teabagginpeople 398 Posted December 5, 2017 I just realised the Blackfish when you land as wheels hit the ground the throttle bounces back to 100%. makes it quite annoying trying to land sometimes got to kill the whole engine. can someone check this to confirm. might be my jumbled key binds . Share this post Link to post Share on other sites
lex__1 422 Posted December 5, 2017 4 minutes ago, teabagginpeople said: I just realised the Blackfish when you land as wheels hit the ground the throttle bounces back to 100%. makes it quite annoying trying to land sometimes got to kill the whole engine. can someone check this to confirm. might be my jumbled key binds . I can be mistaken, but I read it somewhere already, it seems there was a ticket to this problem. 1 Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted December 6, 2017 10 hours ago, teabagginpeople said: I just realised the Blackfish when you land as wheels hit the ground the throttle bounces back to 100%. makes it quite annoying trying to land sometimes got to kill the whole engine. can someone check this to confirm. might be my jumbled key binds . this happens when there are other people in your group if you're in your own group it doesn't happen. just arma things ... maybe @armored_sheep would know why, I think he has worked on flight model things. for sheep, the issue is: when you're flying a VTOL blackfish, if there are other people in your group (dedicated MP), when your wheels touch the ground (such as when taxiing) the throttle goes to 100%, causing you to bounce up and down, often violently. 1 Share this post Link to post Share on other sites
R3vo 2654 Posted December 7, 2017 Quote No update due to "logistical issues". I like how this is becoming some sort of a running gag. Even the devs put logistical issues in quotation marks now :P 3 Share this post Link to post Share on other sites
POLPOX 778 Posted December 7, 2017 Quote Tweaked: Ground clutter models should now change LODs smoother (https://feedback.bistudio.com/T124606) 7 Share this post Link to post Share on other sites
Redphoenix 1540 Posted December 7, 2017 14 minutes ago, POLPOX said: Please post your feedback here! I need to know if there are still issues with it. Also, please tell me if anything changed on your performance. 6 Share this post Link to post Share on other sites
R3vo 2654 Posted December 7, 2017 Just now, Redphoenix said: Please post your feedback here! I need to know if there are still issues with it. Also, please tell me if anything changed on your performance. Looks like 90% of the issues were fixed. I only found 1 or 2 grass types which still pop in. Performance seems to be fine to me. 1 Share this post Link to post Share on other sites
Redphoenix 1540 Posted December 7, 2017 1 minute ago, R3vo said: Looks like 90% of the issues were fixed. I only found 1 or 2 grass types which still pop in. Performance seems to be fine to me. There are some types (like the c_StrPlantGermader_group ) where it might be unavoidable due to the polycount and amount of sepearte mesh objects. 1 Share this post Link to post Share on other sites
R3vo 2654 Posted December 7, 2017 Just now, Redphoenix said: There are some types (like the c_StrPlantGermader_group ) where it might be unavoidable due to the polycount and amount of sepearte mesh objects. Is there a way to find out which plant I am looking at, so I can check whether it's one of those? Share this post Link to post Share on other sites
Redphoenix 1540 Posted December 7, 2017 Just take screens - that should be good for me :D 1 Share this post Link to post Share on other sites
R3vo 2654 Posted December 7, 2017 4 minutes ago, Redphoenix said: Just take screens - that should be good for me :D Not sure if that helps. It's not very good to see in the picture. Anyway, it's an incredible improvement, well done! 2 Share this post Link to post Share on other sites
DELTA_ 44 2 Posted December 7, 2017 The latest engine update changed the performance or loading time for you? Share this post Link to post Share on other sites
f2k sel 164 Posted December 7, 2017 29 minutes ago, R3vo said: Is there a way to find out which plant I am looking at, so I can check whether it's one of those? Can't you use cursorobject in a loop, I used it yesterday and could see plants and trees. Maybe some objects still don't register though. Share this post Link to post Share on other sites
f2k sel 164 Posted December 7, 2017 4 minutes ago, DELTA_ 44 said: The latest engine update changed the performance or loading time for you? I asked about the increase in map loading time a month back but had no replies. All maps seem to load slowly around 20secs with the exception of Tanona which it almost instant. Also the game seems to take a little longer in booting with a recent patch. Share this post Link to post Share on other sites
Vasily.B 529 Posted December 7, 2017 2 hours ago, f2k sel said: I asked about the increase in map loading time a month back but had no replies. All maps seem to load slowly around 20secs with the exception of Tanona which it almost instant. Also the game seems to take a little longer in booting with a recent patch. Beacuse You have propably Tanoa loaded at main menu. Share this post Link to post Share on other sites
lexx 1363 Posted December 7, 2017 Nope, doesn't have anything to do with Tanoa. I've noticed the increase in loading times as well. Share this post Link to post Share on other sites
