metalcraze 290 Posted February 12, 2013 Then reopen the ticket again because I have the same issue. It's hard to reproduce but it's there. Share this post Link to post Share on other sites
Guess Who 10 Posted February 12, 2013 Then reopen the ticket again because I have the same issue. It's hard to reproduce but it's there. Was never gone, actually. FR units and KSK units seem to be especially prone to get frozen. BTW: Don't get this mixed with that "using-my-pistol-at 300-yards-bug". It is not related. Share this post Link to post Share on other sites
andersson 285 Posted February 12, 2013 ;2292231']no. yes. Nice one! Keep it up kju :) Share this post Link to post Share on other sites
froggyluv 2136 Posted February 12, 2013 Then reopen the ticket again because I have the same issue. It's hard to reproduce but it's there. Well there lies the crux of the problem. I know of no way to post a repro mission as it's completely random when it happens. Was never gone, actually. FR units and KSK units seem to be especially prone to get frozen.BTW: Don't get this mixed with that "using-my-pistol-at 300-yards-bug". It is not related. Huh. So certain units are more prone then others to get stuck? LOL, I didn't know about the "300 yard" bug -I guess thats the problem with generic bug names like "pistol bug". :) Share this post Link to post Share on other sites
Guess Who 10 Posted February 12, 2013 I never saw the "pistol bug" when playing with, say Deltas in my group. When playing with Force Recons I see that relatively often. Most of the times it goes like this: You are a little careless and get jumped by OPFOR at close distance, closer than 20 yards. Units with heavy/long rifles (marksman, heavy gunner) switches to sidearm (you hear suppressed fire) and freezes on his position, mostly in kneeling or prone position => reload. Units with MGs or sniper rifles seem more prone to it than rifleman, units in stealth mode seem more affected, units in stealth/hold fire mode seem affected most. This bug showed its ugly head first time in ArmA 1 already ... The 300 yard bug: KSK unit prefers to shoot with his G17 at distance over his rifle. Simple config bug where the distance probability definition in the config of the G17 and Colt were missing. Share this post Link to post Share on other sites
metalcraze 290 Posted February 12, 2013 I can't reproduce this bug when deliberately trying to in vanilla with usual grunts for both USMC and US Army by giving them pistols. But when playing random missions with MARSOC it happens really often. I wouldn't be surprised if MARSOC units classes are FR-dependent. Was never gone, Actually it was, at least to some degree. I've played with many FR units post-1.60 and the worst that happened was them taking out pistols only to put them back and keep using the rifle. But since some of the latest betas the bug is just as bad as it was a year ago. Share this post Link to post Share on other sites
froggyluv 2136 Posted February 12, 2013 I can't reproduce this bug when deliberately trying to in vanilla with usual grunts for both USMC and US Army by giving them pistols. But when playing random missions with MARSOC it happens really often. I wouldn't be surprised if MARSOC units classes are FR-dependent.Actually it was, at least to some degree. I've played with many FR units post-1.60 and the worst that happened was them taking out pistols only to put them back and keep using the rifle. But since some of the latest betas the bug is just as bad as it was a year ago. Hmmm, I don't know about Vanilla units either. Its happening frequently in a mission using Lingor Units both Police and Venator PMC's. Share this post Link to post Share on other sites
NoRailgunner 0 Posted February 12, 2013 Observed that AI Ghillie snipers too don't swap back from their handgun/PDW - "best solution" is still to take/drop everything away from AI like handguns, PDW's and binoculars, rangefinders or laserdesignators. Other things like smoke/flare grenades, IR/VIP strobe and smoke handgrenades are still useless waste of space in AI's gear. Would be much better if all A2OA soldiers (and perhaps A3?) would have at least 2 handgrenades by default.... seems that BIS devs didn't spend much time on testing and implementing 'what works with AI and what not'. Assigning targets to AI gunner went a bit fubar too... What about beeing able to assign + lock targets through commanders view (preferable with somekind of voice/visual feedback) ?? Oh and please make it so that the AI can only shoot from inside a vehicle with a remote weapon system station - kinda silly if they can turn and use weapons that one can only use if turned out. Btw AI aiming at and attacking aircrafts during ground combat isn't soooo splendid-awesome either.... let's keep them primarily focused on ground combat unless they have some serious AA capabilities. :) Share this post Link to post Share on other sites
