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HaseDesTodes

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Everything posted by HaseDesTodes

  1. the Ibuypoower Rig how the link has set it up for me: CPU: Intel® Core™ i7-8700K Processor (6x 3.70GHz/12MB L3 Cache) Mobo: MSI Z370-A PRO RAM: 16GB Major Brand Gaming Memory DDR4-3000 Memory upgrade to DDR4-3200 Memory +60$ GPU: NVIDIA GeForce GTX 1070 - 8GB updgrade to NVIDIA GeForce GTX 1070 Ti EVGA GAMING 8GB +72$ or NVIDIA GeForce GTX 1080 - 8GB (GDDR5X) (VR-Ready) +130$ Case: iBUYPOWER Element Gaming Case (Front & Side Glass Panel) SSD: 250GB WD Blue SSD upgrade to 500GB WD Blue SSD +41$ HDD: 1 TB Hard Drive -- 32MB Cache, 7200RPM, 6.0Gb/s PSU: 600W Standard 80 PLUS Bronze Processor Cooling: Asetek 550LC 120mm Liquid CPU Cooler i assume you are from the US: =1479$ (+tax?) with max upgrades: 1710$ with +RAM and +SSD +1070TI = 1652$ (+8% VAT ca. 1785$) why don't you build it yourself? CPU: Core i7-8700k 370€ MoBo: ASRock Z370 Pro4 110€ RAM: G.Skill Trident Z 16GB(F4-4133C19D-16GTZKW) 260€ GPU: for example MSI GeForce GTX 1070 Ti Armor 8G 500€ Case (depends much on personal taste, but for example this one: Sharkoon VG4-V (ca. 35€)) 30-50€ (or more if you want) SSD: Crucial MX500 500GB 130€ HDD: for example Seagate BarraCuda Compute 4TB 100€ PSU: for example Seasonic Focus Plus Platinum 750W ATX 2.4 (SSR-750PX) (80+ Platinum) 120€ (even 750W seems over the top for me with this setup, so no need to go for 1000W unless you want to use SLI) Processor Cooling for example (be sure to get one that works with your case): Water: Cooler Master MasterLiquid Lite 120 ca 50€ Air: 10-40€ for example: Cooler Master Hyper TX3 Evo ca. 20-25€ you could save on getting cheaper RAM, but even going for the slower (and i wouldn't go below 3200MHz) Kingston HyperX Predator (3200MHz) (HX432C16PB3K2/16) from the QVL it would only be 50€ (60$) =1675€ including taxes (prices from german shops) according to google that's 2051$ (i'm a bit shocked how strong the € got again) maybe the components are cheaper if you buy them in the US , i don't know about that. (they are for sure, if compare them with EU prices + shipping + US taxes) overall the ibuypower offer seems okay, but especially the PSU (only 80+ Bronze) and the RAM (could be faster, especially for Arma) don't seem to good to me
  2. do you already own that monitor? if not, i'd tell you not to buy it. simply because it's only full-hd and and the GTX1080 is (usually) able to provide good fps in WQHD (2560x1440) maybe even UWQHD (3440x1440). and besides, i'd advise to get G-Sync (or freesync for AMD users), because it makes the images run smother. if you already own the monitor, it's okay. you can upgrade later. i don't know if you would be willing to pay much more for RAM, but getting faster RAM should somewhat improve your PC's performance in Arma 3 (and other games). if you stick to the MoBo this RAM should get the best results (CMR16GX4M2F4000C19). It's listed on the memory QVL of the mobo, and therefore should be compatible even with 4000MHz Ram clock. when you decide to to follow Bear's objection and get a regular Mobo (ATX or even µATX), (what i'd advise to do, too btw) you should check the manufacturer's memory QVL for the right ram. SSD: 250GB can become to small, very quickly. if you have many mods, arma alone can use up more than 60GB, add windows an few other games and a reserve and you will hit the limits in no time. you don't have to go for a M2 SSD, but you should definitely get more space. the PSU is very good (80+ Titanium, fully modular, etc. ), but if you can afford, you might want to get one with the 80+ Platinum certificate. i think as long as you keep it for the next few setups (there are few reasons to change it anyways) you might save enough energy to break even in the long term. but please don't nail me on it, there are so many variables.
  3. from what i just found you would have to use one card at 16x and one on 4x. since i have no experience with multi gpu systems, i don't know how useful it would be. all mainboards that i have found labeled as "2-Way-SLI" did support it as 8x/8x, so i guess that it would be more common to use it that way. there are a couple of mainboads specifically labeled as "SLI", like the MSI Z370 SLI Plus. so that might be what to look for.
  4. HaseDesTodes