f2k sel 164 Posted December 7, 2017 After today's patch my game won't run crashes out with memory could not be written error, it was fine just before the patch and all files are verified. Tried another and new profile with the same result, no mods installed. Never mind it's my fault, I had enabled MSI After Burner this morning and forgot to turn it off as it causes this crash. Share this post Link to post Share on other sites
EO 11275 Posted December 7, 2017 Quote Tweaked: Ground clutter models should now change LODs more smoothly (https://feedback.bistudio.com/T124606) Regarding the tweak to ground clutter models, and from the list of models quoted in the above ticket, there is a vast improvement to these models... c_Plant_Mullein c_StrWeedBrownTall_group c_StrWeedGreenTall However, I see little to no improvement in these models... c_PlantGermander_group c_Thistle_Thorn_Brown c_Thistle_Thorn_Desert c_Thistle_Thorn_Gray c_Thistle_Thorn_Green c_StrThornGray c_StrThornGreen c_StrThornKhaki 4 hours ago, Redphoenix said: There are some types (like the c_StrPlantGermader_group ) where it might be unavoidable due to the polycount and amount of sepearte mesh objects. I'm guessing the ThistleThorns and Thorn groups fall into this category too, and are maybe "incurable." This late into the development cycle of A3, I appreciate the attempt to address this very annoying issue, and while there is some success here, I'll still use my mod to remove the "incurables." 3 Share this post Link to post Share on other sites
f2k sel 164 Posted December 7, 2017 1 hour ago, Vasily.B said: Beacuse You have propably Tanoa loaded at main menu. That wasn't the case but today's patch seems to have fixed this issue for me and all maps seem to be loading as they were a few months back. 1 Share this post Link to post Share on other sites
haleks 8212 Posted December 7, 2017 5 hours ago, Redphoenix said: Please post your feedback here! I need to know if there are still issues with it. Also, please tell me if anything changed on your performance. I definitely see some improvements, vegetation doesn't seem to switch LOD right at your feet like it would (although, I spotted a couple models and, errr, forgot to take screenshots). But as @Evil Organ pointed out, several models tend to switch pretty close still (guesstimate 25 meters or less), it is very noticeable in dense areas where a lot of different models are mixed up (especially high contrast combinations, like pale/dead weed and tall greens grass), or along roads to a lesser extend. Knowing EO's dedication to this matter, I don't think I can provide more than his detailed list. ^^ Quick question : are those changes related to the models themselves, or is it more "hunder the hood"? Underlying question being : will it affect CUP assets? 4 Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted December 7, 2017 Man I just want to thank you Red Phoenix for even trying this with the grass and clutter LOD’s (and by extension Evil Organ and Haleks for being so vocal and investigative on the matter). It’s easily my #1 complaint with the base game so it really means a lot you’re doing your best here, no matter how it turns out. 8 Share this post Link to post Share on other sites
Redphoenix 1540 Posted December 7, 2017 42 minutes ago, haleks said: Quick question : are those changes related to the models themselves, or is it more "hunder the hood"? Underlying question being : will it affect CUP assets? 1 hour ago, Evil Organ said: This late into the development cycle of A3, I appreciate the attempt to address this very annoying issue, and while there is some success here, I'll still use my mod to remove the "incurables." To clear some things up: I already went through the model and changed whatever was possible. What I could try is adding even more incremental LODs, but I am not sure if this helps "fixing" the underlying issue, making the scene even more noisy when models change LODs. The only way to help "fixing" this would be changing the way how the game engine changes LODs of clutter. But since its no secret that Arma3 is nearing its End of Life, the resources for those changes are sparse. I will try the method of adding more LODs as mentioned above, but can't promise anything. Otherwise it will stay like this, most probably. If it affects CUP? - Only if they use the mentioned clutter models. 10 Share this post Link to post Share on other sites
h - 169 Posted December 8, 2017 9 hours ago, f2k sel said: That wasn't the case but today's patch seems to have fixed this issue for me and all maps seem to be loading as they were a few months back. I didn't even realize this was an issue as hadn't played the game in a while, was wondering when playing Tacops that was this really this slow always.. But yup, loading times are basically like lightning now compared to a few days ago. Share this post Link to post Share on other sites
BIS_Dantes 183 Posted December 8, 2017 14 hours ago, f2k sel said: After today's patch my game won't run crashes out with memory could not be written error, it was fine just before the patch and all files are verified. Tried another and new profile with the same result, no mods installed. Never mind it's my fault, I had enabled MSI After Burner this morning and forgot to turn it off as it causes this crash. Hi there, sorry to hear that, could you please attach dump files? Share this post Link to post Share on other sites