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The Man Without Qualities

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About The Man Without Qualities

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  1. The Man Without Qualities

    NO, BIS, NO.

    Sure not! This is essential for Aliens - porting through walls!
  2. The Man Without Qualities

    NO, BIS, NO.

    I am a milsimmer too, yes, I playtest every crappy island, but only the finest make me porting a CTI onto.
  3. The Man Without Qualities

    NO, BIS, NO.

    Don' teach me what I have to expect. A3 is not eol...well, technically you are right, but if there is no A4, A3 will live forever 🙂
  4. The Man Without Qualities

    Arma 3 DLC - CONTACT

    It is just a DLC, nobody needs ti buy. The odd thing is the signal BIS is sending to the community. It looks like BIS is selling out all unfinished stuff/addons rotting at some SSDs and wrapped hastily a alien story around because with alien+timetravel you can explain any curiousity. When I look through the forum, I get the impression that the community wants rather things fixed before new (potentionally also buggy) assets are added. IMHO, every dime, evey dev-minute spend into addon dev is wasted, to have a successor for A3 befoe 2035. I would give BIS every year 200€ for bugfixes, just maintenance of A3 + dev of A4 until....
  5. The Man Without Qualities

    NO, BIS, NO.

    Turning to Alien stuff is the solution for every issue in the A3 issue: whenever we see a strange simulation, BIS can claim its intended, it should reflect a disturbance space-time continuum. My personal opinion: The last thing we need is another DLC...any other content - community does an excellent job already. Save your time for fixing A3 and dev A4.
  6. The Man Without Qualities

    General Discussion (dev branch)

    Ok, here my GENERAL Question (mainly for BIS management to answer): When (well not even the year, which decade would be accurate nuff) we will get A4 and what will be the major evolution steps in engine developement. Everything before 2035 would be welcome. After 2035 A3 would not feature "future weapons" anymore.
  7. The Man Without Qualities

    Dedicated Server / Headless client - future developement

    Well, I am talking about the game made by BIS = Bohemia Interactive Studios, not by Bohemia Interactive Simulations. Could be that I am wrong with abbreviations, but I remembers since OFP the game manufacturer as BIS and the military simulation manufacturer as BISIM. But good point! How is the same issue treated in the professional version?
  8. This set of questions is meant for BIS devs, I am not interesteted in the opinions of the community. So please do not spam this thread with your opinions how wrong am I with my own view. Situation: ArmA series is sold as "military simulation" supporting "massive battles". Reality is that involving more then 200-300 AI and/or human players results into heavy performance issues. Massive use of headless clients along with the server solves the problem partly but results into other issues while syncing server with HCs. Conclusion: "military simulation" is true for a lot of aspects of simulation, but "massive battles" is absolutely not true. Having a few normal sized motorized infantry units with supporting units simulated, and that for 2 factions exceeds already the capabilities of A3. I understood from various statements by Spanels that basic design decicions in the server-client task sharing were based on the fact that during OFP developement weak computer platforms and slow internet connectivity were present. Hence, load was pushed to clients, the resulting sync issues were partly compensated with a kind of "prediction" of future positions of moving objects...but in a MilSim with many moving objects that worked not very successful, we all remember "rubberbanding" and units spawning around due to prediction/sync rematching. Requirement: I do not know how much work it would cause for a total redesign but I see the need of a capable server software that collects more or less just the controller input of all clients and all other computing is done on a server HW with many CPUs and a ArmA server SW able to utilize all cores. I do not see a big benefit installing several HCs at the very same server HW and to let server and HCs communicate through the entire IP stack - even if local. Plus having the need to keep HCs as clone from addon content and all other related issues. I consider headless client as a workaround to buy time until a capable server SW is developed....but will this ever happen? I would be happy if BIS devs could post here some estimations how much CPU cores + RAM would be necessary to to all that at server which is today done spread to clients but also considering CPU saving due to less sync tasking. And I would like to know if a server centric approach was / is part of ongoing considerations, but skipped due to blocking issues x/y/z. My personal opinion: Currently I am satisfied up to happy with the amount and quality of available in-game-assets (islands/units/simulation of physics), the only big problem left over is the missing massive MP gaming experience due to limited server performance issues.
  9. The Man Without Qualities