gatordev 219 Posted February 12, 2013 I think for the majority aircraft listed it's inappropriate to have it in game. I've seen enough videos of our real life helos getting smoked by IR's to know it's not all there. Which proves nothing. The MWS, ie the "fish eyes" only detects the launch, and they're on damn near every U.S. aircraft and many Russian ones. As was said, this doesn't preclude the aircraft from still getting hit, especially depending on the weapons system being employed. Share this post Link to post Share on other sites
Guess Who 10 Posted February 13, 2013 I can't reproduce this bug when deliberately trying to in vanilla with usual grunts for both USMC and US Army by giving them pistols. But when playing random missions with MARSOC it happens really often. I wouldn't be surprised if MARSOC units classes are FR-dependent.Actually it was, at least to some degree. I've played with many FR units post-1.60 and the worst that happened was them taking out pistols only to put them back and keep using the rifle. But since some of the latest betas the bug is just as bad as it was a year ago. No, it was not gone at all. Not for me, though it was more rare at some time. Seems it is something in the implementation/configs of some units and the bug seems to be inherited in classes derived from FR units. Share this post Link to post Share on other sites
dukenukem. 12 Posted February 13, 2013 Is it just me or the GPS has increased in size from patch 100697? i upgraded from that patch and noticed that first person GPS and map GPS has increase in size... Thanks. Share this post Link to post Share on other sites
maddogx 13 Posted February 13, 2013 Is it just me or the GPS has increased in size from patch 100697? i upgraded from that patch and noticed that first person GPS and map GPS has increase in size...Thanks. The CCP (which is partially included in the betas) may have resized it. Not sure though, just guessing. Share this post Link to post Share on other sites
dukenukem. 12 Posted February 13, 2013 ah yes MadDogX thanks for that. didn't know about it. just for reference: https://dev-heaven.net/issues/65557 Share this post Link to post Share on other sites
aikicoops 1 Posted February 14, 2013 Hi all, I am trying to play in the Dayz Celle in an Aussie server AUSARMA ANZ#4. As it has been updated to Beta 101747 I have been having all sorts of issues. When loading the game it keeps freezing. When I start the game using ArmA Launcher I get to the Menu options page then click on Multiplayer and then it freezes on "receiving..." I than have to kill it with Task Manager. If I start it with Dayz Commander I get "Waiting for Host..." and it freezes I than have to kill it with Task Manager. Play with Six same deal as Dayz Commander. I than have to kill it with Task Manager. If I just click on arma2oa.exe in the beta file I get to the Menu options page then click on Multiplayer and then it freezes on "receiving..." I than have to kill it with Task Manager. If I go back to Beta ARMA2_OA_Build_101480 everything works fine. No issues at all, I can get into AUSARMA ANZ#3 no problems. I have tried with Firewall turned on both software and hardware. I have tried with Firewall turned off both on software and hardware However as I said there is no issue with any other beta version other than ARMA2_OA_Build_101747 Is anyone else having these issue? Any solutions? Cheers Coops Share this post Link to post Share on other sites
Beagle 684 Posted February 14, 2013 Another issue I just noticed replaying Red Harvest Regarding Campaing performance Red Harvest, it's significantly worse. I tested it in 1.11 for comparison. Wikle I can play it in very high setting with View distance reduced to 2500m in 1.11 it is impossible to play the campaign with comfortablöe frames in 1.62...and it is even worse with last betas. Addionally all the broken functions regarding A2 units conversation, chat and HQ module show again. Currently it seems Harvest red runs best In 1.11...there is also a problem with the SILVIE module littering the landscape with an enouous amount of cars...seems it adds all the Takistani cars as well to the list doubling the amount of spawned cars. Bottom line...this beta shows again signifcant performance degradation...even ArmA II 1.11 runs better. Share this post Link to post Share on other sites
