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oldy41

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Everything posted by oldy41

  1. oldy41

    RHS Escalation (AFRF and USAF)

    Oh, how cruel...
  2. Looks good now. I just triggered a scan of the A3 directory with AVG, and it did not report any viruses anymore. Edit: And many thanks for the TrackIR patch for 64bit. Much appreciated!
  3. The latest Arma3.exe has been classified as a virus by my AVGs heuristical detection :( I had to disable AVG to proceed downloading.
  4. oldy41

    Apex Weapon Feedback

    My apologies if this has been posted before: The iron sights of the AK-12 look very weird: The grain is much too small in comparison to the rear sight. All the other AK types look better.
  5. oldy41

    AI Discussion (dev branch)

    Synopsis: The impact of high grass on AI vision still needs to be improved. One of my major concerns regarding the Tanoa scenario was, how firefights against AI would play out in those dense jungle environments. My testing on that is rather promising. Though it is very challenging (as it should be) to cope with enemy AI in the jungles, one does not get the impression of the god-like x-ray vision which was notorious for previous versions of the series. That's really great! However, regarding grass it still seems to be different. I set up a quick test scenarion in an more or less open area with high grass and no big difference in elevation, i.e. you see lots of grass in front of you. This tends to play out in a very frustrating way. AI will regularly spot you, while you have no chance to even get a glimpse on the enemy. The same can be observed for your own AI squad mates, which announce enemy units and open fire while you still dont see ****. Obviously this is caused by the mechanism, how grass works on AI vision. I believe the penalty factor imposed on AI for spotting units in higher grass clutter is still much too low.
  6. The new / latest ever version unfortunately still comes with the borked uniform textures and config errors while loading. Would you mind providing a small patch for this so that we could enjoy the current status while waiting for Korea? :)
  7. Reading this really spoiled my day :( . I had put great hopes in your team, and I liked the way you approached your project. Well, I wish you all the best with your new project and am looking forward to meet in Korea! (Never been there before, i.e. not even virtually ;) ).
  8. oldy41

    Weapon Switching on the Move

    I would guess its simply a regression...
  9. oldy41

    Weapon Switching on the Move

    Switching fire mode to the UGL does no longer switch sights. Actually, I cannot enable the UGL sights anymore.
  10. I don't think they can use the VW since it does not comply to pollution standards. :P
  11. Many thanks for the release! I love the detailed K98 reload animation and the immersive M1 'ping' :-) This really shows the love you put into details. I am looking forward for the next iteration!
  12. Just had the FPS drop again with todays build (133700) on Altis.
  13. I am experiencing the same FPS drops. Definitely started with yesterdays build, not earlier. (See http://feedback.arma3.com/view.php?id=26962 )
  14. After todays dev update my game crashes as soon as I press the key for selecting all my team members (^). Edit: It also crashes, when selecting a single team member via the function keys. (I am playing SP missions in the 2D editor.) Edit: Still 100% reproducible today. This does _not_ seem to be related to mods. Hardware: - GeForce GTX 970 - MS SideWinder X6 Keyboard
  15. I also encountered this problem. !$%#*@!!!!
  16. Many thanks for that answer, megagoth! Although it confirms my concerns it also provides some hope for the future. I tested a bit more since my last post, and I am pretty sure now that some peaks in 1st person weapon sounds are really too loud. So everybody using headphones: Be warned, be cautious and check your volume settings! I have now switched to external speakers for the time being (though I am not sure how long my wife will tolerate that). (I was thinking about purchasing child-safe headphones for a moment, which limit loudness to a safe 85db, but those are all either pink or Mickey Mouse and.. and.. no, I definitely won't do that!) Edit: I have now enabled the loudness normalization option of my audio driver. Thanks again, goth! I didn't know about that option before. For me that normalization is definitely helpful, but it is probably not an option for the real audio enthusiast. It does not only cut sound peaks but also dynamically increases the lower sounds, which somewhat messes up the complete soundscape.
  17. The following question is probably a bit unusual, but it is something I am really concerned about: My hearing has significantly suffered in the last two years. As in most such cases it is hard to tell the reasons for that. One is certainly age, but than I am not yet that old. ;) Anyway, I am trying hard to preserve the rest of my hearing capabilities. The only noisy thing I am confronted with in my daily life is ArmA, which I play a lot. Now I am not sure, but I am afraid that some of the rifle gunshot sounds are too loud or too sharp in comparison to the rest of the audio landscape. I.e. when I crank the volume to a level which provides a reasonably good immersion regarding movement sounds, environment sounds etc. I am afraid that firing the rifles may actually be unhealthy loud for my ears. Of course, this would probably be absolutely realistic, but then I am not going to a real war here... :o @BI: I would really be happy if a dev could confirm, that the levels of the gunshot audio samples have been checked against the other sound to make sure, that they are still on a safe volume level when setting the overall game volume reasonably. (And just to make sure I am understood correctly: This is not about how something should sound in the game, nor what would be realistic. I am sure a real war is definitely unhealthy for your ears (and potentially other body parts), but this is not the topic. I am simply seriously concerned about what my ArmA gaming passion does to my ears. :unsure: )
  18. It has some glitches but on the whole TPW's FALL mod does a very fine job on knock down animations. (I prefer playing the mod with animated falls instead of ragdolled.) So I think BI should be able to come up with something better in that area being able to tweak the engine itself.
  19. I think this bug has been introduced last Friday.
  20. You really made my day! As a big fan of playing WW2 I am still looking forward for any WW2 units published for A3. The approach to release your mod in several stages is very promising and indicates professional and realistic project management. :) Many (most) (all?) other WW2 mods for A3 which aimed at releasing their 'complete' content in a single big bang release failed in publishing anything so far. (And if joining forces is not an option, then a little bit of competition will not hurt either! Keep going all of you talented and inspired WW2 mod makers!) :lol:
  21. oldy41

    Blastcore Tracers A3

    I am only playing infantry scenarios without NVGs. (With NVGs I do not like the somewhat dreary grafics, and imho the AI is still not able to provide an immersive experience as soon as vehicles enter the scene. :( ) So I am talking about watching machine gun or assault rifle tracers passing by within a view metres distance. Just to clarify: They do not appear bigger with your mod than in vanilla, but I think they should still be smaller. They look totally good when seen from a distance or from behind as the shooter though. That's the reason why I was thinking about lods as apossible solution. Unfortunately O2 is not in my list of skills either. Did some tracer modelling in A1 but this was long ago. So maybe someone around here picks up the idea?
  22. oldy41

    Blastcore Tracers A3

    Fine works FoxFort! Just a quick thought: The main visual problem with tracers is still that they are too big and clumsy when the viewer is very close. Would it be possible to reduce that effect by using a tracer model with multiple lods, so that a more 'filigree' model is displayed when viewed from near, and a model with better visibility (like the current one) when viewed from a distance?
  23. oldy41

    AI Discussion (dev branch)

    But the effect is present for players even now. Maybe it is influenced by the graphic settings, but for me window panes use a specific shader to reflect a very simplified version of the surroundings. This effectively hampers visibility of buildings interior. The grade of the effect is depending on viewing angle and lighting like in real life, but of course very simplified.
  24. oldy41

    AI Discussion (dev branch)

    Yes, and I think that's simply what froggy was talking about. In normal daylight conditions it is difficult to see people inside buildings through window glass. I do not assume he really meant to apply raytracing techniques to simulate distortion, but maybe simply apply a penalty to AI vision when looking through glass windows from the outside. Imho this would really improve urban combat scenarios.
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