Jump to content

oukej

Former Developer
  • Content Count

    1063
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by oukej

  1. That is basically the way precision/skill in .Arma3Profile work. Presets tuned and defined by us would give you reliable results, could help also you giving us feedback about your experience with AI and also would set stable levels for MP.
  2. oukej

    AI Discussion (dev branch)

    After InstaGoat's post I will definitely get a peacefull sleep. #motivationalSpeech I'll only have to say nay to We do. And we'll try to make something more out of it. If you are into customization of AI, by no means we are going to stop you, on the contrary! The goal is not to force the player into it unless he or she really wants :devil: (use of this smiley has not been permitted by the-one-whose-name-I-won't-say, but the smiley fits in here)
  3. oukej

    AI Discussion (dev branch)

    As a follow-up of the AI Configuration Analysis (also, REF: this) I'll try to be just a little bit more specific than i my mysterious last post. As soon as some technical issues are sorted out, I'll Add a page to the wiki with a sentence or so of description of each of the "sub skills" Try to clarify more the setSkill_array & CfgAISkil. Perhaps make a dedicated forums thread about it Please let me know what particular information you would find helpful. I've noticed something was already unveiled on CIT and other forum threads, so the information may not be anything new for some of you. Anyway, kudos go to Klamacz. As one of the first tasks, we'd like to focus on the global AI difficulty settings. I bet you'd still like to adjust the AI on a global scale (especially on MP servers without having to go into the mission itself and adjust the units there), so removing the AI UNIT SKILL sliders completely isn't an option, right? I'd though still consider such approach quite feasible - it would give us the possibility to fine-tune one preset and take a full responsibility for it. The amount of challenge in such case would be only altered by what "helpers" you use, what difficulty "flags" you have enabled. And the only control about AI skill would belong to mission makers. An option for us is to provide limited amount of, let's say 3, hard-set global AI skill presets, that would give a consistent experience and would also let you know what you can expect from an MP session that uses one of such presets. For your convenience there could be one more option - a custom preset and we wouldn't take responsibility for that ;). In that, you'd have the precision and skill slider (without friendly/enemy distinction). That would also come with separating the AI skill settings completely from the other "difficulty" settings, that serve mainly the purpose of "helpers" (HUD elements...). This is a basic proposal. But what is a proposal without documentation that you can base your opinion on? Coming asap! But you can just try to think about it freely. Please try to focus now purely on those settings - how would you like to adjust the AI globally? (Given the ideal situation, where all the missions around the world are purrfectly done and balanced ;) Those settings are not intended for fixing stuff - that's not player's job. Just adjusting challenge.) I know it's interconnected with per-unit skill settings, but let's say we can - just for a moment - forget about that ;)
  4. oukej

    AI Discussion (dev branch)

    in progress First of all you can expect some little improvements in the documentation on this matter (and confirmations or modifications of what was already unveiled by the community). Rather soon we'd like to adjust the way you can setup the AI - both on global and per-unit level. I've already tried to take some of your notes into the account, but expect me to approach you with some feedback desideratum & an offer you won't refuse. :devil: Disclaimer: no new features
  5. The auto-rotation behavior is otherwise very similar to A2 state, with the lack of helicopter's instability (some sort of auto-stabilizer, if you want ;)), it truly is very easy to land safely without any input if you shut down the engine mid-air & with initially stabilized position. The drag factor of the rotor - in an hypothetical ideally-stabilized situation when the helicopter falls straight down - is similar to a parachute of the same size. Irl you'd be slowed down as well. But the descend rate you achieve during that "maneuver" should be probably high enough to damage your helicopter beyond repair-ability. Therefore, this issue can be more related to actual helicopters' hit-point values. We'll definitely try to look into that. The stability is otherwise beneficial for ease of use of the helicopters, the "vertical auto-rotation" is a sort of a minor exploitation of it. Moreover, there are no mechanics in game to simulate the instability or air currents properly. Changing the current behavior could have consequences in completely breaking the possibility to auto-rotate in other situations (as in early Alpha dev. stage). Little tweaks to how much energy is stored in the spinning could also have consequences in less realistic standard auto-rotation. The model is very simplified, such changes are always trade-offs. That does not mean they are a priori rejected ;) I'll monitor & look into that, but please understand, that it may receive lower priority (we have limited manpower, a fine tuned helicopter can mean a forgotten flying tank somewhere else;))
  6. oukej

    AI Discussion (dev branch)

