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xon2

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Everything posted by xon2

  1. xon2

    AI Driving - Feedback topic

    The ai vehicle aspect; be it cars, convoys, helos and planes have been left in a desolate place by BI. I consider arma 3 not a single player game anymore because the most basic vehicle tasks cannot reliably be performed by the ai, its aggrevating and frustrating.
  2. Got it to work finally. I don't know, but when copying this from the browser straight to the game apparently sometimes something must be thrown out or formated wrong. But it works now beautifully. In over 2 hours of letting the convoys drive around, not once did break! Absolutely baffling that this is not part of the basegame. Have you approached the devs with this script?
  3. Hey everybody, so i have subscribed to a lot of scenarios on the steam workshop (the one thing the workshop is really useful for). Probably more than i can ever play through :P. But, i am a bit annoyed for some time now that there aint any useful grouping/sorting function. Yes, i can switch them around according to time subscribed, rating and name. What i really needed though, would be a funtion to assign missions to designated groups. For instance, all air scenarios with the A-164/A10 are scattered all over the place. Missions authors don't name scenarios with a A-164/A-10 in front so its all mixed up. Same with sniper missions. Not all missions have the word 'sniper' at the beginning. Wouldn't it be really usefull to assign scenraios to certain groups by hand? So you could then make a group 'Underwater' or 'Diving' that really only contains missions of that sort, whatever the name of that scenario might be. No more scrolling through the list and checking for names that might convey a certain scenario type. The only workaround i see at the moment would be a keeping a seperate list (on paper or textfile) or rather easier, adding those steam workshop scenarios to its own group in steam, where i could look them up easy and then search for it in Arma's scenario list. Better than nothing i recon. How do you guys handle that issue? Are the any plans from BI to add some kind of sorting function for scenarios in game?
  4. Happy Easter TPW! And thanks for the years long support and betterment of the arma experience. You are outshining even BI in you consistent support (burned by BI's decision to fully abandon ai driving 🙂 ) ...so i take my hat!
  5. xon2

    AI Driving - Feedback topic

    And with all those script commands in place, do you experience zero convoy breakups? Thats the most fruatrating thing overall...and playing with some, but not all of your mentioned script commands, did not fix the breakup problem for me.
  6. xon2

    AI Driving - Feedback topic

    Same for me. This is the major gripe that keeps me holding off from buying the dlc bundle 2 if not steeply discounted. Essentially, we have bought a lot of assets which we cannot properly use outside PVP and or the mosst basic PvE scenarios. Arma 3 has so much potential, all being wasted because those driving and flying mechanics are broken. And when i think about the jets dlc, which i was so excited about to pre-purchase, and still being baffeld that helo-ai can not properly land on the carrier, nor that you can make ai fixed wings takeoff, not even in Eden...i just feel seriously short-changed. I think most of us understand that there are limits as to what the legacy engine can be made to do...but selling dlc and asset pack after asset pack without basic ai vehicle handling mechanics, thats beyknd my good will. I fear the worst for the potentially cmoning 3rd party dlcs.
  7. @bolo861 Yes, of course i searched quite extensively in the workshop, on armaholic and here on the forums. The mod you linked looks a bit off. But, i managed to pull out two good variants from other mods and tweaked the configs so that these pbos run without errors and work on vanilla weapons. Thats good enough for my private use. So case closed i reckon.
  8. Hey, so i really appreciate the "addon" nature of this mod. It's great i can only take and load what i really want without cluttering my loadout lists in the arsenal :) What i am missing though is a laser+light combo attachment. Mods like RHS or SMA offer a AN/PEQ 15 + flashlight combo, but these mods are huge and have tons of weapons and gear, not especially lightweight. Unfortunately i have not found a standalone mod for this laser+light combo, would be really cool if you could add one to the NI Arms core package.
  9. xon2

    AI Driving - Feedback topic

    Sounds interesting. Be sure to keep us in the loop on your findings...maybe a video once you are happy with a certain procedure or setup. Cheers
  10. xon2

