Arma 3 Tactical Realism 2 - 4.2 Update, Feedback, and Suggestions Thread

Discussion in 'Public General Discussion' started by Geki.T, Feb 6, 2019.

  1. Bojan

    Bojan

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    7Cav Full Spectrum v4.2.1 changelog:

    Fixed:
    - There should be less enemy armour spawning in, and they should spawn in less frequently.
    - Apollo and Mustang can now enter and drive each other's vehicles
    - Apollo members should be able to drive in the same vehicle together
    - Removed all of JB's radio stuff from Tac1 - this might help with radio issues on Tac2
    - The "abandonment" distance and time thresholds have been increased for land vehicles to 1.5km and 10 minutes (no players in that area for that time)
    - Logistics vehicles have a large ACE cargo capacity
    - Spare wheels and tracks added to logistic repair vehicles
    - FOB fortifications require you to be near the FOB CP vehicle (100m)
    - FOB fortifications require you be an Apollo unit.
    - Fixed bug with fortifications allowing any player to enter any vehicle
    - Fixed bug with splinting where option would not always appear for players (hopefully)
    - Fixed bug with splinting where taking any damage would cause your splints to "fall off"
    - Fixed a way players could bypass the vehicle restrictions
    - Changed the VTOL type that is spawned from infantry to vehicle
    - You can no longer load the Bradley into the logistics vehicles (lol)
    - Cut down the mission file size by a few MB by removing extra files
    - Lowered the max amount of AI from 225 to 150. This will hopefully help with the poor frame rate when we get to a busy server

    Added:
    - Repair logi truck now has limited fuel and ammo resupply points (half of what the regular trucks have)
    - Transport VTOL can now hold the Bradley through ACE Cargo
    - Ammo box spawner is now part of the arsenal boxes near the vehicle depot. Apollo members can load these up and put them into the larger cargo of their vehicles.
    - Zeus now has access to "mp" and "gm" commands
    - Zeus has a new command "gm fortify points <amount>" to add/remove budget from Apollo
    - Added helipad to the fortify list
    - Added concrete hedgehogs to the fortify list
    - Added grass cutter to the fortify list
    - Removed helipad lights + bar gate from the list

    Thanks to everybody who has provided feedback. Future updates (4.2.2+) will cover changes including changing up pilot slots and slot restrictions, adding additional FOB game play, and other various items.
     
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  2. Rosefield.M

    Rosefield.M C/1-7 Commander Major Active Member

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    Loving it so far, still having the 152 problem.

    One suggestion is too make it darker (less moon) during the night so NODs are worth it. I was playing as long shot and had no problem seeing/engaging 600+ with no NODs, in fact I actually pulled it off my rifle and went back to normal scope because it was so bright. Yeah I know the brightness can be lowered (I forgot the hotkeys at the time), but what is the point if it is just less bright green mode.

    and just out of curiosity is it on 2x time?

    Thanks.
     
  3. Minor issue i've had - the base weapons safety script counts aircraft ECM/CMS as firing a weapon, blacking out the pilot's screen when they enter the base's airspace. I get why the script would do this to prevent trolls dumping flares over the staging area, but it's a bit jarring to have my screen suddenly black out when running from AAA.
     
  4. Shepard.J

    Shepard.J A/1-7 Section Leader CW2 Active Member

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    Pilots are also experiencing worse FPS than before, I talked to another pilot in a Buff slot and they were only getting 10 FPS, I was only able to get 12 FPS at max.
     
  5. Bojan

    Bojan

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    The date, and therefore the moon phase, is the real life date. This means that the moon phase (brightness) will change each real-life day. The time acceleration is set such that true night time is exactly 1 real life hour long. I personally like the dynamic moon, but if people are really against it we can make it a static day that has a very dark night. Additionally, we can lengthen then night time if there is enough feedback to do so.

    The weapons script will activate anytime any weapon is fired, including countermeasures. We'll see what we can do about detecting if its a countermeasure and ignoring them. Thanks for the feedback.

    It should be mentioned that 4.2.1 is not yet deployed as of 8pm EST 02/09/2019 (as far as I know). Expect deployment Sunday/Monday (whenever S6 guys can get to it).

    Please let me know if your FPS gets any better (or worse) once we've got 4.2.1 running (you'll see the version number as you load in).
     
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  6. Shepard.J

    Shepard.J A/1-7 Section Leader CW2 Active Member

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    Understood will do.
     
  7. Rosefield.M

    Rosefield.M C/1-7 Commander Major Active Member

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    Thanks for the quick response. IMO of course, night is night and day is day, thus NODs should be mission critical equipment when you load into the server when the in game time is close to evening or dusk. I get having the RL date for simplicity, but it might be easier to set the date to be a known factor(balanced) rather than a random, because the PM might be different when he moon is totally gone, as the NODs dont work at all... Thanks.
     
  8. Frazier.EW

    Frazier.EW Extended Leave of Absence Specialist Active Member

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    Holy moly, guys... good amount of fixes, and definitely enjoying the flight stuff. I know there are some mixed performances, but my FPS hover around 20-30 (I've locked all games to 30FPS max), but I'm wondering if that's just in the jets... I've heard lots of helo pilots notice they've been losing framerate when more people join up. Im usually keeping view distance at about 5300m, with zero issues. (Again, in the jets).

