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About Arrhythmix

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  1. SLI doesn't work all that great in Arma last time I checked a few years ago. If anything, I saw more performance hits on SLI then I did a single card back when I had 970s in SLI. I don't know if SLI scaling has been improved, but you're more likely to get better FPS, performance, and stability by using only one GPU, overclocking it, and maybe overclocking your CPU. You also have to remember, in SLI, both cards have the same cloned information on the VRAM, so SLI isn't going to magically allow double your render distance or framerate, just because you have 8 more GB of VRAM. You could try installing Nvidia Inspect and try forcing AFR/AFR2 or other variations of SLI, but this will won't really help much since the engine is already poorly optimized for SLI. You might need to start Arma with these commands as well, specifically the "-maxVRAM" which should help artificially limit the VRAM allocated to ARMA see if that helps, worst case scenario, disable a GPU for Arma in the Nvidia Control Panel "programs" list. -maxVRAM=7168 -maxMem=12288 -cpuCount=8 -exThreads=7 -malloc=malloc=tbb4malloc_bi_x64
  2. Arrhythmix

    Arma 3 Headless Client

    So I found the best way to do headless clients for Windows and Linux (remotely) For both setups, you need to ensure that headlessClients, and or localClients in server CFG have the remote or local HC you want to add to it, otherwise, you will get steam authentication errors: headlessClients[] = {"my.home.address.ip","admin2.address.ip",""}; localClient[] = {"my.home.address.ip","admin2.address.ip",""}; For Windows: *Make a folder called "hckit" inside your arma3 server main directory *inside this directory make a file called "headless.par" Here is an example of my .par file edit it to your liking. Note, mods are also relative, so in my case, I store all my @mods in my root server directory. If you want to let's say use mods from another hard drive, you would have to individually add full paths. class Arg { client="-client"; connect="-connect=ip.address.here"; localhost="-localhost=ip.address.here"; name="-name=HC"; port="-port=1337"; password="-password=password"; maxmem="-maxMem=8196"; malloc="-malloc=tbb4malloc_bi_x64"; exthreads="-Exthreads=7"; mod="-mod=Argo;Curator;Heli;Jets;Kart;Mark;Tank;@CBA_A3"; nosound="-nosound"; }; Afterward, find where "arma3server_x64.exe" is located, right click and create a shortcut. Now right-click that shortcut and: "C:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3server_x64.exe" "-par=hckit\headless.par" Now execute the shortcut which should now load the parameter file. This is my method for connecting to a battle enabled, mod signatures disabled liberation server I run. For Linux Working on Xubuntu 18.04 Kernel 4.15 Pretty much follow the installing a dedicated server on linux guide. create a "headless.sh" file in your arma3 server root directory and put the following in it: ./arma3server -client -connect=ip.address.here -port=1337 -name=HC -password=notapassword -cpuCount=8 -exThreads=7 -maxMem=2048 -nologs -nopause -hugepages -mod="tank;tacops;orange;argo;jets;mark;heli;kart;curator;@CBA_A3" Note: as of currently A3 Linux servers executable do no come with a 64bit executable, thus why -maxMem is set to 2048, any value higher than 4095 will result in crashes and failures. To make things easier I use "screen" to create and manage multiple HCs in the background.
  3. Arrhythmix

    ATLAS Mod: LHD Plus

    The problem I have with the CUP one is it somehow turns everything in editor turned into simulated. Meaning anything I tried to place mid air tried to fall, boats would move away with tides, and helicopters/jets would automatically take off if in mid air, and vehicles were destroyable, all in editor. The only way I solved this was to disabled "enable simulation" but if I did, when I got into mission, there would be artifacts and random blue lines on the polygon edges.
  4. Arrhythmix

    ATLAS Mod: LHD Plus

    This is the closest you can get to properly re spawning helicopters ASL. The problem with ASL spawning is that no matter how you place them (above sea level or underwater) the engines will automatically turn on and spin even without a crew. To circumvent it you would have to cut fuel, create a temp crew to engage landing gears, delete crew, than reset fuel and damage back to normal. You can use the script I created here: https://forums.bistudio.com/topic/192656-nimitz-planeheli-respawn-template-works-for-lhds/#entry3064366
  5. Arrhythmix

    Headless Client Refusal to connect.

