falagor 99 Posted February 5, 2016 So that means my ticket never reached a dev after all http://feedback.arma3.com/view.php?id=27641 So what's the best way to reach you guys with information about bugs then? Thanks for the reporting. It reached us, only sometimes it takes a bit of time before we get to it, especially when preparing for the release of an important update. We will always get to the issues sooner or later and attempt to fix them, so please, keep reporting! Thank you. :) 3 Share this post Link to post Share on other sites
Vasily.B 529 Posted February 5, 2016 Is this normal that Ai is holding at waypoint in vehicles, before moving to next one? I dont remember this in 2D editor. Share this post Link to post Share on other sites
klamacz 448 Posted February 5, 2016 Is this normal that Ai is holding at waypoint in vehicles, before moving to next one? I dont remember this in 2D editor. Yes, they need to recalculate next path. You can shorten the time of waiting by shortening the route to next waypoint. 1 Share this post Link to post Share on other sites
Vasily.B 529 Posted February 5, 2016 Yes, they need to recalculate next path. You can shorten the time of waiting by shortening the route to next waypoint. Thanks, BTW of waypoints i found the bug - you cant continue of placing waypoint chain, after clicking for example waypoint 1, you need to get way back to unit connected to this waypoint, then back to place where this waypoint need to be putted. In 2D editor you was able to click on first waypoint, then you were able to create nex one, automaticly connected to first. Share this post Link to post Share on other sites
teabagginpeople 398 Posted February 5, 2016 Black clouds in certain altitudes. Just to note might not be the same. In scenario support. Using the mortar team. calling a strike on the kajman at the base while it was static. resulted in an explosion with a black pixilated cloud flashing . happened everytime. Can someone else test this. Possibly hardware related. Also believe this noted already. in a situation were more than one explosion crater occurs .example mortars impact near each other. the impact marks on the ground annoyingly flash and flicker between one another. Share this post Link to post Share on other sites
DancZer 65 Posted February 5, 2016 Yes, they need to recalculate next path. You can shorten the time of waiting by shortening the route to next waypoint. Would be possible to calculate what to do next before the actual waypoint? If the AI will move further anyway? Eg.: Whit waypoints MOVE->MOVE->MOVE->MOVE->CYCLE the expected behavior is that the AI move over and over and do not stop. The stop & go makes the AI behave very robotic and unnatural. This video is speeded up to make the issue more obvious: I made a ticket about this issue 1,5 year ago which get assigned exactly 1 year ago :D http://feedback.arma3.com/view.php?id=20184 2 Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted February 5, 2016 Has anyone got any HBAO+ comparison's yet? Share this post Link to post Share on other sites
R3vo 2654 Posted February 5, 2016 Has anyone got any HBAO+ comparison's yet? There was one in this very thread I believe. Share this post Link to post Share on other sites
teabagginpeople 398 Posted February 5, 2016 Has anyone got any HBAO+ comparison's yet? My tests on this have been strange. HDAO on standard produced the best looking results for me. Everything else from disabled HDAO low /HDAO high/HBAO+ all looked no different. Now I was specifically looking at Scenarios like the ghost hotel. On HDAO standard I could see shadows from the patches of grass the lampost shadow on Wall /bins shadows on Wall behind it. Soon as I used any other setting I couldn't see any difference in fact all the shadowing that I see in HDAO standard dissappears using the other settings. I don't know if it's something in nvidia control panel or something else because others have said HBAO + is better. With regards fps for me HBAO+ both settings are the same as HDAO high. Share this post Link to post Share on other sites
danil-ch 165 Posted February 6, 2016 Has anyone got any HBAO+ comparison's yet? https://www.reddit.com/r/arma/comments/42squy/hbao_vs_hdao_dev_branch/ Share this post Link to post Share on other sites
inlesco 233 Posted February 6, 2016 Nothing to see here, move along. Didn't see the comment above. Share this post Link to post Share on other sites
LordJarhead 1721 Posted February 6, 2016 I noticed a bug with the weapon sounds. When I use the MX and fire in Semi and FullAuto, I have no problem, but when I switch to another weapon like the Katiba, I get normal Katiba sounds in Semi but MX sounds in FullAuto. When I switch further I have the Katiba sounds on the next weapon instead of its origin sounds and it goes on and on and on. Ended up having the SPMG sounds for the full auto mode of the Katiba wile the Semi auto sounds were from a Rahim.... RPT said nothing, no spams or messages. Just used ArmA dev build latest and JSRS, but I'm sure its not the mod. As the config browser shows that the weapons uses the right sets and the sets have the right shaders in them... LJ Share this post Link to post Share on other sites
KoalaDSK 122 Posted February 6, 2016 I noticed a bug with the weapon sounds. When I use the MX and fire in Semi and FullAuto, I have no problem, but when I switch to another weapon like the Katiba, I get normal Katiba sounds in Semi but MX sounds in FullAuto. When I switch further I have the Katiba sounds on the next weapon instead of its origin sounds and it goes on and on and on. Ended up having the SPMG sounds for the full auto mode of the Katiba wile the Semi auto sounds were from a Rahim.... RPT said nothing, no spams or messages. Just used ArmA dev build latest and JSRS, but I'm sure its not the mod. As the config browser shows that the weapons uses the right sets and the sets have the right shaders in them... LJ That is a known bug. The development team is aware of it and it will be fixed soon I guess: http://feedback.arma3.com/view.php?id=27768 Share this post Link to post Share on other sites