    AI Driving - Feedback topic

    Could you elaborate a bit on your findings on this variable? Does it help against breaking up of convoys? I have stopped using clnvoys since sooner or later they always break up because at least one vehicle simply stops following, making all succeding vehicles stop also. Setdriveonpath help with this?
  11. Hey guys, i kinda wonder whether there's any official info concerning the new enfusion engine in the works right now and whether this engine will generally be able to support ported maps, assets and missions from arma 3. I am 2000 hours in and i feel like i have a couple more thousand hours left before ''maybe'' getting close to being done with arma 3. I really like the setting, the maps and assets and stuff. Since Enfusion will probably be the most extensive overhaul and advancement for BI games from a technical perspective, i fear this old practice of porting over maps and assets from older arma titles might not be feasible anymore. You think Enfusion will be a clean slate and all old stuff will stay with arma 3 'as is', or might we be lucky and be able to get the major part of arma 3 assets ported to whatever future armaresque title BI might throw our way?
  12. Yep just tried it on dev branch. That freedom was nice, but it kinda ruined immersion especially in the prone position. Its good to know your limits and let it be if you can't spend the resources to develop something really superior!
  13. going to switch to dev branch tomorrow or on the weekend to take a look at this myself. From what i have seen in the last posts, i kinda feel the old way is better. Limited, but the new mechanic seems to forfeit the very idea of a real, on the deck bipod. I'll report back once i have test this myself.
  14. @Ivanoff.N ''It appears that the snapping point is now in the pelvis and not in the bipod.'' Hrm...still struggle to grasp the difference to the current implementation. Do you say the bipod would never snap to the ground when lying prone or onto the top side of a rock or wall which you crouch behind and would be freely movable while the pelvis of my character would be snapped/locked to the ground?
  15. Hey guys, i am currently not on dev branch. I'd really appreciate if one of you could make a short showcase video of the new weapon resting system so others can get an idea whats it like compared to what we have had for the past couple of years. Since this seems to be a either or that will stick with us forever in all likelyhood, it'd be good to have a lot more voices give input.
  16. thanks man. Looking forward to it. Take your time.
  17. Hey mate, i am not totally up-to-date on the changes you made to tpw mods during the past six months or so, and if you have implemented something already and disrecard this post. Would you consider changing the spawning behaviour for ocean animals like the shark mod to be more random and a good deal less often and in less numbers? I kinda feel right now its a bit like a shark infestation is going on :) I think if you could somehow reuse your aircraft code where you can adjust the min/max times between shark spawns and set a min/max number of simultaneous sharks, with both settings chosen randomly within the min/max bounds...this would allow for a more realistic ocean environment! You think the random aircraft code can be used for this?
  18. Congrats my friend! 5 years support for bettering this game is quite the feat. I am AFK for a couple more weeks but am already keen to see what performance improvements the latest tpw mods will bring. Cheers mate
  19. xon2

    ZEUS dont load mods in SP

    I know its a bit of necroing this thread, but this issue has been bugging me for a long time. So as the OP mentioned the problem is that when resuming/loading a savegame all mod modules are not available to zeus anymore. So you cannot access any mod vehicles, units or zeus modules from the Achilles mod for instance. This happens for SP as well as for resuing a multiplayer mission. It seems to be a general issue with savegames and not related to any single mod or so. I hope this can be addressed and fixed, cause this way zeusing especially in SP is no fun. For singleplayer, ZEUS actually allows so one can play the arma 3 sandbox in each mission and really take advantage of what combined arms can offer. But if you loose access to all modded content once you load a savegame only once, this gets severly limited.
  20. xon2

