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oukej (Ondrej Kuzel)
Arma 3 Lead

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User Since
Mar 4 2013, 4:34 PM (576 w, 15 h)

Recent Activity

Apr 9 2019

oukej added a comment to T138255: PlaySound netmessage volume issue.

https://forums.bohemia.net/forums/topic/140837-development-branch-changelog/?do=findComment&comment=3349657

Apr 9 2019, 6:45 PM · Arma 3

Apr 4 2019

oukej added a comment to T119067: Playing for period of time leads to low framerate (3 FPS) and never recovers.

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?

Apr 4 2019, 4:52 PM · Arma 3
oukej added a comment to T85234: Uniforms disappear or are only visible to one player.

Sadly joining any multiplayer scenario isn't usable for debugging. We need the bug isolated ideally in a non cluttered environment.

Apr 4 2019, 1:48 PM · Arma 3
oukej added a comment to T85234: Uniforms disappear or are only visible to one player.

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.

Apr 4 2019, 10:29 AM · Arma 3

Mar 5 2019

oukej added a comment to T137236: Civilian Hatchback Armor is Too Strong, Hull, Engine and Fuel Invincible to small calibers.

Should be fixed in 1.90, please try it and let us know!
Thank you!

Mar 5 2019, 5:03 PM · Arma 3

Feb 26 2019

oukej added a comment to T133142: Compass doesn't work for driver.

Should be fixed in the next dev branch and in 1.90 update. Thanks!

Feb 26 2019, 11:05 AM · Arma 3

Feb 1 2019

oukej added a comment to T120242: setHitIndex / setHitpointDamage not updating damage/getDamage + vice versa (in some cases).

@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.

Feb 1 2019, 8:24 PM · Arma 3
oukej added a comment to T120242: setHitIndex / setHitpointDamage not updating damage/getDamage + vice versa (in some cases).

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.

Feb 1 2019, 8:18 PM · Arma 3
oukej added a comment to T120242: setHitIndex / setHitpointDamage not updating damage/getDamage + vice versa (in some cases).

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.

Feb 1 2019, 7:51 PM · Arma 3

Jun 5 2018

oukej added a comment to T127171: Problem with MACER AG missiles.

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 5 2018, 1:51 PM · Arma 3

Jun 4 2018

oukej added a comment to T127171: Problem with MACER AG missiles.
  • 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)
Jun 4 2018, 4:47 PM · Arma 3

Apr 30 2018

oukej added a comment to T127972: "HELI-KIT" Controls not working with Arma 3 Helicopters.

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 30 2018, 1:10 PM · Arma 3

Apr 21 2018

oukej added a comment to T75677: Hatchbacks get stuck on Stratis sand.

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 21 2018, 9:23 PM · Arma 3

Apr 20 2018

oukej closed T81298: Hatchback sports RPM fluctuates and max speed lower as Resolved.
Apr 20 2018, 2:48 AM · Arma 3

Apr 16 2018

oukej added a comment to T128176: Lase Target key does not function right..

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.

Apr 16 2018, 8:53 PM · Arma 3
oukej added a comment to T128176: Lase Target key does not function right..

"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.

Apr 16 2018, 12:48 PM · Arma 3
oukej closed T128175: Tanks DLC 1.82 Stable - M2A4 Slammer UP no main gun recoil animation. as Resolved.
Apr 16 2018, 11:20 AM · Arma 3
oukej added a comment to T128175: Tanks DLC 1.82 Stable - M2A4 Slammer UP no main gun recoil animation..

Due to freezing (performance reasons) of the PhysX suspension the recoil may not be well noticeable when stationary and firing forward.

Apr 16 2018, 10:56 AM · Arma 3
oukej added a comment to T128176: Lase Target key does not function right..

You can dump the lead by manually adjusting the zeroing one notch up or down (whichever is closer) after the range has been lased.

Apr 16 2018, 9:47 AM · Arma 3

Mar 21 2018

oukej added a comment to T127982: Vehicle compass not available in game and at custom layout settings..

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 [ ].

Mar 21 2018, 10:02 PM · Arma 3
oukej updated the task description for T75076: AI refuses to drive backwards no matter what! [VIDEO].
Mar 21 2018, 9:57 PM · Arma 3

Feb 24 2018

oukej added a comment to T126270: AI Tanks won't engage and can't be engaged when behind cover.

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)

Feb 24 2018, 12:04 AM · Arma 3

Dec 12 2017

oukej added a comment to T74221: Zamak seat height too low.

The viewing angle has been improved in 1.78

Dec 12 2017, 11:28 PM · Arma 3
oukej added a comment to T76597: Zamak Wheels stucked in Truck.

No longer reproducible (1.78)

Dec 12 2017, 11:28 PM · Arma 3
oukej closed T82058: Zamak Repair/Fuel: Rear right, wheel not touching ground as Resolved.
Dec 12 2017, 11:28 PM · Arma 3
oukej changed the status of T82058: Zamak Repair/Fuel: Rear right, wheel not touching ground from New to Feedback.
Dec 12 2017, 11:27 PM · Arma 3
oukej added a comment to T82058: Zamak Repair/Fuel: Rear right, wheel not touching ground.

Should be fixed in 1.78. Thanks!

Dec 12 2017, 11:27 PM · Arma 3
oukej added a comment to T73271: Tank FCS behaves incorrecly.

FCS has been reworked https://forums.bistudio.com/forums/topic/202603-tanks-fire-control-system/

Dec 12 2017, 11:27 PM · Arma 3
oukej added a comment to T74732: Zamak vehicle suspension.

Should be fixed in 1.78

Dec 12 2017, 10:55 PM · Arma 3

Nov 9 2017

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.

Nov 9 2017, 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 updated the task description for 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