windies 11 Posted January 13, 2014 Suppressors are fixed - good news guys :p That is good news! Share this post Link to post Share on other sites
Tyl3r99 41 Posted January 13, 2014 im guessing they're in the data lock for the campaign ;) Share this post Link to post Share on other sites
byku 13 Posted January 13, 2014 The question is - when are we going to get Campaign on dev branch ;) Share this post Link to post Share on other sites
L3TUC3 32 Posted January 13, 2014 The question is - when are we going to get Campaign on dev branch ;) If the previous campaign was anything to go by about a week before normal release. Maybe. Share this post Link to post Share on other sites
das attorney 858 Posted January 13, 2014 Just tried to repro on my PC and get same results - invincible AI when in tall grass. Vanilla - stable branch Only snippet of code used was this setCaptive true in the init of my unit. Share this post Link to post Share on other sites
Gutsnav 13 Posted January 13, 2014 Yes I saw some weirdness with divers like this last night. They were underwater shooting at targets 200 metres away on land. Supercavitating rounds can do this, maybe not quite as effective as shooting on land, but they will find and kill you. :681: especially on .50 cals :D Share this post Link to post Share on other sites
jw custom 56 Posted January 13, 2014 Suppressors are fixed - good news guys :p Must be the "cool stuff" we all are waiting for :D Share this post Link to post Share on other sites
daze23 1 Posted January 13, 2014 Bring back the ability to place street lights, lamps, and base lights in the Editor. I'd also like to know what's going on with this Share this post Link to post Share on other sites
progamer 14 Posted January 13, 2014 Suppressors are fixed - good news guys :p How are they fixed? Is the unrealistic effect on bullets removed? Share this post Link to post Share on other sites
Alwarren 2767 Posted January 13, 2014 How are they fixed? Is the unrealistic effect on bullets removed? Judging by the config, the ammo isn't subsonic anymore and doesn't take a penalty on damage. Share this post Link to post Share on other sites
Tyl3r99 41 Posted January 14, 2014 I'd also like to know what's going on with this Yeah I miss my street lamps! Share this post Link to post Share on other sites
Tyl3r99 41 Posted January 14, 2014 what does •Added several safety checks to prevent unnecessary AI calculations mean? Share this post Link to post Share on other sites
Alwarren 2767 Posted January 14, 2014 what does mean? I suppose it means you check some things that are easy to verify before you go into a complex one. LIke a bounding volume check before going into complex physics simulation. Share this post Link to post Share on other sites
Tyl3r99 41 Posted January 14, 2014 so its a performance related addition? Share this post Link to post Share on other sites
Varanon 892 Posted January 14, 2014 so its a performance related addition? yes, it is. Basically, make sure that you aren't doing computations that are unnecessary. Share this post Link to post Share on other sites
maddogx 13 Posted January 14, 2014 so its a performance related addition? Unnecessary calculations are being prevented so yes, definitely. The question is: how many unnecessary calculations are we talking about? Time to break out that old AI performance repro mission. ;) Share this post Link to post Share on other sites
kremator 1065 Posted January 14, 2014 Damn those kevlar bushes !! From now on I'm wearing a grass skirt ! Share this post Link to post Share on other sites
Tonci87 163 Posted January 14, 2014 Judging by the config, the ammo isn't subsonic anymore and doesn't take a penalty on damage. Awesome! A small step for BIS, but a big one for our enjoyment. Share this post Link to post Share on other sites
dale0404 5 Posted January 14, 2014 I have created a mission in the Limni marshes for my community, no wonder we cant complete it! Share this post Link to post Share on other sites
Dwarden 1125 Posted January 14, 2014 ye these are performance tweaks tested in the PERF server binary (see the related thread http://forums.bistudio.com/showthread.php?169944-Arma-3-STABLE-server-1-08-quot-performance-binary-quot-feedback ) so the effects are already tested ITW ... Share this post Link to post Share on other sites
Tyl3r99 41 Posted January 14, 2014 thanks dwarden!! Share this post Link to post Share on other sites
Fushko 59 Posted January 14, 2014 •Added several safety checks to prevent unnecessary AI calculations Does this also mean that AI will have a chance to react differently in various situations? Share this post Link to post Share on other sites
nikiforos 450 Posted January 14, 2014 Sounds like you guys start to work with optimizations and thats good. I really hope for the sake of many of players and the future of Arma 3 that we can see some difference the 21 of january. :) Share this post Link to post Share on other sites
old_painless 182 Posted January 14, 2014 Feedback tracker item ? Let's vote - this is outrageous ! -OP Share this post Link to post Share on other sites
windies 11 Posted January 14, 2014 Curious if anyone else get's an odd firing behavior on single shot mode? For example if I fire in single shot mode I can get a three shot burst that's staggered randomly like pop .. pop ........ pop, or I can get a pop ................ pop for example. I believe I was using the MXM when this happened, haven't really tested it much though except for that one occasion. Share this post Link to post Share on other sites