    Rabbits & snakes are ambient and everywhere. So there is this "for sake of the game-play" reason. But goats, dogs, poultry...are not. Blame the mission designer for placing them in-front of the AI. (The AI will still run them over by accident.) Don't ask what's the difference between value of rabbit's & chicken's life.
  7. Despite a incorrectly created thread I'm going to react to this. What breaks the Showcase Commanding here on the vid can have two factors - low FPS and accelerated time. But on the video the Showcase is broken beyond any recognition and reproducibility. Even as low as 5 FPS & 4x accelerated time does not completely break it (apart from warping/jumping visual glitches). Hopefully the author of the vid can help us find out, what else could have contributed or triggered such madness ;) And a flipped tank - collisions and geometries clipping, especially the thin ones like a tank cannon (all boosted by physics). It's a known issue and it's subject to a lot of effort, constant investigations and improvements.
  8. As a follow up and an extension to today's ARMA3 tweet I'd dare to challenge you all - show me how mad your Firing Drills skillz are :devil: Post your results - ideally a screenshot taken at the end of your run or a video as an ultimate proof! Competitive only. Try hard and keep it fair! [TABLE=class: grid, align: center] [TR] [TD][/TD] [TD]COMPETITOR [/TD] [TD]TIME [/TD] [TD]COMPETITOR [/TD] [TD]TIME [/TD] [TD]COMPETITOR [/TD] [TD]TIME [/TD] [TD]COMPETITOR [/TD] [TD]TIME [/TD] [/TR] [TR] [TD]1st [/TD] [TD]Triggerman [/TD] [TD]01:33.168 [/TD] [TD]Triggerman [/TD] [TD]00:50.383 [/TD] [TD]Sneakson[/TD] [TD]00:38.244[/TD] [TD]rakowozz[/TD] [TD]00:38.711[/TD] [/TR] [TR] [TD]2nd [/TD] [TD]Sneakson[/TD] [TD]01:33.294 [/TD] [TD]rakowozz[/TD] [TD]00:52.005 [/TD] [TD]rakowozz[/TD] [TD]00:41.247[/TD] [TD]Sneakson[/TD] [TD]00:38.757[/TD] [/TR] [TR] [TD]3rd [/TD] [TD]ShocknAwe[/TD] [TD]01:34.486[/TD] [TD]Sneakson[/TD] [TD]00:53.539[/TD] [TD]runekn[/TD] [TD]00:48.940[/TD] [TD]EvenLease[/TD] [TD]00:46.015[/TD] [/TR] [/TABLE] I will try to keep the track and update the leader-board table manually.
  9. I would like to personally express a big "Thank you" for being with us thru the last 6 months of game development and for immensely helping us improve the game! A full game has been released, a battle was fought, but the war has just started ;)
  10. It has been changed so that now a helicopter falls down like a stone only when its rotor-blades collide with an object. You should be now able to auto-rotate in almost any case when you get hit by an AA. (Dev build atm)
  11. oukej

    AI Discussion (dev branch)

    AI going prone too much in specific situations is an issue we are aware of and we've also found it troublesome during testing the changes in CQB environment. Afaik it happens mostly when the AI has no waypoint (which can be considered wrong mission design; ) or it is somehow uncertain - e.g. hears the enemy first. Similarly to other AI changes this is something that needs a very careful approach and a lot of programmers' brains. Otherwise you improve or fix it there and break it elsewhere. The interconnections are many and not always clear on first, second, even tenth sight. When I encounter a bug - be it the most trivial one - already knowing how easy it is to fix it, I can't always see how fixing it could completely break the game in other aspects ;) But luckily there are others who do. That is also why you see changes handicapping the AI. Giving the AI freedom of turning speed the player has would just ...another storm would form above our heads and I don't probably have to tell you why ;)
  12. oukej

    AI Discussion (dev branch)

    This could help - allowCrewInImmobile Or you can even lock them in ;) The AI now leaves the vehicle when canMove returns false. Under what conditions a vehicle returns canMove=false is set by the vehicle configuration. (Of course it would be lovely if AI's decision was based on some complex evaluation of the situation ;) :D ("Aight, our tires are flat...now what? What weaponry do we have, how much ammunition, are there threats around to destroy/avoid/get cover from, do we need to go somewhere?" ...etc... limitless variables))
  13. http://forums.bistudio.com/showthread.php?160008-Helicopter-Main-Rotor-blades-lock-up-if-damaged-too-much-%28IE-Missle-hit%29&p=2451257&viewfull=1#post2451257 answers it perfectly. Full damage to the rotor means the rotor-blades are gone, smashed, etc... One rather big problem is the visual representation :confused_o: Second one is the hit-points and their tweaking and balancing (so e.g. one AA rocket does or does not blow the rotor away completely...truth is only Mi-48 can survive the direct missile hit at the moment)
  14. Kudos to Pettka for taking them to PIMP-MAH-CHOPPAH. I believe there might be some unfair, unsportsmanlike connection between Blackfoot's configuration and guess-who-flies-what in our regular helicopter race. I keep wondering why Karel lost the last one...
  15. oukej

