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Posts posted by Vasily.B
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4 hours ago, R0adki11 said:Not sure how that has anything to do with a terrain thread, if its an Arma issue please use the correct channels to raise it as an issue.
CUP Terrains use diferent sound of thunder than vanilla. I remember, when BI applied new thunder sound with release of tanoa, or first patch after it, CUP were using previous one.
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I wish we could see real thunder sound, after few updates of arma, i cant hear it, or its very quet and short. No bass, no scary :)
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For me - large. T-90MS exist and its produced for export. T-100 (a'la black eagle) stayed only in prototype phase. At last we can see MS driving and operational, not as in t-100 case.
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Al sound really nice, envoirmental sounds are something that will make those island sounds alive.
Onlything that not fits here (imho) are explosions at 4:04 - those are just next to you, and sounds like its much further.
Besides that, everything is at max level (of quality). -
Maybe T-90MS instead T-100? This would be beautifull.....
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Dynamic shadows.....
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There was a ticket but it disapeared after Feeback maintenance.
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Beacuse i wanted Devs could check it in devbranch woukd it working good (test it)
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I play performance/stable branch.
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20 hours ago, road runner said:Yeah, I would say that narrows it down significantly!

You wont believe it - it was ASR AI comatibility files!
Not weapon mod, but compatibility files. In times when we need compt. files for every mod its very hard to narrow error file.
Like it or not, its just too much for me, i wanted to launch game, annd play, not plasy with bugfinding or so, checking log etc.... Same i was doing in good old arma 2. I dont remember normal gameplay in Arma 3 - i really dont. Allways some bug/error chassing, all workshop mission are dependent of LOT of mods, if i track mission with only RHS for example, it have some scripts that shows diferent errors. I dont feel like this should be keepen that way, all i wanted was making this lot easier (error chase).
If you got so big problem with it, and wanna alt-tab game every minute beacuse of error, fine, but this game is not for me as i see. -
I know, but targeting which addon its faulty, took very much time, and in resoult, i play less time than aquiring faulty addons (and there is ALLWAYS some errors. For example error about some scope in menu - its allways from some weapon or vehicles mods, but without information about name of corrupted file, i cant know which one is it.
For example i load RHS, NIarms, CUP weapons, And A-10 warthog + 20 addons like this, launching the game, see error in main menu - from which mod is this? Aquiring this in "one by one" method would took hour or so, displaying corrupted file name in this field would limit this time to exit game, report this to mod dveloopers, un-tick mod from the list, launching game again, and repeat this in case of next error.
This is not hard to apply this, and i believe its worth to try. Specially, if this is already written in LOG file, displaying same information in main menu would be awesome enhancement.-
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I really hate this game for one thing.
This game has meant to be played witch mods, but whenever i try some mod i get some error, and i dont know what mod is causing it. Please, make little improvement, that resolve this, and make player's life easier :
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18 hours ago, Variable said:You want to be amazed by the AI aggressiveness, taking cover skill and ability to clear rooms? Play with ACE + ASR AI (and for good suppression measures TPWCAS), and set skillAI to 0.7 and precisionAI to 0.2.
I dont play ASR AI mainly for one reason - AI crews was disembarking vehicles in random moments, with no reason. besides that ASR was great, but thanks to this bug, it becomes fatally unplayable for me. I reported issue 2 or 3 times.
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They can climb ladders. I discovered this long time ago, when setting defence perimeter on Shapur - they were climbing on chamber without any order - just to keep formation. Same yesterday with zombies following me upon chamber in chernarus.
I also dont play with roofs or water, didnt tried C2 since 2 or 3 last updates.
But most frustrating for me is keeping in game features that dont work (rearming), and sidearm - i can use your method, and i was done it for long time, but what about friendly units NOT from my squad, when i dont have access to their inventory? I can shoot them on mission start to limit their pain. -
1 hour ago, road runner said:Yep, simplest solution is to remove their sidearm, when it's time for them to use it, it's too late, chances are they'll be dead due to being fucking stupid as opposed to having to use their sidearm.
What about workshop missions? I need to do this everytime mission starts. Its a game feature, it should be working. Its just like not working part in car - you will repair it or not use it?
Its also breaking rearming function for AI, as they rearm everywhere when they can find ammo for ANY weapon from their inventory, so if they cry they have no ammo for their AK, you will have 60 actions of rearm for this AI, just beacuse in the rearm points (bodies, crates) there is ammo for one of his weapon, including pistol, grenades, etc.
There is already ticket made by me, and its never gonna be fixed.
https://feedback.bistudio.com/T119623This ticket is about it, still new since 2014 :
https://feedback.bistudio.com/T78246So no, its not solution, its moving problem under the carpet.
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Black-Hot mode is missing on all Russian armored vehicles for some reason?

On second photo, right down corner button look like switcher of this mode (left control panel). -
11 hours ago, joostsidy said:I think this is a long standing bug (has been there for 2 years?), that I can't explain yet. In the middle of a mission you turn around to find out one of your squad mates has decided he will continue the mission using only his pistol. He has a rifle, he has ammo, there are no enemies in sight.
16 hours ago, sammael said:maybe bug in 1.66..
Bohemia? Please, i lost my squad numerous times beacuse of this....
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That punisher skull... love it ;)
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1 hour ago, Brisse said:S helicopters and environment have seen some good improvement.
You mean fleeing? :P
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I wonder why Ai with pistol in inventory often rather choose this small weapon over their sniper or assault rifles....
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QuoteFixed: Going prone with launcher during combat pace movement was immediate and seemingly missing an animation
Did i miss something? AFAIK we still cannot phrone with launchers.... did we?
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23 minutes ago, pr9inichek said:In 2012 it's works =)
So over time, functions stop working.....
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Gonna be next favourite mod, right next to RHS, VTN, Project Opfor, as you present something (old - 80-90's) new, with your own terrain, with favourite vehicles, with Czech's that i love, and my favourite era. Thats gonna be historic - old OFP will alive :)
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1 hour ago, NoPOW said:'Added: Support for huge pages via the "-hugePages" command line'
Now that '-hugePages' are enabled, is it still mandatory to enable them in Windows and for the user account running ArmA?
With this i had crashes in Mad Max.
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I'm connecting to Gunter post, thank you all for great upgrade of forum ;)