ast65 10 Posted February 14, 2013 Bottom line...this beta shows again signifcant performance degradation...even ArmA II 1.11 runs better. dunno, same content was always running better in ArmA2 only than played through CO for me, so twas ever thus :p Share this post Link to post Share on other sites
sickboy 13 Posted February 14, 2013 dunno, same content was always running better in ArmA2 only than played through CO for me, sotwas ever thus :p Are the settings comparable? Also there's several AA and other effects that are available since OA or some OA build.For a true comparison you'd have to turn those off I guess ;-) Share this post Link to post Share on other sites
kotov12345 10 Posted February 14, 2013 (edited) I never notice anything on fps level.Could be anything really - dust in fan(S), dry thermal paste,over loaded hdd,drivers,new quality settings... Edited February 14, 2013 by kotov12345 Share this post Link to post Share on other sites
Beagle 684 Posted February 14, 2013 Are the settings comparable? Also there's several AA and other effects that are available since OA or some OA build.For a true comparison you'd have to turn those off I guess ;-) I set it to the exact parameters including all FXAA PP etc. off HDR=8And no I ust dusted the whole case off. The drop is most noticable in "Manhattan". Share this post Link to post Share on other sites
kklownboy 43 Posted February 14, 2013 Not noticing any real performance drop on OA/CO. I dont play the campaigns anymore. And most definitely dont play A2 campaigns. I hope they fix it for you, but A2 is EOL. Maybe just play A2 missions with A2.exe. Share this post Link to post Share on other sites
Beagle 684 Posted February 14, 2013 Not noticing any real performance drop on OA/CO. I dont play the campaigns anymore. And most definitely dont play A2 campaigns. I hope they fix it for you, but A2 is EOL. Maybe just play A2 missions with A2.exe.Well it was mentiond multiple times that Harvest Red should be fully compatible with OA...and OA is a Expansion not a fully new game...the base game, units and map for a lot of us players is still the Chernarus, USMC, Russia based one. Share this post Link to post Share on other sites
Armand 1 Posted February 15, 2013 Since installing this patch, I am unable to play MP. If I lunch the game via PlayWith6 in single player, and click on multiplayer once loaded, it hangs on the receiving screen, and the only way to exit Arma is to reboot my pc. If I join a MP server, once the game loads up and hangs on a black screen saying setting up player, you can press Esc to click abort and disconnect. This is driving me nuts, googled it for a couple of days now but can't find a fix! Anyone? Share this post Link to post Share on other sites
sickboy 13 Posted February 15, 2013 Since installing this patch, I am unable to play MP. If I lunch the game via PlayWith6 in single player, and click on multiplayer once loaded, it hangs on the receiving screen, and the only way to exit Arma is to reboot my pc. If I join a MP server, once the game loads up and hangs on a black screen saying setting up player, you can press Esc to click abort and disconnect. This is driving me nuts, googled it for a couple of days now but can't find a fix! Anyone? If not an issue with this specific beta, usually the issue is with connection, possibly due to firewall etc. Make sure the expansion\beta\arma2oa.exe (in case of pws by default located in My Documents\ARMA 2), has full access through the firewall, is not blocked or otherwise affected. Share this post Link to post Share on other sites
Armand 1 Posted February 15, 2013 If not an issue with this specific beta, usually the issue is with connection, possibly due to firewall etc.Make sure the expansion\beta\arma2oa.exe (in case of pws by default located in My Documents\ARMA 2), has full access through the firewall, is not blocked or otherwise affected. Yes all allowed, the last thing I did before it stopped working was to install the latest patch, nothing else has been installed. Share this post Link to post Share on other sites
Vipera 10 Posted February 15, 2013 (edited) Yes all allowed, the last thing I did before it stopped working was to install the latest patch, nothing else has been installed. IMHO, since .exe file has been changed with the new beta you have to recreate your firewall rule for this file and do it every time when you install new beta. I don't have such problems but maybe your firewall restrictions are different. Try to disable firewall to check it. PS. Maybe Windows installed some update and made changes in firewall, just guessing. Edited February 15, 2013 by Vipera Share this post Link to post Share on other sites