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Arma 3: Tactical Realism Feedback Thread - Closed

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Dio.B

Corporal
Active Duty
2/B/1-7
Local time
6:16 AM
412
390
Liberation
I've had some desync complaints recently and have monitored performance and player feedback as I play in Zeus and this is what I can collect from some ~20ish hours:
INDEPENDENT Units
-The idea of INDEPENDENT forces being present is a good theory but unfortunately arma3 creates its own rules. After playing a while you can note a few things about IND:
  • They rarely are considered an INDFOR and unfortunately have very similar gear and uniforms to the OPFOR. PID is always ultimately the players responsibility but in the end we usually end up pissing off the IND in the first few objectives to the point where they are just another OPFOR. I feel this may be taxing server resource and is something quite easily minimized or removed. I argue that the IND is rarely experienced as intended and is ultimately present as any regular opfor unit would be. To the player they are more often than not just another group of OPFOR that gets instantly shot at. Maybe we can add to server lore and briefing with picture examples like a standing true mission briefing/ change IND uniforms to something like a police force or civilian-like militia/insurgents to better distinguish them from the opfor.
  • They do not ever hold or control any areas. If they are to be an important part of the mission rather than an after thought ai that just gets shot and killed like any regular opfor, it would be worth considering giving them areas to hold that opfor actively contest(like opfor do to blufor areas) so the small force (usually BLUFOR in regular mission file play) is not always the main focus of the battle. Really, any way to get away from seeing the IND force as OPFOR cannon fodder would be awesome
  • At times they will spawn and send (seemingly out of nowhere ~3km from BLUFOR) 3x "Albatross" jets that instantly focus on making a gun-run into the AO and usually very accurately on BLUFOR for reasons mentioned above. This of course becomes a problem and nuisance as even with BLUFOR cover, something like that is way to sudden to be able to counter. Not to to mention unrealistically stealthy approach of 3 old fighter jets that appear mid gun run alrwady locked on target. I'm sure we can remove or adjust this to minimize the impact.
  • If we cant change the purpose of having IND on the file then i believe it would be beneficial to remove the force completely. It's just a redundant abundance force and I would argue most players are unaware there is even an independent force at play until a message pops up informing of their spawn. We can carry on the file as is without IND no problem and it may help with desync issues ive had reported to me

    CIVILIAN Units

    - Civilians simply are doing too much and maybe hogging resource aswell? A few issues I've noted with them:

  • They will spawn en masse and continue to spawn in surrounding areas, especially with low flying aircraft. This is not so much of an issue if they are despawning but what happens is they will continue to pool in areas multiple kms away from the BLUFOR. Then they will create MASSIVE amounts of waypoints almost where you cant see through them in Zeus. And they are attempting to move across the map with waypoint at times. This may contribute to desync. I would prevent them from spawning with OPFOR and only have them spawn around BLUFOR and possibly at a tighter radius.
  • Theres really too many civs on foot. They are too sporadic and get caught in crossfire so easily. Having them in vehicles keeps them way more controlled and linear as theyll stick to roadways and possibly retreat "better". In vehicles they also have more reasonable waypoints and i feel it provides more of a civilian presence on the file then when they roam around on foot under fire and get caught being really dumb ai thus ruining BLUFOR rep.

:cavdab:
 

Dio.B

Corporal
Active Duty
2/B/1-7
Local time
6:16 AM
412
390
I should also mention that the medical roles require manual Zeus intervention to apply "Doctor" perms for them to be able to field stitch. Unsure if this is intentional but players have questioned it and requested perms - just a little clarification or fix.
 

Sutodoreh.W

Warrant Officer 1
Active Duty
2/A/1-7
Local time
6:16 AM
996
1,482
Looks like on newer map files, military police slots are blocking HALO jump access (halo unavailable there is a pilot online). Just need to modify the slot so it isn't flagged as transport pilot, like the Fixed-wing ones are
 

Liber.N

CW3
Retired
Local time
1:16 PM
212
225
So about medics, I just double checked the slots and both ATLAS-1 and ATLAS-2 are Doctors on the current file.

Also switched MP to jet pilots.
 

