Tyl3r99 41 Posted October 3, 2013 Sorry, you and other, i miss a thing about rain ??I don't see any modification on dev branch when i play with rain. What we must use ? look back a page and you will see a sneak video someone has uploaded buddy Share this post Link to post Share on other sites
Gekkibi 11 Posted October 3, 2013 Rainbow is very rare right now. I have just adjusted parameters. It should be easier to see the rainbow after next update. :) Good to know. I still remember when I saw a rainbow the very first time. I had major goose bumps... :) Would it be possible that the mission makers could kind of force it with the command setRainbow, even if the weather is not set right? I know that it would be pretty silly to see rainbows during a major thunderstorm, but at least it would be easier for us when we don't have to tweak the weather multiple times just to make them appear. Share this post Link to post Share on other sites
2nd ranger 282 Posted October 3, 2013 It also doesn't rain under balconies or trees, except if wind throws the rain under them, same goes for raining thru open windows and doors, all in all very impressive I think. And even through holes in a roof. The ultimate in rain immersion for me would be having wet surfaces, even just a basic 'shine'. I guess at this stage it would involve alot of work though. Share this post Link to post Share on other sites
zedderzulu 7 Posted October 3, 2013 The ultimate for me would be a sort of rain-on-roof sound for when inside buildings or enclosed vehicles. That might take a bit more work though, too. JWLEE's comment about vehicles not kicking up dust when it rains made me think it would be great if they could kick up spray on paved surfaces :) Same principles involved, methinks! And finally, as one last "feature request" that probably doesn't belong in this thread (:p), imo it would be even more immersive if at some point in rain (or fog) density, AI drivers switch their lights on? :) Share this post Link to post Share on other sites
Victim9l3 11 Posted October 3, 2013 I hate to interrupt the rain thread but does High Command work or not? Can anyone please try it? I have asked twice already. It's not working for me for some reason. I always used to use it with no trouble at all. I've tried every combination of syncing and grouping etc. Also, I would like to add to ZedderZulu's comment about the Opfor SDV still having the Blufor crew. How can it still be after all this time? It's just an extremely simple thing to fix and it would take a whole minute of someone's time. And yes, I know no one uses it, so please don't use that as an answer again. Thank you. Share this post Link to post Share on other sites
tortuosit 486 Posted October 3, 2013 @Devs, thanks for accidentally leaking information on the rain future :D... As for the weather, pleeeeeaaase fix setOvercast, as script controlled weather is rather useless currently. Share this post Link to post Share on other sites
Varanon 892 Posted October 3, 2013 I just tried a mission with two UAV controllers (one would take over a darter, the other should control a greyhawk). However, only one of them can actually attach to any UAV, the other one can not. Am I doing something wrong ? Is that intentional (if yes: Doh) ? Share this post Link to post Share on other sites
xendance 3 Posted October 3, 2013 I hate to interrupt the rain thread but does High Command work or not? Can anyone please try it? I have asked twice already. It's not working for me for some reason. I always used to use it with no trouble at all. I've tried every combination of syncing and grouping etc. Also, I would like to add to ZedderZulu's comment about the Opfor SDV still having the Blufor crew. How can it still be after all this time? It's just an extremely simple thing to fix and it would take a whole minute of someone's time. And yes, I know no one uses it, so please don't use that as an answer again. Thank you. High Commander works fine. Are you sure you pressed ctrl + space to bring the UI up? Share this post Link to post Share on other sites
barakokula31 10 Posted October 3, 2013 fix setOvercast What's wrong with it? Share this post Link to post Share on other sites
Gekkibi 11 Posted October 3, 2013 What's wrong with it? Compare A3 and A2 setOvercast commands: Notice how they behave differently. 0 setOvercast x will not change the weather instantly any longer. This makes current weather scripts quite obsolete. Share this post Link to post Share on other sites
barakokula31 10 Posted October 3, 2013 0 setOvercast x will not change the weather instantly any longer I thought this was intended. Share this post Link to post Share on other sites
Gekkibi 11 Posted October 3, 2013 I thought this was intended. Don't get me wrong, it certainly is. Unfortunately it f's up our old scripts and makes it a lot harder to create changing weather (plus I can see couple of JIP issues with the current setOvercast...). ;) Share this post Link to post Share on other sites
