Falco1.01 19 Posted November 30, 2009 (edited) i'm laughing at you too and feel pity for you. if you dont agree just shut up and respect others opinion. maybe 15 - 30 fps is ok for noob like you, but not for me, and I dont care this is a sim. better watch your mouth and get a life pathetic arma maniac. Scrub and some kind of guy - thx for your reply. I think that you are the only one who has to watch his mouth...Show some respect ;) The betas shows a huge improvement, I can tell you that and im not a maniac Edited November 30, 2009 by -=Falco=- Share this post Link to post Share on other sites
Scrub 0 Posted November 30, 2009 Very true, but still funkee got a point with a few of the issues on his list that needs attention. Oh, I agree. But when someone has pretty harsh Finished expectations on something that is clearly experimental in nature, especially after not keeping up to date with what was. It's a bit too much for me to swallow. Funkee: As for the raising weapon issue, I did not ever have the problem (until I tried to use the 'raise weapon' button). I always press the trigger to ready it. Works well, with no standing. At least it's a work around until they fix it. Beta 60588 Report ------------------------------------------------------------------ Had a quick A-10 skirmish. Results: Yay BIS on the driving! I got a CONVOY! (break out the Smokey and the Bandit, Hank Williams Jr. music) Had 6 tanks, 2 mech inf. platoons load, join, form up and convoy across the map. They did not get stuck, they kept to the road MUCH better (tracked vehicles are a bit spastic with bends in the road at speed though). I had good unit animation at over 750m, but when an A-10 pilot bailed out and landed, he (and I believe it was ONLY this unit) stuttered and jumped in movement and animation. Very 'clicky'. Range was about 500m. Only time I noticed it though. ------------------------------------------------------------------- Share this post Link to post Share on other sites
jw custom 56 Posted November 30, 2009 Oh, I agree. But when someone has pretty harsh Finished expectations on something that is clearly experimental in nature, especially after not keeping up to date with what was. It's a bit too much for me to swallow. True, the way it was presented was not the best way :p Share this post Link to post Share on other sites
Alex72 1 Posted November 30, 2009 (edited) I think the formations might have been messed up again like some say. Again i have guys i command coming up in front of me and around me - when issuing COMPACT FILE... They box me in even when im in a pretty open area - and pretty flat. This worked great in another beta so BIS: Just a heads up to you. :) EDIT: When will our amazing 3D editor surface and be functional? :o Alex Edited November 30, 2009 by Alex72 Share this post Link to post Share on other sites
netrocyn 10 Posted December 1, 2009 Not sure if its just me but when I have soldiers sat in the back of the MTVR their satchels can be seen poking through the side of the truck on both sides. Can something please be done about the street lights at night time? Also a suggestion. When a medic is ordered to heal a member of the group, would it be possible to have the commander say "5, HEAL, 4" instead of just "machine gunner" or "man". Would sound a little more realistic to me. Thanks for the work on the patches. I test them all but play the game 59210 for best performance reasons. Share this post Link to post Share on other sites
mattxr 9 Posted December 1, 2009 Exactly. Fix for this is a must.---------- Post added at 05:21 PM ---------- Previous post was at 05:19 PM ---------- Yes, yes, yes and yes again. This has already been told about by the developer. AI will not hold fire if they are being shot at or something they made a real post about it which explained how to get them to hold fire. Share this post Link to post Share on other sites
Pauldarrington 9 Posted December 1, 2009 I found a small bug while throwing a grenade, while your in the throwing animation you are able to fire your weapon at the same time and if you time it right you can shot your face and die. Not sure if its anything to do with the betas but its there. Share this post Link to post Share on other sites
gulag 10 Posted December 1, 2009 (edited) On the wires, turn up your AA. Use the 9.10 drivers... Also i just cant see how people get used to that blury PS effect? It also looks like your Object detail is low? But it is the smoke that make the worse aliasing. in the last pick. AA on normal,AF on normal, terrain on high, object det on high, texture on high, shadows on high, Postpro. disable, 100% fill. Those images have poor color because I "played" with the brightness and gamma settings. I use 9.11 because with 9.10 I had bigger problems. Thanks for the tips:), but I have these missing textures only with last beta patch (588). And here there is no smoke effect http://i50.tinypic.com/fdulg4.jpg , anyway BIS is in the right way. Edited December 1, 2009 by gulag Share this post Link to post Share on other sites
