Coffeecat 10 Posted December 17, 2010 Sure, im sure im running the current beta! Here´s a proof video: http://rapidshare.com/files/437824967/arma2oa_2010-12-17_14-56-58-51.avi Share this post Link to post Share on other sites
maturin 12 Posted December 17, 2010 I'm glad the betas are back, but they are a pain in the ass to configure with CO, as you have to run modfolders by editing the script command rather than using Steam Launch Parameters. So tell me, how do you get command line parameters (-nosplash, for exmaple) to work? My CO launcher file looks like this: :run call "%_ARMA2OAPATH%\Expansion\beta\ARMA2OA.exe" "-mod=%_ARMA2PATH%;EXPANSION;ca" "-mod=Expansion\beta;Expansion\beta \Expansion;@CBA;@ACE;@ACEX;@ACEX_RU;@JSRS-E;@JSRS-V;@JSRS-VW;@JSRS-W;@fallujah;@TrueUser;@zeu_AI -nosplash -exThreads=0 -maxmem=2047" None of those last three startup commands work. I still get splash screens. Share this post Link to post Share on other sites
sickboy 13 Posted December 17, 2010 (edited) I'm glad the betas are back, but they are a pain in the ass to configure with CO, as you have to run modfolders by editing the script command rather than using Steam Launch Parameters.So tell me, how do you get command line parameters (-nosplash, for exmaple) to work? My CO launcher file looks like this: ... None of those last three startup commands work. I still get splash screens. It should execute the following from inside the arma2OA folder: "%_ARMA2OAPATH%\Expansion\beta\ARMA2OA.exe" -nosplash -exThreads=0 -maxmem=2047 "-mod=%_ARMA2PATH%;Expansion\beta;Expansion\beta\Expansion;@CBA;@ACE;@ACEX;@ACEX_RU;@JSRS-E;@JSRS-V;@JSRS-VW;@JSRS-W;@fallujah;@TrueUser;@zeu_AI" Expansion;CA should not be required as they should be implied and auto loaded. Edited December 17, 2010 by Sickboy Share this post Link to post Share on other sites
maturin 12 Posted December 17, 2010 It should execute the following from inside the arma2OA folder: "%_ARMA2OAPATH%\Expansion\beta\ARMA2OA.exe" -nosplash -exThreads=0 -maxmem=2047 "-mod=%_ARMA2PATH%;Expansion\beta;Expansion\beta\Expansion;@CBA;@ACE;@ACEX;@ACEX_RU;@JSRS-E;@JSRS-V;@JSRS-VW;@JSRS-W;@fallujah;@TrueUser;@zeu_AI" Expansion;CA should not be required as they should be implied and auto loaded. Works like a charm, thanks. Share this post Link to post Share on other sites
Coffeecat 10 Posted December 18, 2010 @Dwarden so are you able to check the betafix i mentioned, just posted a repro video yesterday. my secound questions would be if you could release the new beta patch with the next stable, so we get the chopper fix finally!=) Share this post Link to post Share on other sites
Whitebishop 10 Posted December 18, 2010 BIS, Are there any plans to fix the accuracy of the Falanga missiles and the resilience of Mi-24. They way there are today are completely ridiculous. Falangas cannot hit any target whatsoever and the Mi-24 goes down after 1-2 rounds of shots. Share this post Link to post Share on other sites
maturin 12 Posted December 18, 2010 The Mi-24 has plenty of hitpoints, but a single .50 in the engine block shuts off the main rotor. Even the lowly huey can withstand much more punishment than this. Share this post Link to post Share on other sites
TRexian 0 Posted December 18, 2010 (edited) Seem to notice more AI use of grenades? I have a mission that has had an incredibly long dev cycle, so I've used it for several months to 'test' the different patches and betas. With this beta patch (although I didn't test the one before it), it seems like the AI are more likely to throw grenades, and highly accurately. I have a bunch of AI that only have handguns, and they prefer the 'nades to the Makarovs.... :) Edit: Oh, and this isn't a complaint, just an observation. Edited December 18, 2010 by TRexian Share this post Link to post Share on other sites
maturin 12 Posted December 19, 2010 (edited) Oh crap, this patch broke FLIR when running ACE mod. If you guys are ever going to develop with usermade content in mind, please let it be now. I can't live without FLIR and I can't live without the new exThreads parameter either. Performance went through the roof. Edited December 19, 2010 by maturin Share this post Link to post Share on other sites