    Arma 3 Third-Party DLC Pitch Discussion

    Why not? It worked for all premium DLCs that added assets in the past. Depending on what content the new DLCs/Mods are bringing, it can work for some, while it can't for others. Just deciding this from the start can turn out counterproductive in the end. Just give the options (along with guidelines) to the DLC creators, and let them decide what they want (as long as the stick to the guidelines). You should have the means to make it work either ways. So what would be the reason not to use them? Actually i don't exactly have that much of an idea when it comes to how exactly mods are handled in Arma 3, but i have a few ideas how it could work, as long as all clients get at least some data for those assets. 1. Every client gets low quality versions of the added content (low res textures and models). The mods then replace those with high quality versions (Pretty much like in Arma 2). 2. Just like it's done with the current DLCs: You can't pickup/use premium gear and can't get in crew positions from premuim vehicles, but you have the same quality of the models and textures. I wrote the same thing in the past in this thread and i think some others made some suggestions as well.
  5. HaseDesTodes

    Tanks DLC Feedback

    not a big "hole" but CSAT has an unguided AT launcher while NATO and AAF don't have one. i don't see how it could harm, except for taking away dev-manpower, but it already seems to be 75% done.
  6. HaseDesTodes

    General Discussion (dev branch)

    if it really has only one gear, then maybe it is meant to have a hydraulic transmission (or a generator + electric power train). that way there should be no more drastic changes in engine RPM (acutally it depends on how it's made). but i guess that would be to much high-tech for 2035 :)
  7. HaseDesTodes

    Tanks DLC Feedback

    @teach first thing: DLC will come out in less than 3 month (afair), and they should have been working on it for at least half a year (probably 1 year now). unfortunately i can't seem to find an up-to-date roadmap for Arma3 right now, so i can't provide any "solid" evidence on dates. this topic was opened more than a year now, and now you come to request a totally new feature. you can be 99.995% sure, that it wouldn't make it in the game if you request it so late. so it seems pointless to me suggesting it or hoping it will come. second thing: it has pretty much been been said that it WILL NOT be added to the game. https://forums.bistudio.com/forums/topic/196366-tanks-dlc-feedback/?page=22&tab=comments#comment-3236279 https://forums.bistudio.com/forums/topic/196366-tanks-dlc-feedback/?page=23&tab=comments#comment-3236780
  8. HaseDesTodes

    Audio Tweaking (dev branch)

    @lex__1 i had noticed in the past, that (AI) squad commands don'T fade out properly. so i was able to hear AI at 2.5km distance (sound fully turned up) i did report it, but as usual BIS didn't really care to answer https://feedback.bistudio.com/T124627 i linked a video i made in the report, and i can hear the AI voice commands very quietly, if i turn my volume to the max. especailly between 0-15 sec, idk. why i made that video so long. i don't really know if that's the way you can hear it, but i think it might be related.
  9. HaseDesTodes

    Arma 3 Third-Party DLC Pitch Discussion

    I thought about this for a while, and found it wouldn't hurt if express my concerns about this. In the past BIS have made sure, that non DLC/Addon owners were able play with owners and this seems not to be the case with the way this is announced (at least how i understood it). I usually play on the EUTW servers, which is a mission that doesn't use any 3rd party assets, for one simple reason: accessibility. Even if it's super simple to join a modded server and download missing mods using the launcher's server browser it seems to be a step many players are not willing to take. Because of that i fear, that it would be difficult to run a server (in terms of having it populated) that uses one or more premium mods, if having them installed is mandatory to join and play on the server. I think that we can expect the new premium mods to contain at least one mod that is mainly an asset expansion (vehicles, uniforms, equipment, etc.). All those things could be added like it was done with the DLCs, so non-owners could play together with owners on the same server, but couldn't use them. I think premium Mod/DLC creators should be given the option to have their assets behave the same way as BIS DLC assets. So that they can decide if their creations are suitable for use along with vanilla assets or not, but also if they would like it this way. I'm sure there can be reasons to restrict the use, so i think it should be possible, but not mandatory. Having mods forced in order to join a server, can lead to a low player count, what often makes a server less attractive to other players, so the server gets on a downward spiral. And players might begin questioning, if they should buy a Mod/DLC when there is not enough content that is utilizing it. I'm sure there will still be some/many well organized communities that get to fill their servers, but i think, that if one is trying to sell a product increasing the potential amount of customers can be a good way to go. One thing i am concerned about with what i suggested, is, that this might get to some "pay to win" scenario. If there are very powerful assets that require premium access in a PVP situation, players might feel that they are forced to buy a DLC/Mod in order to keep up. Only ways i currently see to prevent this kind of situation are: -mission creators make sure the access is balanced (put a high price tag on those assets, restrict amount per team, etc) -the way it is announced: you need the mod in order to play on a server that uses it -create low quality versions of the assets, that are free to use for everyone, and keep the high quality versions as mods (almost like BIS used to do it with BAF, PMC and Armed Forces of the Czech Republic) I don't really expect much/anything at all of what i wrote to happen, but i wanted at least to express my concerns about this topic.
  10. i have "Use default action" bound to the "enter"-key, so whatever you have bound it to, skipping might work with holding it.
  11. HaseDesTodes