    Yea, the only last idea I got is setting up a .bat file +.par with proper parameters needed. By the looks of it it seems one or more of your startup parameters aren't properly registering. The HC does not need to use -config or -cfg, since that's only needed for the actual main server process. I could be wrong though. I'm still pretty new to this myself, but that's all I can think of. Maybe someone more experienced could give their ideas and advise.
  6. Arrhythmix

    Headless Client Refusal to connect.

    You could try adding some redundancy by adding the actual reporting IP. I usually don't have issues using HCs from my own computer connecting to my server. I would recommend trying to connect with headless clients from a home computer and adding your home IP to the "HeadlessClients" list and see if that works. I would double check the editor as well to make sure the HC modules are placed correctly with playable, and that your game mode has built in HC, or you might need to add a 3rd party script/addon HC.
  7. Arrhythmix

    Headless Client Refusal to connect.

    Headless clients are best ran using a .par parameter. I would take a look into downloading the https://forums.bistudio.com/topic/184485-werthles-headless-module/ Werthles' Headless Client addon just to see some examples. Despite headless clients execute using the arma3server.exe, the headless client actually gets treated like a regular arma3.exe Make a shortcut to your "arma3server.exe" and use something along the lines of this in your target field: "D:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3server.exe" "-par=My Headless Kit\Headless Client\HCTEST.par" Where \Headless Clients\ is a folder in your A3 directory where you can keep all your different .par for different types of game modes that require different mod sets. Here's an example of what my .par file looks like for my headless clients: class Arg { client="-client"; port="-port=2306"; localhost="-localhost="; connect="-connect="127.0.01"; password="-password=passwordhere"; checkSignatures="2"; name="-name=WerthlesHeadlessClient"; profile="-profile=My Headless Kit\Server\Profiles"; EnableHT="-enableHT"; exthreads="-Exthreads=7"; mod="-mod=Curator;Heli;Kart;Mark;@CBA_A3;@CUP_Terrains_Complete-1.2.0;@CUP Weapons;@CUP Vehicles;@CUP Units;@JS_JC_FA18;@FA18X_Black_Wasp;@Nimitz;@RHSAFRF;@RHSGREF;@RHSUSAF;@USAF;@Werthles' Headless Module;"; serverMod="-serverMod=Curator;Heli;Kart;Mark;@CBA_A3;@CUP_Terrains_Complete-1.2.0;@CUP Weapons;@CUP Vehicles;@CUP Units;@JS_JC_FA18;@FA18X_Black_Wasp;@Nimitz;@RHSAFRF;@RHSGREF;@RHSUSAF;@USAF;@Werthles' Headless Module;"; nosound="-nosound"; }; Also something to take note of is that you will only need to make a 2nd .par file for the By the looks of it, you forgot to put a space after the comma preceding the But hypothetically speaking, since the server is already localized, you will only need to use but out of random possibility it should look like this localClient [] = {""}; headlessClients[] = {""}; localClient [] = {"", ""}; headlessClients[] = {"", "};
  8. "Simulator training with the F/A-18 Super Hornet landing on the deck of an aircraft carrier off the coast of Santa Barbara, CA in 2010." Now when I think of it, lighting does seem appropriate on the carrier deck, minus the lack of red lighting on the island.
  9. I could have the vehicles spawn off-carrier on the map somewhere, thus circumventing the whole engine-on when spawning I would have to individually write each xyz coordinate/invisible helipad variable of every plane into a script for each position on the deck or hanger. That would be a whole new script I would have to write from scratch, but it's a good idea for sure. I just have a weird feeling if I do it this way, the second send to would result in some kind of glitch. This script was made specifically to be 3D editor friendly. I'll def take a shot at it though, because that whole engine on/rotar on while spawning bugs me too lol.