    AI Driving - Feedback topic

    @pierremgi I have done it your way yesterday....limitspeed, convoyseperation, safe, column, very few waypoints across half the map. It looked sure nice in the beginning and you think, they are going so slow and orderly...this time they gonna make it! But no, same issue as always, at some point some random vehicle just stops and breaks the convoy. And if those standard script commands would actually deliver, then BI would have fixed this already by changing the default convoy paramters to that working set of values. BI did not do so because that does not definitively solve the problem of broken convoys. And over all the months i have been following this issue in this thread, not once did a dev directly respond to the 'random convoy break-up issue'. Oukej wen't on about the PID values which are in all likelyhood not the cause of this convoy trouble. I have seen the same behaviour with aisteeringcomponet off. And that no dev is even aknowledging the convoy issue means in all likelyhood that it has been decided internally to leave it be. Personally, i am not interested in that third party content that is supposedly coming our way. I paid for a alot of assets spread over many dlcs and want to play the game that arma 3 promised to be...but i can't because all those driving issues make it very difficult to actually employ all the assets we already got. Why have more vehicles if i can't use them in a combined arms context cause they drive around bonkus all the time!
  21. So i have been using this in conjuction with Enhanced Soundscape for the last couple of months. I recently got into commanding ai artillery shots (Sochor etc.) and Dynasound 2.0 somehow srews with artillery shots. Guided as well as laser guided shells hit way off in an unpredictable manner. It took hours going through my mod list to nail it down to Dynasound. Who would have thouth a sound mod would be able to mess with the artillery shell trajectory :) Anyway, i tested this with CBA3 and Dynasound 2.0 loaded only (both workshop versions), and its definetly Dynasound 2.0. I removed the 120/155mm artillery sound files from the addon folder, that didn't solve it. Kinda makes me wonder which mechanics might else be ''influenced'' via Dynasound. Thus i am in a pickle here, i love the sounds of this mod, but i need my artillery to do its job
  22. xon2

    AI Driving - Feedback topic

    @dragib01 So you have found a failsafe way of setting up convoys that elimate those random stops and break ups? If so, and presuming you have tested this extensively, pls. post a step by step guide. Because column, safe, slowest (limited) speed is not doing it! And adding script commands like convoy seperation and a specific speed have proven for mixed results by a bunch of people at best. If you know how to get 100% reliably working, sure let us know.
  23. xon2

    AI Driving - Feedback topic

    So i was playing mission Marmot from the steam workshop. And the first mission task is to setup an ambush for a convoy which is supposed to drive by ten minutes after mission start. So i do all my preparations and then i wait, and wait....and wait some more. 35min i finally see the lights of the lead vehicle in the dark,....and its driving damn slow. And there is no other vehicle behind it whatsoever. So i enable zeus mode via simple singleplayer cheat menu mod and go look whats going on. And yep, the rest of the convoy got stuck right at the very beginning of the route. So i really presume that every mission on the steam workshop that contains a convoy is broken and can't be played and finished unless you know about this and fiddle around to get zeus access and micro manage that convoy so you can progress in the mission. I just don't know how the devs can leave it like that! Years of community work goes down the drain because of that random convoy break-up. I feel thats unbecoming for a community oriented game developer like BI likens themselves to this day!
  24. xon2

    AI Driving - Feedback topic

    What makes you think that, anything you know and we have missed?
  25. xon2

    AI Driving - Feedback topic

    So i have repeated the 'useAISteeringComponent false' with slow speed/column and a convoy of 4 Hunters at the front and 2 HEMTT at the back. At some point the last HEMTT got stuck again for no apparent reason on a straight stretch of one of Atlis's big-broad hard-surface roads (like the one right next to the main airport). The was plenty of space to the HEMTT preceding it, it did not crash into anything nor swerved around...it just stopped. So these convoy troubles are not directly related to the PID values then! So come on BIS,....i put in the hours to test this stuff, and you as a company are just too happy that a lot of community folks put in the hours on devbranch for over 4 years now! So you gotta put at least one ai driving dev that was involved with ai driving implementation in arma 3 over the last years, to investigating this very specific issue. Let him/her sit down for one work-week, 30 - 40 hours to investigate why vehicles in convoys randomly stop and break up the entire convoy. Community members have put in in the hundreds of hours testing this stuff, i am sure. It can't be too much to ask for one ai dev to put in an honest effort. I do not believe for one second that this is a financial and resource issue. Its just management not letting one ai dev look into it. I expect better from BIS. So, Oukej, please bring this up with BIS management again! If the industry average is 10.000 dollars per employee a month (total costs, not sallary), then this one week would cost BIS 2500 dollars. If this dev doesn't find anything within 5 work days, i rest may case and back off.
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