Jump to content

Recommended Posts

If this is true I think I'm entitled to a refund.

I'd really hate getting used to all the other military simulations and learn their scripting languages. All the milsims which offer the same features like ArmA. I think I'd struggle to decide which one to use.

 

Back OnT: Yeah, rendering inventory items in 3D, even though you do not see them, stinks, I hope there can be something done about it. Some slightly related problems: ArmA rendering underground building models (with destroyed model over ground). ArmA rendering scenery which you cannot see, e.g. behind dense foliage. Especially worth mentioning in Vietnam maps, or Tanoa.

 

But I don't know if both cases have been improved. 2nd one especially after Tanoa has been released...

  • Like 1

Share this post


Link to post
Share on other sites

Yeah, disable ALL mods, they need to be updated.

I'm suprised of name of build showing on loading - "Main Build" instead of "Stable build" - is that mean there will be no more updates after 1.62?

Thanks. I should've figured that issue out myself. Feel a bit silly now...

  • Like 1

Share this post


Link to post
Share on other sites

And of all the addon makers who "HAVE" been keeping their mods up to date, should they be equally made to re write all their configs, for being smart enough to keep tabs on their addons?

It's a catch 22, it's NOT BiS responsibility to make sure their configs are in line with the modders, it's the other way around mate, it sucks I know, as many addon makers have dropped off the radar, so their addons will throw this "author" error, and as you have stated, it can adversely effect the game stability. 

BiS are damned if they do, and damned if they don't, and addon makers with this error are oblivious to the issue, if they're no longer around.

 

Todays changelog.

 

  • Added: Support for addons with author defined as array in the missing addons screen
  • Like 1

Share this post


Link to post
Share on other sites

From today's dev change log:

 

Fixed: The Thermal Imagery mode would not reflect the shape of the Night Vision Goggles

 

I didn't see that as being "broken".  It night vision looks way better full screen, as it would be IRL.

Share this post


Link to post
Share on other sites

Fixed: The head tracking zoom had incorrect sensitivity (https://feedback.bistudio.com/T117550)

 

is this not being fixed in the todays patch of the sneak preview? checked it, and the trackir bug is still present.

 

isn´t devbranch equal to the sneak preview, maybe i am wrong here...

  • Like 1

Share this post


Link to post
Share on other sites

I think items in inventories are rendered in 3D eventhough you can't see them. It's always been the case AFAIK.

 

I've just tested it with Intel GPA, I believe this theory is wrong.

Share this post


Link to post
Share on other sites

From today's dev change log:

 

Fixed: The Thermal Imagery mode would not reflect the shape of the Night Vision Goggles

 

I didn't see that as being "broken".  It night vision looks way better full screen, as it would be IRL.

This actually means that Goggles should correctly use their shape on eyes while using both NVG and TI modes. There was an issue before that TI mode showed goggles raised :icon_twisted:

  • Like 2

Share this post


Link to post
Share on other sites

For some reason i can't start missions (singleplayer->scenario) that have unpacked files (not in a pbo but in a folder in /missions folder) anymore since the 1.6 updates. This worked flawlessly before. Is this intended?

Another issue: When using a secondary weapon in crouched stance, moving will revert the stance back to standing. Crouching does not have this issue.

Share this post


Link to post
Share on other sites

I've just tested it with Intel GPA, I believe this theory is wrong.

They may not be rendered (I am no specialist), but I'm pretty sure their models are somehow loaded by the engine : if you try to add to your inventory an item wich has its model textures misconfigured, you'll immediatly see the error pop-up - eventhough you can't see the item in the 3D scene.

Well... I'm almost pretty sure - I haven't tested this recently.

Share this post


Link to post
Share on other sites

This actually means that Goggles should correctly use their shape on eyes while using both NVG and TI modes. There was an issue before that TI mode showed goggles raised :icon_twisted:

 

Can I ask how the goggles know whether to have the raised or lowered position now? Is it for specific "NVG" and "TI" entries in the array, or just any index > 0 in the array?

 

I did some experimenting before the Apex content came out and concluded that I'd be super happy if BIS could add a way to have "Normal" vision mode that allows goggles lowered.

Would this be possible with a visionMode[] = {"Normal","Normal"}; entry in the config now, or would it require an extra vision mode option to be programmed?

  • Like 2

Share this post


Link to post
Share on other sites

This bug is from the release of Tanoa
Buawa village

34iiwrb.jpg

 

Video of the bug

 

Share this post


Link to post
Share on other sites

is it just me or haS the map marker bug gotten worse? Because it seems like it's taken more and more relogs to get markers to properly show. And i've tried the old maybe unconfirmed fix of setting difficulty down to recruit.

  • Like 1

Share this post


Link to post
Share on other sites

mNSLkPx.jpg

 

Am I the only one who thinks that the Bobcat could be very useful if it would make use of the sling loading feature and some new animation sources? Would be awesome if one could attach a broken vehicle to the crane and bring it back to base that way. (Just dreaming)

  • Like 8

Share this post


Link to post
Share on other sites

If only such technology existed. :)

 

[bIS]

  • IA would not be able to do that
  • engine limitations
  • optimisation issue

[/bIS]

Share this post


Link to post
Share on other sites

Anyone else having issues with sounds after loading saved game files?  Mostly happening on Helis, but i have seen it on the Prowler as well... Example is the sound gets stuck on loop as heli is running when not, or after full startup of heli, the sound fades away

Share this post


Link to post
Share on other sites

Stratis - Airport Control Tower

It's quite hard to open/close that door. Ladder always get in the way.

  • Like 2

Share this post


Link to post
Share on other sites

It seems that the number of items you carry significantly affects FPS, which I haven't observed earlier.

With 86x 9mm pistol magazines, the FPS as measured by BIS_fnc_fps drops by ~4 (on the VR map) compared to no gear. If you add ie. 10000 SmokeShells via setUnitLoadout, the FPS drops by ~30. Don't know if this is expected (something calculating weight for all items every frame), but it's much more pronounced with some modded items (like ACE3 medical) in much smaller quantities (~400 total = ~50 FPS drop).

As far as I can tell, this seems to be on 1.60 as well, was this always the case?

https://feedback.bistudio.com/T118201

Please write your own observations.

  • Like 1

Share this post


Link to post
Share on other sites

Look at those color bushes:

This is what happens to them if there is a storm going on. They are highly affected by wind, which makes them look really bad under strong weather conditions.

Share this post


Link to post
Share on other sites

This is what happens to them if there is a storm going on. They are highly affected by wind, which makes them look really bad under strong weather conditions.

When quoting a post containing pictures, please remove the pics from your response.Thanks

Share this post


Link to post
Share on other sites

When quoting a post containing pictures, please remove the pics from your response.Thanks

As a moderator, you might want to remove them.

There is still something weird going on with ai and waypoints. Examples:

1. Final mission in the prologue, after arriving with the helicopter, the Hunter is already at his next waypoint, therefore making it impossible for the player to enter the vehicle.

2. That second mission in episode 2 of the main campaign, the Strider at the roadblock is already off the road.

3. Noticed it in a few of my custom missions as well- vehicles who shouldn't move yet, did move to their first waypoint.

Share this post


Link to post
Share on other sites

This actually means that Goggles should correctly use their shape on eyes while using both NVG and TI modes. There was an issue before that TI mode showed goggles raised :icon_twisted:

 

In latest 1.63.136975, ENVG-II now have black border when active (like vanilla NVG) which I think the poster was referring to, is this intended?

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×