mr_centipede 31 Posted August 28, 2010 Is there a solution to the stutter problem? Had OA, did fine. Enter BAF, I don't even have 1 fps at the introduction. For the love of god help. The only thing that came up to my mind is defrag. 2nd thing is head down to troubleshooting forum... Share this post Link to post Share on other sites
Muahaha 10 Posted August 28, 2010 No mod added... this is pure vanilla only... AI has been significantly improved since 1.54 which I noticed includes, throwing grenades, faster danger response time better suppression and cover to cover movement and pathfinding Pure gold I would say... Share this post Link to post Share on other sites
Lonestar 11 Posted August 28, 2010 (edited) What is the difference between the two 1.54 patches on the arma2.com website? Was the missions_e.pbo included into the latest? Edited August 28, 2010 by Lonestar Share this post Link to post Share on other sites
Kiki 10 Posted August 28, 2010 some of the missions that I made with the 1.52 don't work now with the 1.54. Share this post Link to post Share on other sites
Lonestar 11 Posted August 28, 2010 some of the missions that I made with the 1.52 don't work now with the 1.54. Yes Kiki, it's the same thing at every update. Some missions get broken and need updating. Share this post Link to post Share on other sites
kylania 568 Posted August 28, 2010 Few notes to the new recoil:* it is tweaked and tested through long public beta patch process, we believe what is in the game now is overall very good game model for recoil * it certainly requires training and is more demanding than the pre-1.54 recoil Here's 16 pages of beta-patch feedback saying how horrible the recoil is and how it should have been taken out. Every time I'm in a multiplayer game players are complaining about the ridiculous recoil. Right now, as a friend describes it, shooting in ArmA2 is like being a scared 13 year old girl and not a professional soldier. Share this post Link to post Share on other sites
nodunit 397 Posted August 28, 2010 Something you guys may have forgotten to add into the changelog or it could just be me but when I was playing OA before I could not see rain unless PP was set to low, several other people said the same...this appears to be fixed. Share this post Link to post Share on other sites
Jonn 10 Posted August 28, 2010 I don't know if this is a bug, But I can't use the acog on the GMG & L111A1 that are on the Jackals, Can someone confirm this issue ? Share this post Link to post Share on other sites
royaltyinexile 175 Posted August 28, 2010 I don't know if this is a bug, But I can't use the acog on the GMG & L111A1 that are on the Jackals, Can someone confirm this issue ? Using the 'zero' numpad key does not work? Share this post Link to post Share on other sites
whisper 0 Posted August 28, 2010 Here's 16 pages of beta-patch feedback saying how horrible the recoil is and how it should have been taken out. Every time I'm in a multiplayer game players are complaining about the ridiculous recoil. Right now, as a friend describes it, shooting in ArmA2 is like being a scared 13 year old girl and not a professional soldier. no more ridiculous "spam LMB around target for easy kill @400m" for you, too bad... no more "use your DMR/SDV as an automatic rifle" either... I don't know why, but I was feeling the outrage coming! :) It's always too hard to have to learn and master smtg a lil bit, people will always prefer the easy way You'll notice the thread you linked is far from full of complaints, rather people stating their agreement with new recoils, with few adjustments in the early beta releases which get done int latest releases Share this post Link to post Share on other sites
kylania 568 Posted August 28, 2010 Umm.. no, your childish examples are not what I'm talking about at all. More like "no slow walking double-tap in CQC" or "no more SCAR having the recoil like it does in real life as described by actual servicemen and SCAR owners." The recoil is wrong. If it was added to combat stupid people sniping everything, then prevent that in ways that doesn't affect and break the realism of every gun in the game. Share this post Link to post Share on other sites
mr_centipede 31 Posted August 28, 2010 what is the scripting command for the arty "Fire At Position"? Share this post Link to post Share on other sites
whisper 0 Posted August 28, 2010 Umm.. no, your childish examples are not what I'm talking about at all.More like "no slow walking double-tap in CQC" or "no more SCAR having the recoil like it does in real life as described by actual servicemen and SCAR owners." The recoil is wrong. If it was added to combat stupid people sniping everything, then prevent that in ways that doesn't affect and break the realism of every gun in the game. Gun don't come back auto-magically in the exact same place, not a single 1/4 mm away from original position after a shot. No one does that They may come back around original place, nearly at the same place. Never exactly at the same place. Nearly != exactly So old recoils were all, but realisitics With current recoils, rapid fire with 5.56 is nothing hard. It actually makes the difference between 7.62 & 5.56 more realistic. The only reason I see people complaining is because they can't be arsed with realining their sight. I call this laziness From both gameplay and realism point of view, these changes make sense. Win on both account Share this post Link to post Share on other sites
Steakslim 1 Posted August 28, 2010 (edited) Umm.. no, your childish examples are not what I'm talking about at all.More like "no slow walking double-tap in CQC" or "no more SCAR having the recoil like it does in real life as described by actual servicemen and SCAR owners." The recoil is wrong. If it was added to combat stupid people sniping everything, then prevent that in ways that doesn't affect and break the realism of every gun in the game. Who here really has fired any SCAR variant or owns the SCAR 16S/17S? I have never seen or read anyone in this forum giving direct input on the recoil effects of either model. With the current recoil system in game I can slow walk double tap with the MK-17 CCO SD. In fact I prefer to fire while slow walking/fast walking the recoil is a bit more manageable, but that isn't always appropriate. With the MK-16 it's just as easy to do so while standing (i tk'd someone doing so on accident while doing it). I wouldn't be retorting at all but some of these claims I'm reading are way exaggerated. Seriously Counter Strike and Day of Defeat had less manageable muzzle rise than this game has. Edit: I should point out something and I didn't realize it before hand. How many of you who say the new recoil is out of control are using ACE when experiencing it? I've tested with both vanilla and ACE and ACE has an increase in recoil on top of what BIS already as. If this is the case for you, complain to the ACE team. Edited August 29, 2010 by Steakslim Share this post Link to post Share on other sites
