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meade95

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Posts posted by meade95


  1. You can run DX9 and 11 together with no problems.

    How so? When you install / upgrade to DX 11 doesn't it just replace DX9 (like a video driver update more or less?).

    I've never had 2 DX versions running on a computer system. It always just shows one...

    With that said...I guess I might as well just stiick to DX 9 then...for now anyway.


  2. Are there any issues with ARMA2/CO and DX 11??

    I'm currently still using DX9 actually (for some other reasons). But have recently upgraded my video card to a GTX 460 and likely will be upgrading to DX 11.

    Just wondering others thoughts on DX 11 (as compared to DX 9) and to any issues with ARMA.... (or if I should stick with DX 9).

    Thanks


  3. I have the following Zeus, as my mod - It seems to work fine - It is very hard to keep up with this Mod - In wondering if I have an updated version, if it is the right one, am I DL the right one (does Armaholic have the most updated??)

    ArmA II Zeus AI Combat Skills

    & AI Spotting modular release

    Config parameters, tested & built with beta version: 1.05.69782


  4. Yes it runs fine on high, Just gives problems if re-installing game so i thought id'e mention it as it is very hard to change settings ingame if the default is the default selected. Once chnaged it's ok but this tells me the card's memory is probably not recognised properly

    So, I have a EVGA 460GTX video card in the mailing coming to me (1028MB). I should make sure my video memory is set to "high" , I take it? Not default.


  5. @ Touch Off - Thanks for the additional info / suggestions - Much apprecaited -

    I went with the EVGA GeForce GTX460 Superclocked 1024 MB DDR5 PCI-Express Graphics Card with Lifetime Warranty 01G-P3-1373-AR"

    Will have it in a couple days!

    Any driver advice by anyone? I like my Nvidia 258 drivers right now....may just keep them and see how GTX 460 runs with them before upgrading....

    Looking forward to seeing if I get a boost in performance over my GT8800....Havve to believe I will!


  6. This map looks fantastic - The only issue will be if the AI can handle it?

    Meaning, not getting constantly stuck (as they do in NayGul Valley of Takistan).

    And how do the AI operate in terms of weapons accuracy - It seems the AI is awful at firing weapons at enemies who are at different elevations than themselves. Playtesting in the NayGul Valley I have seen this multiple times. My AI teammates firing 100s of rounds missing and I will take one shot and hit the person (who happens to be at a different elevation than our unit).


  7. this is great!!.. now im going to enjoy urban combat like in the ravenshield days..

    if someone is looking for me im in feruz abad :)

    @ mike-usa

    i think in real life a soldiers raises his weapen instead of getting stuck in the doorway and say hi to enemy presense

    and if im correct (just watched the video on youtube) u can shoot around the corner without exposing yourself to much

    no more bullits hitting invisible walls..

    +1 - Agreed - Now if we could only find a way to get multiple friendly AI units to stack inside a house and help you clear inside buildings we'd definitely be going in the right direction with regard to CCQ...


  8. Is there any real way to use the Cmd => Sub Cmmd modules in a cordidnated way?? It seems that Sub Cmmd units (AI) just recklessly go after anyone and everyone once contact is made......Not only do they not follow High Cmmd commands...but they don't even fight as a unit themselves.....with individuals running all over the place once the shooting starts...

    There is really no way to micro-manage Sub Cmd Module units....and without the ability to micro manage them....They become just rather silly and foolish with how they go about themselves....


  9. The High Command / Sub Command Mod is obviously a great concept - And is exactly what is need to simulate out cordinated offensive for my BLUFOR units.... However, the control aspect I cannot seem to get a clue to.

    Being the High Commd....Is there anyway to have better micro mgmt of your Sub Command units?? As is now, they seem to run all over the map once contact is made... With no regard to safety. Nor as to even fighting as a unit even among themselves. They run off (and usually die) individually like idiots.... You can give them waypoints...but once contact is made they simply run around the map with no concept of fighting as a unit....

    Is there a way to make your Sub Command (AI controlled) unit move a certain point and NOT go running after enemies once contact is made?

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