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Everything posted by oukej
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It's got separate settings for map and 3D now in the difficulty options - can you please check their status?
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Just if someone was looking for it
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AI won't cross Lindhaven Bridges (Tanoa)
oukej replied to zippy3251's topic in ARMA 3 - TROUBLESHOOTING
Can you please share a simple mission with the AI vehicle and it's path only (extracted from your mission)? You may try placing the waypoints further away from each other and also from the bridge. -
ARMA AI do not see road as driver with night vision on lights turn off
oukej replied to Stonkus's topic in ARMA 3 - TROUBLESHOOTING
AI tends to go offroad in Combat and Stealth. Atm the only way how to force AI to use lights differently than according to their behavior mode is via https://community.bistudio.com/wiki/setPilotLight -
WY-55 Hellcat (Armed) will not attack engaged targets.
oukej replied to mrcurry's topic in ARMA 3 - TROUBLESHOOTING
You mean the attack? Sadly the gunner AI will only attack a target if it appears in it's fire arc, but the pilot will either just fly straight or perform head-on dives. We sorry but there's no plan to have better aerial AI attack routines. But a reasonable attack can be still achieved indirectly via Loiter WP. -
Is that in version 1.78? Can you please make a video of it? Thanks a lot!
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The patch includes updated PhysX libraries (3.4) and change in the wheel collision simulation. (more info https://forums.bistudio.com/forums/topic/211039-tanks-tracked-vehicles-driving-and-handling) In this case I'd suggest checking the gearbox GearboxRatios and changeGearMinEffectivity - the vehicle may not be reaching values high enough for a gear switch You can also doublecheck the maxSpeed property. Be sure to use Arma_3_Diagnostics_Exe and run "EPEVehicle" diag_enable true; when tuning. And please let me know if you were successful! Thanks and sorry for the inconvenience
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Devs! Please return the control of the tank from the commander, as it was before!
oukej replied to mickeymen's topic in ARMA 3 - DEVELOPMENT BRANCH
The feedback for the new control has been positive so far. Incl. feedback from the more 'hardcore' audience. That's why we decided to keep it in. We also believe that the current state provides overall better tank experience than the previous. There are still some bugs, rough edges and things to improve before the Tanks DLC. I'd like to stress out that the game is not about 100% realism but about authentic engagements. The primary goal is that MBTs accurately fulfill their role on the battlefield. Were they able to do so better before the change or after?- 104 replies
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Tanks - tracked vehicles driving and handling
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Yup. All-the-land-vehicles. We're sorry we weren't able to make it for this patch. -
Tanks - tracked vehicles driving and handling
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
No, thanks, I meant verifying the steam data. So everything works ok, right? -
Honestly. It doesn't. It's more of a T-72 ;) (#blameEdita). At the same time Quicksilver is right - the tank is not Leopard. Anyway the goal here was primarily to show off an improved sound configuration together with improved vehicle handling ;)
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Tanks - tracked vehicles driving and handling
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Can you please verify the Dev-branch data? (e.g. T-100 s able to go up to ~74km/h without the maxSpeed property). The limiter doesn't cap the speed exactly at the value. Depending on physical properties the vehicle may be able to go up to 10% more than the set maxSpeed on flat ground (VR). But not more than that. -
Thanks for heads up. We're gradually getting rid of the speed sensitive FOV. Also all FFV positions still have the zooming and we won't be able to solve that by 1.78. There's an acceleration based character motion. In the current RC / next patch it gets more pronounced.
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Tanks - tracked vehicles driving and handling
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Arma is now using sweep instead of raycast (http://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/guide/Manual/Vehicles.html#wheel-contact-beyond-raycasts) One of the issues we've been looking at is that there's not much difference between sides of the wheel. If you drift with a car onto a curb (or turn with a tank) - depending on the reject angle/point values set and the length of the suspension travel - the wheels get either blocked by the curb (too high or acute angle) or go onto it fluently. More or less the same as if you drove onto it straight forward. If the properties are set so there's almost always a blocking contact there's usually no violent reaction. But if we go for more blocking contacts we also sacrifice ease of terrain traversal. A little improvement should go in with the next dev update and we're still looking at the issue. -
Tanks - tracked vehicles driving and handling
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Same as it has been used on cars - it sets the limiter speed +~10%. But it won't apply brakes for you, so if you roll down a hill you can go as fast as the vehicle damping forces allow you. -
Tanks - tracked vehicles driving and handling
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Actually there are 2 new global properties in PhysXParams class since 16-11-2017, EXE rev. 143597 (game) - VehicleSuspMaxLinAcceleration & VehicleSuspMaxAngAcceleration. These are intended as a safeguard against suspension induced orbital launches. However the issues in the recent repros do not come directly from suspension. Probably more of a wheel collision or bad geometry collision. -
FOV in helicopters and newly also in wheeled vehicles has been changed to 0.9 to compensate for the removal of FOV speed sensitive zooming. It's possible to adjust the values by changing the game's configuration - https://community.bistudio.com/wiki/ArmA_3_Replacement_Config_Tutorial
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I'm sorry, separate option for vehicle crosshair is not planned. As you said this is mainly because of the Pawnee, right? Imo it would be better solved on the vehicle's side than by a global option. (...like the crayon cross or HMD idea. Yet I'm not promising we'll do that.)
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Tanks - tracked vehicles driving and handling
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
We're investigating it. Thanks a lot for both repros (dirt hump and the low walls/statue pedestal)! -
Tanks - tracked vehicles driving and handling
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Wow, nice! These mounds are inserted objects and there might be different behavior than with map objects or terrain. Can u pls try it out e.g. on the rocks on Stratis airport? Still a solid repro there, thanks! -
Tanks - tracked vehicles driving and handling
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Definitely, bug fixes go always in asap whenever it's important or safe enough ;) -
Tanks - tracked vehicles driving and handling
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
It has slipped through today's changelog. Nevertheless, after a long pursuit our programmer has been able to eliminate a big chunk of ill-suited von Braun's technology from our tanks! It doesn't mean there won't be any chance to turn your MBT into an HLV but that chance should be slim and only coming from a haywire collision. -
initially we tried to tone the traverse and elevation speed down to something more credible. We've also got requests to do so. But we've run into issues with the artillery computer and also existing scenarios. So we may have to stick with the old instantaneous gun adjustment :( The max. extent of turret elevation is something we'll definitely have to keep as it is not to change the available ranges. Sorry about that. Had you been using an adjusted layout previously?
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Thanks for the missions. In the first mission the Kamysh did wobble for a sec, but drove away. How often does it happen? I tried 3x. In the second mission the WPs are too close to the Slammer so the AI is able to complete them without moving. You can try https://community.bistudio.com/wiki/setDriveOnPath for such situations.
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The action gets removed from the action menu after you bound it to a key (Controls - Common - Left/Right panel). By unbinding the action you'll get it back to action menu. But I'd still recommend using keybind ;)