Sam.T

1st Lieutenant
Active Duty
1/B/1-7 HQ
S7 HQ
S3 Staff
Local time
6:16 AM
1,078
976
So about medics, I just double checked the slots and both ATLAS-1 and ATLAS-2 are Doctors on the current file.

Also switched MP to jet pilots.
Previous comments about ATLAS slots were made when on Liberation Sahrani. They are provided the "medic" attribute, not "doctor" on that mission file.
 
Local time
7:16 PM
23
22
Any chance of going back to full Advanced Ballistics or is that still too much of a performance hit
 
Local time
7:16 PM
23
22
Is there any way to adjust the frequency or type of red air spawning on the liberation files? Keep having multiple jets spawning out of nowhere and sniping friendly aircraft down from across the map with little way to defend
 

Brian.F

Specialist
Active Duty
1/C/1-7
S3 Staff
Local time
5:16 AM
91
32
Invade & Annex Mission File Bugs
Missing Items From Arsenal
Bone Plates, Painkillers, Carbonate
 

Beiter.A

Captain
Active Duty
C/1-7 HQ
S5 HQ
S3 HQ
Local time
6:16 AM
1,627
1,060
Turn.J Sam.T please put what needs to be changed on Invade and Nexhex
 

Turn.J

Sergeant
Active Duty
1/B/1-7 SL/ASL
S3 Staff
Local time
6:16 AM
242
233
Turn.J Sam.T please put what needs to be changed on Invade and Nexhex
  • Squad colors appear to be resetting sporadically.
  • Zeus has to add editable objects to see newly spawned objects and to see items already present on unit spawn. In addition, objects spawned by other Zeuses are not being added to the editable object pool for other Zeuses.
 
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Beiter.A

Captain
Active Duty
C/1-7 HQ
S5 HQ
S3 HQ
Local time
6:16 AM
1,627
1,060
Moraru.R this is all for the Invade and Nexhex
 

Sam.T

1st Lieutenant
Active Duty
1/B/1-7 HQ
S7 HQ
S3 Staff
Local time
6:16 AM
1,078
976
For anyone who has access to edit the drive where our modsets are stored, the Arma 3 TacR Announcement on the forums has outdated mod information on it. The main Mod Collection hyperlink is not functional, and the "mod-preset" link below provided the modsets from November 2022.
 

Beiter.A

Captain
Active Duty
C/1-7 HQ
S5 HQ
S3 HQ
Local time
6:16 AM
1,627
1,060
For anyone who has access to edit the drive where our modsets are stored, the Arma 3 TacR Announcement on the forums has outdated mod information on it. The main Mod Collection hyperlink is not functional, and the "mod-preset" link below provided the modsets from November 2022.
I’ll fix it when I get home
 

Lucander.P

Corporal
Active Duty
2/B/1-7 SL/ASL
Local time
12:16 PM
364
188
Can we add the AAF Pandor 2 to the buy options, so 2nd Platoon Bravo troop can train with the vehicle on the Public server?
 
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Bethea.A

Corporal
Active Duty
1/C/1-7
S6 Staff
Local time
5:16 AM
273
271
The Pandur has been added to available options along with some cost changes.

The change will be take effect once the current map has been rolled.
 

Lucander.P

Corporal
Active Duty
2/B/1-7 SL/ASL
Local time
12:16 PM
364
188
We are currently having issues with Sam launchers not engaging fixed wing aircraft at ranges further around 1-2 km.

My request would be for a system that can engage between 6-10 km, so we can keep our helicopters alive on our side of the front lines, when we don't have someone doing CAP.
 

Bethea.A

Corporal
Active Duty
1/C/1-7
S6 Staff
Local time
5:16 AM
273
271
The tools exist to do this in the mission already (Radar & MIM-145) but it looks like the AI is set to control their EM emissions so the sensor is constantly off unless a player is using a UAV terminal. I'll look into correcting that. This in theory gives the MIM-145 an effective range of 16 km.

That said, the radar only has a frontal arc of about 120 degrees so you may need to place multiple radars for 100% coverage.

The jet spawns have also been dropped to 1 per event in the updated framework which should cut down on your issues in general.
 
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