pwablo
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Definitely up North, You get more land for your money and the Vodka is cheap :-)
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Moral and controversial aspects aside, I would be more concerned about the tactical advantage a reduced size model would give to players. Where would the realism end? Would 4-10year olds be able to even lift a M136? Drive a M1? I think overall the addition of children to Arma would cause more detraction from realism than add, unless it was done very tastefully that is. Cheers
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You could perhaps contact the server admin and ask them to have a play around with some of the performance parameters in the username.ArmAProfile.cfg file. MinErrorToSend=x.xx (where x.xx=0.01 default and 0.009-0.001 - to reduce skipping [lag] when using zoom with scopes) I'm sure some of the other more experienced server admins here could indicate what the optimum setting could be. Hope this helps
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Evolution V1.0 Large scale respawn coop
pwablo replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
Would like to say, Thanks KillJoy for spending the time to create this mission for the community. Also have a small suggestion for your consideration. As opposed to having fixed FARP locations, an element of realism could be added, if COL rank players were able to "Create/Spawn" a single un-moveable FARP via map click at a location of their choice? A further possibility to this would be to allow players to select this FARP as a spawn location? Sorry if this has been suggested previously. Regards -
Hi After installing the 1.07b patch I seem to have an issue with assignments on my JS. When using version 1.05 without issue and all keys / JS configs assigned and working, my POV switch worked fine, but since installing the latest patch POV 0 (Look up) now brings up the Map Screen?? Ive checked the key assignments several times and all is configured as it should be with only the M key assigned to the Map toggle. Could anyone be so kind as to check if this is a bug or otherwise, before I post this to the bug tracker. Ive tried searching the forum, and have so far not found anyone else reporting this problem. JS- Saitek Cyborg 3D Gold Many thanks
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Just want to say, big thank you to all the individuals that ported this original game mode and mission over to Arma. It has always been a favorite of so many players and it greatly contributed to help keep the interest alive in OFP for a huge number of players. Thanks again guys, you know who you are.
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"Slange va" everyone and all the best for 2007
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Well I have been deliberately keeping off this thread until I have had a few days to evaluate the differences in 1.02 FM. Here is my take on it. Pros. 1. The notchy pitch control now feels more smooth. 2. Range of banking angle is now much improved. The freedom of movement that this now allows has IMO contributed greatly to the flying experience. 3. Range of AOT is now also much improved as above. 4. Responsiveness of both Pitch and Roll axis is now much improved. 4. The helo's now feel much more stable at slow speeds, and IMO inspires more confidence when your near the ground. 5. Inverted flight is now possible 6. The badly implemented bouncy ground effect in 1.01 is now gone. Conns. 1. Rudder still feels pretty ineffective over 70-80 mph, which is not a huge problem as it is fairly realistic, however as previously mentioned it makes FFAR's and Manual MG pretty hard to use unless you are within the envelope of rudder control. It is conceivable that by doing this BIS felt it was the most expedient way to contain the helos from being an overly powerful platform. Nobody can deny that helos were pretty much Pwn Platforms in OFP, regardless of the ordinance used. I for one can live with the rudder the way it is. Its nice to have a challenge, and it just means flaring the helo early and harder to scrub off the speed as opposed to using some yaw too. I'm glad to see the helos don't balloon up as much when doing this with the correct anticipation on the collective. 2. Collective is still quite mushy, and does'nt command much authority. Its possible that the helo's maximum transitional speed is governed by the effectiveness of this input to some degree, so maybe increasing the overall thrust available by the collective, will push the helo's past their maximum achievable speed. If this is the case, I can understand why the collective is the way it is. As LSL pointed out, anticipation is the key. In conclusion I think the V 1.02 patch and the improvements we have all witnessed to the FM alone, is a testament to BIS's commitment to the title and the community. So I say Well done and Thank You BIS Cheers
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you need to use Command line :- C:\Games\ArmA\ArmA_Server.exe -config=server.cfg not Command line :- C:\Games\ArmA\ArmA_Server.exe -config=server.config *.config file extension would not be recognized by the OS. Cheers
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I was thinking cut n paste code sample above and create a server.ArmAProfile.cfg file, and drop it into the same folder as your arma.cfg file. The reason I suggest this is because, when I made a typo in the armaprofile.cfg then ran the dedicated server it prompted a warning regarding the error, which would indicate that the server uses the armaprofile.cfg. You could try it into the Arma.cfg though too I suppose. Hope that works for ya. Cheers
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Sorry point taken regarding co-located or hosted server solutions. Here is an example server.ArmAProfile.cfg with cadet mode settings mirroring the default vet mode settings, have you tried sticking a profile in folder with the ArmA.cfg file to see if the server picks it up? I noticed that when I ran the dedicated file after making a syntax error in the profile.cfg it reported the problem when booting, suggests that the dedicated server will read the profile if its present. Worth a try I suppose. Code Sample Cheers
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is it still called flashpoint.cfg? also even after i login as admin and choose veteran and a map i still get 3rd person view, is there something i missed? do i need to get the game running and alter the vet mode or can it be done in the server config and if it can how do i do it? will the line cadetMode=0 work for all missions if i just add that? The readme is a beta too AFAIK, The Performance tuning entries go into the ArmA.cfg file located in C:\Documents and Settings\Username\ArmA folder. Someone can correct me if Ive got that wrong Quote by =DI=Viking The amount of slots (max players) is stipulated in the server.cfg file which you will need to create with notepad, and put into the \ArmA folder with the dedicated server file. server.cfg example Edit the server shortcut with the following switches to load the server.cfg file. ArmA_Server.exe -config=Server.cfg -port=2302 Further options for the server.cfg and other dedicated server commands etc. are in the DSAdmin.rft file supplied with the dedicated server executable. Maybe try starting the game normally and set the difficulty options for cadet and vet the same, then exit and run the dedicated server?? Worth a try maybe, until someone has sussed out if there is an entry that can be added to any of the *cfg files. Cheers
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Can BIS/Someone please confirm where the server performance tuning parameters go? ArmA.cfg, <Username>.ArmAProfile.cfg or server.cfg? Cheers
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Excellent Progress BIS, Many thanks for getting this released so soon. I'm sure there will be many happy faces this weekend. Best Regards