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ARMA Support And Patching Plans

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1 or 2 months..... already been waiting for nearly a year for the damn fog to go away.....

Think I will have lost patience by then and deleted c:\games\arma

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edit: i do hope to gaim FPS with this new patch.. if not.. ho well, ARMA2 is coming anyway..

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@eJay: VON - Voice Over Net (Ingame voicechat)

@Bravo6: Have you actually ever tried playing without ur massive load of addons to see if it aint the addons causing ur FPS to drop etc? I figured out a few weeks ago that some of my own addons are set too heavy for about any other system other than my own :P

1 or 2 months..... already been waiting for nearly a year for the damn fog to go away.....

Think I will have lost patience by then and deleted c:\games\arma

8800 user here and I have no problems with the fog with hdr on 32bit and viewdistance ~3500m. No problem means not that the light-fog aint there, just that its not a bother at the distance and the 32bit hdr setting.

Sad that it's a big enough problem for you to drop ArmA.

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8800 user here and I have no problems with the fog with hdr on 32bit and viewdistance ~3500m. No problem means not that the light-fog aint there, just that its not a bother at the distance and the 32bit hdr setting.

But 32bit hdr precision disables sun glare and antialiasing huh.gif .

I would like if they fixed the fire rate of the M16 in burst fire mode, improved night visibility and removed hdr effect from NVG's.

Getting rid of the "magical hour" bug would have been nice but i sort of gave up on that one already.

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8800 user here and I have no problems with the fog with hdr on 32bit and viewdistance ~3500m. No problem means not that the light-fog aint there, just that its not a bother at the distance and the 32bit hdr setting.

But 32bit hdr precision disables sun glare and antialiasing huh.gif .

I would like if they fixed the fire rate of the M16 in burst fire mode, improved night visibility and removed hdr effect from NVG's.

Getting rid of the "magical hour" bug would have been nice but i sort of gave up on that one already.

On 8800? I still have Sunglare (Altough its different from 8/16), and Antialiasing mate...

Nvidia enabled HDR32+AA since 8xxx series afaik.

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Another thing that needs to be fixed is:

The AI useing NVG during the day crazy_o.gif

Example:happens during the campaign,even the player is able to use NVG during the day..

Also in towns the AI will sometimes be half inside a building with the other half sticking out so it's hard to shoot them&See them..

One more thing.. When i'm playing coop with a friend and i'm the commander, the red enemy tag will show up on dead enemys besides live ones huh.gif

Anyway the game rocks aside from those small needed fixes yay.gif

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Another thing that needs to be fixed is:

The AI useing NVG during the day crazy_o.gif

Example:happens during the campaign,even the player is able to use NVG during the day..

Also in towns the AI will sometimes be half inside a building with the other half sticking out so it's hard to shoot them&See them..

One more thing.. When i'm playing coop with a friend and i'm the commander, the red enemy tag will show up on dead enemys besides live ones huh.gif

Anyway the game rocks aside from those small needed fixes yay.gif

maybe AI just forgot to take the NVG's off, like i do sometimes smile_o.gifsmile_o.gifsmile_o.gif

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...improved night visibility and removed hdr effect from NVG's...

Night visibility seems alright to me. And why remove HDR effects? Having no HDR with night vision while you still have it without NVGs is just weird, and I definitely don't want that.

I hope the AI pathfinding will be improved. Bridges are one issue.

Also, tanks frequently get stuck. Ever since the patch where they need some momentum to break down a wall or tree, the AI now often gets stuck against them. Sometimes they also get stuck trying to go through part of a building. This is pretty serious now, it happens often.

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Not to mention the flipping tanks. I'd estimate 25% of patrolling tanks in a large mission will end up on their roof. Or moving in an endless semi circle loop due to being stuck half way through a wall. wink_o.gif

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hdrprecision makes no difference to the fog, also setting it at 32 reduces frame rates significantly.

not in my case, while the fog issus is a 8XXX card problem for almost every game i came across, 32bit HDR doesnt lower my FPS

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Another thing that maybe AI just forgot to take the NVG's off, like i do sometimes smile_o.gif  smile_o.gif  smile_o.gif

Yeah biggrin_o.gif  I just think it looks odd to have a bright sunny day with soldiers wearing NVGs...

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So this means I can use my Quad Core + 8800GTX + Vista?

Doubt it. Already tried 9 drivers, all of the 163.xx drivers as well. Its probably not just the drivers, its probably other factors as I mention... CPU and OS. I guess I can't play ArmA anymore..

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So this means I can use my Quad Core + 8800GTX + Vista?

Doubt it. Already tried 9 drivers, all of the 163.xx drivers as well. Its probably not just the drivers, its probably other factors as I mention... CPU and OS. I guess I can't play ArmA anymore..

my guess is that Vista have something changed within the core and makes ArmA wont work on it, these things are normally not used by other games but are important for running ArmA

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...improved night visibility and removed hdr effect from NVG's...

Night visibility seems alright to me. And why remove HDR effects? Having no HDR with night vision while you still have it without NVGs is just weird, and I definitely don't want that.

Logic and realism maybe?

I come across situations at night where my visibility switches to pitch black when looking at small light sources, i cant replicate this on my end except while playing Evolution at night, where its guaranteed to happen.

