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Incontinentia

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Posts posted by Incontinentia


  1. Anyone else having problems with  AI not able to hit me in front of it, 15 or 20 meters away?

     

    Yeah, someone else had that issue before, ineptaphid I think. If you change the

     asr_ai3_main_setskills  = 1;

    parameter to

    asr_ai3_main_setskills = 0;

    in asr_ai3_settings_ss.sqf then I think that solves any potential issues.

     

    You may need to enable -filepatching in the game parameters to get the userconfig read. At least raptoer's last changelog seems to indicate that, but HammerShield is adamant you don't, so worth experimenting with this! 


  2. This is pretty hard to believe. I've never seen anyone suggest that 30 FPS would be remotely acceptable in VR, with or without timewarp.

     

    Don't believe it then... Not really sure why I'd lie about this as I actually have a DK2 and have played Arma 3 with it. 

     

    As for never seeing anyone suggesting 30 FPS would be remotely accpetable, that's not true unless you didn't read my comment above.

     

    For the sake of everyone else reading this thread, check out FlyInside for FSX. It uses asynchronous timewarp to deliver a smooth experience at down to 20FPS and it works well. I didn't think it would, but it does. Have a look at some of the reviews of the product. FSX runs notoriously badly but is still perfectly playable on the DK2 with this software. 

     

    Without async timewarp, 60fps is horribly nauseating. With timewarp, less than 30 becomes uncomfortable, but 30+ is not nauseating at all for me. It isn't ideal just like 30 FPS isn't ideal on a monitor, but it's fine and I actually notice it less because regardless of the game's framerate, the headset is rendering at 70 FPS, which almost tricks you into thinking it's running at a better framerate than it is. 


  3. I ordered a Rift as well but dont expect I can play Arma with it. Timewarping is said to reduce judder in low fps areas, but even then the image is not stereoscopic with vorpx afaik.

     

    I really hope for VR support in Arma4 though. Arma could be a game where the slow gameplay really could help a lot with reducing motion sickness. Back then with the DK2 I didnt bother to try Arma as the setup was clunky to say the least.

     

    Async timewarp is your friend in Arma. Vorpx currently supports this and my Arma experience in the rift as actually really smooth as a result. Granted, I have a good PC but that's with everything maxed out. Async timewarp means that even 30 fps feels smooth. 

     

    Also, Vorpx currently supports 3D stereoscopic vision. It's a bit messed up as some terrains need different 3d distance settings or they look really weird, but with some tweaking Altis looks pretty good. I've had a lot of fun just flying around with the DK2 in Altis using Opentrack to give free head movement, blasting fools with the minigun as I go along. Getting into firefights with the DK2 is extremely intense too, especially with a decent soundmod. With the ability to look around independent of the way your weapon is facing, it's actually one of the best DK2 experiences I've had, especially for an FPS. Your sense of presence is massively heightened along with situational awareness. It's better than DCS 1.5 judder-wise as the Vorpx's async timewarp is really smooth. Even the UI is fine as you can bind a mouse button to zoom out and see the edges whenever you need to. Vorpx has really come on leaps and bounds recently. 

     

    The only issues I have with the DK2 is that you can't see the keyboard and the game keeps crashing after a while. If the crash is fixed, then I'd probably only ever play Arma with the DK2. 

    • Like 2

  4. Spyder, your addons are awesome! Just had a couple of thoughts though as I'm using them a lot for conventional warfare as well as asymmetric.

     

    First request! Any chance you could incorporate a regular faction option alongside the insurgent faction? I've got a three-way battle and it would be great to interrogate civilians as to the whereabouts of conventional forces and asymmetric ones. This works alright if you just put a regular faction into the insurgent box, but it won't show nearby bases / installations / troop strengths (if there's a way to do that!). To ask questions about both factions at the same time would be incredible.

     

    Second, is there a way you could incorporate some way to intimidate hostile civilians into giving you information? At the moment, they just kind of palm you off if they don't like you. I don't know if there's a fear stat somewhere in the Alive civilian module but if there's a way to simulate scaring the shit out of them until they talk that too would be brilliant. Less effective than being well liked but still a valid way to get information, with penalties of making people hate you even more. 

     

    Cheers again mate! They've made Alive really shine for me. I just keep wanting more! 


