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About Sycholic

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    Under the Antartican Iceshelf

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  1. Sycholic

    Apex Framework

    yeah the thing is like I said people unloading them too far away 30m isnt that much esp if you putting the huron down. Simple solution is just load them into a quad or any vic near the fence then unload them again. I only brought it up because the marked helo pads that people should land at are not even close. (maybe add a pad next to it in that open spot? just an idea)
  2. Sycholic

    Apex Framework

    its hard to say cuz Ive noticed it being seeminly randomish?. def noticed that vics like to despawn after towing them and then try to move out just one example I personally know of. like take take a rewards cheetah and try and tow the ammo truck behind it would just randomly despawn it soon as I start moving out. also re: unloading prisoners The range of the unloading from a vic seems too strict? you litteraly have to land the helo or drive a vehicle right next to the fence prison for the mission to transport the POW not to fail. example: if you like land on a landing pad and unload the prisoner then escort him into the prison and release the POW, the escort mission fails unless you unload the POW like I said very close to the prison.
  3. Sycholic

    White Phosphor NODs (NVGs)

    just for shits and giggles how are you handling the turning on and off. Ive had whitephoshor NVG code for over 2 years now out there I just never could figure a way to hook into its activation without creating 'yet another..' suspending script loop that.. Q_S thought that maybe editing the RSC layer for NVG (if I remember correctly?) would be the only way around it but thats way over my head anyway cheers def gonna check it out.
  4. bumping a very very old post because its happening again as of latest updated and been happening alot with very little mods loaded (like 5...) ie. the problem has been revived had to stop using the default memory manager and use window's version now.
  5. yeah I just wanted to make sure this wasnt something that happened in vanilla but typically wasnt publicly accessable. thanks for all the info.
  6. Interesting. Im guessing then the mods added this I'll have to ask there then since one of them is dependent on the other. thanks for the info I wasnt sure how indepth arma was with physics calculations with projectile flights. thanks for the info.
  7. This is mainly for the developers or anyone who actually knows for fact the inner workings of arma physics.... Which model is arma using for calculating ballistic calculations for bullet flight? ASM or ICAO? I see people making mods trying to give 'realism' and they using apparently two different standards according to the ammo data given.Vanilla says ICAO (g7) but also ASM (G1) I just want to make sure that arma can tell the difference.
  8. contact him again and get permission to opensource it all with attribution or whatever permissions wished cuz alot of people still use this and other MAS mods but no-one around to maintain anymore it seems. Really wanna hit this push to github and go public with them all.... its 2018 now and there hasnt been nothing maintained in a long time now it seems.
  9. Well what is the point of assigning extra threads then? for me it seems its loaded across 4 cores 40% and 1 at 90-100ish. but this kinda got off topic I was just wondering if the HT option had any factor with multithreading AMDs and if so it has some issues....
  10. I have it all the way down to 8 currently and it still barely loads up those cores so Im happy with it... if its actually multi threading, that I cant tell.
  11. Sycholic

    Invade & Annex: Apex Edition

    Cant wait!
  12. Not sure if anyone has tried or reported this. Apparently when I apply the 'hyperthreading' (aka multi-threading option) start to get blinking/artifacts dealing with shadows with my 1950x TR. Should I be using this option for a non Intel or not? if not, am I multithreading still? Given I got 16cores/32threads to use, brings up a important question as to if arma can even effectively use my CPU to it's fullest or does the game need to be updated for even this possiblity? Any feedback would be appreciated.
  13. Unfortunately its not the source nor cause of the bug, so back to the drawing board on locating it... and start adding in diag_log's....
  14. That is the issue it doesn't say at all where its happening. the log file repeats nothing but "Bad conversion: bool" it doesn't name where, or what or anything... to even remotely indicate where its happening
  15. Well to me that is common sense to me at least. right now I am mainly wondering if arma might be crying over using the above method for the most part.