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ron533

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Posts posted by ron533


  1. There have been many changes made between OFP, ArmA and Arma 2. Unfortunately, you can't simply place the OFP and ArmA campaigns in Arma 2's campaign folder and have them run perfectly fine. Instead, they need to be converted and changed to work in Arma 2. As far as I'm aware no one is doing this for ArmA's campaign (many believe it's not worth the effort), but Cold War Rearmed 2 is a mod designed to bring back OFP in Arma 2, and that includes the campaign. It's work-in-progress, though, so you'll just have to be patient. :p

    Thanks Zipper,

    I was under the impression there is a working mod with the old campaigns, thought CAA1 and OAC are meant for it. :(

    patience is the answer I see.

    ;)


  2. Hi,

    (Sorry if this has probably been discussed here many times, but I can't seem to find my hands and my legs here with so many posts and links that just got me more confused.... :j:)

    I understand there is a way to play OFP and ArmA I campaigns in ArmA2 engine.

    I couldn't figure it out. Is there a simple step by step guide with links on how to do this??

    I have downloaded the CAA1 and OAC addons, read the wiki's and just got the island to show (ArmA1 islands). No campaigns.

    Back in ArmA1 I did manage to play CWR rearmed with OFP campaign as well.

    I do have the original titles if that is needed.

    I would appreciate an informative answer :)

    Sorry again if that subject has been grinded here already.


  3. Just opened a ticket about it, but wanted to bring it to discussion here.

    When I was a soldier (IRL) and needed to talk to my HQ for example - I used my Jeep or tank radio to transmit farther than my Personal radio could.

    I had no need to find another type of radio (i.e. long range), just a more powerful one and we talked on the same frequency.

    I seldom needed a true long range radio (with another set of frequencies) for tactical comms.

    Short range radio IRL, can receive "long range" radio transmissions as long as they are on the same frequency.

    I don't know why there are 2 types of radios and a separate frequency table in A2T - I don't think there is a need for it in ArmA.

    there are enough frequencies to choose from.

    The "long range" radio has just greater power output and should simulate that

    (mounted on vehicles or HQ and has more power/bigger antenna) and can be received by shorter range radio,

    and if they are close to each other they could both "talk"...

    (Check below diagram)

    So IMHO it should be changed in this matter (you can still use different freq. inside the radio)

    and have the short range radio receive "long range" transmissions, or just "stronger" output transmissions,

    and 2 "long range" radios inside vehicles can talk all over the map.

    The old concept makes using 2 types of radio awkward and not very realistic tactically.

    Thanks 4 reading so far :)

    radioa2t.jpg


  4. I have heard about this window key, 3 keyboards and 3 fresh installs later and i have yet to see this mythical windows key work in game.

    i gave up trying to make it work.

    Just go here:

    X:\...\ArmA 2\userconfig\ACE\ace_keys.hpp

    open with notepad,

    Scroll to this section:

    };

    class ace_sys_interaction {

    class Interaction_Menu {

    key = 219; // win l

    shift = 0;

    }

    and change from 220 to 219 like this example.

    Makes your Left windows key work.

    Try it next to a soldier in game - works for me.

    Good luck


  5. Yes it is WIP. At the moment we have no chance getting special damaged model for any kind of damage without making it from scratch.

    We might add some (unrealistic) indication when an armored vehicles is disabled/destroyed.

    But nevertheless we have lot of vehicles burning/smoking when hit. Only the most modern tanks do not blow up when ammo or engine is hit.

    Try shooting a T-72A with an Abrams.

    Good to hear that it's WIP Homer!

    Can't tell you how much time and ammo I've wasted avoiding wrecks (that looked brand new) or shooting at them without knowing they are dead already...

    About that T-72...well, nice bonfire there, seems it explodes on a fart.... :)

    Is it that bad? looks like a BMP-3 is better armored....


  6. What's wrong appears to be that you've seen too many movies.

    Also, where's this real life data that more AFVs than not explode spectacularly when hit?