    AI Driving - Feedback topic

    maybe the distributed design aproach might be one of the generic roots for all problems. If I remeber inteviews with BIS Spanels the made the netcode design years back having in mind that there are weak computers and slow internet connectivity. Hence they distribute the load of AI calc to the clients as far as they can and to overcome the weak connectivity with the server (and hence the inaccurate sync) the do a kind of prediction at server. That way "rubberbanding" occurs as well as units "spawning around" for a few meters. If now 3 vehicles meet somewhere, one owned by server, one by client A and one by client B, it is up to the server to merge all events and feed the results back to the clients. That has some delay and might explain why vehicles sometimes smash into each other, maybe client B was not aware about the fact that client A vehicle made a sudden move. If everything (controler input of all clients) would be merged at server before executed (simulated) it might change the entire behavior. As for oldstyle MP-shooter. Dunno if the methods I described are still in code like that, but if so, I have doubts that changes to the AI routines would result into any significant improvements.
  10. The Man Without Qualities

    AI Driving - Feedback topic

    - unpredictable obstacle avoidance (somethimes I don't see any, but its always at the same spot, must be terrain-related) - missing crowd management (if few units/vehicles try individually to solve a situation, they usually contradict the actions of others. in that situation a crowd management must take aktion simulating communication/coordination between drivers in such an situation (e.g. you move first, when you are few metres away then I move next..)) - inability to detect obstacles early enougth, vehicles smash often into clearly visible objects at middle of the street
  11. The Man Without Qualities

    AI Driving - Feedback topic

    Question is: is VCOM AI only for SP/MP with just a few units moved by VCOM or would it work on a CTI with 200-300 units too without further performance issues? I am also not so familiar with the unit/vehicle related preferences when it comes to terrain utilization.
  12. The Man Without Qualities

    AI Driving - Feedback topic

    wait...since BIS is not able to roll out a proper AI driving (and hence no proper convoy handling) nomisum is scripting his own convoy handling as workaround? How would that cure that the leading vehicle is still under control of an incapable AI? Watching to an Ifrit in an CTI with vanilla units last week told me that the progress by BIS in terms of AI driving skills is zero. I ordered an Ifrit to my position over aprox. 4km. It managed to reach my pos, but when crossing a field it made some crazy left-right swings like the driver tries to get with full speed through a bunch of cows. Then, the driver managed the one and only rock within 200m to do the usual wheel damage. Still the same issues: - crazy, unpredictable erratic AI driver moves that cannot explained by any obstacle - "blindness" of AI for real obstacles, or they simply ignore them So IMHO it is not so much the general "strategic" path planning between A and B, it is rather the AI habbit at close range. It is by all means broken. Still.
  13. The Man Without Qualities

    Any Modern Russian Tank Pack?!?

    Be more precise: You want guesswork? Then vanilla addons are fine. You want a better MilSim style? Then u better play with CUP or RHS. "Modern" Tanks won't work because the entire handling of T100 and T140 is mainly simplyfied guesswork, even for armor and shell characteristics. So do you want an "Ueberwaffe" in shape and colour of an T-14? Or you prefer a good simulated T-90S based on known information?
  14. The Man Without Qualities

    [SP/MP] BeCTI

    You are absolutely right with the description of AI capabilities provided by engine. But still, a relevant part of the community is eager to have those limited AIs at hand for whatever purpose during a CTI. Even just as bullet-catcher 🙂
  15. The Man Without Qualities

    [SP/MP] BeCTI

    AI is even for PvP essential because - nobody wants to do the boring jobs. Logistics as well as patrol and guarding an area. Town defense groups have no troubles here since they do not have to follow waypoints over long distance. But in PvP CTI, as comm you can yell as often as you want to guard an area / to seek for an enemy spawn...if you don't have some good and brave players around they won't follow your orders. Here a WORKING AI squadleader + working pathfinding are excellent. Having as commander 2-6 AI Suqads at hand is perfect: S&D enemies in a certain remote area, random patrols in areas around base where nasty lone-wolf apear with spawn+AT weapons, sometimes just transport duty because it is more efficient to have one Squad busy to do transport duty + having many others jsut filled with infantry utilizing the transport facilities. Means less abandoned vehicles scattered across battlefield which were purchased for just one single travel. And even for PvP, in case the acting commander disappears, it is still cool if after 1 minute absence an AI comm steps in and starts repairing damaged buildings, sending soldiers to existing static weapons etcpp. Having AI does NOT mean that the focus is not PvP, it means that some aspects of warfare are proper treated instead of ignored. Of course, all that dense, AI filled battlefield only if server-FPS does not go down to 5 FPS. This is IMHO the real reason why AI is discarded. Not a mystic desire.
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