I dont think its realistic to have a cars dashboard or the mh6 intruments blacking out my nvg's. The same is true for street lights in Pita or the airfield.. its the same hdr bug that used to happen during the day in earlier versions.

And the a.i. using nvg's during the day results from the good old "magical hour" bug, at sunrise or sunset, the transitions are messed up, they were better in OPF.

I even reported it http://bugs.armed-assault.net/view.php?id=2216 and it was aknowledged but not fixed, reopening made its status change to feedback so i think they gave up (and so did i).

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Quote[/b] ] I dont think its realistic to have a cars dashboard or the mh6 intruments blacking out my nvg's.

Well, nvg´s are very vulnerable to light emissions and do shut down on their own if they are exposed to strong lights. If they wouldn´t they would be damaged beyond repair. Dashboards in helos or aircrafts usually can be toned down, so the lightning from the panels doesn´t affect the NV goggles. Those things are really sensitive to sudden light "volume" changes. By the nature of their mechanism they are not very fast in adapting to the surrounding light. There is a delay comparable to the one in Arma, while I still think that the variation in BIS nvgoggles is a tad too high. I agree it could need some finetuning as the effect of emitted light on the nv´s is too high in Arma.

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Quote[/b] ] I even reported it http://bugs.armed-assault.net/view.php?id=2216 and it was aknowledged but not fixed, reopening made its status change to feedback so i think they gave up (and so did i).

thats just like the default work flow works for such bug tracking systems.

we will have to rework that here.

i correctly set it to confirmed.

please contact one of the CBTS admins in such cases smile_o.gif

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Quote[/b] ] I dont think its realistic to have a cars dashboard or the mh6 intruments blacking out my nvg's.

Well, nvg´s are very vulnerable to light emissions and do shut down on their own if they are exposed to strong lights. If they wouldn´t they would be damaged beyond repair. Dashboards in helos or aircrafts usually can be toned down, so the  lightning from the panels doesn´t affect the NV goggles. Those things are really sensitive to sudden light "volume" changes. By the nature of their mechanism they are not very fast in adapting to the surrounding light. There is a delay comparable to the one in Arma, while I still think that the variation in BIS nvgoggles is a tad too high. I agree it could need some finetuning as the effect of emitted light on the nv´s is too high in Arma.

The best would be to have somekind of NVG/night-modus for the instruments

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i usually don't wish too so late much but ...

would be too hard to implement smoke grenades for grenade launchers ?

and what about minimal activation distance for grenades?

(i really hate to die by hitting ground or item 3m infront of me and m203 nade takes also half of my team)

sry for distraction ...

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i usually don't wish too so late much but ...

would be too hard to implement smoke grenades for grenade launchers ?

and what about minimal activation distance for grenades?

(i really hate to die by hitting ground or item 3m infront of me and m203 nade takes also half of my team)

sry for distraction ...

m203 has a timer allready implemented, but it dosent work when u shoot the nade 1 meter from u to the ground(allso hate when a small lump in the ground kills u and every1 near u. Hearing these plans makes me think ill pass on the queens gambit then smile_o.gifsmile_o.gifsmile_o.gifsmile_o.gif

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Hmm - this thread seems to be turning into yet another laundry list of feature-requests. icon_rolleyes.gif

I think the main points are that:-

1) BIS are still improving ArmA

2) The developer Blog gives us a better insight into what is happening at BIS.

Good news on both points biggrin_o.gif

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i usually don't wish too so late much but ...

would be too hard to implement smoke grenades for grenade launchers ?

and what about minimal activation distance for grenades?

(i really hate to die by hitting ground or item 3m infront of me and m203 nade  takes also half of my team)

sry for distraction ...

m203 has a timer allready implemented, but it dosent work when u shoot the nade 1 meter from u to the ground(allso hate when a small lump in the ground kills u and every1 near u. Hearing these plans makes me think ill pass on the queens gambit then smile_o.gif  smile_o.gif  smile_o.gif  smile_o.gif

timer?

these safety arming ranges are based on distance traveled before impact

the problem is it's unknown what type of 40x46mm grenades is You use...

i would prefer ability to choose between e.g.

model M406 arming range around 14-28 m

model M441 arming range around 3 m , ideal for CBQ

model M386 arming range around 15-26 m

etc.

or some some sort of safety range compromise like 5-6m ...

i dont know why hiting targets or ground in less than 1-3m cause explosion (sometimes)

same goes at certain angles (e.g. hitting vehicle edge or hill edge even on 50+ m) then in ArmA these 40mm grenades simply BOUNCE away (something wrong with hit angle calc)

btw. these smoke canopy ones M676 yellow , M680 yhite, M682 red

and ground markers like M713 red, M715 green, M716 yellow, arming range is 15-25m

i remember i saw these used in Iraq (videos)

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for those that dont believe... ANYTHING...

here are some other links saying the same thing. but this news has been announced for awhile though

US gamespot

http://www.gamespot.com/pc....summary

UK gamespot

http://uk.gamespot.com/pc....summary

thanks a lot BI. i will be running out and buying the expansion as soon as it hits the store's around my area  thumbs-up.gif

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