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Dwarden

ARMA 2: OA beta build 102111 (1.62 MP compatible build, post 1.62 release)

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http://www.arma2.com/beta-patch.php

mirror :

[102106] Fixed: Joystick state reset on start

[102082] Fixed: gearSlotData causes crash when no valid control is given (https://dev-heaven.net/issues/70912)

[101333] A new mission.sqm unit value forceHeadlessClient used to mark a role reserved for a HC (https://dev-heaven.net/issues/67648)

+ hotfixed crash from 101141 changes

[101141] Fixed: Scripting functions aimPos, eyePos, eyeDirection fixed for a crew (https://dev-heaven.net/issues/38606#change-152548)

[101032] New: Scripting function hasInterface to allow detecting a headless client or a dedicated server.

[100540] Fixed: Users connecting with blocked CD keys were sometimes shown "You are banned" message instead of "Bad CD Key".

+ SSL fix http://forums.bistudio.com/showthread.php?143091-Secure-ID-progress&p=2273013&viewfull=1#post2273013

+ multiple crash cases resolved (thanks to all who reported)

[100296] Fixed: MP: Player head movement using numpad keys was not visible to other players.

[100257] Fixed: ballisticsComputer uses wrong velocity (https://dev-heaven.net/issues/6823)

+ some beta regressions fixed, shall hotfix some of the often crashes of client/server seen in past weeks

+ possible slight performance increase when using BE filters

the build contain quite some of crash fixes I mentioned last two weeks

suggested to be used for server hosting as it shall be noticeably stabler

(if you still get any crashes, it's very important for us to get server's mdmp,bidmp,rpt files

(compressed e.g. to my email (which is my BIForum nickname @ bistudio.com)with subject CRASH)

BattlEye compatibility: ... not yet SUPPORTED, wait to enjoy ! ...

note: also deployed on STEAM! (inside "test" branch, default beta is 101747)

+++

Data fixes and improvements by the Community Config Project (CCP)

Changelog: https://dev-heaven.net/versions/1391

More info: http://forums.bistudio.com/showthread.php?141732-ARMA-2-Community-Configuration-Project-(A2CCP)

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Are you guys going to make headless client independent from game CDKey on any future beta? So we can setup a few hc or hc+server+game on the same machine?

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Is it possible to get/test that default AI will use + fire guided missiles/bombs from greater distance and not going into suicidal dive-attack/low pass maneuver? Maybe include that the AI will fire a "life-saving" burst of flares if they are close to enemy vehicles? Btw machineguns shouldn't be used/fired from within vehicles unless its an remote controlled weapon system... and who does make the funny stuff that AI should fire with their tank canon on fast flying aircrafts? Observerd "AI using tank gun against fast flying aircrafts" as an Su-34 was flying away with high speed.... c'mon leave 'AI using tank canon' only to low + slow or hovering flying aircrafts. :D Another AI issue occured with Su-34 they seem to have big troubles to hit anything with Ch29 - all missiles are flying over their targets. Guess AI flight fsm needs some 'config' adjustements too... Cross fingers that in A3 we will see some improved AI and effective use of weapons and flight maneuver.

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Another AI issue occured with Su-34 they seem to have big troubles to hit anything with Ch29 - all missiles are flying over their targets. Guess AI flight fsm needs some 'config' adjustements too... Cross fingers that in A3 we will see some improved AI and effective use of weapons and flight maneuver.

It's a config problem that the dev doesn't want seemingly to fix until we find some source on the KH29L saying that when you lock a target ,the missile will hit it !

Edited by On_Sabbatical
I hate AIs

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The AI was flying the Su-34 on their own against a group of tanks (AI) and I was just watching it - testing it again and again. The AI Su-25 did a bit better job with the CH29 but got gunned down by the machineguns* so I guess its also about how fast the AI moves/fly and can lock + fire at targets from certain distance. *I can't imagine that a gunner/loader of an MBT/IFV/APC, light "car vehicle" in real life is able to shoot down an aircraft like the AI in A2OA. Nothing much against "spray and prey" against air targets but BIS needs to sort this precise shooting and killing AI "feature" out - maybe limit it to AA/AAA vehicles and comparable static weapons.