no use for a name 0 Posted December 19, 2010 Oh crap, this patch broke vehicle FLIR when running ACE mod. If you guys are ever going to develop with usermade content in mind, please let it be now. I can't live without FLIR and I can't live without the new exThreads parameter either. Performance went through the roof. Shouldn't you post this in the ACE2 thread so they know and can fix it? It's not BIS' job to fix 3rd party addons... Share this post Link to post Share on other sites
maturin 12 Posted December 19, 2010 Shouldn't you post this in the ACE2 thread so they know and can fix it? It's not BIS' job to fix 3rd party addons... The patch did nothing to improve FLIR, it has no business changing FLIR. Side effects are undesirable in any development cycle, and I expect the next beta will fix things. BIS is in no way beholden to modders, but part of what makes them different is that they are responsive to the needs of modders. They knock items off peoples' wishlists for scripting commands all the time, and are always careful to make sure their actions won't throw a monkey wrench in the works. How many devs do you know that tell you would personally show you how to run mods through script commands introduced for CO? And I did post this in the ACE2 thread, obviously. And I haven't verified that the problem only exists while running ACE. Any vanilla players out there notice anything amiss? Share this post Link to post Share on other sites
M.Andersson(SWE) 4 Posted December 19, 2010 I find this line: "[76122] Improved: -exThreads=3 now default for dual cores." So if i have a Quadcore i must use -exThreads=6, right? Share this post Link to post Share on other sites
Dwarden 1125 Posted December 19, 2010 ;1815383']I find this line:"[76122] Improved: -exThreads=3 now default for dual cores." So if i have a Quadcore i must use -exThreads=6' date=' right?[/quote'] no, it uses by default (as You have quadcore) -exThreads=7 and -cpuCount=4 remember that exThreads =! cpuCount :) http://community.bistudio.com/wiki/Arma2:_Startup_Parameters#exThreads Share this post Link to post Share on other sites
Whitebishop 10 Posted December 19, 2010 The Mi-24 has plenty of hitpoints, but a single .50 in the engine block shuts off the main rotor. Even the lowly huey can withstand much more punishment than this. I am not sure if that this is how is supposed to be. And in any event, Falangas are pre-programmed to be useless and I consider this to be a coding mistake not a feature developed on purpose Share this post Link to post Share on other sites
Dwarden 1125 Posted December 19, 2010 Falangas are quite unreliable IRL and that's why they were replaced ... Share this post Link to post Share on other sites
roberthammer 582 Posted December 19, 2010 (edited) Falangas are quite unreliable IRL and that's why they were replaced ... Thats true ,but lastest version of AT-2C (9M17MP) should be more accurate to hit targets Edited December 19, 2010 by RobertHammer Share this post Link to post Share on other sites
kklownboy 43 Posted December 19, 2010 Oh crap, this patch broke FLIR when running ACE mod. If you guys are ever going to develop with usermade content in mind, please let it be now. I can't live without FLIR and I can't live without the new exThreads parameter either. Performance went through the roof. FLIR works fine with the ACE 1.7. Not sure what your on about? Share this post Link to post Share on other sites
maturin 12 Posted December 19, 2010 FLIR works fine with the ACE 1.7. Not sure what your on about? I have the latest beta patch and the latest ACE build on SixUpdater. Every screen or scope with TI is blocked in by some sort of black plate with a metallic texture. Switch to FLIR in your javelin, for example, and the targeting circle will remain but the optic will become opaque. Share this post Link to post Share on other sites
kklownboy 43 Posted December 19, 2010 nope, all FLIR is working. I didnt fly yet, but scopes& Jav work. I use MMA and ill set that to off and see if the JAV is working? But it(flir) worked with all the guys i played with lastnite. ACE1.7 this Beta. Share this post Link to post Share on other sites