    Recent Helo Changes: Unflyable

    I'm glad you like it and hope it is not only "relative like" compared to the previous state ;) Thanks, but all the kudos should go to Dr.Hladik for he is the actual person responsible for the tweaks and changes in the engine and Pettka , who took care of the individual helicopter characteristics in configs. (A little gift from Pettka now lurks in the Dev. build on Steam - heli. speeds increased to match the real life values more closely; )
  16. oukej

    Recent Helo Changes: Unflyable

    Thank you. The community and your feedback is something what makes the game possible and allows us to achieve things that wouldn't be otherwise possible in such a relatively small dev. team. If you don't mind, I'll suggest closing it here. Moar feedback is always welcome ;) So please, let me know what you think. Posting some links you might be interested in: http://forums.bistudio.com/showthread.php?147740-Helicopter-physics-impressions-simplified http://feedback.arma3.com/view.php?id=9786 http://feedback.arma3.com/view.php?id=11613 http://feedback.arma3.com/view.php?id=1970
  17. oukej

    Recent Helo Changes: Unflyable

    I'm glad to hear that. Now I see where the whole misunderstanding appeared. I have already been living with that fix in mind, because we tweaked it some time ago. I did not realize it made it into the Default build only yesterday :D ---------- Post added at 14:09 ---------- Previous post was at 14:04 ---------- As mentioned in my first post, was fixed here - http://feedback.arma3.com/view.php?id=9786#c41394 Yes, the fix appeared only one day after the first Beta patch for Default Branch. 12th July :D So all the time I was scared, that actually these changes we introduced were those you felt wrong about. Big relief.
  18. You should be able to hear what you and your comrades nearby say even with a radio volume all the way down, shouldn't you? ;) (wip) But definitely, http://feedback.arma3.com/view.php?id=9827 , so you can choose less drillinstructory voice ;)
  19. oukej

    Recent Helo Changes: Unflyable

    (Please keep the discussion about changed controls presets out of this thread. Ideally in the development branch discussion. A little side note about that - consider utilizing thumb)
  20. oukej

    Recent Helo Changes: Unflyable

    Does this relate to all helicopters or the xH-9 family only? (I am able to do a funnel e.g. with Mi-48) What forces exactly do you feel are extremely unrealistic, could you please go into more detail/what exactly needs improving? Also, take a look at the ticket here, as part of which (http://feedback.arma3.com/view.php?id=9786) the changes were made altogether with constant juxtaposition of A2 OA, Take On and A3. Note that Take On is by no means in terms of the flight model a predecessor of A3. Though our team still tries to utilize the experience and knowledge about aviation gathered then to their best (within the limitations mentioned here and there). Please understand, that the goal of the model is enjoyability and reasonable challenge, not a full-grade simulator. Maintaining more complicated model means also much much more love (read manpower), which then might not be received by something else - in other words, having a helicopter simulator and tank arcade in one game really isn't something we should do, at least not intentionally ;) ---------- Post added at 13:09 ---------- Previous post was at 11:31 ---------- Changes were made for sake of intuitiveness and consistency. The simple idea was leaning / pedals, crouch+prone / collective. Also to keep it consistent across environments. I would not say the ergonomy suffered. Tradition... The old controls will stay in the Arma 2 preset. But as usual, nothing is carved into stone. Feedback is always welcome. I was used to the previous controls probably more than anyone, but if the change can make the controls more intuitive, then now, before release, we have the last chance to do it. Forget about the muscle memory, if you forgot how it is controlled, rethink, what would you prefer and why? Please, let us know here: http://forums.bistudio.com/showthread.php?152866-Development-branch-discussion (to avoid cluttering the topic in this one). Thank you!
  21. This seemingly little tweak has just got even more stubborn :D In fact it is, only the update name of the function somehow didn't make it onto Steam. The "Lock" (still with the obsolete name "Lock or zoom"), lockTarget, is no longer zooming in your view and by default is assigned to [T]. Together with "Reveal Target" ,revealTarget. The former zooming function of "Lock or zoom" is separated into "Zoom temporary", zoomTemp, which you will find in the View section and which is assigned [RMB Hold] by default. Note: Not to be confused with (zoomIn) which provides slightly different functionality, e.g. zooms in also in optics. (We'll see if a merge of those two is feasible.) Bind the new keys manually or use the default preset for ARMA 3 to see the change. If you have any questions, don't hesitate to spam me :)
  22. True, this ugly bugger has slipped thru... or rather insidiously hid only to reappear later today in public in its full glory. It will be fixed exemplarily ;)
  23. Please check via CTRL + / whether you already have the new exe. I will try to post about this change and some changes in the default controls presets ASAP ;)
  24. oukej

    AI accuracy test

    We do ;)
×