  5. What isnt working Avbird. I use this on our Dedi a fair bit. I think the last Nexus update broke something. Does suppress still work for you?

    It needs some Love when I get some time for sure though. I still also want to add a garrison command as well.

     

    Suppression seems to have been broken! Otherwise, it seems to work well. 


  6. Hi, I saw you have uploaded your great work in steam. Do it include "laxemann's enhanced soundscape" or it need to be download separately?

     

    BTW, can I use it as the final complementary to JSRS3? or it is better to use dynasound + ES without JSRS? 

    Given the number of answers on this page and in this thread stating that Enhanced Soundscape is a separate mod, I'd say probably not. 

     

    You can remove weapon and helicopter sounds from JSRS and then run both concurrently (as in, delete the PBOs that relate to weapons and helicopters from the Addons folder of the mod). You may also need to remove some the environment sounds and certainly the sonic cracks and explosions too (off the top of my head). Both mods in their full form will not work together though. If you want to keep it simple, just use Dynasound and ES. Or JSRS and ES. Dynasound sounds better to me though. 


  7. Yeah seconded! That would be awesome. Plus twitch too maybe! 

     

    Another idea. Would it be possible in some way make an visual effect for a bullet passing really close by (like less than 1 m)?  Even with your excellent sonic crack -mod its still difficult to know if the bullet passed 20 cm or 2 m from ones head or if it hits the ground only 50 cm besides you.

     

    In real life if a bullet passes your head by 20 cm you´ll duck instinctively for cover as you have a lot of sensory input (pressure wave, sound, flying debris). Maybe a little darkening of the corners similar to the "force" effect to simulate that "holy sh*t that was close" -feeling. :)


  8. Lax, great work again, a phenomenal release! I do have a bit of a criticism though, it seems like the sonic cracks have lost a lot of their "crack" in the last two releases. 

     

    If my memory serves me, the sound is a sort of "Kih" sound: short, snappy, very loud and high pitched, normally with quite a strong reverb / tail (when downrange, it's louder by some way than the shooter). Youtube doesn't do it justice so no point linking there, but it's exactly like the crack of a whip (being that the cause is the same after all!). BI seems to think it's more of a "tick", but your old sonic cracks were as close as I've heard a game come to that. Seems like they've been toned down a bit recently though. So, any chance we could have your super loud and snappy cracks back? 

     

    Cheers again for the amazing release, and sorry if you know all the above! 

    • Like 1

  9. No you're not. I'm having exactly the same problem with normal ASR AI and with Pooter's enhanced version. No other mods running except CBA.

     

    Yup, same here. Seems the userconfig isn't being read. 

     

    Although, the copy stance seems to only really work in combat or stealth mod and not when you are standing. To recreate, crouch in stealth and combat and the rest of your guys will do the same regardless of settings. 

     

    Great mod other than this. Really frustrating but almost a game breaker for me as it means I can't rely on my team to choose the appropriate stance for the context. 


  10. I know this was alluded to briefly before Lax, but I think I may have found a bug.

     

    I'm having some pretty bad issues with sounds of a certain faction (sometimes it's NATO, sometimes FIA, sometimes CSAT/AAF). I haven't been able to recreate it with absolute consistency yet but it happens even with just vanilla + DynaSound + Enhanced Soundscape, and it's happened without ES once too. Seems to be a lot more common on non-BIS maps, but it's happened on Stratis with a simple AAF squad vs NATO in the editor and no other mods enabled. When I've added other mods like RHS, those sounds always work without fail, as do the vanilla sounds and sounds from other mods (like I said, I've had the issue with as vanilla a game as you can get too though). No idea what is going wrong but love the mod so much I'm finding it really frustrating. Using RHS for the time being as sound-wise it's awesome too. 

     

    It's only weapon sounds (at least, that's all I've noticed). Explosion sounds and sonic cracks seem unaffected. 

     

    Any thoughts on why this might be? Anybody else having this issue at all? 

     

    EDIT: Doing some testing now and I've found at least one mod incompatibility and a map that doesn't seem to work (CAF Aggressors and Hindukush map). Can't recreate the issue vanilla(ish) again yet so there's a chance that pesky Arma launcher has enabled a mod I didn't intend. Will post if I find anything else out. 

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