    Also also, HE rounds will do nada to the armour of a tank. HEAT will make a tiny hole, and HESH won't make much of a dent, either. Just plain old blast waves do very little to an armoured vehicle. (The crew, on the other hand, are usually less lucky.)

    Well, not only movies , I don't like Hollywood style explosions as well,

    But I have seen in my own eyes some tanks that got hit with AP and HEAT rounds.

    what I say is that in game there is sometimes no indication a tank or other soft target was hit by a shell or RPG after the short smoke stopped, unless you get close to touch it,

    I think there should be more evidence of hits on tanks and other soft targets at least to the naked eye, or when watching with a binocular, to prevent re attacking it.

    And yes, sometimes tank turrets are blown off, I dont know if that could be animated in arma but randomly it could be nice.

    nice related tank damage videos:

    Explosive Reactive Armor

    Bill2 destroying a tank

    cheers


  7. Sorry if hat has been discussed here already (couldn't find the post if it was),

    Since ACE, When I fire a weapon at an armored target, and there is a kill, very seldom I see it burnt down and really damaged. many times I see tanks or other soft targets that has been previously killed/destroyed burn or just smoke for a VERY short time and they look intact as if never hit. you have to get closer to the target and check that there is no menu (gear or other) to verify it's dead, even the textures hardly change if ever...

    and I mean using heavy caliber weapons like 120 mm tank cannons on a BMP (HE or APFSDS).

    All is installed well and I avoid using other addons that could mess it up.

    If it is not blown to bits and pieces, it should, not in all but in many/more cases, be more apparent that the target is destroyed or damaged without having to "touch" it...

    I know about destroyed tanks IRL that got hit by AP shell and just show entry and exit holes in them, and that was enough to kill the crew and the tank looked almost fine... but sometimes (more than not) it hit the ammo/fuel or just the pressure did the job and the tank got blasted, turret flew to the sky... In HE rounds it should happen more often and always show damage to the tank and ofcourse to soft targets!

    what is wrong here??

    Thanks


  8. If you've missed the message, open your chat window (Default key: / ) and then use the Page Up/ Page Down keys to scroll up and down chat history.

    Not quite what you're looking for, but it gets the job done and you can always go back and get useful information.

    Thanks for the tip :)

    Though it is far from what I'm looking for...

    In MP missions in the heat of the battle it's nearly impossible to get it fast enough, and new messages keep pushing the old one's...

    there's a need to switch it off, or at least separate it from the chat box, so these messages wont interfere with text sent by HQ or other players.

    anyone here is up for the task?? or is it too complicated it should be BIS job??


  9. I find it very annoying when I try to read a message sent by a user or by HQ in game,

    only to see it last less than a second and then gone by the server announcing

    multiple "connections/disconnections" of users with all the long info of their mods.... :mad:

    It interrupts the gameplay and is just a pain in the eye... :eek:

    Is there a way to hide it, toggle it on/off??

    Maybe move it to another section which wouldn't interfere with in game related messages?

    Thanks!


  10. Uhh, did you place an addons folder in the folder called CA, and remove the space in 'ArmA 2'

    H:\Games_7\ArmA_2\CA\addons\PBOfiles.pbo

    -mod=mod1;mod2;H:\Games_7\ArmA_2\CA

    It's useful if you have a separate HDD/SSD/Flash drive/etc which is faster than the current one you're using etc. Or even to distribute the load between two HDDs, but I think there are some limitations with this. And, also if you want to move most of the files to a new partition to save space or don't want to re-install or edit the games registry. NOTE: when patching you should move the files back into the original folder.

    Thanks Dead3eyz!

    was hoping you'd bump into it...

    Well it's working now! thanks!

    Had to remove the spaces and put Addons in CA folder

    (must check further but currently I see no significant speed improvement, my other HD is a WD Caviar black edition)

    by the way, what does the CA stands for?? I see it all the time when joining MP games...

    do you have to put any folder you want to work this way in a CA folder??

    And another idea...maybe if I already have 2 fully installed A2 game on both hard drives, is there a way to let them work as in true raid mode?

    or the maximum extent of this type of setup is like you mentioned in your article?

