el_muerko 0 Posted September 9, 2013 Major performance drop from todays patch, was getting 30/40fps yesterday, now 17/24. 64bit Win 7. 3930k, 32gb ram, two 6970's in Crossfire with latest Beta drivers. Share this post Link to post Share on other sites
dezkit 28 Posted September 9, 2013 32gb ram???????? Share this post Link to post Share on other sites
el_muerko 0 Posted September 9, 2013 It was on sale, I am weak :*( Share this post Link to post Share on other sites
ProfTournesol 956 Posted September 9, 2013 It was on sale, I am weak :*( Lol, that made my day :) Share this post Link to post Share on other sites
mistyronin 1181 Posted September 9, 2013 I guess the best way to proceed would be to allow "plugins" for the editor, like, making it possible to add your own functionality through modifications in a transparent way. That way, modders could add loadout tabs, 3d object positioning and all the other stuff that BIS doesn't have the resources to do themselves. That's really a really interesting proposition. I think BI should take it into account. Share this post Link to post Share on other sites
xx-LSD-xx 10 Posted September 9, 2013 (edited) Can't see the 'empty' faction on the editor now (after choosing 'non playable'). Anyone else? Been that way for a veeeeeeeeeery long time You have to place a playable unit first then you can access the empty slot. Edited September 9, 2013 by xx-LSD-xx Share this post Link to post Share on other sites
MrStregatto 31 Posted September 9, 2013 I don't know if I'm the only one to have this problem: http://cloud-3.steampowered.com/ugc/901006906567878933/6F1033DC41F9C35462A9A45631FBD4B3401FD913/1024x819.resizedimage Share this post Link to post Share on other sites
xx-LSD-xx 10 Posted September 9, 2013 True. i hope they give the editor some attention after the release. Small things such as the thing above, not being able to copy units and have them stay playable & the lack of 'certain features' 3d editor really need to get taken care of! :) You can copy anything you put in the editor. left ctrl+c then left ctrl+v to place cloned item. I think some of you should learn how to use the editor before you pass judgment.:butbut: Share this post Link to post Share on other sites
Smurf 12 Posted September 9, 2013 You can copy anything you put in the editor. left ctrl+c then left ctrl+v to place cloned item.I think some of you should learn how to use the editor before you pass judgment.:butbut: Read again: copy units and have them stay playable Undo, select all and other are thing that would be very welcome. Share this post Link to post Share on other sites
Varanon 892 Posted September 9, 2013 That's really a really interesting proposition. I think BI should take it into account. The thing is, this is already more or less possible with the current layout system. The problem is getting access to the in-memory editable objects. I guess that's what will make the whole thing fail, sadly. Share this post Link to post Share on other sites
spanishsurfer 58 Posted September 9, 2013 Just saw this on youtube (I know I'm behind the curve prob) but I thought it would be a neat addition to Arma 3. Prototype Quadrotor with Machine Gun! yes, I realize the video is fake but looks doable for arma 3! Share this post Link to post Share on other sites
progamer 14 Posted September 9, 2013 Just saw this on youtube (I know I'm behind the curve prob) but I thought it would be a neat addition to Arma 3.Prototype Quadrotor with Machine Gun! yes, I realize the video is fake but looks doable for arma 3! Just use add weapon and add magazine and it works already! For example try putting this in a quadrotars init: this addMagazine "38Rnd_80mm_rockets";this addWeapon "rockets_Skyfire"; this addMagazine "8Rnd_LG_scalpel";this addWeapon "missiles_SCALPEL";this addMagazine "2000Rnd_20mm_shells";this addWeapon "gatling_20mm"; Share this post Link to post Share on other sites
daskunk 1 Posted September 9, 2013 My apologies this was supposed to be in the dev section, can a mod please move it for me ? http://forums.bistudio.com/showthread.php?152866-Development-branch-discussion Share this post Link to post Share on other sites
horrorview 10 Posted September 9, 2013 Man, I don't know what happened between last Friday and today, but my performance is absolutely terrible. I went from mid-40s to 15-16 fps in a single player mission I made last week. Just abysmal. I also noticed (and put in a ticket) that artillery explosions were inaudible, and that damned Camp Maxwell option is still there (rather than revert), so I can't even switch to another team member to complete a mission. I've tried to be optimistic (look at my post history!!) but it seems we're going backwards here! :( Share this post Link to post Share on other sites
