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It's useful to discuss updates to the Steam Experimental build in one centralized place. The changelog thread can be found here. This thread mainly serves for our team to rapidly see if a daily update is very broken or very epic.
 

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  • The experimental build is not final software; content, and technology are subject to change and may still contain errors/ lack certain features.
  • There is the real possibility that any new feature/fix temporarily affects performance in an unintended manner.

 

 

Actual issue reporting should still happen via the Feedback Tracker. Thank you!

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Hello, Bohemia, unfortunately I don't speak English very well, so the translation will be via Google.Translate.

The hull of one of the main lines for the map of the USSR Armed Forces was the MPL-50,

TERIAHm.png

 

At one time I was preparing this file for Arma 3, but I didn't have enough time. Please add the appropriate ruler to the map for the USSR faction.

In addition, if possible, please make a separate inventory so that such a tool cannot be provided to all units, since it is an officer's tool.


upd: AK-3 (Артиллерийский круг 3) 

Attach files
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Vector image in Figma

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If I work on a mod using the experimental tools, will it work with the regular prod version of the tools when the next major version drops?

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Good evening / night, Bohemia, I ask you to add caterpillar vehicles to the game, vehicles with the installation of rocket launchers, and good basements on the maps to hide from artillery shelling or air raids.

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Quisiera saber cuál es la solución para la descarga de mods en consolas Xbox serie S ya que al ir a la mitad de descarga se cancela y solo deja completar la descarga cuando el mods pesa alrededor de 4MB 

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2 hours ago, Shuriken.8612 said:

I would like to know what is the solution for downloading mods on Xbox series S consoles since going to the middle of download is canceled and only lets complete the download when the mods weighs around 4MB

Hi, this is an English speaking forum, please use it.

https://forums.bohemia.net/guidelines/

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No update since more than a month 😕 I feel like the experimental branch is more a stable branch.

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Probably have dev, test ,stage and main branches.

Guess which ones we see 😉

Also guys at BI, dont be lazy , write changelogs for us before mergeing branches 😜
(Context , 240 MB update of experimental today , not even a peep anywhere)

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Can anyone help, I'm attempting to get a dedicated server to run the Experimental Build but I keep getting a server config error:

 

07:05:02.589 Loading dedicated server config.

07:05:02.589 BACKEND : JSON Schema Validation:

07:05:02.589 BACKEND : additionalProperties error:

07:05:02.589 BACKEND (E): Param "#/game/autoJoinable" is not allowed and must be removed.

07:05:02.589 BACKEND (E): Reference in schema: "#/properties/game"

07:05:02.589 BACKEND (E): JSON is invalid!

07:05:02.589 BACKEND (E): There are errors in server config!

07:05:02.589 BACKEND (E): Unable to continue with a broken DS config! Shutdown!

07:05:02.589 ENGINE (E): Error while initializing game.

07:05:02.615 ENGINE (E): Unable to initialize the game

07:05:03.493 RESOURCES (E): ==== Resource leaks ====

07:05:03.493 RESOURCES (E): ui/fonts/robotomono_msdf_28.edds 1

 

Does the Experimental Build have a different scenario iD from the Stable Build?

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Please check if your server.json is without errors. Probably typo or something. You can use notepad++ or visual studio code to check for errors

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5 hours ago, ozzbik said:

Please check if your server.json is without errors. Probably typo or something. You can use notepad++ or visual studio code to check for errors

 

Thanx for taking the time to reply.

I use JSON Online Validator and it says my JSON server config is good to go????

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So the file structure itself isn't the problem. 👍

 

Can you verify that the following parameter line exist in your file;          "autoJoinable": true,   (or false)

 

As the error message states that something about that parameter is not allowed. Perhaps this setting is commented out or something like that?

 

If it not there at all, set it in the {game} section of the .json file

 

        "autoJoinable": true,

or

        "autoJoinable": false,

 

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2 hours ago, ozzbik said:

So the file structure itself isn't the problem. 👍

 

Can you verify that the following parameter line exist in your file;          "autoJoinable": true,   (or false)

 

As the error message states that something about that parameter is not allowed. Perhaps this setting is commented out or something like that?

 

If it not there at all, set it in the {game} section of the .json file

 

        "autoJoinable": true,

or

        "autoJoinable": false,

 

 

Here is my server config (i did remove sensitive ip address etc)

 

{
    "dedicatedServerId": "",
    "region": "US",      
    "bindAddress": "",
    "bindPort": 2001,
    "publicAddress": "",
    "publicPort": 2001,
    "game": {
        "name": "Tac-Ops Gaming",
        "scenarioId": "{ECC61978EDCC2B5A}Missions/23_Campaign.conf",
        "maxPlayers": 128,
        "autoJoinable": true,  
        "visible": true,
        "supportedPlatforms": [
            "PLATFORM_PC",
            "PLATFORM_XBL"
        ],
        "gameProperties": {
            "serverMaxViewDistance": 5000,
            "battleEye": false,
            "fastValidation": true
        },
        "mods": []
    }
}

 

 

 

 

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I've reproduced the issue

 

 

Tip: Use a password for connection if you want to control who accesses your server (if only used with friends). 😉

Edited by ozzbik
Issue reproduced instead of solution

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I guess multiple parameters are missing or otherwise unavailable in the latest Experimental Server iteration.

