bensdale 0 Posted February 13, 2011 http://www.arma2.com/beta-patch.php sry i see no cahnge in the changelog to 78183 Share this post Link to post Share on other sites
ast65 10 Posted February 13, 2011 The game crashed when loading a savegame with 78183. Share this post Link to post Share on other sites
Beagle 684 Posted February 13, 2011 The game crashed when loading a savegame with 78183.Advice given some 1000 times in this forum since the first beta ever was released 4 years ago...never continue from safegame made with previous version. NEVER.Restart mission. Share this post Link to post Share on other sites
h - 169 Posted February 13, 2011 Advice given some 1000 times in this forum since the first beta ever was released 4 years ago...never continue from safegame made with previous version. NEVER.Restart mission. Better read up on things first, it was not about old savegames: http://forums.bistudio.com/showpost.php?p=1854431&postcount=47 Share this post Link to post Share on other sites
ericfr 0 Posted February 13, 2011 Ai infantry randomly stuck (combat mode) seems improved but in open space (desert) the AI move too slowly except with formation 8-8 or 8-9. Thanks. Share this post Link to post Share on other sites
Dwarden 1125 Posted February 13, 2011 http://www.arma2.com/beta-patch.php [78185] with disableUserInput the Alt-F4 works the same as in the pause screen [78187] savegames crash fix Share this post Link to post Share on other sites
seelix 10 Posted February 13, 2011 [78185] with disableUserInput the Alt-F4 works the same as in the pause screen Thanks. I kicked myself a couple of times outa MP session by that mistake. Sitting in a car, watching things around you by pressing Alt and selecting units, like unit 4,was not funny. :rolleyes: Share this post Link to post Share on other sites
rübe 127 Posted February 13, 2011 (edited) While I'm glad the MV-22 Osprey beeing stuck bug got fixed so fast, landing and taking off is still a huge problem. While this vehicle is technically able to land and take off straight down/up just like a chopper, it doesn't really make use of this too well. Instead the Osprey likes to fly diagonally and too fast and thus crashes too much. For landing: I'm not quite sure what's happening here, sometimes the Osprey lands fine, that is: 1) overshoot/-fly, 2) fly in slowly ontop of the landing position at some height, 3) go down straight (which is really the best option if there are trees around). That's all fine. But other times the Osprey refuses to land in a straight-down fashion, instead he tries to land more like an airplane which most likely ends in a crash and this needs to stop. :( For taking off: Here the problem is more consistent: instead of gaining enough height first (going straight up), the Osprey only gains some and then already tries to move... right into the next tree, because he hasn't gained enough height yet. :( So since the Osprey is an airplane, I wonder if the latest chopper improvements didn't affect the Osprey (in Hover/Helo-mode) at all, which would leave quite some room for improvements here.. :) Or in other words: the regular choppers landing/taking off performance (or safety) is significantly better than the performance of an Osprey. Edited February 13, 2011 by ruebe Share this post Link to post Share on other sites
tpw 2315 Posted February 13, 2011 Nice to see the HE rounds pass through foliage again. Thanks devs! Oh, and the other improvements are great too. Share this post Link to post Share on other sites
pandur 10 Posted February 13, 2011 1) It's good to see that this game is getting so much better! I hope for an offical patch soon for all the people who don't use beta patches and are still stuck on e.g. the vram issue, which was - thank bis -solved with the betas long time ago... 2) Shift-F1..Shift-F5 select corresponding color team (red/green/blue/yellow/white)= cool (someone had the idea to use alpha=f1, bravo=f2, charly=f3 instead. that would be even more logical because it goes from the left to the right. That's easier to remember for the noobs, but it's not crucial.) thx bis Share this post Link to post Share on other sites
Hanzu 10 Posted February 14, 2011 [78185] with disableUserInput the Alt-F4 works the same as in the pause screen When playing Operation Arrowhead campaign missions cooperatively you have about 50% chance that game will not end when one of the main characters dies. You will just respawn, respawn and respawn no matter how hard you try to die to end the mission. Even if you CTRL+ALT+DEL and End Task Arma2 from TaskManager the game will do some kind of emergency save by creating or overwriting your continuesave. Please solve this by: 1) Adding option to disable respawn function in any situation or 2) Adding option to disable emergency savegame function. (so that game would not do continuesave when you want Alt+F4 or CTRL+ALT+DEL+End Task. or 3) Add function that will abort mission without making any saves but still keeping the latest savegames you have. Ok, now somebody asks why I don't just press ESC->Revert and load savegame where everything was still ok. I say because we use ESC->Suspend continue saves to workaround Expert difficulty savelimits and continue saves are not visible on Revert savegamelist (only manual and automatic saves are there). (Sorry if you didn't understand anything what I wrote here, better get some rest now and try to explain better later). Share this post Link to post Share on other sites
