Fushko 59 Posted September 21, 2013 Uhm... Its saturday.. I know there are some people working today (including me) but I guess its weekend for Bohemia. They never released anything on a saturday.Btw, with the newest Nvidia drivers "Nvidia GeForce/Ion 327.23 WHQL" from yesterday I feel like getting more fps. Speaking of drivers, BIS should tell Nvidia/AMD to make drivers which focus on improving Arma 3 performance. Lots of games do that. I don't know what you have to go through to convince them to make these drivers tho. Share this post Link to post Share on other sites
themaster303 22 Posted September 21, 2013 hope this doesn´t get lost. the biggest gamebreaker atm: http://feedback.arma3.com/view.php?id=14277 watch the second one till end i am driving under a "bug-lifted" truck with the quad. Share this post Link to post Share on other sites
chrys45 1 Posted September 21, 2013 That's also a big gamebreaker: http://http://feedback.arma3.com/view.php?id=14682 Dead bodies and small objects fall through desk, plastic desk, and so on. That's is very anoying. What is going on BIS ? Some months ago this problem doesn't have happened. I was able to place documents or other objects and desk correctly. Share this post Link to post Share on other sites
bogdanm 0 Posted September 21, 2013 I've updated to the latest dev build and now I get "Cannot open object a3\roads_f\runway\line_curve_long_f.p3d" when I open Altis map for the first time. No big deal but I thought it's worth mentioning. Share this post Link to post Share on other sites
CJoke 11 Posted September 21, 2013 BIS_fnc_ambientAnim looks like broken since latest devbuild on friday. In my mission the ai don't sit down in chairs and in toiletbox anymore. [ai_jason,"SIT","NONE"] call BIS_fnc_ambientAnim; -> result: ai is attached to the object, gamelogic is created, but no animswitch. Share this post Link to post Share on other sites
bonham 10 Posted September 21, 2013 Does the M2A1 Slammer (and possibly other vehicles with turrets) now also feature lock-to-ground, like the UAVs? The implementation feels unfinished to say the least, there is a delay between moving the turret and the locking mechanism. It should be removed from ground vehicles, untill a proper FCS is realized ingame (and that is unlikely). Aiming is difficult: horizontal stabilization is gone, the turret moves unpredictably and firing on the move is highly inaccurate. Share this post Link to post Share on other sites
daze23 1 Posted September 21, 2013 the biggest gamebreaker atm... also a big gamebreaker... hyperbole? Share this post Link to post Share on other sites
Victim9l3 11 Posted September 21, 2013 I've been using the camera lately and I just started noticing that I can never get back into the game. Most of the time pushing "esc" does nothing. I have to push it quite a few times for it to finally let me exit and when I do, the screen stays the same but there is a blackish box along the bottom of screen that says fx in the lower right corner and "unable to create message box". and have no way to get in the game and no way to get the game to keep going. Share this post Link to post Share on other sites
grillob3 11 Posted September 22, 2013 Speaking of drivers, BIS should tell Nvidia/AMD to make drivers which focus on improving Arma 3 performance. Lots of games do that. I don't know what you have to go through to convince them to make these drivers tho. ManuelG NVIDIA Rep We have an optimization that we are considering but we need to discuss this with developers as we dont know how this will affect the game as it moves to BETA and then final release. That is what ManuelG said a while ago! Share this post Link to post Share on other sites
MavericK96 0 Posted September 22, 2013 ManuelGNVIDIA Rep We have an optimization that we are considering but we need to discuss this with developers as we dont know how this will affect the game as it moves to BETA and then final release. That is what ManuelG said a while ago! Yeah I remember that...any word? Though CPU bottleneck is the most common thing in this game, so driver optimizations might not help a whole lot. Share this post Link to post Share on other sites
nikiforos 450 Posted September 22, 2013 When AI engages in fights the FPS drops at the same level regardless your GPU. That's why I dropped the GPU solution. Share this post Link to post Share on other sites
grillob3 11 Posted September 22, 2013 Yeah I remember that...any word? Though CPU bottleneck is the most common thing in this game, so driver optimizations might not help a whole lot. Nope. But the new driver did help with 3-5fps on an empty world. But again could be the new dev patches too. Share this post Link to post Share on other sites
ramius86 13 Posted September 22, 2013 I switched ysterday from stable to dev, same mission editor = 7 fps more than in stable.. Hope this tweaking will continue.. Share this post Link to post Share on other sites
antoineflemming 14 Posted September 22, 2013 When AI engages in fights the FPS drops at the same level regardless your GPU. That's why I dropped the GPU solution. Yes, this is true. Same level pretty much regardless of graphics settings too, at least for me. Share this post Link to post Share on other sites
