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quiet_man

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Everything posted by quiet_man

  1. I don't really know the answer but I would guess it is the new multiplayer code. BI want's Arma to scale to large amount of players. With large distances player often reported issues with targeting (target jumping), which is caused simply by the physical time information travels in the internet and the capacity of the server. (with multiple players firing automatic weapons, the network load must be incredible). In the past BI had implemented bullet "grouping", so multiple bullets where calculated as one with higher damage. Later they dropped this and now they implemented a "prediction" code. So your pc is following any player, vehicle and bullet and while he is waiting for an update of all positions from the server, he is "predicting" the movement. Giving you a much smoother view of movements and reducing the requirements for server data. For the cost of higher CPU load on your side. I assume this code might need more CPU load than calculating the AI directly. As I said, it is a guess.
  2. quiet_man

    No End Of Game Cut Scene?

    Well, seams so. After the reviews and comments about issues, I waited for the first beta patch and then played the campaign through with not much issues. So last idea would be: Could it be you started the campaign without the patch applied? Did you try to start a new campaign and does it have the same issues? I know, not very helpful if you are already at the end of the story. Sorry, no better ideas I have :confused:
  3. Sorry, I did not look at the ticket. I can fully understand the frustration. But I still would expect a higher chance for a response if he asked for an update in the troubleshooting forum.
  4. I also have Windows 64 bit but with an ATI graphic card. I don't have the same issues and for sure there are not many discussions in "general" section about crashes. So if you want to make a complaint or just want help, I suggest you post in "troubleshooting" or have your thread moved. You post in the wrong forum and complain about not being heard? If you look at some threads at the troubleshooting you can see that BI is listening and answering, if people give the according information for them to investigate. It is all there.
  5. for strategy game, allow to rebuild a carrier for a certain amount of resources. Add a slider for setting up the game where you can set the amount of resources needed: From 0 (carrier instant replaced without cost) to unlimited (carrier never gets replaced) Optional: Have separate sliders for player and AI (so you can make the game harder or more easier) It would make the strategy game more rewarding.
  6. quiet_man

    supply barque not sending?

    nasty bug it seams, do you have enough fuel to drive the carrier to the stockpile island? Or move the stockpile island closer to where the carrier is? Unload and reload the barque?
  7. as I understand the bug tracker is prioritized by the number of people reporting the issues. As it seams to be no principal problem with the game but with your configuration, you should rater post in the troubleshooting forum. You can send a PM to a moderator and ask for moving (or advice how else to get help).
  8. :rolleyes::rolleyes::rolleyes: wrong forum (rofl)
  9. Are you using the strategic part of the game? Some things that worked for me: 1. Set key islands to defense (like single connections keeping your island network together or front line islands) 2. Defense islands support related islands. I found it a nice minigame to optimize production and defense. My front line islands all have Deadly or at least Strong defense (not so important or remote once). Two remote islands in the back have weak defense, but they should be out of range of the enemy carrier. 3. Defend your islands. When I arrive at an enemy island I resupply with fuel soon. My stockpile island is placed that I can "go by" and reach nearly every of my front islands from that, so I don't need the supply ship for defense and can quickly react if any of my islands is attacked (setting sail to stockpile, resupply, go to the attacked island) 4. Instead of extending my own network I first cut through the enemy network. I set the disconnected islands to defense. It seams to work more than well in my game. I lost only the first island he attacked, which was before I applied above tactics. After this I defended against three more attacks while cutting through his network then he stopped attacking for a long time now. I assume low resources. Contact was reported when I approached one of the left bottom islands but it seamed he fled at my arrival, I couldn't find him.
  10. you need to understand that "heuristic" is a way to identify suspicious files not by searching for a specific virus but for certain Bit sequences that are typical for viruses manipulating files and system. The hope is to find new viruses that the AV does not know specifics about. Problem is that installation programs use very similar sequences and any "serious" virus developer will use measures against them (he can easily test by using public AV programs). So this method is very controversial as definition of "typical" is up to the AV developer and some companies are suspected to use this as a sort of "advertisement", generating more alerts than the competition to convince the users their product is better. So check where you downloaded the file. If you don't trust them (any experience with the web site?), download the file from somewhere else, preferably a site you have good experience with or that you know is highly frequented (like using the BI download) and where no virus is reported in their forums (like here). If your AV brings the same alert, you can ignore it. You can also try a different AV program. If a programs alert with a meaningless message, it is not a sign of quality.
  11. the warhammer mod in OFP made the small humanoid mechs simply as soldiers. It worked very good. I just remember there are two mechs already out for armaII using this and with some custom animations. With the unit switching in ArmaII you could even implement a "virtual" enter and leave function. I don't know how it would scale to larger mechs and you can't implement a crew. ---------- Post added at 06:11 PM ---------- Previous post was at 06:10 PM ---------- @kage74 I liked your SI mod. I understand you have high quality standards, still wish someone would port it to ArmaII
  12. quiet_man

    [WIP]WW2 Battleship Mod

    here are some ships as reference: http://www.armaholic.com/page.php?id=6778 also there is a german battleship "Scharnhorst" out there somewhere :p
  13. quiet_man

    Tu-95MS

    We were watching some films about planes when my son said he would like to have such on (pointing on a Bear) in Arma. I though no one will do that work, but lets take a look at the forum .... :yay: This is very good, thank you and please stay on it!
  14. quiet_man

    I remember.

