killerwhale
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Posts posted by killerwhale
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ok i upgraded to gtx 970 from gtx 580 this morning and i must say I am not really seeing much differnce, i still drop to the 20s in heavy firefight, i can hit over 50 but what really matters is mininmum fps and it is bad. even my 580 could hit 50 and above so this upgrade hasnt improved anything. what a vvv
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Specs:Asus p5nd motherboard
q8200 quad core 2.33 ghz overclocked to 2.8ghz
4gb ddr 2 ram 800mhz
gtx460 1gb
i get a max of 15 fps on multiplayer and this game is unplayable for me ? I play on lowest settings possible highest ill get is 20 fps. Single player or missions i get easily 40-50 and its very smooth and playable someone please help me?
Im afraid your PC is a bit low. you're still using ddr2 800mhz and people are talking about 2400mhz. Your video card is also not good enough. you probably are going to have to upgrade to enjoy better FPS.
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with your Titan card, what is your minimum fps?
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I can tell you right now that, going from 1866MHz RAM to 2800MHz didn't do anything for me...Thanks Massey_sd for your information, i see that you have gtx 970. I'm wondering did it improve your ARMA 3 fps? Im thinking about gtx 980.
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:mad: do i really need to build a whole new system for Arma 3? even people with newer cpus have trouble with this game. i was worried about buying the new card and still not seeing any improvement, but it seems i need new cpu as well which will mean new motherboard and possibly RAM. arma 3 is going to have to buzz off.
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if i can get some suggestions, i would appreciate. i currently have gtx 580 1.5GB and good quad cpu O.C to 4.0, the game though doesnt run well unless i overclock my gpu as well and normaly drops to the 20s when in heavy fights and in urban areas(always plays single player btw, never multiplayer). so will moving to gtx 980 help? if not, then WHAT IS WRONG WITH THIS GAME?
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turn off Vsync. that boosts your FPS a lot. but this game is never good at performance. Always there are problems related to it even when you have high end GPU!
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well, the game has problems. sometimes unexpected errors arise! so no fix, live with it. i too had to deal with parachutes dying as soon as they land and many more possibly.cha'cha'cha'aaaaaa
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wonderful work sudden, the soldiers walk funny though. they kind bend their back as they walk or always have their gun pointing straight.
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cant you just get us the vehicles/guns without all the maps/units. this takes up too much space and issues.
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i think it is part of the sniper DLC they were talking about. we already have 50% of the DLC
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#include "basicdefines_A3.hpp"class DefaultEventhandlers;
#include "cfgPatches.hpp"
class UniformSlotInfo;
class CfgVehicles
{
class Man;
class CAManBase: Man
{
class HitPoints
{
class HitHead;
class HitBody;
class HitHands;
class HitLegs;
};
};
class SoldierWB: CAManBase
{
threat[] = {1, 0.1, 0.1};
};
//Base class for BLUFOR soldiers
class Test_Soldier_base_F: SoldierWB
{
faceType = Man_A3; /// this soldier is going to use standard faces
side = 1; /// that means BLUFOR
faction = BLU_F; /// Standard NATO faction
genericNames = "NATOMen"; /// Standard names for lads of NATO
vehicleClass = Men; /// Should be listed under Men
scope = 0; /// base class should not be visible in editor
class Wounds /// changes material of skin according to damage
{
tex[] = {};
mat[] = {
"A3\Characters_F\Common\Data\basicbody.rvmat", /// what material is changed
"A3\Characters_F\Common\Data\basicbody_injury.rvmat", /// how does the material look like in damage 0.5 and more
"A3\Characters_F\Common\Data\basicbody_injury.rvmat", /// how does the material look like while the part has damage 1
"A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", /// next materials are used through personality of the soldier
"A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat",
"A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat",
"A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat",
"A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat",
"A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat",
"A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat",
"A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat",
"A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat",
"A3\Characters_F\Heads\Data\hl_white_old.rvmat",
"A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat",
"A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat",
"A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat",
"A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat",
"A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat",
};
};
model = "\Samples_f\Test_Character_01\A3_character_example.p3d"; /// path to model
modelSides[] = {3, 1}; /// what sides could use this uniform, means civilians and BLUFOR can use it
nakedUniform = "U_BasicBody"; /// what "uniform" does this soldier use without any other uniform
uniformClass = "U_Test_uniform"; /// standard uniform used by this soldier, there is a special one defined later
class UniformInfo /// defines allowed slots of the uniform
{
class SlotsInfo
{
class NVG : UniformSlotInfo{slotType = NVG_SLOT; };
class Scuba : UniformSlotInfo{slotType = SCUBA_SLOT;};
class Googles : UniformSlotInfo{slotType = GOGGLE_SLOT;};
class Headgear : UniformSlotInfo{slotType = HEADGEAR_SLOT;};
};
};
class HitPoints : HitPoints
{
class HitHead:HitHead {armor = 0.3*HeadArmourCoef;}; /// default soldier doesn't have any head armour, uses helmet
class HitBody:HitBody {armor = 0.5*BodyArmourCoef;}; /// default soldier doesn't have protective uniform on body, uses vest