Guest Posted February 6, 2016 * Load Stratis in the editor * Place a blackfoot on the airbase, under the hangar between 019054 and 020054, facing the taxiway * DURING ALL THE PROCESS, KEEP THE ENGINE OFF* launch the preview * release the wheel brake * observe - additional info : work only with the advanced flight model Share this post Link to post Share on other sites
KoalaDSK 122 Posted February 6, 2016 * Load Stratis in the editor * Place a blackfoot on the airbase, under the hangar between 019054 and 020054, facing the taxiway * DURING ALL THE PROCESS, KEEP THE ENGINE OFF * launch the preview * release the wheel brake * observe - additional info : work only with the advanced flight model You are the master of secrets ;) The AH-99 Blackfoot and UH-80 Black Hawk will start to roll after you released the wheel brakes if you place them under the both last hangars north of the airfield (019054 and 020054). Please create a ticket about that issue (unless there already is a ticket). Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted February 6, 2016 You must first figure out if there is even the slightest slope, because that effects the physics of a vehicle with unlocked wheels, especially aircraft. Hence why they use wheel chucks 110% of the time in real life, to prevent any rolling accidents prior to taxi clearance to take off. Share this post Link to post Share on other sites
Guest Posted February 6, 2016 I assume there is a little slope, however the chopper bounces and go backward if it collide with another hangar (if it doesn't explode). In fact the helicopter doesn't lose energy during collisions. ========== EDIT ========== There are two slopes, forming a V and allowing the heli to go forward, and then increase its speed backward after touching the building. However, it still turns out weird, I think that the heli shouldn't go this fast with only the brake removed. Anyone to confirm ? Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted February 6, 2016 I assume there is a little slope, however the chopper bounces and go backward if it collide with another hangar (if it doesn't explode). In fact the helicopter doesn't lose energy during collisions. ========== EDIT ========== There are two slopes, forming a V and allowing the heli to go forward, and then increase its speed backward after touching the building. However, it still turns out weird, I think that the heli shouldn't go this fast with only the brake removed. Anyone to confirm ? I can't check right now but I totally agree. I've always had an issue with Taxiing, only in regards to turning, with both medium and heavy choppers. Share this post Link to post Share on other sites
Guest Posted February 6, 2016 New reason to grumble (which mean "new ticket created") : http://feedback.arma3.com/view.php?id=27791 Please let me know if there are other lost variants of vehicles in the game files. Share this post Link to post Share on other sites
gippo 38 Posted February 7, 2016 Would be possible to calculate what to do next before the actual waypoint? If the AI will move further anyway? Eg.: Whit waypoints MOVE->MOVE->MOVE->MOVE->CYCLE the expected behavior is that the AI move over and over and do not stop. The stop & go makes the AI behave very robotic and unnatural. ... I made a ticket about this issue 1,5 year ago which get assigned exactly 1 year ago :D http://feedback.arma3.com/view.php?id=20184 I experience the same, but only in multiplayer. In multiplayer, they are just standing there and God knows when they will proceed to the next waypoint. In Single player it's working fine tough. Share this post Link to post Share on other sites
Vasily.B 529 Posted February 7, 2016 I experience the same, but only in multiplayer. In multiplayer, they are just standing there and God knows when they will proceed to the next waypoint. In Single player it's working fine tough. I found this on Single player..... Share this post Link to post Share on other sites
gippo 38 Posted February 7, 2016 I found this on Single player..... Oh.... then it might be a different issue. All I know is that in multiplayer, sometimes the AI is waiting too much (even a minute or more) before proceeding to the next waypoint (cycled MOVE waypoints). Haven't tested with RC or DEV tough. Share this post Link to post Share on other sites
cyruz 103 Posted February 7, 2016 Oh.... then it might be a different issue. All I know is that in multiplayer, sometimes the AI is waiting too much (even a minute or more) before proceeding to the next waypoint (cycled MOVE waypoints). Haven't tested with RC or DEV tough. We've seen this, AI spawn on the server, get issued waypoints and just hang around for a seemingly random amount of time. Doesn't happen locally only in dedi MP. Share this post Link to post Share on other sites
themaster303 22 Posted February 7, 2016 very important in RC !!! all shooting from vehicle positions are bugged with TackIR !!! if you sit on the left front position in an hummingbird and move the weapon to the full right you cant look to the right side. must be fixt, it was also in an DEV version month ago very similar. 2 Share this post Link to post Share on other sites
themaster303 22 Posted February 8, 2016 the trackir is still not working properly in shooting fromveh. pos. in the RC version today. very important in RC !!! all shooting from vehicle positions are bugged with TackIR !!! if you sit on the left front position in an hummingbird and move the weapon to the full right you cant look to the right side. must be fixt, it was also in an DEV version month ago very similar. Share this post Link to post Share on other sites