heruon 1 Posted September 22, 2013 I switched ysterday from stable to dev, same mission editor = 7 fps more than in stable.. Hope this tweaking will continue.. Quite an improvement there! On a side note.. and this may not belong in the dev thread. I've been looking at how the zeroing works, and it seems to me that a projectile isn't neccessarily fired at the same angle as the barrel. When changing zeroing through optics, the reticule stays still and while changing in 3rd person, the barrel stays still. I tested this with a tank and it was fairly obvious. Wouldn't be very hard to make it so that the barrel always has correct elevation relative to zeroing , I assume? Has anyone got a ticket for it? Share this post Link to post Share on other sites
nikiforos 450 Posted September 22, 2013 Yes, this is true. Same level pretty much regardless of graphics settings too, at least for me. True , a good GPU will give you the advantage of higher settings while nothing or minor action is going on. But when hell breaks loose you are going to lose the advantage and your FPS will drop like a stone :). That's why I'm asking for AI optimization. Share this post Link to post Share on other sites
CaptainObvious 95 Posted September 22, 2013 On a side note.. and this may not belong in the dev thread. I've been looking at how the zeroing works, and it seems to me that a projectile isn't neccessarily fired at the same angle as the barrel. When changing zeroing through optics, the reticule stays still and while changing in 3rd person, the barrel stays still. I tested this with a tank and it was fairly obvious. Wouldn't be very hard to make it so that the barrel always has correct elevation relative to zeroing , I assume? Has anyone got a ticket for it? This is most notable in the GMG at long ranges, grenades take off at angles over 45 degrees while the barrel is horizontal, breaks the immersion quite a lot actually. Share this post Link to post Share on other sites
Redphoenix 1540 Posted September 22, 2013 From the latest changelog: "Civilian (and FIA) trucks have been revamped" In which way? Textures, code, model? Share this post Link to post Share on other sites
Simas 12 Posted September 22, 2013 From the latest changelog:"Civilian (and FIA) trucks have been revamped" In which way? Textures, code, model? Driving model. Share this post Link to post Share on other sites
barakokula31 10 Posted September 22, 2013 I've been looking at how the zeroing works, and it seems to me that a projectile isn't necessarily fired at the same angle as the barrel. When changing zeroing through optics, the reticule stays still and while changing in 3rd person, the barrel stays still. I tested this with a tank and it was fairly obvious. Wouldn't be very hard to make it so that the barrel always has correct elevation relative to zeroing , I assume? Has anyone got a ticket for it? Zeroing in Arma doesn't work quite like real life. Zeroing doesn't change the angle of the barrel, but instead spawn bullets in the air, i.e. if you zero to 2100 meters, the bullet will spawn ~1.5 m above the barrel of the rifle. The only exceptions are the UGLs. Share this post Link to post Share on other sites
CaptainObvious 95 Posted September 22, 2013 Zeroing in Arma doesn't work quite like real life. Zeroing doesn't change the angle of the barrel, but instead spawn bullets in the air, i.e. if you zero to 2100 meters, the bullet will spawn ~1.5 m above the barrel of the rifle. The only exceptions are the UGLs. I doubt that, so you are unable to shoot out the windows if zeroed to 2km because the bullet will hit the wall above the window? I think not. Share this post Link to post Share on other sites
Gekkibi 11 Posted September 22, 2013 (edited) The only exceptions are the UGLs. And mortars & self-propelled artillery. When you use page up/down keys with those, the barrel will physically elevate. Edit: Either you ninja-edited your post or I'm way too drunk... "the bullet will spawn ~1.5 m above the barrel of the rifle" part is not true, as mentioned. Edited September 22, 2013 by Gekkibi Share this post Link to post Share on other sites
pettka 694 Posted September 22, 2013 Zeroing in Arma doesn't work quite like real life. Zeroing doesn't change the angle of the barrel, but instead spawn bullets in the air, i.e. if you zero to 2100 meters, the bullet will spawn ~1.5 m above the barrel of the rifle. The only exceptions are the UGLs. This actually isn't right, the bullet gets from the muzzle end but in an adjusted angle :icon_twisted: Share this post Link to post Share on other sites
kuIoodporny 45 Posted September 22, 2013 (edited) Zeroing in Arma doesn't work quite like real life. Zeroing doesn't change the angle of the barrel, but instead spawn bullets in the air, i.e. if you zero to 2100 meters, the bullet will spawn ~1.5 m above the barrel of the rifle. The only exceptions are the UGLs. [ninjad]It's not true. Bullets are fired in direction different than the model "looks", but the initial position does not change. [/ninjad] Please try it yourself with following code: cameraOn allowDamage false; cameraOn addEventHandler ["fired",{setAccTime 0; (_this select 6) switchCamera "EXTERNAL"; shell = "Sh_120mm_APFSDS" createVehicle [0,0,0]; shell setposasl getposasl cameraon; shell setvectordir velocity cameraOn}] Set zeroing to max, fire your weapon of choice and use Splendid camera to see where bullets start. Edited September 22, 2013 by zGuba ninjad Share this post Link to post Share on other sites
Smurf 12 Posted September 22, 2013 It's sunday, get out of here. Share this post Link to post Share on other sites