26 2016

oukej added a comment to T120406: Titan Missile won´t follow Laser Guidance.

Confirmed. Thanks for reporting!

Sep 26 2016, 6:15 PM · Arma 3

Sep 19 2016

oukej closed T77398: setSpeedMode "FULL" doesn't work on UNARMED AI units as "Resolved".

Thank you for helping us improve the game!

Sep 19 2016, 4:13 PM · Arma 3

Aug 4 2016

oukej added a comment to T118052: crewVulnerable=1 not working for vehicles with hideProxyInCombat=1.

Hey and thanks for the report.

Aug 4 2016, 4:32 PM · Arma 3

Jul 15 2016

oukej added a comment to T117583: Grass with 1.60 update (check video).

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 15 2016, 5:58 PM · Arma 3

Jul 13 2016

oukej added a comment to T82996: Config property 'magazineGroup' has no effect..

Can you please re-upload the sample? Edit: disregard, found out u mean our own sample ;) (shame)

Jul 13 2016, 1:45 PM · Arma 3

Jun 6 2016

oukej added a comment to T117320: AI can see in the dark (after the visual update) - check video.

Thanks for the report. We're still working on the detection to more accurately reflect the visual and audible state in game.

Jun 6 2016, 2:38 PM · Arma 3

May 31 2016

oukej added a comment to T73822: A-143 CCIP Bomb Recticle incomplete and wrong.

Done in 1.60.

May 31 2016, 5:32 PM · Arma 3

May 10 2016

oukej added a comment to T86212: AI vehicles stucked at waypoints on dedicated server.

Internal 1.57.134593 (numbering is basically the same as in Dev branch)

May 10 2016, 1:00 PM · Arma 3
oukej added a comment to T86212: AI vehicles stucked at waypoints on dedicated server.

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?

May 10 2016, 1:00 PM · Arma 3
oukej added a comment to T86212: AI vehicles stucked at waypoints on dedicated server.

Single player with helicopters - helis are floating in one place and ignoring enemy fire.

That happens when they are fleeing

May 10 2016, 1:00 PM · Arma 3
oukej added a comment to T85378: Obsolete/not working commands in Communication Menu.

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.

May 10 2016, 12:36 PM · Arma 3
oukej added a comment to T85366: AI detection zone in vehicles / Impossible reversing with Ai nearby / Just decrease size of the zone please.

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.

May 10 2016, 12:35 PM · Arma 3
oukej added a comment to T85267: "Hold Breath" needs better lungs.

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.

May 10 2016, 12:33 PM · Arma 3
oukej added a comment to T85031: Pressing ALT while firing completely negates recoil.

Just FYI - the issue should not be present in 1.54 Stable update.

May 10 2016, 12:24 PM · Arma 3
oukej added a comment to T84185: AI will not shoot at Striders/Hunters/Ifrits (even with LMGs/MMGs).

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.

May 10 2016, 11:59 AM · Arma 3
oukej added a comment to T83808: AI go through wall on the harbour at 027060 in Stratis.

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).

May 10 2016, 11:49 AM · Arma 3
oukej added a comment to T83808: AI go through wall on the harbour at 027060 in Stratis.

I'm sorry, we won't fix this bug.

Thank you for your understanding.

May 10 2016, 11:49 AM · Arma 3
oukej added a comment to T83525: lineIntersectsWith does not collide with phoenix palms.

Should be fixed in the Development Branch and the upcoming patch.

Thank you for the report!

May 10 2016, 11:40 AM · Arma 3
oukej added a comment to T83308: Infantry AI won't properly move in formation.

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!

May 10 2016, 11:33 AM · Arma 3
oukej added a comment to T83187: 2015.07.16 Patch Breaks View Orientation with TrackIR.

Thank you for the reports!

May 10 2016, 11:28 AM · Arma 3
oukej added a comment to T83171: AI can see through smoke in multiplayer.

Is now fixed in the Dev Branch. Scheduled for 1.52 Patch.

Thanks a lot for helping us improve the game!

May 10 2016, 11:28 AM · Arma 3
oukej added a comment to T83159: AI bugged due to a oversensitive reaction on dead bodies and destroyed objects.

More improvements in https://forums.bistudio.com/topic/150500-development-branch-captains-ai-log/page-5#entry2975638

May 10 2016, 11:27 AM · Arma 3
oukej added a comment to T83159: AI bugged due to a oversensitive reaction on dead bodies and destroyed objects.

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!

May 10 2016, 11:27 AM · Arma 3
oukej added a comment to T83159: AI bugged due to a oversensitive reaction on dead bodies and destroyed objects.

