On_Sabbatical 11 Posted November 28, 2011 And in MP we need it increased due to lack of spotter feedback as he cant say to the sniper where it landed there for telling him what adjustments to make. I believe if you're shooting AI and miss the first bullet,it (ai) will be aware of the existence of a sniper ... Share this post Link to post Share on other sites
kotov12345 10 Posted November 28, 2011 I'm still waiting proper simulation of sniper rifle where realistically much better optics then in game and much harder to hit target then in game. Share this post Link to post Share on other sites
Dwarden 1125 Posted November 28, 2011 I'm still waiting proper simulation of sniper rifle where realistically much better optics then in game and much harder to hit target then in game. i fear You in wrong section of forum then ... i suggest ARMA 3 or hell even VBS2 2.0 :D Share this post Link to post Share on other sites
stk2008 14 Posted November 28, 2011 Best you will get is ACE2 untill ARMA 3 :) Share this post Link to post Share on other sites
Tonci87 163 Posted November 29, 2011 Can someone confirm this: Gates like they are at the entrances to the vybor airport can't be damaged/opened. An armored vehicle will crush the wall next to the gate, but won't be able to do the same thing with the gate. Share this post Link to post Share on other sites
froggyluv 2135 Posted November 29, 2011 (edited) NVM -fixed :) Edited November 29, 2011 by froggyluv Share this post Link to post Share on other sites
NeoArmageddon 958 Posted November 29, 2011 Maybe its just a server issue, but with 86705 me and a friend get strange animations/synchronisation if we enter a vehicle or see an animation that is local on another client. Good example is the healing animation (BIS healing module or derivateslike nsurgency): If you get healed, everything is fine. If you heal somebody else, your animation is horrible synchronised but the rest of the world runs perfectly smooth. No desync and no FPS loss while seeing such an unsmooth animation. Can someone confirm this? Share this post Link to post Share on other sites
Horus 83 Posted November 29, 2011 .... If you get healed, everything is fine. If you heal somebody else, your animation is horrible synchronised but the rest of the world runs perfectly smooth.No desync and no FPS loss while seeing such an unsmooth animation. Can someone confirm this? I have this glitch, too. Share this post Link to post Share on other sites
sickboy 13 Posted November 29, 2011 Best get it on CIT asap; http://dev-heaven.net/projects/cis/wiki/CIT#How-to-report-a-bug Share this post Link to post Share on other sites
Tonci87 163 Posted November 29, 2011 Can someone confirm this:Gates like they are at the entrances to the vybor airport can't be damaged/opened. An armored vehicle will crush the wall next to the gate, but won't be able to do the same thing with the gate. Made ticket: http://dev-heaven.net/issues/26688 Share this post Link to post Share on other sites
kotov12345 10 Posted November 29, 2011 i fear You in wrong section of forum then ... i suggest ARMA 3 or hell even VBS2 2.0 :D Sorry Dwarden, I thought you discussing issue related to sniper riles in previous posts,never happens again. Share this post Link to post Share on other sites
Overlord 0 Posted November 29, 2011 Can someone confirm this:Gates like they are at the entrances to the vybor airport can't be damaged/opened. An armored vehicle will crush the wall next to the gate, but won't be able to do the same thing with the gate. Strange, I can... (Build 86705) But then again, I opened them via Action Menu, not by smashing them with the ATV ;) Share this post Link to post Share on other sites
f2k sel 164 Posted November 29, 2011 Overlord is correct the gates function correctly. There are problems with gates and doors though. If you quit a mission while the gates/doors are in motion then they will no longer function even when you restart the mission. The only way to get them to work again is to load in another map and then back again. Another problem with gates is damage, try damaging an open gate and it rotates vertically. Share this post Link to post Share on other sites
ast65 10 Posted November 30, 2011 Maybe its just a server issue, but with 86705 me and a friend get strange animations/synchronisation if we enter a vehicle or see an animation that is local on another client. Good example is the healing animation (BIS healing module or derivateslike nsurgency): If you get healed, everything is fine. If you heal somebody else, your animation is horrible synchronised but the rest of the world runs perfectly smooth. No desync and no FPS loss while seeing such an unsmooth animation. Can someone confirm this? I have some desync in healing (anmation), too. Sometimes if I tell one of my teammates to heal someone, he tells me he can´t do it (because he is looking at a position for wounded soldier where he was ie. 3 minutes before, that is 30 meters back from his current position). If I want to heal someone myself sometimes the action isn´t working at all, then sometimes when it works I´m jumping all over the place (10 meters ie.) with the wounded soldier. Share this post Link to post Share on other sites