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I get an immediate CTD when someone (AI or player) shoots in a multiplayer session.

Crash files sent to dwarden's email.

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The AI was flying the Su-34 on their own against a group of tanks (AI) and I was just watching it - testing it again and again. The AI Su-25 did a bit better job with the CH29 but got gunned down by the machineguns* so I guess its also about how fast the AI moves/fly and can lock + fire at targets from certain distance. *I can't imagine that a gunner/loader of an MBT/IFV/APC, light "car vehicle" in real life is able to shoot down an aircraft like the AI in A2OA. Nothing much against "spray and prey" against air targets but BIS needs to sort this precise shooting and killing AI "feature" out - maybe limit it to AA/AAA vehicles and comparable static weapons.

I have always thought that AIs can only exist in two states : Extremly dumb or Extremly powerful ...

I,myself,managed to shoot human pilot out of their planes with FN FAL,but it's not everyday's story .

Concerning the KH29L,you need to have the crosshair inside the TAB lock square to get a clean shot (which fails sometimes in the latest beta patches) ... but,i don't see how such an advanced missile could have so small maneuvrability and probability of hitting a target !

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Crash when shooting anything in MP(any mode). But not in the Editor.

xx1747 is fine.

xx2111, seemed smoother, and some extra FPS. I am running the newer AMD Beta#6 tho.

Edited by kklownboy
tested more, MP is broken

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I have always thought that AIs can only exist in two states : Extremly dumb or Extremly powerful ...

I,myself,managed to shoot human pilot out of their planes with FN FAL,but it's not everyday's story .

Concerning the KH29L,you need to have the crosshair inside the TAB lock square to get a clean shot (which fails sometimes in the latest beta patches) ... but,i don't see how such an advanced missile could have so small maneuvrability and probability of hitting a target !

Advanced missile...it's a missile from the 80's, prototype from 1975 ;)...and it's not manouverable at all, it's simpy too heavy. the L version is laser guided and the russian Shkval target system is not known for a great gimbal limit. In fact you have to use it more like a rocket assisted LGB...it's not a Maverick despite the look. Edited by Beagle

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The in-game Kh-29 shares no essential characteristics with the real thing. Still, if you tried launching one of those from a kilometer in real life, you would fail even harder. The range is longer than ArmA's view distance at max.

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Advanced missile...it's a missile from the 80's, prototype from 1975 ;)...and it's not manouverable at all, it's simpy too heavy.

Yeah,happy you found some sources :P,because russian things are really hard to find on the net.

And yes,it's new realtively to other weapons (hellfire 1982) ... the "heavy" argument is hard to defend because,i don't think that a missile that is supposed to be laser guided cannot even perform a 30° angle on 3Km range,and i am sure those two sets of wings have some utility ! ... well,if a GBU can do it why not a KH29L ? ... lol

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Yeah,happy you found some sources :P,because russian things are really hard to find on the net.

And yes,it's new realtively to other weapons (hellfire 1982) ... the "heavy" argument is hard to defend because,i don't think that a missile that is supposed to be laser guided cannot even perform a 30° angle on 3Km range,and i am sure those two sets of wings have some utility ! ... well,if a GBU can do it why not a KH29L ? ... lol

I can onyl compare it the the KH29 in DCS and that model is supposed to be close to what is available in data.

BETA Test report

this beta is chrashing all the time whenever the player fire as shot in MP...kind of mission does not matter happened in Wasteland and in Warfare.

Edited by Beagle

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As others I got two CTD's as soon as I fired my weapon in MP. Rolled back to build 101334 and played for hours without issues.

Crash dumps sent!

/KC

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I get an immediate CTD when someone (AI or player) shoots in a multiplayer session.

Crash files sent to dwarden's email.

Seconded.

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