FanBF2 13 Posted November 10, 2014 Yeah, but when I fly with the AH-9 or any other helicopters I don't have that problem. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted November 10, 2014 Odd... I play on an Arma 3 Epoch server, which Epoch STRICTLY enables advanced flight model with lots of helicopters across the entire island, and I still get amazing FPS. And that's without all the dynamic scripts and such going on... Plus rain. ---------- Post added at 16:51 ---------- Previous post was at 16:50 ---------- Edit: Plus my laptop is no where close to some of your guys high end Towers. Lol Share this post Link to post Share on other sites
enex 11 Posted November 10, 2014 (changelog http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2798992&viewfull=1#post2798992) ---------- Post added at 22:09 ---------- Previous post was at 21:34 ---------- I wanted to share with everyone opinion about minigun in HURON heli in usual view position (regular freelok - not right click aiming view) and views and seat positions. More often then not you will get your view centered on minigun like here Now let's take a look how it's gunner seated and where is minigun positioned: Where are hands and where is minigun positioned?On the wrong height.To elaborate hands should be on the same height as minigun.View or your head should be over minigun. This is how would look be viewed properly And if you are still in doubt reference images are always good Solutions would be chaning posture to upright or changing height of minigun mount to a hands level or lower window edge level. I'm reigniting this candle. Share this post Link to post Share on other sites
2nd ranger 282 Posted November 10, 2014 Since the last stable release we seem to be having difficulties taking and placing items from/to comrades backpacks in MP. Does anyone else have that? Yes, host player couldn't take items from my (client) backpack on hosted server. Share this post Link to post Share on other sites
Variable 322 Posted November 10, 2014 Yes, host player couldn't take items from my (client) backpack on hosted server. We have the same problem on a dedicated server, stable branch. Share this post Link to post Share on other sites
old_painless 182 Posted November 10, 2014 This sounds interesting from todays changelog: "Fixed: AI won't start moving if its target destination is hard to reach" Could someone elaborate on what situations it may improve, are there feedback items that this fix has adressed ? Thanks, OP Share this post Link to post Share on other sites
devilslayersbane 28 Posted November 11, 2014 Just wanted to let everyone know that I can't add the doors on the MH-9 or AH-9, but you can take them off of the M-900. As well as add the benches. Anyone else find this? Share this post Link to post Share on other sites
cosmic10r 2331 Posted November 11, 2014 This sounds interesting from todays changelog:"Fixed: AI won't start moving if its target destination is hard to reach" Could someone elaborate on what situations it may improve, are there feedback items that this fix has adressed ? Thanks, OP I'm hoping this is specifically targeting an issue from 1.34. Since the update I order ai to move and in a number of cases they go from move to nothing and stand there... re requesting the.move yields similar results and I have to move them in stages that aren't "hard to reach" Share this post Link to post Share on other sites
bad benson 1733 Posted November 11, 2014 @enex: as far as i know the game 100% supports proper IK for the hands and animating the proxy to lift the pelvis. why it's not being utilised by the devs themselves is beyond me.. Share this post Link to post Share on other sites
das attorney 858 Posted November 12, 2014 Major spam when deploying pods (6000 lines or so): 12:53:56 class HitPoints::HitEngine not found in Land_Pod_Heli_Transport_04_covered_F 12:53:56 class HitPoints::HitEngine not found in Land_Pod_Heli_Transport_04_covered_F 12:53:56 class HitPoints::HitEngine not found in Land_Pod_Heli_Transport_04_covered_F 12:53:56 class HitPoints::HitEngine not found in Land_Pod_Heli_Transport_04_covered_F 12:53:56 class HitPoints::HitEngine not found in Land_Pod_Heli_Transport_04_covered_F 12:53:56 class HitPoints::HitEngine not found in Land_Pod_Heli_Transport_04_covered_F 12:53:56 class HitPoints::HitEngine not found in Land_Pod_Heli_Transport_04_covered_F 12:53:56 class HitPoints::HitEngine not found in Land_Pod_Heli_Transport_04_covered_F 12:53:56 class HitPoints::HitEngine not found in Land_Pod_Heli_Transport_04_covered_F 12:53:56 class HitPoints::HitEngine not found in Land_Pod_Heli_Transport_04_covered_F 12:53:57 class HitPoints::HitEngine not found in Land_Pod_Heli_Transport_04_covered_F 12:53:57 class HitPoints::HitEngine not found in Land_Pod_Heli_Transport_04_covered_F 12:53:57 class HitPoints::HitEngine not found in Land_Pod_Heli_Transport_04_covered_F 12:53:57 class HitPoints::HitEngine not found in Land_Pod_Heli_Transport_04_covered_F 12:53:57 class HitPoints::HitEngine not found in Land_Pod_Heli_Transport_04_covered_F 12:53:57 class HitPoints::HitEngine not found in Land_Pod_Heli_Transport_04_covered_F Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted November 12, 2014 Just wanted to let everyone know that I can't add the doors on the MH-9 or AH-9, but you can take them off of the M-900. As well as add the benches. Anyone else find this? Yes. Confirmed. Share this post Link to post Share on other sites