Dwarden 1125 Posted November 30, 2011 can you provide re-production steps and write CIT ticket for the animations desync? Share this post Link to post Share on other sites
suma 8 Posted November 30, 2011 If you quit a mission while the gates/doors are in motion then they will no longer function even when you restart the mission. The only way to get them to work again is to load in another map and then back again. Nice observation. I was able to reproduce it on Utes easily (setAccTime 0.1 helps to be able to abort in time). Does a CIT ticker already exist? I assume this is something which was already present in 1.59 and before, can someone confirm? Share this post Link to post Share on other sites
nkenny 1057 Posted November 30, 2011 We've got a large scale test of the latest Beta scheduled for tomorrow. Has anyone else experienced lag or rather suttering when using the BIS first aid module? As a client connecting to a dedicated server and attempting to revive a wounded AI I see a lot of stuttering. FPS is as high as ever however-- its just the animations that seem to stutter. This was not the case in 1.59. -k Share this post Link to post Share on other sites
Alwarren 2767 Posted November 30, 2011 We've got a large scale test of the latest Beta scheduled for tomorrow. Has anyone else experienced lag or rather suttering when using the BIS first aid module? As a client connecting to a dedicated server and attempting to revive a wounded AI I see a lot of stuttering. FPS is as high as ever however-- its just the animations that seem to stutter. This was not the case in 1.59. -k Yes, I have. I wasn't sure about it at first, but it seemed to me that on occasion the first aid anim was skipping frames. It wasn't a framerate issue, I had FRAPS running and it showed me some 30+ FPS, it was just the animation. I completely forgot to report it :( IIRC, this issue has been there before, but was gone in later betas. Share this post Link to post Share on other sites
sickboy 13 Posted November 30, 2011 NKeny / Alwarren - would you mind sharing the link to ticket or create it if not yet available? Share this post Link to post Share on other sites
OMAC 254 Posted November 30, 2011 (edited) Nice observation. I was able to reproduce it on Utes easily (setAccTime 0.1 helps to be able to abort in time). Does a CIT ticker already exist? I assume this is something which was already present in 1.59 and before, can someone confirm? Nice find, F2k Sel. I just repro'd this in CO 1.59 vanilla (A2 1.10.80665) using the metal gate in Strelka on Utes. In editor, place yourself in Strelka and open gate. Abort mission while open animation is playing. Restart mission and gate will not open again. Edited December 1, 2011 by OMAC Share this post Link to post Share on other sites
suma 8 Posted November 30, 2011 Yes, I have. I wasn't sure about it at first, but it seemed to me that on occasion the first aid anim was skipping frames. It wasn't a framerate issue, I had FRAPS running and it showed me some 30+ FPS, it was just the animation.I completely forgot to report it :( IIRC, this issue has been there before, but was gone in later betas. Issue confirmed, introduced in 86697 (when fixing http://dev-heaven.net/issues/26423#note-10), fixed in 86842 Share this post Link to post Share on other sites
NeoArmageddon 958 Posted November 30, 2011 Issue confirmed, introduced in 86697 (when fixing http://dev-heaven.net/issues/26423#note-10), fixed in 86842 Great... Scruffy and me were just about to creating the reproduction steps for a cit-ticket. But it looks as if we don't need to. Share this post Link to post Share on other sites
f2k sel 164 Posted November 30, 2011 Nice observation. I was able to reproduce it on Utes easily (setAccTime 0.1 helps to be able to abort in time). Does a CIT ticker already exist? I assume this is something which was already present in 1.59 and before, can someone confirm? No I hadn't done a ticket, I have now though http://dev-heaven.net/issues/26702 It has been an ever present Aram2 -AO- Betas Share this post Link to post Share on other sites
NoRailgunner 0 Posted November 30, 2011 Observed: AI grenadiers are pointing their rifles skyhigh while moving under enemy contact Expected: they should point their rifles like any other AI, grenadelauncher pointing/aiming only when using grenades Observed: AI grenadiers are not using their grenadelaunchers close and in LOS to enemy Expected: AI should be able to use grenadelaunchers in direct (close) contact (eg 50-100m) and AI should fire grenades through doors/windows Observed: AI legs/feet jitter when running (watch a AI group running with + without scope) Expected: smoother transitions, no jitter Observerd: AI dont use vehicle weapons (main gun, mg, grenade launcher) at buildings/objects if their enemy is in or behind these objects Expected: more use of firepower against enemy hiding in or behind buildings/objects only restriction should be by mission design/ROE Give the AI the possibility to utilize weapons + ammo as effective as possible against their enemy (AI/player). :) Share this post Link to post Share on other sites
Alwarren 2767 Posted December 1, 2011 NKeny / Alwarren - would you mind sharing the link to ticket or create it if not yet available? I was going to make a repro mission, but it seems Suma was quicker :) Share this post Link to post Share on other sites