MadocComadrin 12 Posted July 18, 2013 It looks like the suppressor bug is fixed. At least for the MX. (I haven't used any other guns yet). Share this post Link to post Share on other sites
SaOk 112 Posted July 18, 2013 AI team-members dosent want to get in marshall anymore as cargo. Only say "negative". Share this post Link to post Share on other sites
themaster303 22 Posted July 19, 2013 (edited) had a crash (physx3) when a rocket (think it was from a rocketlauncher) hits the vehicle hunter. mission was domanation / MP here is the appcrash: Problemsignatur: Problemereignisname: APPCRASH Anwendungsname: arma3.exe Anwendungsversion: 0.73.107.952 Anwendungszeitstempel: 51e7b7d2 Fehlermodulname: PhysX3_x86.dll Fehlermodulversion: 3.2.4.1 Fehlermodulzeitstempel: 5164246f Ausnahmecode: c0000005 Ausnahmeoffset: 00143d75 Betriebsystemversion: 6.1.7601.2.1.0.256.1 Gebietsschema-ID: 1031 Zusatzinformation 1: 0a9e Zusatzinformation 2: 0a9e372d3b4ad19135b953a78882e789 Zusatzinformation 3: 0a9e Zusatzinformation 4: 0a9e372d3b4ad19135b953a78882e789 plus: choppers are bouncing a little bit (check ghosthawk / hummingbird / mi-8 a.s.o) on the pier when landed. also at the "bunkers entances" in that hill at the airbase. also on the silos. Edited July 19, 2013 by themaster303 Share this post Link to post Share on other sites
Dwarden 1125 Posted July 19, 2013 themaster303, please create feedback tracker ticket, upload the rpt and bidmp mdmp files (compressed) somewhere and link them in that ticket, then post ticket url here Share this post Link to post Share on other sites
metalcraze 290 Posted July 19, 2013 Not seeing it. Just setup up scenario where I fire at squad some 300m out at the bottom of a valley. Killed one and fled a good 2-300m into a metallic shed. Watched enemies on troopmon and they stayed in cover for about 5 minutes rl time with me as their Target but 0 KnowsAbout. Finally they began moving and carefully approached the spot I sniped from -Target became Null and they ceased pursuit. They sometimes do that - stay in cover instead of chasing. It was like that when issue was first reported. But it's definitely not fully fixed. There are 2 key AI behaviors that are wrong. 1st - when you kill a single dude in an enemy squad that is facing away (the squad) even with a single well aimed shot - they will immediately turn to your exact spot and start putting very precise fire there. 2nd - they will track you no matter where you go - after doing multiple tests this seems to be inconsistent. Half the time they run into a random direction that has nothing to do with where you went but other half the time they still able to track you perfectly. I've tested it with yesterday's update, no mods of any kind. So the only way to explain this is that issue is anything but fixed. Share this post Link to post Share on other sites
themaster303 22 Posted July 19, 2013 themaster303, please create feedback tracker ticket, upload the rpt and bidmp mdmp files (compressed) somewhere and link them in that ticket, then post ticket url here http://feedback.arma3.com/view.php?id=11724 sadly due to the crash there was no rpt /bidmp / mdmp written. http://feedback.arma3.com/view.php?id=11725 Share this post Link to post Share on other sites
chortles 263 Posted July 19, 2013 I actually like how dev branch is currently dropping little tidbits in the loading screen about the history of Stratis and Altis... and is the "who made this content" bit in the unit placement menu (i.e. Bohemia Interactive for official content, "Unknown Community Author" if it's a mod) in prior builds or only the one that just got distributed this morning? Share this post Link to post Share on other sites
NeuroFunker 11 Posted July 19, 2013 195mb, let see what changed. Share this post Link to post Share on other sites
royaltyinexile 175 Posted July 19, 2013 I actually like how dev branch is currently dropping little tidbits in the loading screen about the history of Stratis and Altis... and is the "who made this content" bit in the unit placement menu (i.e. Bohemia Interactive for official content, "Unknown Community Author" if it's a mod) in prior builds or only the one that just got distributed this morning? The author field has been there for a while (Mods can define a label to be shown, 'unknown author' is just a default where non is defined). Hm, the loading hints are probably new. They were added recently and (disclaimer) aren't exactly proofread at the moment! Best, RiE Share this post Link to post Share on other sites
chortles 263 Posted July 19, 2013 Hm, the loading hints are probably new. They were added recently and (disclaimer) aren't exactly proofread at the moment!I can second the "aren't exactly proofread" part! Share this post Link to post Share on other sites
royaltyinexile 175 Posted July 19, 2013 I can second the "aren't exactly proofread" part! Czechlish is Bestlish. (Damn localization deadlines) Best, RiE Share this post Link to post Share on other sites
NeuroFunker 11 Posted July 19, 2013 Czechlish is Bestlish.(Damn localization deadlines) Best, RiE this with latest devbuild if im commander, and press turn out, this is what happens http://cloud.steampowered.com/ugc/1119427114140335312/13F658E8D6ACE8D742BB93AFA9FCA684CEC6151C/ if i hit right mouse button as commander as well, or NUM zero, this is what happens http://cloud-2.steampowered.com/ugc/1119427114140349575/98FCD8106CBA0FF05F6BC27E75D46260BAFF9090/ Share this post Link to post Share on other sites