Removing these parameters result in a startup without DS fault but, for me, does not start the server as far as to be able to connect.

I will check if changing different settings has any effect.

 

Parameters that seem effected:

autoJoinable

a2sQueryEnabled

steamQueryPort

 

Edited by ozzbik
added effected parameters

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1 hour ago, ozzbik said:

I guess multiple parameters are missing or otherwise unavailable in the latest Experimental Server iteration.

Removing these parameters result in a startup without DS fault but, for me, does not start the server as far as to be able to connect.

I will check if changing different settings has any effect.

 

Parameters that seem effected:

autoJoinable

a2sQueryEnabled

steamQueryPort

 

 

 

My server hosting company were finally able to fix the issue after communicating with a Reforger Dev.  I will post the working server config tomorrow on this thread in case it is helpful for others in the future.  Thanx again for looking into this and taking the time to help - most appreciated!

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9 hours ago, reaper lok said:

 

 

My server hosting company were finally able to fix the issue after communicating with a Reforger Dev.  I will post the working server config tomorrow on this thread in case it is helpful for others in the future.  Thanx again for looking into this and taking the time to help - most appreciated!

Here is the current server config that is working!

 

{
    "dedicatedServerId": "",
    "region": "US",      
    "bindAddress": "",
    "bindPort": 2001,
    "publicAddress": "",
    "publicPort": 2001,
    "game": {
        "name": "Tac-Ops Gaming",
        "scenarioId": "{ECC61978EDCC2B5A}Missions/23_Campaign.conf",
        "maxPlayers": 128,
        "visible": true,
        "supportedPlatforms": [
            "PLATFORM_PC",
            "PLATFORM_XBL"
        ],
        "gameProperties": {
            "serverMaxViewDistance": 5000,
            "fastValidation": true
        },
        "mods": []
    }
}

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So on the experimental build the older M69 Flak vest is added for variety for the US faction? But why is it offered in Woodland painscheme? I havent been able to find images of M69 issued to US army using that camo scheme. Instead M69 was issued in Olive green.

 

 

Here is a image of US national guard units being deployed during 1992 LA riots. They have M69's. all are olive green.

 

 

5ed7da72f34d0506f55783a7?width=1136&form

 

 

comapre to texture and camo of m69 in reforger at the moment

 

wXBZFN5.png

 

 

BWwDQ0K.jpg

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FEEDBACK: Logistics System

It seems to be coming overly complicated. Sometimes the simpler the better.

 

1. Arsenals don't work as current version.

2. Required to have arsenal inside a cache entity. I don't know if this is intentional or not.

 

Here is reality...

1. Small arms weapons are issued with magazines that are empty, not full.

2. Ammunition comes in crates that are full, not empty. Normally with some kind of Bandoleer of ammunition with speed loader. And individual bullets are on strip clips that can be loaded 10 at a time.

3. Medical supplies are not in a metal box, the squad combat life saver was issued what was called a "Combat Life Saver bag" from the medical company.  

4. I shouldn't have to load crates with supplies, the are issued full.

 

BI should make...

1. Supply points issue full crates.

2. Players can pick up crates and move them.

3. Players can place crates on ground or load them into vehicles.

 

Just look at R3F Logistics for ARMA III. They had the go to system.

 

 

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Bayonet: is possible use it to break the windows glasses? ( and if is a service weapon have to stay already in the inventory) 
There is a chance to use it  by hand?
Binocular: is broken almost impossible to use
Btr70: impossible to drive
FPS: seems that the AI gives some serious drop on framerate
AI recruit : a bit clunky to achieve this.
comm rose menù/animation : would be good to merge both (in the command rose menù you have voices) something like in bf2142 (2006)
edit 25/05
there is a chance to see the watch on the wrist instead on the hand?

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Yesterday I played on the experimental servers. In the new update you can remove enemy buildings while capturing. I think its very overpowerd because you can remove spawnpoint and make the base lose connection. Furthermore removing enemy buildings makes capturing an objectives faster. In the official conflict servers there are only 24 players in a team so its impossible to defend everywhere.  So I played solo and removed every radio relay behind enemy lines so they lost connection with the frontline. I think the devs need to change this feature. Maybe increase the time it takes to remove a building. Now you can do it within 30 seconds.

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New Experimental Build 1.2.1.127

Changelog lists TrackIR Official Support however TrackIR now does not work at all. TrackIR does not recognize the game as being a TrackIR Enhanced Title. This apparent by noting the TrackIR Enhanced Title (Game Enabled) LED in the TrackIR software is not lit.

 

Register Game at https://www.trackir/developers/ using Register Your Game at the bottom of the page.

 

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