    Hello Ian, I'm also belonging to the carrier command (senior) fan club :p I know the problem going from "doing it yourself" to the "tell other people". I think it is not limited but major in the IT business where work products are quite "flexible". That's why some manager revert back to "financials" and let external consultants do the other stuff. Sorry if I sound sad, but I have my own experience there :rolleyes: CC is still my all time favorite bedside X-Com (and Armed Assault of course :p ). CC gave the "you are in the middle of something going on" feeling while having lots of options what to do and how influence things. Which you the best for your current work and thank you again for such a great game. QuietMan
  15. 1. With little advertisement the name alone can sell well 2. It is a perfect choice for BIS (not to far from other projects) 3. BIS is in no trouble 4. Do not believe forum talk, not even my :P QuietMan
  16. While I understand the intention of the addon, I have to agree to the others that some extensions (indication of close enemies) would make it incredible helpful working with AI mates. Humans usually give you some additional information where a contact is by landmarks or relative position to streets and buildings in urban areas. Some additional indication on enemies spotted e.g. within 1000 meters would be helpful playing with AI. QuietMan
  17. Hello, what about including a function into future Arma to synchronize Mods/Addons? I know there are tools out there, but many people don't get this far. A popular public server tries to convince people to install CAA1 for playing on Arma1 islands but without success so far. Also see current thread in this forum about finding which addons for which server. And I played a open source driving simulator lately http://rigsofrods.blogspot.com/ with an (in work) update system that includes addons to play online. I think an integrated feature to synchronize addons at all online Arma instances would heavily increase the value of the game for the more casual gamers. Online game servers could forward the addresses of repositories and a new installation of Arma would download itself the required addons when first connecting. Just brainstorming. Open for discussion. QuietMan
  18. partly right, last time I tried to join a ACE server I was kicked because of not allowed files. The server had an older ACE version but I had no clue which. Asking the player if he likes to overwrite his version with the one the server runs would be a hundred times better than now. Also I just learned that one server I played for months allows a gras mod :butbut: and I always though the other players were simply better :j: Sorry no, all concerns should be looked at, but this needs to be integrated for "normal" players. If someone likes to play with hand selected mods and players who know the "secret" URL to download the right stuff, he can always do it. QuietMan
  19. that's a good one :cc: one question: Do you think the way you try to get the trees done is the one for the future? Or are the BIS trees the future and they are only a bit ahead of "time" (= hardware)? QuietMan
  20. I'm using both: Six Updater and Addon Sync. They are not straight forward and most people don't use them. Hmmmm, isn't that exactly what happens now? Already a number of people are spending time to make Addons work together and create recommended mod lists. Only problem is that few people will download it. If a small "core set" of addons (units, weapons, vehicles, islands) could be distributed easily to all Arma installations. It would greatly increase the possibilities for mission makers. Maybe you should take a look at the mission forums? QuietMan Before someone complains: I don't want to remove the possibility to install whatever addon you like. Just have a core set anyone will have.
  21. maybe I was not clear enough. I don't want download from gameservers but some sort of "official" community repository. The gameserver would only help to find the servers. If a small driving sim community get this going, why not the Arma fans? QuietMan
  22. Hello BI, having seen the teaser everything looked pretty similar exept that there seam to be Pilots. The original had range limited "remote control" which added interesting tactical limitations. So I wonder what design phase the game is at? Are the mechanics already fixed? How close are they planed to be at the original? Very close or only loose? Thank you, QuietMan
  23. Hello my son is growing well (and got his first PC) so another question from me :rolleyes: Is mutliplayer planned? If yes, is Coop also planed? QuietMan
  24. quiet_man

    Star Wars Stormtrooper

    I had the same problem, for whatever reasons happens when you start Arma without loading an initial island Quiet_man
  25. I don't care to much about difficulty settings except for autoaim which I don't like. (Pro I found real interesting) so some simple (?) questions: Is autoaim always enabled when difficulty is below veteran? Or can it be disabled by server even on lower difficulty settings? The overall difficulty setting I see on the server overview. But how to see when I already joined the server? (e.g. new mission starting) How can I see what is enable when the mission started? Thank you for any input. QuietMan
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