KeyCat 131 Posted December 1, 2009 (edited) Hi funkee, Summing up, for me these new betas fix/add nothing (I can't see any difference). Don't inteend to sound rude or anything but have you checked the logfiles? The 1.04.x Betas have made great progress in quite a few important areas (namely grasslayer, AI etc), I'm not saying it fixes everything and it's still being worked on. BIS do what few other game/sim companies do - provide long term support and listen to the bugs/critics/suggestions and try their best! Best thing we can do to help them improve things is to be patience, give them feedback (as you did) report bugs/issues, preferable in reproducable form (like a simple testmission with simple step-to-step instructions and notes about your skill/precision settings etc). Personally I think next official patch - 1.05 or whatever - will be a great one when it arrives! I like the new aggressiveness of the AI in this latest build. Formation wise however, it seems that even under AWARE they are now moving nearly as slow as in COMBAT. +1 Also noticed this and even with no enemies placed in editor they take very long time if ordered to move/advance also in AWARE mode, like walk, stop, scan, prone walk, scan etc... Haven't tested with different skill levels tho and have limited time with latest 60588 Build. /KC Edited December 1, 2009 by KeyCat Share this post Link to post Share on other sites
Gans 10 Posted December 1, 2009 units dies, when he press the closing door ArmA 2 version 1.2 Share this post Link to post Share on other sites
KeyCat 131 Posted December 1, 2009 (edited) This "auto stand-up" issue/annoyance isn't isolated to the latest betas but been there for quite some time (probably from 1.00). Just got confirmation in TS section that it's not my setup and others experiencing this as well. Don't think it's a bug per se but by design but I hope BIS will reconsider since this "feature" got me killed to many times already. Below is link to a simple test mission + procedure, guess I have to practice what I preach :D. http://keycat.no-ip.com/files/A2_Auto_stand-up.zip Repro procedure. 1. Go prone 2. Crawl forward really close to the stone hedge. 3. The soldier will automaticly stand up and thats really not a good idea when trying to keep your head down in a firefight. 4. This "auto stand-up" may happen when prone to other objects as well (some rocks etc.) but most notable at the stone hedges. If a "feature" and not a bug I think it's a bad "feature" that risks your (virtual) life instead of helping you and hope it can be disabled in a future patch. As JW Custom said in another post... Objects shouldn't force player up but stop it's movement in that direction object is blocking! /KC Edited December 1, 2009 by KeyCat Share this post Link to post Share on other sites
fabrizio_t 58 Posted December 1, 2009 (edited) This "auto stand-up" issue/annoyance isn't isolated to the latest betas but been there for quite some time (probably from 1.00). Just got confirmation in TS section that it's not my setup and others experiencing this as well. Don't think it's a bug per se but by design but I hope BIS will reconsider since this "feature" got me killed to many times already.Below is link to a simple test mission + procedure, guess I have to practice what I preach :D. http://keycat.no-ip.com/files/A2_Auto_stand-up.zip /KC Hi, bug or feature? I think the automatic stance change has to do with objects cover positions (ArmA2 new feature). Sometimes it may not work perfectly, but all in all i like a lot this behaviour. At least for example it keeps an AI unit from going prone behind small walls and aiming blindly through them: it forces them to crouch from time to time allowing to fire from partial cover. I think it's the same feature allowing units peeking around corners: when prone they crouch and peek ... Objects shouldn't force player up but stop it's movement in that direction object is blocking! I see nothing wrong with actual behaviour, as long as threats have been detected. It allows units to do bounding overwatch stepping/sticking near cover ... if some enemies are around you won't know from where they will come, so sticking near cover is the right thing to do imho. Edited December 1, 2009 by fabrizio_T Share this post Link to post Share on other sites
gulag 10 Posted December 1, 2009 units dies, when he press the closing door ArmA 2 version 1.2 update to 1.4 version and last beta patch. (or use helmet. joke:)) Share this post Link to post Share on other sites
KeyCat 131 Posted December 1, 2009 (edited) Hi,bug or feature? I think the automatic stance change has to do with objects cover positions (ArmA2 new feature). Sometimes it may not work perfectly, but all in all i like a lot this behaviour. At least for example it keeps unit from going prone behind small walls and aiming blindly through them: it forces them to crouch from time to time and allows to fire from partial cover. I think it's the same feature allowing units peeking around corners: when prone they crouch and peek ... As I said I believe this is "by design" but IMO it really is a bad idea to automaticly force-up the human controlled character, if it does it with AI's it's fine but I prefer to have full control over my virtual body when trying to survive on the virtual battle field ;) I see nothing wrong with actual behaviour, as long as threats have been detected. It allows units to do bounding overwatch stepping/sticking near cover ... if some enemies are around you won't know from where they will come, so sticking near cover is the right thing to do imho. I assume you are talking about AI controlled characters? If not see above... /KC Edited December 1, 2009 by KeyCat Share this post Link to post Share on other sites
