DaRkL3AD3R 1 Posted June 5, 2013 I was lagging badly since the last update, or is it just me? it's like the fps keep dropping, and stutter and all that. Just asking if its normal. Hmmm nope was just playing for about an hour and all was well. Of course besides the obvious frame-rate drops from CPU bottlenecking in Agia Marina. It has to be the way the engine calculates geometry on the CPU with just a single core, it completely ruins my otherwise great performance. And that's with a 4.6Ghz overclocked i7 3770k :( Share this post Link to post Share on other sites
thr0tt 12 Posted June 5, 2013 I was lagging badly since the last update, or is it just me? it's like the fps keep dropping, and stutter and all that. Just asking if its normal. Check and see if you are having RPT files incrementing in size during play, I posted a temp 'fix' a while back if this is causing your stutters. Share this post Link to post Share on other sites
DnA 5156 Posted June 5, 2013 Okay, I am still having the issue in which my Stance Indicator appears off the screen. I created a new profile, logged into it, quit, then restarted the game and went back to the original profile and the U/I is still screwed up.http://cloud.steampowered.com/ugc/900998117478230688/6C1471AA4EA7F21E7E5FA1B4C827CFA956E082D7/ If that did not work, you may need to wait until Beta release - which we hope includes a new options section to re-position all IGUI elements to your liking. Share this post Link to post Share on other sites
joschaap 1 Posted June 5, 2013 (edited) Seems to be more of an issue with being unable to even check the gear. would you open up your backpack/pockets underwater? the TAKE options work btw, place a ammobox underwater and swim to it, each content of the box has a Take option, same for units that have usable gear on them :) example: imho it just works as intended :) Edited June 5, 2013 by JoSchaap example added Share this post Link to post Share on other sites
SweetMatix 10 Posted June 5, 2013 Hmmm nope was just playing for about an hour and all was well. Of course besides the obvious frame-rate drops from CPU bottlenecking in Agia Marina. It has to be the way the engine calculates geometry on the CPU with just a single core, it completely ruins my otherwise great performance. And that's with a 4.6Ghz overclocked i7 3770k :( Check and see if you are having RPT files incrementing in size during play, I posted a temp 'fix' a while back if this is causing your stutters. Ah everything is fine now, just after I restarted my laptop. (silly me) ;D Share this post Link to post Share on other sites
chortles 263 Posted June 5, 2013 would you open up your backpack/pockets underwater?Changing gear is not the same thing as checking gear, but we've only got one menu for both... Share this post Link to post Share on other sites
samyg 3 Posted June 5, 2013 I just need a quick confirmation on this, in Alpha version 0.60, the TRG-21/20/21-EGLM did in fact change from 6.5mm caliber to 5.56mm caliber yes? Share this post Link to post Share on other sites
DnA 5156 Posted June 5, 2013 I just need a quick confirmation on this, in Alpha version 0.60, the TRG-21/20/21-EGLM did in fact change from 6.5mm caliber to 5.56mm caliber yes? Yes, posting changelog very soon: "TRG now uses correct 5.56x45mm ammunition" Share this post Link to post Share on other sites
ozzbik 71 Posted June 5, 2013 @DnA : Will the ammobox be adjusted to this change? Share this post Link to post Share on other sites
samyg 3 Posted June 5, 2013 (edited) Yes, posting changelog very soon: "TRG now uses correct 5.56x45mm ammunition" Not going to lie, I'm not happy about this but I understand why it was done. Edited June 6, 2013 by samyG Share this post Link to post Share on other sites
chortles 263 Posted June 5, 2013 I saw a clear enough reason -- "6.5 mm NATO" and "6.5 mm OPFOR" was already curious enough when both BLUFOR and OPFOR were using the 6.5 mm NATO suppressor except for the Mk 200 (which has its own 6.5 mm suppressor), and then when you had a third 6.5 mm magazine that was exclusive to the TRGs... Share this post Link to post Share on other sites
DaRkL3AD3R 1 Posted June 5, 2013 Am I to understand that the development branch was actually put back a revision? From 0.61 to 0.60? If so I assume that all the fixes and changes were backported to the older exe. Nevermind, was only going by what I read from the changelog/SPOTREP. Logged in the game and it's still 0.61. Share this post Link to post Share on other sites
