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PuFu

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Everything posted by PuFu

  1. PuFu

    M40A3 and combat Knife

    No one said there will be no US Army in the game (those were CM and their new BF...sorry, meant OFP:DR), so m24 is suppose to be there anyways. M21 can be seen in screen and videos featuring the USMC squad you will get to play with. So yeah, m21 over m40a3
  2. he he - on the clan thingy :) there some 4-5 Leagues/Tournaments i am aware of just for ArmA. Not sure how many left for aging OFP now. I assume there will be more for AA2. So, is it really required..I am unsure, i'll let you decide it. ;) Thank you for the rest you made
  3. 1. once i read a thread in a subforum/section, all other threads in that section turn as read, even though i haven't touched those (firefox browser, haven't tested with another). This(BIS forums) is the only place out of all vB forums i am part of where is happens. 2. Can someone add some categories in the Social Groups (just like the moderator one just poped up). Groups such as Clan, League/Tournament, Mod team etc would be more than welcome - low priority though
  4. well, i didn't meant to sound that way. Yes, should be able to lock on SOM tanks (such a jet powered engine m1s), but you can lock on ANY ground vehicles, such as cars, strykers etc. Due to how hit system is done in arma, they can be quite effective, while iRL, the proximity fuse renders them useless. I doubt there will be any way of differentiating it in the configs, thus i was requesting the airlock not being dependent on canlock.
  5. PuFu

    M40A3 and combat Knife

    m21 over m40a3...weird. Hope wolle's word counts as a complain more than others :) everyone who is asking a knife, has either not played ofp and/or arma before, or just wanna have a mock up...since i see no point of actually having a knife, except if in arma 2 you can cut open some food supplies..
  6. The current behaviour in arma is there because a number of limitations, which i hope won't be in arma2 anymore: 1. AA missile can lock lock on grounds as well since airlock=1 needs canlock=1 (which gives the overall locking behavior). I would love to see arma2 coming without this thing, so you can actually have manpads and AA missile locking on aircraft targets only. 2. The 2 AA kills another plane is there (i assume) because any kind of countermeasures are missing. Also, the maneuverability of those kind of missiles needs to be slightly reduced (manpads and AA alike), since the current value doesn't allow you to miss. Countermeasures were TBA, but i doubt will make AA2. Btw, AIM9x and R73 will aim for the heat bloom if IR mode 3. There is no config way of having a proximity fuse in arma. It can be done via XEH though if the above changes in AA2, i am sure stuff could be easier adjusted if not set correctly in vanilla version by different mod teams *cough* :P
  7. btw: in arma (and i have no reasons to believe arma2 will be any different) there is NO limit to how many slots can be on the same mission/server at once but the hardware. That said, you can get to fights ten of thousands of AIs on a mission that would take 24h to complete with an average of 20 players, or 100+ players human players fighting each other (the standing record for TVT game in ArmA was 124 players for a 3h game) Good Luck, and hope to see you around for AA2
  8. PuFu

    zTanks Merge

    good job zguba and everyone else involved
  9. 2 games i was looking forward to, and i know were developed in parallel were farcry2 and Fallout3. Both dissapointed me (farcry 2 didn't have a fire selector because quote = " there were not enough buttons on a console pad...") so while i want BIS to hit the console market = more money for them, i prefer having a stable/optimized PC release (yes, all features on the keyboard) and then the console version. I do believe they are gonna release it only to xbox360, which is all fine though, but i will prly buy it for my ps3 if it comes to it
  10. mno... search for #define ACE_RADIO_SILENT and edit it so it looks #define ACE_RADIO_FULL
  11. cheers miles teg we'll have a look over. No promises though. We already have a model of our own, but since aa2 will have one, it moved down on the priority list. CH-53 is suppose to be changed by the Osprey afaik
  12. What he is trying to say is that is pretty hard to tell what exactly is causing your slow-downs atm, since you are using so many other addons besides ACE, the rpt file you provided is pretty much useless (i have actually moved your rpt file to an opened ticket about this issue you been having without actually checking it before i did, but the info there is not conclusive at all) For future references, if you think ACE is causing the problems but you are using any other addons (in your case, quite a lot of other), try playing without them for a few, see if the behavior is the same,if it is, post your rpt and whatever other info here, or even better, @ http://dev-heaven.net/projects/ace-mod/issues
  13. I doubt that will happen anytime soon because of arma limits..It shouldn't be such a big deal though if you ask me..
  14. PuFu

