neodammerung 8 Posted January 14, 2015 Wait for the Tank DLC... until then... Share this post Link to post Share on other sites
enex 11 Posted January 14, 2015 Even tanks? They handle so poorly in Arma3 its not funny. They can't even drive straight! Tracked vehicle physics in Arma2 OA are still magnitudes better than Arma3's Physx, which feel like a rushed after thought to me at the moment. Take the M1 Tank in Arma2 OA and drive it for 15 minutes and then go and drive the Slammer, t100 or the Kuma. There is no comparison. Arma3 feels like a tech demo or early access.The wheeled vehicles are not as bad, but a lot of them also have very poor transmission/engine/suspension simulation etc etc.. most feel like place holders we have been using for 1 year since official release! The Strider is a good example, drive this down a road and swerve left and right...the resulting physics behaviour is not from any world I am familiar with. Probably the best vehicle in the game over all is the Gorgon, for me. But, tracked vehicles are the worst offenders and need some serious attention for some one at BIS who has some interest and passion in setting these beautiful vehicles up properly. That's what feels missing. As far as I know physx deals with wheeled vehicles.Tracks are different universe. Share this post Link to post Share on other sites
froggyluv 2136 Posted January 14, 2015 i even wonder why they use this physx stuff, the feeling/handling of vehicles feels much worse than in arma2 Couldn't disagree more. Strap in to a civilian car and go drive a km offroad in Arma 2 -see ya in 3 hours! The feeling of speed, handling, actually being able to drive off a cliff and worry about crashes are leagues better than Arma2. Now if they only had better damage modeling... Share this post Link to post Share on other sites
DancZer 65 Posted January 14, 2015 What i really missing is the possibility of burnout. I think that some settings for disabling the auto clutch would be good. Even if it is not the effective way to start i would feel better the car power. Share this post Link to post Share on other sites
x3kj 1247 Posted January 14, 2015 (edited) As far as I know physx deals with wheeled vehicles.Tracks are different universe. No you are wrong there. Tanks are also handled by physx (but they are approximated... as tanks with wheels instead of actual tracks). Their problems dont come from this fact though, but through some physically incorrect/incomplete mechanics in physx (the clutch!), and through the arma controll scheme, which is not really suited to the tank physx. Couldn't disagree more. Strap in to a civilian car and go drive a km offroad in Arma 2 -see ya in 3 hours! Cars feel good because physx was basically designed and tested for roadcars. Arma is basically the first big game with physx tanks and heavy vehicles where you can go offroad, climb hills and drive over obstacles. Planetside 2 also uses physx vehicles, but the terrain is flat, the vehicles have no torque or real suspension etc - you bump of every stone. What i really missing is the possibility of burnout. seriously? ... no comment... Edited January 14, 2015 by Fennek Share this post Link to post Share on other sites
enex 11 Posted January 14, 2015 No you are wrong there. Tanks are also handled by physx (but they are approximated... as tanks with wheels instead of actual tracks). Their problems dont come from this fact though, but through some physically incorrect/incomplete mechanics in physx (the clutch!), and through the arma controll scheme, which is not really suited to the tank physx.Cars feel good because physx was basically designed and tested for roadcars. Arma is basically the first big game with physx tanks and heavy vehicles where you can go offroad, climb hills and drive over obstacles. Planetside 2 also uses physx vehicles, but the terrain is flat, the vehicles have no torque or real suspension etc - you bump of every stone. seriously? ... no comment... Argh I conveyed my opinion poorly above.Yes I know all about fake gears and wheels in tracks and problems.The thing that is problematic is that Physx wasn't meant to be used for tracks - but wheeled vehicles.And even there if we delve into gearbox there are some glaring problems from nvidia side. With different universe I meant it should use different technique to steer tracks not physX wheels. Exactly as you stated! Share this post Link to post Share on other sites