class HitHands: HitHands {armor = 0.8*HandArmourCoef;}; /// some protection for hands by uniform
class HitLegs: HitLegs {armor = 0.8*LegArmourCoef;}; /// some protection for legs by uniform
};
hiddenSelections[] = {"Camo"}; /// selection defined in sections of model that may have texture and materials changed by setObjectTexture or next parameter
hiddenSelectionsTextures[] = {"\a3\characters_f\common\data\basicbody_grey_co.paa"}; /// what texture does this soldier use for camo selection
weapons[] = {Test_weapon_01_holo_pointer_F, Throw, Put}; /// we have a sample weapon, why not use it? Throw and put weapons are required for grenades/mines
respawnWeapons[] = {Test_weapon_01_holo_pointer_F, Throw, Put}; /// should be the same as previous most of the time
Items[] = {FirstAidKit}; /// one First aid kit is good to start with
RespawnItems[] = {FirstAidKit};
magazines[] = {30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, HandGrenade, HandGrenade};
respawnMagazines[] = {30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, HandGrenade, HandGrenade};
linkedItems[] = {V_Test_Vest, H_Test_Headgear, ItemMap, ItemCompass, ItemWatch, ItemRadio, NVGoggles}; /// items directly in inventory slots
respawnLinkedItems[] = {V_Test_Vest, H_Test_Headgear, ItemMap, ItemCompass, ItemWatch, ItemRadio, NVGoggles};
};
class Test_Soldier_F: Test_Soldier_base_F /// class visible in editor
{
scope = 2; /// scope needs to be 2 to have a visible class
displayName = "Test Soldier"; /// what's displayed in editor or on cursor over
};
};
class cfgWeapons
{
class InventoryItem_Base_F;
class ItemCore;
#include "cfgUniforms.hpp" /// sample uniform is defined in a separate file to make it cleaner
#include "cfgVests.hpp" /// sample vest is defined in a separate file to make it cleaner
#include "cfgHeadgear.hpp" /// sample cap is defined in a separate file to make it cleaner
};
Help please, the part i have in red is the part i want to change. I want the soldier's default weapon to be M16A2 rifle that i downloaded. i don't know how to go about this. i understand "test_weapon_01" is in the weapon sample and im working on the character sample, how do i link the test_weapon to the character im about to create
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Oh come on, you havent even tried.And there is a perfectly fine sample that comes with the A3 Tool Package... found in /Sample_F/Test_Character_01/config.hpp
very nice information Fennek:yay:, now it will be through trials and errors before i get it working. that is if im lucky
Make a config overview for the above mentioned config dump mission in the editor; cfgVehicles for infantry or vehicles, cfgWeapons for weapons (or make subsets like CAManBase, AllVehicles, Tank, Cars, etc); for sounds cfgAmmo and cfgMagazines are also relevant and a few other specific classes for UI or terrain soundsi dont get this line
Thanks big time by the way
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it sounds simpler than i thought but still too completed for me. would any one care to make a video about it or write instructions
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i understand you can do that in the editor but you'll have to place a code in the init field or use the box containing the guns. i want the soldier to have it as his default weapon and the only way to do that i guess is to model a unit a gun of your own
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what? 5charpoofuu, if you dont have an answer, dont bother to reply
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Hi, is it possible to edit BIS soldier models to equip them with different gun? or you will have to model a soldier first then the gun you want
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There is a problem with this mode, even though you used the exclude option for a particular unit, it will still detect a unit not in its sight ( 1KM away with mountains in between) and enter combat mode, thus wont travel far!
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Please elaborate on this, thx.i have noticed that units are back to their default behavior when they are being fired upon, no quick response to fire being fired at them. standing around, thinking and finishing their smoke before they take a look who is firing at them.
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with the latest arma update, i dont think the mod works properly anymore. I think the guy who made this mod knows better than the recent guy that Bohemia hired for the Ai. they should hire this one.
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wasnt arma2 better than arma3, how come it wasnt made for arma2
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does this work with arma2?
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Hi, i have problem with parachuting. i have 2 squads that are suppose to parachute from c-130
As soon as the parachute script is activated, the plane turns instead of continuing its straight course.
what does he have to do with the parachuting, i dont know.
anyway, what can i do to keep him his course? and not mind the soldiers parachuting. he is even set to captive (neutral)
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@LSD read your pm's I will try to explain you everything :>why does it have to be pm, a lot of people have this problem as well, just post it. DUH
Will-my-pc-run-Arma3? What cpu/gpu to get? What settings? What system specifications?
in ARMA 3 - GENERAL
Posted
im conflicted, as i wasted money on the gtx 970 and having seen not much improvement, I'm thinking about new cpu, ideally the 4790k but then new cpus with socket 2011-v3 are out and motherboards which support DDR4 memory type. they say in the future this type of RAM will be the dominant. The new motherboard will eventually replace the LGA 1150 one as well. what is your suggestion. getting the new motherboard means getting rid of my RAM as well, and the motherboard alone costs $400, while the cpu costs pretty much the same as 4790k. when you total it, we're talking about $1000 upgade, where as if i were to go with LGA 1150 motherboard, about $ 530 total.