  10. Yea the main problem is the only way to have them spawn without engines on is to spawn them in the water. This respawn script allows you to place them on the carrier deck instead, but placing anything above sea level by default automatically turns on engines for helicopters or planes. Also planes/helicopers can't respawn without landing gears down since the carrier desk is treated ASL thus attempt to fly on respawn. unless you temporarily spawn in a crew to activate the landing gear function, then despawning them afterwards. but by doing so also turns the engine on. The best way was to kill the fuel upon respawn and setting flyinheightasl/velocity appropriately then restoring fuel.
  11. Flight Deck lights soo seem a lot dimmer now. If im not mistaken, weren't there originally bridge/superstructure flood lights?
  12. So I've noticed a lot of issues with BI code not allowing to treat decks of ships as ground/canvas/terrain. Thankfully for the new [flyinHeightASL] function, I was able to get the respawns to almost near perfect. This code also allows for helicopters to spawn on decks with engines off after respawn by adjusting fuel. To make this work, place down a "Vehicle Respawn" module with desired delay, deserted distance and tickets. Original script can be found here : http://tspindler.de/arma/arma3/nimitz/experimental/%5bMP%5dRespawnModule.Stratis.7z I would like to thank whoever wrote the original script, since I could not find the original owner to credit for it. Example missions can be found here https://drive.google.com/drive/folders/0Bwqlot_7c6hOc3ZScHJjQmdDc28 Mods Required for Sample Mission: @CBA_A3 @Nimitz @F/A18 @USAF Use this in the "Expression" field of the respawn module: [(_this select 0), true] execVM "scripts\planeRespawn.sqf"; [(_this select 0), true] execVM "scripts\heliRespawn.sqf"; Position must be set to "Starting position" as well as "Position selection" to "Oldest" to prevent clipping issues or wreaks crashing into each other preventing overall respawn. Below is the script that needs to be called "planeRespawn.sqf" #define DECK 18 private ["_plane"]; _plane = param [0, ObjNull]; _foldWings = param [1, false]; if (isNull _plane) exitWith {}; // the plane actually starts flying, so we stop that ... _plane allowDamage False; _plane flyinHeightASL [15.4,15.4,15.4]; _plane setVelocity [0,0,0.2]; _plane hideObject true; _plane engineOn false; createVehicleCrew _plane; sleep 1; (driver _plane) action ["LandGear", _plane]; {deleteVehicle _x} forEach crew _plane; if (_foldWings) then { // fold wings of F/A-18 and F-14 /*[_plane] execVM "JS_JC_FA18\scripts\MISC\FA18_foldwings.sqf";*/ _plane animate ["l_wingfold",1,true]; _plane animate ["r_wingfold",1,true]; _plane animate ["leftwing_parking",1,true]; _plane animate ["rightwing_parking",1,true]; }; sleep 3; _plane hideObject false; _plane allowDamage true; _plane action ["landinggear", _plane]; _plane engineOn false; _plane setDamage 0; Below is the script that needs to be called "heliRespawn.sqf" #define DECK 18 private ["_heli"]; _heli = param [0, ObjNull]; if (isNull _heli) exitWith {}; // the plane actually starts flying, so we stop that ... _heli setfuel 0.0; _heli allowDamage False; //_heli setpos [getpos _heli select 0, getpos _heli select 0, 15.7]; _heli setposasl [position _heli select 0, position _heli select 1, 15.7]; _heli flyinHeightASL [15.7,15.7,15.7]; _heli setVelocity [0,0,0.2]; _heli setDamage 0; _heli hideObject true; createVehicleCrew _heli; sleep 1; {deleteVehicle _x} forEach crew _heli; sleep 3; _heli hideObject false; _heli allowDamage true; _heli engineOn false; _heli setfuel 1; _heli setDamage 0;
  13. Finished perfecting the plane/helicopter respawn script on the Nimitz. Took a good 3 hours of editing values, and learning some new coding techniques This can also be used on a LHD if need be. I accidentally made the mission on Tanoa. Then I realized right when I was uploading that people probably still don't have the DLC yet. So I'll just have another upload here in a little bit for stratis. Link below https://drive.google.com/drive/folders/0Bwqlot_7c6hOc3ZScHJjQmdDc28 @CBA_A3 V3 @Nimitz @F/A 18 @USAF (yes there are F35s and UH-60s on the flight deck)
  14. Nimitz is working pretty decently on Tanoa.I'm working on an ALiVE map for it. The only issue I have is the usually plane respawn issue as usual (due to the lack of limited function of coding to treat decks as physical terrain/.canvas) which can be compensated using the original "setposASL" along with the new "flyInHeightASL" combined with "setVelocity" Still figuring out the exact values needed.