x3kj 1247 Posted January 15, 2015 No i dont think the many wheels (instead of tracks) are the problem. They are only visually not really correct when driving over pointy obstacles, but show me one single game that has simulated track physics. They all use wheels and have the tracks just optical... for a reason, because real track simulation is very expensive (calculation wise). Just the controlls and the clutch are main problem. And very likely the friction because BIS tampered with it big time to the point where its unrealistic. Some Tanks and Wheeled Vehicles can climb up a 60° slope if their engine can handle it (you read that right, 60°, not 60% which would be 31°), and if their geometry doesnt collide with the slope and prevents climbing... Share this post Link to post Share on other sites
x3kj 1247 Posted January 22, 2015 MBT after the physx update (first 5min of testing): -occasionally they refuse driving backwards and slightly roll forward instead -occasionally the tank turning glitches out as if there a huge turn force and you are on ice/no turning resistance... -autobreaking from 10kph to 0 in ca. 1mm distance, issue became more extreme. Makes the camera jump forward and looks silly, doesnt allow slow/carefull rolling of vehicle. Autobreaking should be at lower speed (5kph) and brake should use a ramp, instead of an instant jump to full break power. -as soon as part of your track(/wheels) leave the ground and get contact again the wheels are stopped, which can make you roll over fairly quickly when driving down a hill Share this post Link to post Share on other sites
DancZer 65 Posted January 22, 2015 Why did you wait the release? It has been in RC since monday. :) Share this post Link to post Share on other sites
x3kj 1247 Posted January 22, 2015 because my time is short lately ... am i the only one who gets into mbt's and drives around :confused: Share this post Link to post Share on other sites
-=seany=- 5 Posted January 22, 2015 Why did you wait the release? It has been in RC since monday. :) Why did BIS update Physx and not bother checking any of their tanks...for 5 minutes? Honestly that report by Fennek is just depressing. Share this post Link to post Share on other sites
St. Jimmy 272 Posted January 22, 2015 MBT after the physx update (first 5min of testing):-occasionally they refuse driving backwards and slightly roll forward instead -occasionally the tank turning glitches out as if there a huge turn force and you are on ice/no turning resistance... -autobreaking from 10kph to 0 in ca. 1mm distance, issue became more extreme. Makes the camera jump forward and looks silly, doesnt allow slow/carefull rolling of vehicle. Autobreaking should be at lower speed (5kph) and brake should use a ramp, instead of an instant jump to full break power. -as soon as part of your track(/wheels) leave the ground and get contact again the wheels are stopped, which can make you roll over fairly quickly when driving down a hill Dam. The auto stopping on low speed was already annoying and now it's even more sensitive :/ Share this post Link to post Share on other sites
Dwarden 1125 Posted January 23, 2015 Why did BIS update Physx and not bother checking any of their tanks...for 5 minutes?Honestly that report by Fennek is just depressing. because the changes NVIDIA done were deeper than 'expected' ... we will try fix it as soon as possible please remember to create good Feedback Tracker tickets about those issue , with repro, description or videos thanks in advance Share this post Link to post Share on other sites
the_demongod 31 Posted January 23, 2015 because my time is short lately ... am i the only one who gets into mbt's and drives around :confused: The complete lack of interior makes it kind of boring... so I think the answer to that is yes. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted January 23, 2015 The complete lack of interior makes it kind of boring... so I think the answer to that is yes. Kinda true. Other tracked vehicles too, BTR-K for example, inherit same behavior. I havn't drove one since i got fed up with the instant stopping after going over a 1 degree change in surface angle. A tank should fly over any damn surface really, you can be proven it's true by watching Russian Tank demonstrations, and French Tank demonstrations. Tanks and go speedy up a decent hill, and fly over ledges and keep going the same speed without even a care. They can also stop on a dime... well, at least France's Tank can. Share this post Link to post Share on other sites