maturin 12 Posted December 19, 2010 Oops, you're right. It's not ACE's fault. No FLIR or TI works with the beta patch when running Combined Operations. BIS, help! I disabled all my mods and ran the game the normal way. My .rpt: ===================================================================== == c:\program files\steam\steamapps\common\arma 2 operation arrowhead\Expansion\beta\arma2oa.exe == "c:\program files\steam\steamapps\common\arma 2 operation arrowhead\Expansion\beta\ARMA2OA.exe" -nosplash -exThreads=0 -maxmem=2047 "-mod=c:\program files\steam\steamapps\common\arma 2;Expansion\beta;Expansion\beta\Expansion" ===================================================================== Exe timestamp: 2010/12/16 21:01:46 Current time: 2010/12/19 14:35:15 Version 1.57.76752 Item str_disp_server_control listed twice Updating base class ->ReammoBox, by ca\weapons\config.bin/CfgVehicles/WeaponHolder/ Error: load surface from memory failed Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 0)! MoveName: kia_uaz_cargo02 Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 1)! MoveName: uaz_cargo02 Share this post Link to post Share on other sites
kklownboy 43 Posted December 19, 2010 vanilla CO on this Beta all the flir works. U have a messed up install? Now the A2 weapons do not have the flir. Are u using A2 stuff? Share this post Link to post Share on other sites
maturin 12 Posted December 19, 2010 (edited) The problem is the same with both OA and CO items. I'll try reinstalling the beta, but it is definitely CO that is causing the problem. Perhaps the fault lies with that ghetto command script you get from the forums, because you can't run beta patches through Steam. Edit: Aaaaand it's fixed. I don't know if there was problem in how I set up the mods and launch parameters in the script command file for CO, or if it's because I neglected to delete my old beta folder first. Edited December 19, 2010 by maturin Share this post Link to post Share on other sites
Coffeecat 10 Posted December 19, 2010 Scenario Mission Death from above is broken for me a bit with this beta. If i zoom with the UAV on the officers truck theres no message from HQ no more that he´s leaving the house. also "missle away and good hit" speech samples are gone. just wanted to inform you about it. looks like the chatter and voice speech is messed up sometimes. also if youre using artillery and support with som theres no speech no more often. Share this post Link to post Share on other sites
nyles 11 Posted December 19, 2010 (edited) Falangas are quite unreliable IRL and that's why they were replaced ... Oh c'mon! That's the easy way out, Dwarden... Justifying that certain equipment is unreliable in the game, because the RL counterparts are as well is really strange, if you look at the rest of the game, where BMPs and old tanks like the T34 have very efficient main gun stabilization, where countermeassures on aircraft are closer to force fields than real ones, where weapons in general don't malfunction, where 5.56 and even 7.62 rounds lose a rediculous amount of damage over distances of 300+ meters, where barrel-launched missiles like those on the T90 are almost impossible to steer on target, and where ATGM steering in general goes crazy after around 1500 meters instead of 3000+ meters range they usually have. The list goes on. Now looking at it purely from a game balance and user expectations point of view: The MI-24 is the only attack chopper available to Takistan (compared to Cobra and Apache on the US side). Takistan should have a reliable gunship available, which can at least to some degree compete with those available to the US forces. Either it is a really bad design choice to only give it missiles that miss most of the time - even if true to reallife - or it's a bug that should get fixed (for example by dropping the missiles and put AT-9er on it instead or by improving chances to hit). I would claim it's a bug. So please look into it. :) Edited December 19, 2010 by Nyles Share this post Link to post Share on other sites
bearbison 10 Posted December 19, 2010 Has anyone managed to get the new multihome servers support working, using the commandline parameter -ip=my.ip.add.res ? Tried it's placement throughout my startup line and not managed to get it working yet. Share this post Link to post Share on other sites