Furret 0 Posted July 19, 2013 (edited) There seems to be a huge problem with characters having no bones with todays patch: 213416 missing bones it seems. According to my RPT. e.g: Error: Bone weapon doesn't exist in skeleton OFP2_ManSkeleton Error: Bone leftfoot doesn't exist in skeleton OFP2_ManSkeleton This results in players standing in a 'T' stance. Edit: With further testing I cant seem to replicate the problem. Damnit. The related RPT text just before the bone errors, maybe it was a one-off? B_APC_Tracked_01_rcws_F: hideTitan_1 - unknown animation source Missiles_revolving Error: config.bin/CfgVehicles/APC_Tracked_01_base_F/Turrets/MainTurret/Turrets/CommanderOptics/: Turret body obsTurret not found while initializing the model a3\armor_f_beta\apc_tracked_01\apc_tracked_01_rcws_f.p3d Error: config.bin/CfgVehicles/APC_Tracked_01_base_F/Turrets/MainTurret/Turrets/CommanderOptics/: Turret gun obsGun not found while initializing the model a3\armor_f_beta\apc_tracked_01\apc_tracked_01_rcws_f.p3d Obsolete CfgSkeletons for OFP2_ManSkeleton, move to model.cfg Warning Message: No entry 'config.bin.CfgSkeletons'. Warning Message: No entry '.OFP2_ManSkeleton'. Warning Message: No entry '.skeletonInherit'. Warning Message: '/' is not a value Warning Message: No entry '.skeletonBones'. Warning Message: Size: '/' not an array Warning Message: Size: '/' not an array Warning Message: Size: '/' not an array Warning Message: No entry '.isDiscrete'. Warning Message: '/' is not a value Error: Bone weapon doesn't exist in skeleton OFP2_ManSkeleton ####Long list of bone errors here #### Edited July 19, 2013 by Furret Share this post Link to post Share on other sites
NeuroFunker 11 Posted July 19, 2013 There seems to be a huge problem with characters having no bones with todays patch:e.g: Error: Bone weapon doesn't exist in skeleton OFP2_ManSkeleton This results in players standing in a 'T' stance. interresting class name ;) Share this post Link to post Share on other sites
petek 62 Posted July 19, 2013 Hello all Marshall will now only carry 3 passengers. The commander spawns "surfing" on top of the Marshall (Oh I was soooo hoping this was the start of a VBS style shoot from hatch experiment;-)). If you get in an empty one and start as driver you can move to commanders seat and only stand on top when turned out. Will post on feedback tracker Marid turn out animations still broken. Question - will there now not be any turn out options on the Kaymash? Seems odd the driver and commander can't turn out? cheers Share this post Link to post Share on other sites
Alwarren 2767 Posted July 19, 2013 interresting class name ;) It has been named that way since ArmA. Share this post Link to post Share on other sites
byku 13 Posted July 19, 2013 Petek, well if you look at it, it's not that odd ;], although i'm disappointed that optics in most vehicles is copy-paste. It looks... well, not exactly authentic. Share this post Link to post Share on other sites
petek 62 Posted July 19, 2013 Good work on some of the changes to the ammo box content (seemed odd that there wasn't the compact titan in the launcher box. Could we keep this "logical" approach going in terms of weapons, ammo and attachments in the boxes? Like most people I'm quite happy adding whatever I want to the boxes but I'm sure newer guys would appreciate it. e.g. Seems odd no sniper scopes in the special weapons box? No satchels in the explosives etc....? Please feel free to move to different thread but seemed appropriate as it's feedback on dev branch changes..... Keep up the good work as always! Cheers Share this post Link to post Share on other sites
roberthammer 582 Posted July 19, 2013 (edited) BTR-K and Marid have broken commander view also new crew and cargo animations are broken too ---------- Post added at 13:51 ---------- Previous post was at 13:37 ---------- while looking at the green army weapons crate , a error shows up - Missing AA40 weapon and on opfor one a weapon icon is missing Edited July 19, 2013 by RobertHammer Share this post Link to post Share on other sites
13islucky 10 Posted July 19, 2013 FIX: Hammer of ACP-C2 is correctly readied to fire. I haven't tried it yet, but that's quite nice. Share this post Link to post Share on other sites
roberthammer 582 Posted July 19, 2013 Noticed that all cannons have no recoil /BTR-K and Marshall/ http://feedback.arma3.com/view.php?id=11731 Share this post Link to post Share on other sites
barakokula31 10 Posted July 19, 2013 while looking at the green army weapons crate , a error shows up - Missing AA40 weapon and on opfor one a weapon icon is missing Isn't the AA40 a shotgun? Share this post Link to post Share on other sites
13islucky 10 Posted July 19, 2013 Also, has anybody noticed that the stance indicator is only visible in first person? Share this post Link to post Share on other sites
ravenholme 50 Posted July 19, 2013 Isn't the AA40 a shotgun? AA-12 is. AA-40 is likely the ArmA equivalent of it. Suggests Shotguns might be coming soon-ish (Does fit the whole Firepower and Logistics theme of the beta content) Share this post Link to post Share on other sites
dmarkwick 261 Posted July 19, 2013 Also, has anybody noticed that the stance indicator is only visible in first person? Most likely a deliberate design. After all you already have the best stance indicator in 3rd person :) Share this post Link to post Share on other sites