Great, thanks for verifying. We'll try to fix it :)

May 10 2016, 11:27 AM · Arma 3
oukej added a comment to T83159: AI bugged due to a oversensitive reaction on dead bodies and destroyed objects.

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?

May 10 2016, 11:27 AM · Arma 3
oukej added a comment to T83094: Please Give the option fully to turn off hexagon frames, which have soldiers in the squad..

Fixed in https://forums.bistudio.com/topic/140837-development-branch-changelog/page-33#entry2930347

Thank you for helping us improve the game!

May 10 2016, 11:25 AM · Arma 3
oukej added a comment to T82997: AI use Grenade launchers against heavy vehicles.

Thanks a lot for reporting the issue!

May 10 2016, 11:22 AM · Arma 3
oukej added a comment to T82963: AI Skills on dedicated server differ significantly from AI Skills on hosted game.

(closing) - caused by a different profile cfg used on the server.

May 10 2016, 11:21 AM · Arma 3
oukej added a comment to T82957: Enemy AI knows your exact position when you detonate explosives or satchel charges.

Can you please confirm that if you detonate the satchel while the AI's knowsAbout is still 4.0, it behaves correctly and the AI doesn't pinpoint your current location?

May 10 2016, 11:21 AM · Arma 3
oukej added a comment to T82933: When SPAWN AI , CLIENT Lag also with 45 fps ....

Thank you very much for the investigation.

Slight stuttering can be seen in vanilla when spawning 64 AI at once (8 groups of 8).

This is probably unavoidable. The best practice is to spawn groups one by one, give the AI some time to initialize its networks

May 10 2016, 11:20 AM · Arma 3
oukej added a comment to T82933: When SPAWN AI , CLIENT Lag also with 45 fps ....

I'm sorry, but we don't have the possibility to debug mods. I'd need the one action causing this isolated - I'd need to know how exactly is the actual spawning mechanic scripted.

We've already tried to ping the ALiVE author about this issue and asked for details.

May 10 2016, 11:20 AM · Arma 3
oukej added a comment to T82933: When SPAWN AI , CLIENT Lag also with 45 fps ....

That probably can't be avoided if the unit's count is high (AI networks get initialized), but few units shouldn't have any significant impact.

I'd still need the exact code used to spawn the units I can simply run in the editor, so we know we're looking at the same thing.

May 10 2016, 11:20 AM · Arma 3
oukej added a comment to T82933: When SPAWN AI , CLIENT Lag also with 45 fps ....

Hey, thanks for the report!

To be able to debug this I'd need some more technical details about what in the mod exactly triggers this issue. (how the units get spawned, in what environment)

An isolated repro only with nothing else but the actual script commands that cause the stuttering would be ideal.

Thanks a lot!

May 10 2016, 11:20 AM · Arma 3
oukej added a comment to T82919: The AI action menu useful commands appear last, accessible only after browsing multiple pages of "take" commands.

Thank you for the report!

May 10 2016, 11:20 AM · Arma 3
oukej added a comment to T82832: Infantrymen seem to prefer to travel by roads while being on foot and aware.

Hey, thanks for the report!

AI generally selects the easiest path. The selection takes into account obstacles, inclination, danger - all of that may often lead to AI selecting a road as the best path.
AI in SAFE behavior (not sure if you didn't mean this) will walk on the side of a road in a column (regardless the formation set by WP or script). This is more about eye-candy and squad movement that looks more believable.

The problem is more in AI driving and mutual reactions. Linking to another similar issue.

May 10 2016, 11:17 AM · Arma 3
oukej added a comment to T82239: [FEATURE REQUEST] Difficulty setting for fatigue.

I am sorry, but the current direction with the upcoming Fatigue improvements is not to add the option to difficulty settings. (It will still be possible to disable it via scripting).

May 10 2016, 10:56 AM · Arma 3
oukej added a comment to T82214: AI stuck after disableAI "FSM" and enableAI "FSM".

Thanks for the repro

May 10 2016, 10:55 AM · Arma 3
oukej added a comment to T82214: AI stuck after disableAI "FSM" and enableAI "FSM".

Hanging on :)

an idea - could you have switched groups of the units between the orders?

May 10 2016, 10:55 AM · Arma 3
oukej added a comment to T82214: AI stuck after disableAI "FSM" and enableAI "FSM".

Hey and thank you for the report!

Could you please create and attach a repro mission for it?

I wasn't able to reproduce it. Tried sending a group of units from my squad away (by giving that order, the first one in this group automatically becomes a formLeader of the group) and the group was always able to regroup on me (by Return to formation command the formLeader switches back to the squad leader).