bigpickle 0 Posted January 27, 2015 (edited) because the changes NVIDIA done were deeper than 'expected' ... we will try fix it as soon as possibleplease remember to create good Feedback Tracker tickets about those issue , with repro, description or videos thanks in advance Did the internal testing team not pick this up when they got into a tank, Or did the Nvidia update come after realease? Edited January 27, 2015 by Bigpickle Share this post Link to post Share on other sites
-=seany=- 5 Posted January 27, 2015 because the changes NVIDIA done were deeper than 'expected' ... we will try fix it as soon as possibleplease remember to create good Feedback Tracker tickets about those issue , with repro, description or videos thanks in advance There are already videos and good reports about the existing issues that tanks/vehicle/physics have for a long time now. These new problems are just problems on top of old problems...one has to wonder if there is even any point making more reports. If some one is going to fix these latest issues, they may as well just take the opportunity to sit down and fix this whole area of the game properly? Starting with the tickets that are about the bad behaviour of tracked/wheeled vehicles compared to Arma2. Share this post Link to post Share on other sites
vlad_8011 10 Posted January 27, 2015 Yeah, specially this is fixed... http://feedback.arma3.com/view.php?id=22220 With every "physx" update, my psyhics get hurt when i see this. :p Share this post Link to post Share on other sites
subunit 31 Posted January 28, 2015 (edited) Yeah, specially this is fixed...http://feedback.arma3.com/view.php?id=22220 With every "physx" update, my psyhics get hurt when i see this. :p Can anyone reproduce from the mission uploaded here: http://feedback.arma3.com/view.php?id=22479 ? I tried to reproduce using Reyhard's file in vanilla, but was unable to. I do get what appears to be the same bug with a specific combination of mods (RHS, AiATP, ALiVE), but it's not clear to me if that's the same issue. edit: video, mission, rpt linked in this post: http://forums.bistudio.com/showthread.php?188196-tanks-sinks-after-update&p=2868968&viewfull=1#post2868968 the error is "Matrix is not valid as physx transform!" Edited January 29, 2015 by subunit Share this post Link to post Share on other sites
subunit 31 Posted January 29, 2015 vlad_8011 modified reyhard's mission.sqm and I can reproduce the bug consistently in vanilla, .rpt and youtube video uploaded to the ticket: http://feedback.arma3.com/view.php?id=22220 Share this post Link to post Share on other sites
maquez 141 Posted January 30, 2015 (edited) because the changes NVIDIA done were deeper than 'expected' ... we will try fix it as soon as possibleplease remember to create good Feedback Tracker tickets about those issue , with repro, description or videos thanks in advance this bug introduced in 1.38 is already reported a couple of times read : http://forums.bistudio.com/showthread.php?188196-tanks-sinks-after-update we need a fix as soon as possible it makes all mission that use vehicles unplayable! it creates RPT's of huge amount and then server most of time crashes thanks in advance Edited January 30, 2015 by maquez Share this post Link to post Share on other sites
Dwarden 1125 Posted January 30, 2015 you don't pay attention to my twitter right? otherwise you would knew it's already fixed ;) http://www.reddit.com/r/arma/comments/2u6wca/arma_3_stresstestmp_138_performance_v1/ Share this post Link to post Share on other sites
subunit 31 Posted January 30, 2015 you don't pay attention to my twitter right? otherwise you would knew it's already fixed ;)http://www.reddit.com/r/arma/comments/2u6wca/arma_3_stresstestmp_138_performance_v1/ Thanks for the quick fix, Dwarden & BIS team. Share this post Link to post Share on other sites
maquez 141 Posted January 30, 2015 (edited) twitter, failbook ? no thanks :cool: thank you for links I will test it Edited January 30, 2015 by maquez Share this post Link to post Share on other sites
DancZer 65 Posted March 5, 2015 (edited) Physx 3.3.3 is now open source: techreport.com/news/27910/nvidia-physx-joins-the-open-source-party What we can expect? More stable game? Proper vehicle track simulation? Tank DLC? :D:D :-) Edited March 5, 2015 by danczer Share this post Link to post Share on other sites