nikiforos 450 Posted June 5, 2013 BIS please fix the runway!!! There are misplaced textures. Share this post Link to post Share on other sites
danil-ch 165 Posted June 6, 2013 0:50I wonder is this intended behavior? :D Share this post Link to post Share on other sites
nimrod123 11 Posted June 6, 2013 0:50 I wonder is this intended behavior? :D i spent an hour with the new snipers doing that. the AI also can't handle the tail getting shot out. it dosn't crash but it goes all over the place trying to return to where its meant to be Share this post Link to post Share on other sites
metalcraze 290 Posted June 6, 2013 Please upvote to not lose this bit of an atmosphere http://feedback.arma3.com/view.php?id=9162 Share this post Link to post Share on other sites
SweetMatix 10 Posted June 6, 2013 Yeppie, runaway has a missing texture, or misplaced. Share this post Link to post Share on other sites
liquidpinky 11 Posted June 6, 2013 i spent an hour with the new snipers doing that.the AI also can't handle the tail getting shot out. it dosn't crash but it goes all over the place trying to return to where its meant to be I think you will find the AI deal with broken tail rotors and in fact most failures better than most human pilots in game. Tail rotor broken is not a crash worthy scenario unless hovering very low in a gap between objects. I also find that a decent AI pilot will have a good chance of surviving an auto rotate landing. Share this post Link to post Share on other sites
nimrod123 11 Posted June 6, 2013 I think you will find the AI deal with broken tail rotors and in fact most failures better than most human pilots in game.Tail rotor broken is not a crash worthy scenario unless hovering very low in a gap between objects. I also find that a decent AI pilot will have a good chance of surviving an auto rotate landing. no tail rotar is simple, go high, rock out, make an attempt at landing in a slide at speed to couter tourque. the AI tries to stay at the altituide its waypoint is at, and tries to return to that waypoint (probally due to not being able to deviate enoguh of the projected path between waypoints) so it dosn't crash, but its not going to land either. anyone know what happens when you shot out the rotor when the helis in motion Share this post Link to post Share on other sites
Mr. Charles 22 Posted June 6, 2013 no tail rotar is simple, go high, rock out, make an attempt at landing in a slide at speed to couter tourque. Yup, exactly. Pretty easy, now that you can slide a bit on the skids. Share this post Link to post Share on other sites
liquidpinky 11 Posted June 6, 2013 no tail rotar is simple, go high, rock out, make an attempt at landing in a slide at speed to couter tourque.the AI tries to stay at the altituide its waypoint is at, and tries to return to that waypoint (probally due to not being able to deviate enoguh of the projected path between waypoints) so it dosn't crash, but its not going to land either. anyone know what happens when you shot out the rotor when the helis in motion One of my own videos funnily enough, show tail rotor out as well. Share this post Link to post Share on other sites
nimrod123 11 Posted June 6, 2013 One of my own videos funnily enough, show tail rotor out as well. thats pretty much exactly what i saw, its like it knew what to do, but it wan't allowed to crash out of the "mission" so it tried to carry on, and everytime it slowed down it went mental Share this post Link to post Share on other sites
Tonci87 163 Posted June 6, 2013 Maybe an additional AI behaviour is needed. If the Tailrotor damage is 1, then fly back to where it started the mission and disembark Share this post Link to post Share on other sites
nimrod123 11 Posted June 6, 2013 Maybe an additional AI behaviour is needed. If the Tailrotor damage is 1, then fly back to where it started the mission and disembark god only knows if the AI can actually land a heli in that condition and whats "base", the intial waypoint? a invis helipad closest? best bet might be nearest open space of length XYZm, then the onboards move as per waypoints. otherwise just make the AI ditch, since its FUBAR as far as the mission is concered Share this post Link to post Share on other sites