Scrub 0 Posted February 14, 2011 Ok, to be honest, haven't had a great deal of time to play and test, but I must say that I played my favorite mission (CoIN) about 3 times tonight -once to finish;), and am VERY impressed with the infantry AI. Felt almost like my friends were playing with me. The group moved pretty much together, the fields of fire were covered, SOLID. These guys moved from cover to cover, cleared their zones as well as I could have, suppressed and flanked, great bounds.. I started to trust my teammates because they were proving themselves trustworthy. -A very honorable and noteworthy achievement BIS. Congratulations.- Also a single AI wheeled vehicle moves so smoothly and proper, I had no time to place my IED with this Beta, whereas two months ago I had time enough to get bored waiting. Definitely better and more enjoyable. THANKS! Share this post Link to post Share on other sites
msy 22 Posted February 14, 2011 AI driver should turn around earlier when at the crossroad, especially for multiple cars. set status as column(compact), limited speed and safe. the number of cars is 6. Share this post Link to post Share on other sites
stk2008 14 Posted February 14, 2011 Hi all and thanks BIS for yet more dedicated fixes to the best game ever. I have a question I am sorry if its been asked before. I have ARMA installed via disk on me C drive I have just installed a new drive D and just copyed the ARMA2 folder over to it and changed the short cut to start from that. I want to now test the new BETA but I really dont want to copy the whole ARMA2 folder over and I am sure I dont have to BUT I really need to know what folders to copy over?. Can I just copy C:\ArmA 2\Expansion\beta To D:\ArmA 2\Expansion\beta and thats it? Thanks Share this post Link to post Share on other sites
Dwarden 1125 Posted February 14, 2011 yep just move/copy the data ... Share this post Link to post Share on other sites
Tonci87 163 Posted February 14, 2011 Are you still at work? Jesus. Tell your Boss to close the office for today^^ Share this post Link to post Share on other sites
stk2008 14 Posted February 14, 2011 yep just move/copy the data ... Thanks for the reply. You lot rule Share this post Link to post Share on other sites
celery 8 Posted February 14, 2011 For taking off: Here the problem is more consistent: instead of gaining enough height first (going straight up), the Osprey only gains some and then already tries to move... right into the next tree, because he hasn't gained enough height yet. :( Are you talking about the way AI flies the MV-22? Because you can engage auto-hover and it will lock the propellers straight up. Share this post Link to post Share on other sites
Arksa 10 Posted February 14, 2011 I can't choose the whole team anymore by holding shift and choosing one of the team members anymore. Well I can do it for SHIFT + F1 but if I have other groups I can't choose them this way. Also AI drives way too much on side of road now and sometimes completely freezes at crossroad. Share this post Link to post Share on other sites
rübe 127 Posted February 15, 2011 Are you talking about the way AI flies the MV-22? Ah, yes. That's for the AI of course. :) Share this post Link to post Share on other sites
.kju 3245 Posted February 15, 2011 @ Arksa [78153] New: Ctrl+F1..Ctrl+F5 assigns unit to team red/green/blue/yellow/white. [78150] Changed: Shift-F1..Shift-F5 select corresponding color team (red/green/blue/yellow/white) Share this post Link to post Share on other sites
Arksa 10 Posted February 15, 2011 @ Arksa Cheers :o Share this post Link to post Share on other sites
carlostex 38 Posted February 15, 2011 It seems that AI avoids an obstacle pretty ok. PROVIDING it's not an empty fortification like dragon teeth or concrete walls, barricades, etc... AI pretty much avoids empty vehicles like choppers, tanks, cars, fixed wing... But when it comes to objects AI just keeps crashing through them. If vehicle is still ok AI reverses and crashes to it again. I don't think there's need to make a repro for this. Try it in any road, any island. Result is always llike this. Share this post Link to post Share on other sites
Coffeecat 10 Posted February 15, 2011 Yes, i can confirm that. Empty vehicles and obstacles which are placed are not seen by AI drivers. I placed a wreck on the street and the UAZ was repeating to crash into it instead searching a way around it. Share this post Link to post Share on other sites
maddogx 13 Posted February 15, 2011 Having a small repro mission is always better, no matter how simple the issue may seem to you. ;) Share this post Link to post Share on other sites