gammadust 12 Posted September 9, 2013 I wouldn't consider what is seen in the video neither strange nor an issue, still, speculation follows: can be explained by some type of asset loading management, if the distance increases so does the overal memory footprint to load objects and terrain, load which is minimized by decreasing the texture quality of objects to recover some additional memory. Resulting in an automatic compromise between view distance and texture quality. This is also hinted by the automatic adjustment of object view distance too. Share this post Link to post Share on other sites
themaster303 22 Posted September 10, 2013 (edited) i just found out, why its such a strange feeling to steer the cars !! the Proxy-positions of the driver in cars are shifted to the right. you sit slightly right behind the steering-wheel, and it feels /is so wrong not sitting behind the middle of the it. ticket: http://feedback.arma3.com/view.php?id=14259 Edited September 10, 2013 by themaster303 Share this post Link to post Share on other sites
St. Jimmy 272 Posted September 10, 2013 Nothing weird in here just like gamma said. That's how I expect it to work. Share this post Link to post Share on other sites
progamer 14 Posted September 10, 2013 An issue for me is the Merkava/ M2A1 is missing its Commander gun: http://feedback.arma3.com/view.php?id=14264 And the T-100 lacks a coxial gun: http://feedback.arma3.com/view.php?id=13917 I really hope this is not because of some form of "balance". Share this post Link to post Share on other sites
daskunk 1 Posted September 10, 2013 for the life of me I can't understand why i should lose close view textures when only increasing my view distance by so little an amount. Share this post Link to post Share on other sites
themaster303 22 Posted September 10, 2013 sliding before start walking if you press for example the key "A" for strafing left, you slide first, and than the animation kicks in later. see video: if you press for example the key "A" for strafing left, you slide first, and than the animation kicks in later. see video: http://www.youtube.com/embed/vIoAckTWNMg ticket: http://feedback.arma3.com/view.php?id=14263 Share this post Link to post Share on other sites
gammadust 12 Posted September 10, 2013 Well that is still some hundred meters away, but it is noticeable. If the above speculation is right it might just happen that the curve steps down the texture mipmap too early. Given the recent issues with memory along with Altis release this can be a sideeffect of the contingency to address that. Too conservative right now to accommodate the RAM limit, maybe to later on get better with further optimizations. We shall see. Share this post Link to post Share on other sites
progamer 14 Posted September 10, 2013 If this issue you are experiencing has not already been reported on the feedback tracker, then please post it: http://feedback.arma3.com/ Share this post Link to post Share on other sites
Victim9l3 11 Posted September 10, 2013 An issue for me is the Merkava/ M2A1 is missing its Commander gun: http://feedback.arma3.com/view.php?id=14264And the T-100 lacks a coxial gun: http://feedback.arma3.com/view.php?id=13917 I really hope this is not because of some form of "balance". For balance or not, those things should be on the tanks. It's ridiculous to have an enemy standing in front of the tank and you have to wait for the commander to decide whether or not he even see's the guy or not (since AI like to ignore everything if it already has one target in mind). So you have to waste a cannon round on a single infantry. There are too many examples that I can point out . Bottom line is that T100 needs a coax bad. Merkava can use a gun the commander could use. So far most commander positions in armor have zero value to them. They get to watch and nothing else. Not even a laser pointer. Share this post Link to post Share on other sites
xx-LSD-xx 10 Posted September 10, 2013 Read again:Undo, select all and other are thing that would be very welcome. I read it correctly the first time. You are correct you can't make them playable (cloned groups) in the editor but you can make them playable when constructing your mission. The editor only gives you the mission.sqf The rest is up to you. Personally I think it's a great tool but there is a slight learning curve. Being able to write code is plus for making your files. Share this post Link to post Share on other sites
daskunk 1 Posted September 10, 2013 I posted this in the wrong forum i asked it to be moved to dev branch to see if it was just an issue with my gfx or others have experienced this also, before i made a ticket for it. Share this post Link to post Share on other sites