djczing 10 Posted August 29, 2010 Hello - I installed 1.54 today and had the same issue as another poster - the xdelta3 error when loading the patch. I see where its cited that the mpmissions* file can have that issue, but I had the issue on about 20 files. I finally told it to go ahead anyway. The result is that the game seems to run, I tried it on BE warfare on an internet server, and on one of the first AO missions. I had good framerate, in fact, better than normal, and I really like the polish in the AI action. Ill be testing them plenty in battle. I just copied the dist over to my LAN server, and im afraid those missing files might bight me someday -- I looked for an install log (something that would list the files), but couldnt find one. Is there any install log with 1.54 patch ? From what I saw, great job on the patch - installing the linux server as we speak. Share this post Link to post Share on other sites
Jonn 10 Posted August 29, 2010 Using the 'zero' numpad key does not work? Thanks the "Zero" key works, I was using the right mouse button lol :o Share this post Link to post Share on other sites
gunterlund21 10 Posted August 29, 2010 Nice job with the new arty computer. Any way to turn it off Share this post Link to post Share on other sites
AnimalMother92 10 Posted August 29, 2010 (edited) Nice job with the new arty computer. Any way to turn it off enableEngineArtillery false; http://community.bistudio.com/wiki/Master85's_Sandbox#1.52.72291 Edited August 30, 2010 by AnimalMother92 code fixed Share this post Link to post Share on other sites
Spayker 10 Posted August 29, 2010 Have problem with server after patching to 1.54. It has yellow status. What does it mean and how fix it? Share this post Link to post Share on other sites
gunterlund21 10 Posted August 29, 2010 this enableEngineArtillery false; http://community.bistudio.com/wiki/Master85's_Sandbox#1.52.72291 Thanks for the update Animal. Dont know how you find this stuff. Question now. This line suggests it goes in the init line of the unit. However when I do that it doesnt like the "This" part of it. I get a "Missing ; error". When I do just "enableengineartillery false;" it goes in. Does this suggest is should be in the init.sqf file? Share this post Link to post Share on other sites
Dwarden 1125 Posted August 30, 2010 Here's 16 pages of beta-patch feedback saying how horrible the recoil is and how it should have been taken out. Every time I'm in a multiplayer game players are complaining about the ridiculous recoil. Right now, as a friend describes it, shooting in ArmA2 is like being a scared 13 year old girl and not a professional soldier. that 16 page thread is 2 or 3 versions of the recoil old ... also there were several threads started with new version of the recoil and so on ... so don't quote something what's already obsolete by these updates anyway nobody said that recoil isn't gunna be fixed (where it become clear it's buggy) or tweaked where it's either too low or too big ... Share this post Link to post Share on other sites
AnimalMother92 10 Posted August 30, 2010 Thanks for the update Animal. Dont know how you find this stuff. Question now. This line suggests it goes in the init line of the unit. However when I do that it doesnt like the "This" part of it. I get a "Missing ; error". When I do just "enableengineartillery false;" it goes in. Does this suggest is should be in the init.sqf file? Oops my bad :o I had never actually tried it out but yeah, no need for "this". Seems to work properly in the init of a unit, not certain about the init.sqf, don't want to risk getting another one wrong :p Share this post Link to post Share on other sites
Devil Dogs SF 13 Posted August 30, 2010 I personally think the recoil is perfect...Only issue with the patch I have is only a couple of problems with AI. Share this post Link to post Share on other sites
Sirex1 10 Posted August 30, 2010 Gun don't come back auto-magically in the exact same place, not a single 1/4 mm away from original position after a shot.No one does that They may come back around original place, nearly at the same place. Never exactly at the same place. Nearly != exactly So old recoils were all, but realisitics With current recoils, rapid fire with 5.56 is nothing hard. It actually makes the difference between 7.62 & 5.56 more realistic. The only reason I see people complaining is because they can't be arsed with realining their sight. I call this laziness From both gameplay and realism point of view, these changes make sense. Win on both account Yes guns do come back with proper military training, any soldier knows this. Please, i have fired FNC and G3, neither is a problem on semi. Share this post Link to post Share on other sites
nyles 11 Posted August 30, 2010 I like the new recoils, but I think one of the problems with them is that compared to how AI is performing, you feel much more handicaped. If the player would perceive AI having similar problems of hitting with rapid fire, unless prone, I don't think it would be a big problem. Another big drawback is that this game does not allow you rest your weapon on or against objects to increase stabilization. Especially in urban combat, the current recoil feels very limiting, since you can't reduce it unless prone, which doesn't feel very natural. Take the example of Red Orchestra: Weapon recoil is very hard to control, but it's somewhat compensated by allowing to stabilize your aim if you rest your weapon against building corners, windows frames and other objects. Share this post Link to post Share on other sites