    One thing I've noticed is that armor seems a bit hyperactive regarding spawning, even with one jet online. I simply cant keep up when flying Hog, Eagle is worse.
    Discovered an issue where I can LZuni some BMPs fine, they blow up in one hit, but other BMPs (same type), take 4+ at once, with no damage. Keep in mind, these are all direct hits to the engine area. Confusing, since I easily disable every MBT I LZuni, but the BMPs keep speeding away. It usually takes a couple GBU-12s (500lb) right on top to take them down.
    Another issue--FOD on the taxiway and runways (Mainly Delta, Echo areas) from canopies and chairs from on ground ejections. Upon touching them, my birds have broken completely, but I'm luckily still in range of the munitions carts.

    Thanks, gents. Keep it up!
     
  9. Ticknor.D

    Ticknor.D A/1-7 Section Leader CW2 Active Member

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    The issue with the munitions from the jets is not the fault of the mission. It is RHS and how they reworked their armor's damage model. Our planes munitions, not even mavericks, can kill them because of this.
     
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  10. Frazier.EW

    Frazier.EW Extended Leave of Absence Specialist Active Member

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    Seen, appreciate the fast response. GG, RHS.
    Another thing they need to fix is the M1117 Guardian. :( been broke since the first implementation.
     
  11. Bojan

    Bojan

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    Two more last minute additions to 4.2.1:

    Fixed:
    - Medical tent truck is now a medical facility, should allow for PAKs in the tent area
    - M2 Humvees should now respawn
    - Blackhawks are medical vehicles

    Added:
    - SOVs logistics trucks instead of the regular Apollo vehicles.
     
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  12. Jordan.T

    Jordan.T A/1-7 Section Leader CW3 Active Member

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    @Bojan @Vex.W I noticed the VTOL got a ACE Cargo capacity upgrade. Can the C-130 get a similar update? Also is it possible to have empty crates behave like the vehicles in terms of spawning/de-spawning? If so you could have a bunch of empty crates that allow the C-130 to do supply drops and then de spawn if destroyed/left alone and maybe get some use out of the thing.

    If that doesnt work you could always make it so there's an empty crate that respawns inside of the ace cargo much like the old script we had where the HEMMTS had wheels/tracks spawn when there was space
     
  13. Bojan

    Bojan

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    That's a great idea. We'll look at implementing something like this for the next version. Thanks for the feedback
     
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  14. ^ I could kiss you. ^_^
     
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  15. So, I have to give a shout out to all the hard work you guys have done. I had mostly given up on old Tac 2, it just wasn't grabbing me anymore. But now, with the Apollo aspect, I love it. I'm having an absolutely blast with Viscosity, building those FOBs and FARPs out there, loading up supplies and being available to provide resupply to the grunts in the field. Topping up fuel for buffalos and Ravens, re-arming Raiders and Sparrows. Just loving it.
     
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  16. You guys are doing a great job with this new mission file. I am really loving it and enjoy not just paking everyone out in the field and having fluids be important again. Thank you guys for your hard work and dedication to making this server great again. MTSGA!
     
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  17. Frazier.EW

    Frazier.EW Extended Leave of Absence Specialist Active Member

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    Great job, team. Had a hotfix update today, and my frames launched significantly. (Keep in mind that 10-15 fps increase is a huge improvement in the scope of ArmA lol). Couple issues here and there with being able to ACE interact and ACE self interact every so often. Another issue is that some players are reporting that I'm causing game crashes when I pickle with HOG/Eagle. @Rodda.T and a couple pubbers, but I'm not sure if they're registered. Suggest getting more details from CPL.Rodda.T--was completely unaware until after he d/ced and didn't get any further information other than significant lag spikes.
    Keep it up, gents!
     
  18. Jordan.T

    Jordan.T A/1-7 Section Leader CW3 Active Member

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    The frame jump was due to the server restart and not the hotfix. Hotfix was just permissions.
     
  19. Need more info on the bombs: What type are you using when Rodda crashes??? I haven't felt any performance changes other than the usual lag of larger bombs. Perhaps you dropped a 2k bomb - which will cause performance hits, and crashes for some.

    -----------------------------

    The frame jump may have also been because of the actual mission patch that happened earlier today.

    The hotfix happened maybe 2-3 hours after the mission file patch and was for permissions because Apollo couldn't enter their trucks and no one could use any static platforms. [Like Static TOW launchers ect.] The server was also restarted at this point after almost 14 hours of running on the same map, with no switch or restart.

    I highly recommend people check the file version when posting about frames.

    example: 4.2 was the first launched - 4.2.1 would've been the update, and 4.2.2 would have been a hot-fix for permissions only.

    ==>Keep in mind guys that just because patch notes get posted here, does not mean that the update has gone live.
    Some were saying after the patch-notes got posted that they saw no frame improvements, when the patch hadn't even gone up yet and we were still on 4.2, which is was the very first launch, so you would've seen zero improvements, because nothing had happened yet and was still 4.2

    You can see which version we're on when you're on the slot screen as part of the mission file name.

    Hopefully this helps clear up some of the confusion. :)
     
  20. Bojan

    Bojan

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    Slight correction, the hotfix is 4.2.1.2. The versioning is a bit strange because for some reason we're at 4.2 (how we jumped here from like v2.5 I'm not entirely sure) and I've already started talking about the 4.2.2 update as another significant content update. To avoid confusion I just made the hotfix version another iteration of 4.2.1. We are still at "v4.2.1".

    Think of the mission as "Full Spectrum 4" v2.1.2. I may have just confused more people... Admittedly, versioning is already a mess but oh well.