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old_painless

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Posts posted by old_painless


  1. 1 hour ago, Grumpy Old Man said:

    Not a bug, if you read a few lines above what you quoted this is only the case when aimingAccuracy on the AI is set to 1, as you can see it alters the skillFinal value but to a small amount.

     

    Both sliders to 1, aimingAccuracy to 1, results in skillFinal 1.

    Both sliders to 0.5, aimingAccuracy to 1, results in skillFinal 1.

    Both sliders to 0.05, aimingAccuracy to 1, results in skillFinal 0.81.

     

    Maybe the influence isn't as big as it's supposed to be, but after all a good thing for mission makers, since you still can place those overpowered AI units on a map by using the setSkill command, so players across all difficulty settings will have a similar experience. The slider has the biggest influence on editor placed units that are not manipulated using the setskill command.

     

    Only downside is that these sliders only work upon mission start. Moving them during mission runtime doesn't change AI skillFinal values, only on new spawned units.

    That kinda defeats the purpose of being able to adjust difficulty on the fly.

     

    You are right, I did not see the finer details in your findings. Cudos for your work in mapping out the intricate dependencies among the various subskills.

     

    There was a mod for A2 which would allow you to adjust skills on the fly mid-mission (Drongo something ?). That was brilliant, but unfortunately has not been ported to A3

     

    -OP 
     


  2. 3 hours ago, HeroesandvillainsOS said:

    But AI precision not having any impact when adjusted in the difficulty menu, if true, is a HUGE deal and needs to be fixed ASAP if so. That's like on a whole other plain of bugginess and makes any difficulty testing comepletely moot.

     

    Agree. However, perhaps the non-linearity of AI adjustments from sliders gives the impression that it does nothing. Inspection of skillFinal with various slider settings might help?


  3. 6 hours ago, Grumpy Old Man said:

    From my view they're trying to bring the AI to a state where they can say it's well enough to leave the AI in an "as is" state before sending Arma 3 into retirement and to focus on a possible successor.

     

    I am not reading anything about actually changing or improving AI behaviour. It seems this is just a fix that makes adjusting skills more easy/intuitive to work with. 

     

    So when the dust settles, the AI will be no better or worse than what we have now. Taking cover, reacting to being under fire or driving will be just the same. At least, that is how I read this update (hope I'm wrong and there will also be improvements :-) )

    • Like 3

  4. You don't mention how much RAM or VRAM you have, but that could be a factor. Also, on laptops if possible run Arma from an SSD if one is available. That will reduce perceived stutter due to better loading. 

     

    Two options that eat frame rates are Visual distance and Object distance. If you are in Tanoan jungle, for instance, set VD to 1000 or maybe even less and object distance to half of that. Play with those two settings, they can make a difference


  5. Not sure about groups or not, but one will definitely see better convoy driving if vehicles in a group are not in formation. Formation leads to them struggling to maintain some "shape" of formation which may work for infantry in open land, but does not make sense for vehicles. Think line formation through a narrow street!


  6. I would speculate that BI uses visual and hearing as two senses combining into the knowsAbout. In your shoot-through-dense-fog scenario, hearing must be the dominating sense for the knowsAbout. Maybe it is possible to "dial down" the hearing ability in foggy conditions, rather than do fog math ?

     

    -OP

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