Isola 10 Posted January 10, 2011 After playing more this beta. I spotted few flaws - when AI chopper lands it makes first a fast manoveur down closer to ground. While in that state, it may hit into trees very easily. same here Share this post Link to post Share on other sites
fabrizio_t 58 Posted January 10, 2011 After playing more this beta. I spotted few flaws - when AI chopper lands it makes first a fast manoveur down closer to ground. While in that state, it may hit into trees very easily. I confirm too the issue with Helis landing. Share this post Link to post Share on other sites
Coffeecat 10 Posted January 10, 2011 2 things: -AI chopper is still wobbling his nose up and down in Autohover. -Transport Unload Wp´s are still odd. there was a beta which should fix that the helos hover too high but they still do. it would be much better if helos land with running engine on transport unload WPS! Share this post Link to post Share on other sites
suma 8 Posted January 10, 2011 After playing more this beta. I spotted few flaws - when AI chopper lands it makes first a fast manoveur down closer to ground. While in that state, it may hit into trees very easily. `While I think I can see the problem, when testing with older version I can see the same behaviour in 73346. Do you have some repro which manifests the bug in 77007 but not in some older version? Share this post Link to post Share on other sites
SaOk 112 Posted January 10, 2011 `While I think I can see the problem, when testing with older version I can see the same behaviour in 73346. Do you have some repro which manifests the bug in 77007 but not in some older version? I think the best and most simple way to repro is to place a helipad on Balota Airstrip on Chernarus map. And make the chopper arrive and land to it from other side of a dense treeline. In this mission video at 10:35, you can see the chopper arriving to that airstrip and almost hitting the treeline. Even when the invisible helipad is near the player and the tent, far from the trees. If it would be closer to the trees, the chopper would crash nearly always. I am not exactly sure when the issue got worse, but few betas back (could be in older 1.56 version) the helipads could be much closer to the trees. Now you need to be really carefull where to place the landing spots. Overally it looks like before the landing required only small clear zone (like 20m radius) around the helipad. Now its multiplied at least 2-4 times as big. btw. the over-limited constrution UI issue can also be seen at 5:55 in that same video. Share this post Link to post Share on other sites
fabrizio_t 58 Posted January 10, 2011 (edited) -Transport Unload Wp´s are still odd. there was a beta which should fix that the helos hover too high but they still do. it would be much better if helos land with running engine on transport unload WPS! I can't confirm this issue with beta 77068 build. In my tests helis that are given a "Transport Unload" waypoint definetely land on spot while keeping engine on, they don't hover. Tested with a blackhawk in Takistan, Arma II OA. Did you correctly synchronized their waypoint with a "GET IN" waypoint for the transported group? EDIT: i don't know if that's the case, but sometimes helis don't land because they can't find a suitable spot around. It happens sometimes for spots in some cluttered valleys of Takistan. Edited January 10, 2011 by fabrizioT Share this post Link to post Share on other sites
suma 8 Posted January 10, 2011 I am not exactly sure when the issue got worse, but few betas back (could be in older 1.56 version) the helipads could be much closer to the trees. Now you need to be really carefull where to place the landing spots. Overally it looks like before the landing required only small clear zone (like 20m radius) around the helipad. Now its multiplied at least 2-4 times as big. Most likely introduced in 73339. Now fixed in 77157 Share this post Link to post Share on other sites
SaOk 112 Posted January 10, 2011 Very nice, thank you. :) Share this post Link to post Share on other sites
bensdale 0 Posted January 10, 2011 @SaOk running the mission on your PC in the vidieo? Holy this runs realy smooth :eek: Share this post Link to post Share on other sites
Pauldarrington 9 Posted January 10, 2011 I'm not sure when this was introduced but the tab targetting seems to be broken, for example if you have an A.I gunner and press tab it will select a Target and the gunner would open fire on the target selected but now when you press tab the gunner will respond no Target and refuse to open fire on command but will open fire at his own accord with no Target selected, it used to work perfectly but since either the patch or this beta its broken Share this post Link to post Share on other sites
SaOk 112 Posted January 10, 2011 @SaOkrunning the mission on your PC in the vidieo? Holy this runs realy smooth :eek: Yes, I have slow Q6600. I created the whole mission very carefully. There is overally much soldiers, civilians, animals and vehicles, but much spawning and deleting on background to keep it as smooth as possible. No life almost at all where player isnt seeing. The tasks with the units and other stuff also spawn when needed. I use the same methods also in "The Battle of Zargabad"-mission, which run smooth if the graphic settings are good for the heavy town. I am not using the ambient modules. Instead I made all those myself with better control of everything. Only 3rd party script is USPMON which is enabled for random enemy patrol cars that have been engaged by player side or have spotted player. Share this post Link to post Share on other sites
bensdale 0 Posted January 10, 2011 Nice optimization for such a mission. And all this with a Q6600.. respect! Share this post Link to post Share on other sites