    Jets DLC Official Feedback

    let it fly straight at first, then start homing in on the closest valid target near the marked target. if the needed flight path corrections are to great, it's the pilot's fault that the bomb misses. but if the bomb can't find any target it should fly just like it was dropped with out any target. i guess that would be the best solution here; no imba after-drop flight path, but still precise if a laser/ir strobe is in place
  12. HaseDesTodes

    Jets DLC Official Feedback

    can't you simply disable the ability to lock on anything but laser/IR strobe targets for the bombs? i think that's the main cause for the problems. and afair this was the way it used to be before sensors got changed.
  13. HaseDesTodes

    General Discussion (dev branch)

    yes it's probably the same model. BUT the discussion about the RPG/bipod on an A3 launcher is based on a rendered image from a different game. that's all i wanted to express. i'd really like prone position with launchers and RPG-7 with PGO7 sight and bipod, but i don't think we should assume this is coming because of the DayZ RPG image.
  14. HaseDesTodes

    General Discussion (dev branch)

    did you guys realize the RPG-7 model is from the DayZ SA? i guess it might not be a noticeable problem to transfer it to A3, but i don't think there were plans for it.
  15. HaseDesTodes

    Laws of War DLC Feedback

    when i played the campaign during exp. testing phase (the first version released on exp) it worked as it "should" be
  16. it shouldn't matter if you did, as he explicitly stated it. so if you fulfilled everything else, and didn't receive it, then started over and didn't use it, it should be a bug.
  17. i have gotten the "Remnants of War" achievement for finishing the campaign, so the answer is "Yes"
  18. HaseDesTodes

    Laws of War DLC Feedback

    i have finished the campaign in around 3.5h (could have done it faster) small spoiler it had some very nice ideas, and i really like the story. there were a few things that i found could need improvement:
  19. HaseDesTodes

    Orange DLC (wild) SPECULATIONS !!!

    from what it looks like to me it will be in the first week of september (so 6th). it's not 100% exact, but i guess the schedule itself isn't either.
  20. HaseDesTodes

    Jets DLC Official Feedback

    this is even just 8 posts before your initial post. if you need hundreds of hits to the flank of an apc to destroy it, i wouldn't call it AP, at least not in arma.
  21. HaseDesTodes

    Jets DLC Official Feedback

    it's a bug. the bomb homes in on the vehicle selected by the airplane's sensors. no laser is used.
  22. HaseDesTodes

    Malden DLC 2035 - Official Feedback Post

    island is realy nice to look at, i'm curious how it will turn out gameplay wise. nevertheless i have made a small list of flaws i have found: an ugly step in the pier parts (part is rotated to much) some sand texture that looks ugly there a small gap between the concrete and the metal piers (realy minor issue) the curbs overlaping to have small ugly steps, and the grass is clipping through them
  23. HaseDesTodes

    Jets DLC Official Feedback

    i just ran few tests in the editor (not flying, 40m distance to rule out spread): don't nail me on the exact numbers, especially for the infantry, as i always needed to adjust them to the jet cannon, but you can clearly see some things. 20mm twin cannon sucks against infantry, even though it looks like it uses HE ammo. all 20mm cannons are not realy good against infantry, especially, due to the rate of fire and the limited ammo. Neophron and Wipeout have the best cannons for air to ground combat, just as you would expect of CAS planes. DLC jets have splash damage, even if it doesn't look like it.
  24. HaseDesTodes

    General Discussion (dev branch)

    steam-> library-> rightclick Arma3->Properties ->Betas-> dropdown: development-> close-> start the download if it doesn't start on it's own.
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