enex 11 Posted November 12, 2014 (edited) (changelog http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2798992&viewfull=1#post2798992)---------- Post added at 22:09 ---------- Previous post was at 21:34 ---------- I wanted to share with everyone opinion about minigun in HURON heli in usual view position (regular freelok - not right click aiming view) and views and seat positions. More often then not you will get your view centered on minigun like here http://i1144.photobucket.com/albums/o492/zemljaje11/arma32014-10-2423-58-59-359_zpsf8554b3b.jpg Now let's take a look how it's gunner seated and where is minigun positioned: http://i1144.photobucket.com/albums/o492/zemljaje11/arma32014-10-2423-51-33-546_zps0950060c.jpg Where are hands and where is minigun positioned?On the wrong height.To elaborate hands should be on the same height as minigun.View or your head should be over minigun. http://i1144.photobucket.com/albums/o492/zemljaje11/mingunexample_zpsd02492b6.jpg This is how would look be viewed properly http://i1144.photobucket.com/albums/o492/zemljaje11/arma32014-10-2423-58-51-367_zps9e222679.jpg And if you are still in doubt reference images are always good http://i1144.photobucket.com/albums/o492/zemljaje11/minigunreallife_zps3abbfb8e.png Solutions would be chaning posture to upright position or changing height of minigun mount, to a hands level or to a lower window edge level. Or increasing height of pelvis (correct me if I'm Benson) @enex: as far as i know the game 100% supports proper IK for the hands and animating the proxy to lift the pelvis. why it's not being utilised by the devs themselves is beyond me.. update Edited November 13, 2014 by R0adki11 Share this post Link to post Share on other sites
vegeta897 13 Posted November 13, 2014 Added: Clutter coloring by satellite map can be adjusted Anyone know what this means? Share this post Link to post Share on other sites
pettka 694 Posted November 13, 2014 Anyone know what this means? This is a bit more complex, but long story short, blending of satellite and detail texture could have provided some strange results because it affects the clutter colouring (clutter somehow tends to get the colour of underlying surface). A new parameter maxClutterColoringCoef has been added to the configuration of a world that describes maximal coefficient of difference between colour of surface and clutter (obviously must be 1 or greater) :icon_twisted: Share this post Link to post Share on other sites
vegeta897 13 Posted November 13, 2014 Thanks pettka, I will take this as a sign that the team is already moving into the production phase of the new expansion terrain Share this post Link to post Share on other sites
pettka 694 Posted November 13, 2014 Thanks pettka, I will take this as a sign that the team is already moving into the production phase of the new expansion terrain I definitely was not the one to say that :icon_twisted: Share this post Link to post Share on other sites
St. Jimmy 272 Posted November 13, 2014 This is a bit more complex, but long story short, blending of satellite and detail texture could have provided some strange results because it affects the clutter colouring (clutter somehow tends to get the colour of underlying surface). A new parameter maxClutterColoringCoef has been added to the configuration of a world that describes maximal coefficient of difference between colour of surface and clutter (obviously must be 1 or greater) :icon_twisted: There was this thing in DayZ's devblog some time ago: We also got support for a colorize in the grass shader so that we can vary the color of patches of grass in a large field, adding some visual flare to the environment. Same thing or can we expect even more? :o Share this post Link to post Share on other sites
x3kj 1247 Posted November 13, 2014 They added a parameter to limit the grass mixing... they didnt add grass color mixing in this patch, it was there before. Share this post Link to post Share on other sites
killzone_kid 1330 Posted November 14, 2014 Would have been nice to have more variants of Ifrit: http://feedback.arma3.com/view.php?id=21712 Share this post Link to post Share on other sites
2nd ranger 282 Posted November 14, 2014 (edited) Yeah, even just for more passengers. There's plenty of room in the back of the unarmed Ifrit for another two passengers if it was remodeled a little. I miss having the option of a soft vehicle that can carry a squad-sized group. Right now you can either carry four or five guys in an MRAP, or jump up to a HEMTT/ZAMAK/Tempest which is overkill if you've only got a squad to transport. Edited November 14, 2014 by 2nd Ranger Share this post Link to post Share on other sites
das attorney 858 Posted November 14, 2014 One with ATGM would have been good as well. Also, more variants of Offroad (mounted grenade launcher etc). Share this post Link to post Share on other sites
Tankbuster 1746 Posted November 14, 2014 http://feedback.arma3.com/view.php?id=21712 Mmm, yes. Voted. Share this post Link to post Share on other sites
gippo 38 Posted November 14, 2014 Added: Possibility to force Advanced Flight Model from server config Anyone knows what are the commands? (or is it the same as in the player profile?) Share this post Link to post Share on other sites
the_demongod 31 Posted November 15, 2014 Would have been nice to have more variants of Ifrit:http://topwar.ru/uploads/posts/2013-03/1362800900_9.jpg http://feedback.arma3.com/view.php?id=21712 Nice drawings, did you do them yourself? Share this post Link to post Share on other sites
Sterlingarcherz101 15 Posted November 15, 2014 Would have been nice to have more variants of Ifrit:http://topwar.ru/uploads/posts/2013-03/1362800900_9.jpg http://feedback.arma3.com/view.php?id=21712 Nice. Launcher one , and one with room for six be a welcome addition. Share this post Link to post Share on other sites