    Stars

    moonlight affects overall illumination during night(arma1) stars can still be used for getting your bearings in arma just as you could with OFP
  15. sickboy send his love towards you cross for ^^ post i thought i needed mentioning in public for the rest of ppl posting bugs here, note that you have a higher chance of someone actually looking over it if you follow the above links
  16. check this vid (language german)...the wobble is there, no track ir trick. http://www.youtube.com/watch?v=zKX5GNVe6Qg
  17. You still don't get it, do you? You question is weird, as everyone WOULD be saying YES. Even the ones saying Quality over Quantity wouldn't mind the option being there since arma is all about user created missions, where you can target a certain number of players. Also: It is not only about the server performance, data transfer, but also about the network optimizations, CPU usage etc. Plus: 1. Arma is in theory infinite in the number of players you could set up. 2. Most servers out there are either public ones payed by big providers, or any type of group related to ArmA in any way: teams, clans, tournaments etc. So there is not only 1 "official" server out the game style doesn't fit it. 3. ArmA2 will be (hopefully) a better optimized Arma1. By that i don't expect a huge number of changes even in how the network traffic is handled etc. 4. ArmA 1 max number of player have been 123. The server was stable, not laggy for about 3h, but right on its verge. Will Arma2 be more stable: i hope so. Would it handle 150 players? i hope so. will it handle twice as more as Arma1? there is no way.... So, then, since for ArmA2 is impossible *because for ArmA1 is, even if the server could easily take a lot more beating, but it is the game that crashes, and not the server*, why then this question? (i am not saying that from a game developed from the start with this goal in mind wouldn't be possible, but that would not be arma)
  18. hey guys, nice work on your apache. out of my own curiosity, what is the actual poly/tris count as well as section count on the chopper?
  19. are you serious about the 2500-3000m range? Are we talking about infantry here? I don't remember such mission featuring 2000m + firefights in TrueRangeAI...
  20. atm there are a lot of missions played on opterix islands - avgani 1.3, afghan village, as well as on ACE Island Pack OPX Islands ACE IP 1.10 please try to keep on topic though
  21. ok so it's not a bug ? it's supposed to add realism ? yes: try this in RL. prone in the midle of your room, and now try to turn fast 180 degrees, without getting up. See what happens? Also, i know there is a lor of ppl that have turned their floatzone to 0, you might wanna think about again. Also try and use the freelook in sights mode, as you have 160 degrees available. feedback is welcome, don't treat it as a bug, as it is not though
  22. Can you stay on topic? Missions such as ACE Evo are not handled by this thread, nor ACE team
  23. PuFu

    Maximum Frame Rate?

    Same issues. The video settings does NOT affect my FPS at all, still seems that i get a lot less performance out of my new vid card that i should able to. Current specs: e6600 2.4ghz (was OCed @ 3, though that might have smth to do with it...but no) GTX260 216cores 896MBs on 181.22 (same performance as the before) 4GB Corsair 800Mhz Win XP64 SP2 Now, since i have been an ATI user until recently (my last nvidia was a 6600GT, followed by the x850 and the 1950XTX), that might have smth to do with the nvidia CP settings. I have vSynk OFF, but that is about it. I did download and messed a bit with the settings using rivatunner (i used to use ATT for my ATI card) as well as nHancer, seems there is no improvement. Since i had about 30-40FPS on medium settings on my former card, but now i have 45 maybe, all the way down to 20, no matter what video settings i use, you might feel my pain Any tips (especially from 200series users) are most welcome.
  24. in your server.armaprofile, under difficulty settings: DeathMessages=0; //ingame messages off (x was killed by y) NetStats=0; //scoreboard off on disconnect or mission end you will see the results anyways
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