gammadust 12 Posted October 3, 2013 (edited) Compare A3 and A2 setOvercast commands: Notice how they behave differently. 0 setOvercast x will not change the weather instantly any longer. This makes current weather scripts quite obsolete. Cloud generation takes a lot of CPU cycles. That expected behaviour is unrealistic. Don't get me wrong, it certainly is. Unfortunately it f's up our old scripts and makes it a lot harder to create changing weather (plus I can see couple of JIP issues with the current setOvercast...). ;) It is a trade off to have such beautiful clouds. MP issues stand and require for the engine to be deterministic which i assume it is (ie. seed value always generates the same weather - engine only needs to sync the corresponding seed) (Edit: I assume wrong) Edited October 3, 2013 by gammadust Share this post Link to post Share on other sites
danny96 80 Posted October 3, 2013 I really love the new technologies you are working on. Lights shafts, rainbows, rain improvements.. I really appreciate your support BIS :) Keep up the great work and cannot wait to see more! Share this post Link to post Share on other sites
dmarkwick 261 Posted October 3, 2013 Cloud generation takes a lot of CPU cycles. That expected behaviour is unrealistic.It is a trade off to have such beautiful clouds. MP issues stand and require for the engine to be deterministic which i assume it is (ie. seed value always generates the same weather - engine only needs to sync the corresponding seed) I think the current limit of 30 minutes is too long though. It takes a minimum of 30 minutes to go from setOvercast 0 to 1, and it takes 30 minutes to go from 0.5 to 0.6. Share this post Link to post Share on other sites
gammadust 12 Posted October 3, 2013 Just did some tests. Whenever i set setOvercast the requested value is targeted to be reached and "snapped" to the next half-hour / full-hour. Example: setting it at 12h05, the value will be reached in 25 minutes (this is checked with nextWeatherChange, command which appears to be working, yet if before those 25 minutes have passed i request another weather change the time remaining for the change goes above 30 minutes (assumed maximum): second setting at 12h06, the value will be reached in 54 minutes. This second time reset is then subsequently overwriten until the first affected half-hour has passed (ie. 24mins) All these tests and haven't actually correlated the actual value with its visual representation (i assume visually there will always be some discrepancy because weather is not necessarily being generated on top of the player) Share this post Link to post Share on other sites
Gekkibi 11 Posted October 3, 2013 I think the current limit of 30 minutes is too long though. It takes a minimum of 30 minutes to go from setOvercast 0 to 1, and it takes 30 minutes to go from 0.5 to 0.6. Agreed. I don't need instant weather change, but currently it takes way too long. Sure, I guess it looks and behaves more realistic this way, but a short mission probably ends before the players can see any weather changes... Share this post Link to post Share on other sites
Victim9l3 11 Posted October 3, 2013 High Commander works fine. Are you sure you pressed ctrl + space to bring the UI up? yes. I used left+ctrl and space. I get nothing. I used opfor. 5 groups synced to sub-sub synced to commander. commander synced to me. Did you try it today or previously? I even went into configuration and made sure I didn't accidentally change keybindings. I've done it over and over and over and it never works. Share this post Link to post Share on other sites
Gekkibi 11 Posted October 3, 2013 yes. I used left+ctrl and space. I get nothing. I used opfor. 5 groups synced to sub-sub synced to commander. commander synced to me. Did you try it today or previously? I even went into configuration and made sure I didn't accidentally change keybindings. I've done it over and over and over and it never works. Works for me... Share this post Link to post Share on other sites
mbbird 11 Posted October 4, 2013 best dev patch of the year right here Share this post Link to post Share on other sites
JamesSaga 1 Posted October 4, 2013 With PhysX now being part of Arma could we have some wobbly aerials? Currently all aerials on vehicles are static and do not react to the movement of the vehicle, this would be a good show case of the PhysX. Share this post Link to post Share on other sites
nikiforos 450 Posted October 4, 2013 Any plans to make NVG sensitivity adjustable for players? It would be great if we could adjust sensitivity especially when entering places with some light on. Share this post Link to post Share on other sites
roberthammer 582 Posted October 4, 2013 Any plans to make NVG sensitivity adjustable for players? It would be great if we could adjust sensitivity especially when entering places with some light on. Same for TI vision - auto contrast isnt perfect and user tuning would be best Share this post Link to post Share on other sites
Tyl3r99 41 Posted October 4, 2013 With PhysX now being part of Arma could we have some wobbly aerials?Currently all aerials on vehicles are static and do not react to the movement of the vehicle, this would be a good show case of the PhysX. wouldn't this just be an unnecessary resource user? Share this post Link to post Share on other sites
pettka 694 Posted October 4, 2013 May I point all the new feature suggestions into the correct thread for them? We do read them and it could be easier to get back to them in their designated thread :icon_twisted: Share this post Link to post Share on other sites