May 10 2016, 10:55 AM · Arma 3
oukej added a comment to T82209: The AI not uses the any deployment of weapons..

Hey and thank you for the report.

This was considered even before the work on the weapon deployment started and was one of the major concern. Sadly this feature would be too complicated and is out of scope. We had to acknowledge that we'll have to go without AI being able to deploy the weapons.

May 10 2016, 10:55 AM · Arma 3
oukej added a comment to T82209: The AI not uses the any deployment of weapons..

Elementary? You're more than welcome: https://www.bistudio.com/company/careers

May 10 2016, 10:55 AM · Arma 3
oukej added a comment to T82207: In 2-story barracks(?) enemies can see/shoot through floor..

Hey and thank you for the report!

The AI can also hear you, currently it can hear you sometimes too well (because of this bug: http://feedback.arma3.com/view.php?id=23345)

If the AI thinks the bullets will penetrate it may decide to shoot even if it only has an estimation of the target's position based on the target's noise. (but it needs to know first that the target is an enemy - which shouldn't happen because of the footsteps only. Audible fire or visual confirmation is required.)

Could this be the cause?

May 10 2016, 10:55 AM · Arma 3
oukej added a comment to T82154: AI regroups on 2 after teamswitch.

I am sorry, but teamswitch in MP is not supported.

May 10 2016, 10:53 AM · Arma 3
oukej added a comment to T82154: AI regroups on 2 after teamswitch.

A fact is the player's name stay with the player's unit. All switchable units keep their automated engine names.

This is intended, because you'd want the identities to stay with the actual units (so you play "as someone"), not transfer when player's control is switched.

As for the regrouping after switching leader - when using the scripting command you can use it together with https://community.bistudio.com/wiki/commandFollow so everyone immediately follows the new leader.

May 10 2016, 10:53 AM · Arma 3
oukej added a comment to T81712: Turning your character alerts nearby enemies..

Fixed in https://forums.bistudio.com/topic/140837-development-branch-changelog/page-32#entry2921906

Thank you for helping us improve the game!

May 10 2016, 10:39 AM · Arma 3
oukej added a comment to T81712: Turning your character alerts nearby enemies..

Hey and thank you for the report.

We have recently discovered this issue as well and are already looking for ways of improving the detection

Will keep you informed.

May 10 2016, 10:39 AM · Arma 3
oukej added a comment to T81519: Headtracking disabled while deployed..

Can no longer reproduce. Probably fixed some time ago.

May 10 2016, 10:33 AM · Arma 3
oukej added a comment to T81481: AI not reacting to fire.

Was fixed by https://forums.bistudio.com/topic/150500-development-branch-captains-ai-log/page-4#entry2879750

Thank you!

May 10 2016, 10:32 AM · Arma 3
oukej added a comment to T81481: AI not reacting to fire.

Thanks for the report.

It seems that the AI got stuck on another target. (could've been a higher priority target)

Anomalies like this can happen, it's hard to tell without actually debugging the exact situation.

If you find more info or are able to reliably reproduce the situation, let us know!

May 10 2016, 10:32 AM · Arma 3
oukej added a comment to T81457: AI Goes Into Combat Mode On Mission Start.

Will be fixed in the upcoming dev branch.

Thank you for helping us improve the game!

May 10 2016, 10:31 AM · Arma 3
oukej added a comment to T81457: AI Goes Into Combat Mode On Mission Start.

Thank you for the report!

May 10 2016, 10:31 AM · Arma 3
oukej added a comment to T81427: AFM collective settings differ from Standard.

Also see http://feedback.arma3.com/view.php?id=6888#c96521 pls.

Thanks for the report!

May 10 2016, 10:30 AM · Arma 3
oukej added a comment to T81405: AI Units will not target nor fire on an enemy when in "MIDDLE" stance during certain conditions..

https://forums.bistudio.com/topic/140837-development-branch-changelog/page-31#entry2913712

Thanks for helping us improve Arma 3!

May 10 2016, 10:29 AM · Arma 3
oukej added a comment to T81405: AI Units will not target nor fire on an enemy when in "MIDDLE" stance during certain conditions..

Thank you for the report and the investigation!

May 10 2016, 10:29 AM · Arma 3
oukej added a comment to T81346: Error Undefined variable in expression: _priornew.

Should be fixed in the next Dev Branch update. Thanks!

May 10 2016, 10:28 AM · Arma 3
oukej added a comment to T81346: Error Undefined variable in expression: _priornew.

Afaict it's in civilian formation FSM. Any idea about a situation when this could happen?

May 10 2016, 10:28 AM · Arma 3