b00tsy 28 Posted August 5, 2010 Not sure if it is this patch or because I changed some graphic settings (did both around same time), but I am getting a much better frame rate now! With the settings I only turned on AA and AF to normal instead of disabled. Share this post Link to post Share on other sites
KeyCat 131 Posted August 5, 2010 Just remove the old beta folder from your expansions folder and then install the new beta. dont uninstall any other way. Or even better, just rename the old beta folder to something like... beta.<build number> and the install the new. That way you can easily go back to previous builds and compare just by renaming the folders. /KC Share this post Link to post Share on other sites
Dwarden 1125 Posted August 5, 2010 ARMA2_OA_Build_72418 still has the same problems as previous update! (72291)Check the strobe. Is there somewhere you can report these bugs direct to whoever's making the beta updates? the strobe problem is related that beta have only binary fixes not the data fixes it's w/o this issue in our internal build with complete data set ... Share this post Link to post Share on other sites
rory_pamphilon 16 Posted August 5, 2010 Regarding the tracked vehicles sliding... Would it be possible to have them slide when on grass and sand and yet grip well when on roads? Iv seen tanks drifting on grass but rubber pads on dry road would not make a tank drift.. More likely to tip over. Image drifting down a grass slope and onto tar and watch ur tank briefly tip up onto one track as the surface friction changed.. That would be cool and probably quite realistic. The game engine already knows which surface your on as footsteps change depending on ground material? Share this post Link to post Share on other sites
Tonmeister 14 Posted August 5, 2010 Regarding the tracked vehicles sliding...Would it be possible to have them slide when on grass and sand and yet grip well when on roads? Iv seen tanks drifting on grass but rubber pads on dry road would not make a tank drift.. More likely to tip over. Image drifting down a grass slope and onto tar and watch ur tank briefly tip up onto one track as the surface friction changed.. That would be cool and probably quite realistic. The game engine already knows which surface your on as footsteps change depending on ground material? boh? is this really necessary? Share this post Link to post Share on other sites
killakaze 10 Posted August 5, 2010 Im really enjoying Operation arrowhead aswell as arma2 and all these updates are apreciated thanks BIS, One thing ive noticed that would be a good fix is no matter what i seem to do my maaws never seem to register a tank kill no mater if its 2 i fire or 4 the tank always wants to have a delay before it blows up and i dont get any tank kills coming up on my score or money and im down $150 for each missle, ive been base capping blowing up tank after tank to find ive got 1 or 2 tank kills after acouple hours play. Share this post Link to post Share on other sites
metalcraze 290 Posted August 5, 2010 Dwarden what about rotating flames? When will they be fixed? It's rather silly to see vehicles burn sideways and downwards. Share this post Link to post Share on other sites
BeerHunter 0 Posted August 5, 2010 Dwarden what about rotating flames? When will they be fixed? It's rather silly to see vehicles burn sideways and downwards. I think that's a quirk in mods , not BI. Share this post Link to post Share on other sites
metalcraze 290 Posted August 5, 2010 (edited) Vanilla Combined Ops, no mods. Just blow up some tank and you will see that many flames that go up together with the smoke burn downwards and sideways, rotating a bit. Same with flames that stay at the tank level. Edited August 5, 2010 by metalcraze Share this post Link to post Share on other sites
maruk 80 Posted August 5, 2010 Bug? Unless I misunderstood your post, this is an improvement in our particle system, inspired by fps block busters adored for their particle effects. Vanilla Combined Ops, no mods.Just blow up some tank and you will see that many flames that go up together with the smoke burn downwards and sideways, rotating a bit. Same with flames that stay at the tank level. Share this post Link to post Share on other sites
metalcraze 290 Posted August 5, 2010 Huh? It was better in AA2 when flames behaved in accordance with some laws of physics (more or less) i.e. burning only upwards without rotation. New smoke is however better. But did somebody really think that rotating flames are good? Share this post Link to post Share on other sites
Defunkt 431 Posted August 5, 2010 I have to say I much preferred the more restrained particle effects in ArmA2 though I do appreciate it is impossible to please everybody. Share this post Link to post Share on other sites
kremator 1065 Posted August 5, 2010 Hollywood effects all the way baby :). Share this post Link to post Share on other sites
Gremlin 0 Posted August 5, 2010 (edited) The vehicle command switch between ammunition types (e.g., HE, Sabot, HEI-T, APDS-T) needs to be fixed in OA. This worked in ArmA and ArmA II but is inoperative OA. The player has to change to the gunner position to switch ammunition types rather than be able to command the gunner to switch ammunition type. This appears to have been caused by the vehicle countermeasure commands being added in OA. Edited August 5, 2010 by Gremlin Share this post Link to post Share on other sites
shataan 1 Posted August 5, 2010 I am REALLY loving what the latest Beta did for my OA! Still some bugs yeah, but it is really coming along nicely. Share this post Link to post Share on other sites
Jonn 10 Posted August 6, 2010 Did anyone report the MK17 SD with non-silenced sounds ? And BI, Can you guys please give us an option to turn off the blurry vision effect (while running) when using post-processing ? I think that's why most people don't use post-processing. Share this post Link to post Share on other sites
connos 10 Posted August 6, 2010 The vehicle command switch between ammunition types (e.g., HE, Sabot, HEI-T, APDS-T) needs to be fixed in OA. This worked in ArmA and ArmA II but is inoperative OA. The player has to change to the gunner position to switch ammunition types rather than be able to command the gunner to switch ammunition type. This appears to have been caused by the vehicle countermeasure commands being added in OA. Ctrl + F ????? Share this post Link to post Share on other sites
mrcash2009 0 Posted August 6, 2010 Did anyone report the MK17 SD with non-silenced sounds ?And BI, Can you guys please give us an option to turn off the blurry vision effect (while running) when using post-processing ? I think that's why most people don't use post-processing. All explained here: http://forums.bistudio.com/showthread.php?t=101040 Share this post Link to post Share on other sites
jgaz-uk 132 Posted August 6, 2010 Biggest problem sadly :( seems to be for Dedicated Servers we have all had to completely uninstall Beta to stop game crashing (If even 1 player has beta problems start). Even prevents missions starting at all sometimes. Share this post Link to post Share on other sites
kremator 1065 Posted August 6, 2010 New beta shouldn't be able to join non-beta servers. Share this post Link to post Share on other sites
Punisher5555 0 Posted August 6, 2010 Another vote for blur off option. Share this post Link to post Share on other sites
metalcraze 290 Posted August 6, 2010 Yes Blur Off please. I want to have all low post processing effects, but without the badly looking motion/rotational blur which is also completely unrealistic and eats resources. Share this post Link to post Share on other sites
MavericK96 0 Posted August 6, 2010 Ctrl + F ????? I think that only changes the weapon, not the ammo type. Share this post Link to post Share on other sites
Gremlin 0 Posted August 6, 2010 I think that only changes the weapon, not the ammo type. Maverick, you are correct that it only changes the weapon type and not the ammunition. I researched this before I posted the problem. Connos posted a superficial reply without checking the accuracy of his statement against the stated problem. I wondered if he realized I also had keyboard control instructions that came with my BIS games. Share this post Link to post Share on other sites
Jonn 10 Posted August 6, 2010 (edited) All explained here: http://forums.bistudio.com/showthread.php?t=101040 I will check this Thread out Thanks, I just hate the "Full screen blur effect (wile running)" :mad: But at the same time like the other "Low" effects. Edited August 6, 2010 by Jonn Share this post Link to post Share on other sites