mooch
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Q11 - Just want to say Thank you for this AddOn. It adds an additional level of realism to this game that is very needed. I use the AddOn and have no complaints. I do however have some feature requests for possibly implementing into a future version: There are actions a soldier can take in the field to help prevent him from getting a jam. You can inspect your weapon's current probability for jams by doing things like, pulling the charging handle back a bit and observing the round, pulling the mag out and tapping it, making certain the rounds are properly seated, etc. My question is this: Could it be possible to have an action that a player can take to "Inspect" his weapon prior to entering a firefight or just while he is holding on an ORP, that will significantly lower his probability of a jam for the next 20 rounds or so (could use the same reload animation but be in the action menu)? Also, could the probability logic be based on amount of rounds expended and time between rounds? Your chances of getting a jam fireing a standard-issue M4-A1 on full-auto for an extended time are generally much higher than semi (although i've had a few personal cases to the contrary, due to faulty equipment). I would like to second the idea someone asked earlier in this thread of having the jam probability  be lowered for SF units, as they tend to carry their own equipment, using the same, customized weapon(s) on deployment, rather than checking in/out weapons and sharing them with other soldiers. Thanks again for a great AddOn! Keep it up! Mooch OUT. http://3rdinf-hq.com
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Nice! These will look cool on our screenshots. Is anyone working on a way to do animations in-game, multiplayer? Like hand-signals for instance?
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Outstanding work Johnny. Definitely the best SF models I have seen so far, and I love the eyewear, although I would have gone with the Oakley M-Frames. One little thing I noticed... Any reason why the cross-draw CQC-style holster looks upside-down? And most of the rigs that I've seen that have actually gotten used are covered in a variety of camo paint, dirt, 100mph tape, 550 chord, and other "stuff" that you just have no idea how it got there. I agree with the guys about some boonies and ballcaps. Maybe a LRP/LRS load-out for SR missions? These urban models look awesome, but they just don't appear to have enough gear on for long range missions. "Old school" ALICE gear would be nice too, like an advanced LBV or "ranger rig" Y-harness LBE setup. I know some people may tell me to "get with the times", but there's plenty of operators that still use what works. I' would LOVE to see a set of woodland BDUs, a boonie, an advanced LBV with some SAW pouches, 2 canteens and a butt-pack, and a Large ALICE Ruck. Let me know if you need any pictures . Again, awesome models. Here's a link to a SERPA/CQC platform in cross-draw configuration: http://www.blackhawk.com/images/catalog/40CL01_0BIG.JPG [EDIT] I just noticed this, nice touch on the Mechanix gloves! Cheers.
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Michael, Point taken. Perhaps I came down a little hard, I agree that it's quite frustrating to build a killer rig, then a game comes out that you can't hardly play. Let's try to find a solution first, instead of dis-respecting BIS, and each other (my bad). I got some free time so what the heck. I think a large problem with even the cutting edge multi-core hardware is that the cores themselves are slower. Yes, you have more of them, but if they aren't being utilized then you are trapped with a slower processor. If you got the cash to play with... you can get an athlon 64 4000+ (2,4ghz, 1mb L2 cache) socket 939 and OC it to 3.0ghz (about 200 for CPU/Mobo/Cooler), that along with a decent Nvidia card like a 7950GT (about 200 bux), a couple gigs of RAM, and some fast SATA HDs, will run just about every game out there right now quite nicely. In my experience, the WD Raptor 10kRPM HDs in Raid 0 provided me with the most noticeable performance increase. Texture caching has always been a bottleneck for game engines. Unfortunately I dont think you're realistically going to get a multi-core workstation to run ArmA much better than what's described above.
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Micheal, I'm glad you're good at what you do, you don't have to justify anything to me. I'm sure your a very capable designer/devolper. I tried to refrain from singling anyone out, but mainly my post is addressing the individual who started this thread and any others that were being disrespectful to the developers. I don't believe you were being disrespectful, so obviously this wouldn't apply to you. Again I'll say that unless your a developer with experience in DX9, OGL, etc... I don't think you should be trash talking someone's code and telling them that it "f*** sucks". edit: dude... you had some great suggestions... why would you think my post was remotely directed at you? Maybe you do work too hard.... this is why i generally avoid forums. cheers.
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Please, don't brandish your uselessness to us by offering nothing but complaints, and zero solutions. No, "Make your game like this one" is NOT a solution. When you learn WTF you are talking about, please post useful information. Those of us that have JOBS dont have TIME to sit here and scroll through all of this CRAP. I originally came here to find out if ArmA supported multiple cores and/or SLI to determine which new hardware I should invest in (Also known as "look before you leap"). I've finally found this information and am now completely satisfied. I know enough about game engines and software development to know that there's not a whole lot of it that supports multi-core or SLI. Keep your expectations a little lower my friends, you'll lead a stress-free life of minimal disappointment. As for BIS; they are great guys, they started building they're own engine back as early as 1994, before many of us even knew what a computer was. They have been through the ringer when it comes to the gaming industry and shady publishers, some of us can attest to that. ArmA, just like OFP before it, is destined to become a great game with constant re-playability, due to it's highly community-based niche. Many people have written mods and add-ons for OFP, and will continue to write them for ArmA. It's not like many other games in which the studio releases the game and one or two patches then just forgets about it and moves on to a crappy sequel. I think BIS has done a great job of keeping the community involved even after all these years. My only SUGGESTION would be to make the engine more customizable (as they appear to be doing already) and allow more fine-tuning of things like texture cache size, etc. I admire BIS, for they have stuck to their guns, and continued working on their game, their baby, through thick and thin. It hasn't been about the money or the fame, but about making something awesome, that not everyone will love, or even be able to play... but that everyone should appreciate. I used to write for Tacsim.com, I've worked as a designer and developer for a few game development shops, and I know first hand how crappy this industry can get. For them to make such a beautiful engine out of it, I think they deserve some major applause. I met some of the BIS crew back in 2000 and at E3 in Los Angeles. With the industry as foobar as it is now (and steadily declining - see hollywood industry), I'm glad they are still around. If I were you, I'd stick to single core systems for now. Concentrate on getting faster single core CPUs and Single GPU Video cards with faster core clocks and lots of RAM. Make sure you got some fast HDs, I got a couple 10kRPM WD Raptor SATA drives in Raid 0. Makes for faster texture caching. If you practice K.I.S.S. (keep it simple stupid), as I have to remind myself to do all too often, I think you'l find yourself spending far less money on a rig that will allow you to enjoy a much wider variety of today's games. Thats my rant for this flame-fest, and now that I've gone and added to the scrollbar, Mooch out. {10th}Mooch http://regiment-hq.com