Nazul 10 Posted December 1, 2009 Also a suggestion. When a medic is ordered to heal a member of the group, would it be possible to have the commander say "5, HEAL, 4" instead of just "machine gunner" or "man". Would sound a little more realistic to me. You know you can press Medic F* key and then look at and press space bar at a team mate and select HEAL? Share this post Link to post Share on other sites
fabrizio_t 58 Posted December 1, 2009 As I said I believe this is "by design" but IMO it really is a bad idea to automaticly force-up the human controlled character, if it does it with AI's crawling I don't object but I prefer to have full control over my virtual body when trying to survive on the virtual battle field ;)/KC I missed the part about human controlled character, that should be indeed a bug ... sorry :p Share this post Link to post Share on other sites
das attorney 858 Posted December 1, 2009 Small bug - just noticed it last night, not sure if it's related to betas or not. The ammo on the M240 feeds the wrong way (into the magazine) on the MH-60 Share this post Link to post Share on other sites
maddogx 13 Posted December 1, 2009 Small bug - just noticed it last night, not sure if it's related to betas or not. The ammo on the M240 feeds the wrong way (into the magazine) on the MH-60 Are you sure? Maybe it's just so fast that it looks backward. I can't test it myself right now and I am by no means doubting your eyesight, but it's the first thing that popped into my head. If you want to confirm this beyond doubt, place yourself and an empty MH60 into the editor, then create a trigger with activation type "Radio Alpha", and in the "on activation" field put: setAccTime 0.1 Then get into the chopper, move into the gunner position, hit 0 0 1 to activate the radio alpha trigger. Now try firing the gun while time is running slower and see if it's really going backward. ;) Share this post Link to post Share on other sites
kernriver 4 Posted December 1, 2009 ...Beta 60588 Report ------------------------------------------------------------------ Had a quick A-10 skirmish. Results: Yay BIS on the driving! I got a CONVOY! (break out the Smokey and the Bandit, Hank Williams Jr. music) Had 6 tanks, 2 mech inf. platoons load, join, form up and convoy across the map. They did not get stuck, they kept to the road MUCH better (tracked vehicles are a bit spastic with bends in the road at speed though). .... ------------------------------------------------------------------- East bound and down by Jerry Reed? Oh yeah, put the pedal to the metal! :D I agree, driving is much better now. Share this post Link to post Share on other sites
das attorney 858 Posted December 1, 2009 Are you sure? Maybe it's just so fast that it looks backward. I can't test it myself right now and I am by no means doubting your eyesight, but it's the first thing that popped into my head.If you want to confirm this beyond doubt, place yourself and an empty MH60 into the editor, then create a trigger with activation type "Radio Alpha", and in the "on activation" field put: setAccTime 0.1 Then get into the chopper, move into the gunner position, hit 0 0 1 to activate the radio alpha trigger. Now try firing the gun while time is running slower and see if it's really going backward. ;) Hi MadDogX, I just tried it using the trigger and it definitely pumps the bullets back into the box. Very clear to see. :) I've filmed it on Fraps, so if need be, I can upload to youtube for verification. Thanks for your reply, DA Share this post Link to post Share on other sites
Bouben 3 Posted December 1, 2009 This has already been told about by the developer. AI will not hold fire if they are being shot at or something they made a real post about it which explained how to get them to hold fire. Allright, but I don't know, why you're quoting me in this case. Share this post Link to post Share on other sites
Scrub 0 Posted December 1, 2009 East bound and down by Jerry Reed? Oh yeah, put the pedal to the metal! :DI agree, driving is much better now. AAAhhh, Jerry Reed (aka Snowman, right?) Sorry, going off a 30yr old memory, lol I don't know what was changed in the visuals BIS, but just walking beside an open plain with a forest... It doesn't matter. Chernarus is even more gorgeous now. I get shot up when I fly because I get distracted by locations thinking, "I want to hike around there", or "Wow, a battle would be awesome there." Fantastic work, keep it up!:bounce3: Share this post Link to post Share on other sites
mr_centipede 31 Posted December 1, 2009 Is it just me, or the animals stopped working after a few minutes in a mission? I was just strolling around in a mission, then after a while (about 20-30mins or so) I noticed a group of chickens just became statues. They just freeze there not doing anything as they usually do (running around pecking the ground). Then I also a boar, just standing. Not walking around or some such. Just so to let you know Share this post Link to post Share on other sites
maturin 12 Posted December 1, 2009 Has anyone noticed that units on danger mode move even slower than usual? I've run around towns for five minutes and my squad remains at the edge. Share this post Link to post Share on other sites
santafee 10 Posted December 1, 2009 Take a look at this thread http://forums.bistudio.com/showthread.php?t=90559 The formations seems to be kinda messed up since the 2 new beta-patches. I got simular issues in Aware and Safe Mode. Share this post Link to post Share on other sites