    Cheers!

    Ron


  11. Hi,

    I was trying to follow Dead3eyz instructions on running A2 on multiple hard drives:

    (http://www.armaholic.com/forums.php?m=posts&q=6713&d=0)

    yet failed...

    I keep getting weired textures on load probably because the Addons folder which I moved to another drive wasn't found.

    I have two OS, win XP and Win7 64, on separate hard drives,

    on both ArmA 2 is installed.

    I'm trying to utilize the "Addons" folder from the Win7 installation while playing on the XP

    My XP A2 folder is located at : E:\Games\ArmA 2

    My Win 7 A2 folder is located at : H:\Games_7\ArmA 2

    I have tried to add to the shortcut this parameters:

    "E:\Games\ArmA 2\arma2.exe" -cpuCount=4 -maxmem=2047 -nosplash -mod=@VopSound_2.1 -mod=H:\Games_7\ArmA 2\CA

    No go...

    what is the correct method to apply multiple drives rule...??

    thanks!!


  12. First thanks for the helpers!

    I actually was looking for a slider like control, meaning I can incrementally change view on the fly in game, BUT my slider on the joystick is taken for throttle... any other way than actual slider??

    @Dead3yez,

    I was looking at your optimization guide to change fov,

    my problem is, as I mentioned, the fov becomes very narrow for s.a. and I can hardly zoom out any more after the changes, and I need that option as well.

    double tapping on num + or - works in some mp games, not all.

    I don't know if it's server related (though I guess it is) so I cant count on it.

    also it does not work at all in planes (in offline/sp mode)

    I've changed these figures to 33% less than the default :

    fovTop=0.5025; --> default was 0.75

    fovLeft=0.89333302; --> default was 1.333333

    I'm using a 16:9 widescreen.

    what is that gui option you've mentioned again? what does it affect in game?

    mine (I think that's the right one) is : IGUIScale=0.85000002

    Thanks


  13. Hi,

    I was wondering if you can change the fov in A2 incrementally, like a slider movement, and not the current fixed values for zoom in /zoom out??

    I'm trying to get a similar effect like in the A1 mod -"truview", where I can get the same fov with and without ironsights.

    I've tried changing the values in the cfg file and got close results to that mod i.e. fov nearly hasn't changed in ironsights on, but the fov was so much limited I had hardly any situational awareness.

    Also in aircrafts I had lost S.A. as well, though cockpit view was 1:1 life like...

    Is there a method to fix it/change it?

    I was trying to mess with cfg file cause I dont want to be limited on online servers who do not accept addons...

    Thanks!


  14. Hi,

    I saw in a thread here a link to ArmA servers stats

    http://arma2.swec.se/server/list

    there I saw different version numbers or patches i.e.

    1.05.58008

    1.05.62014

    1.05.62017

    1.05.62021

    Personally I have 1.05.62017 and I did connect to other servers with different numbers (I see now).

    What do those version numbers mean?

    I though Patch 1.05 is identical to all users (maybe different only to CD or Steam downloads??).

    How can I get the latest patch version?

    Thanks for the answers


  15. Tanks definitely needs to be reworked and not neglected, as appears to be today.

    I use to play them allot once but they got so useless now I lost the fun there.

    I wish it would be fixed even for those who do not use the tanks themselves but for the ones you are playing with.

    If you get tank support in MP, you would like to know that tank can handle the job and act at least as realistic as BIS does things, and they've just messed it here.

    Just to be clear, I love BIS work , but I know they can do better, they once did...


  16. HI,

    Don't think I've seen this suggestion here, but would very much like to see the command "Hold Fire unless fired upon/detected".

    Many times I try to sneak with my AI team to an enemy position but can't get close enough because my AI detects a man 1000m away and start shooting and gives away my position...

    If tell them just to "Hold Fire" they wont fire even if detected and get shot at...

    I can't always hear the shots if I tell a group to flank and they are behind a hill, and it's never fast enough to prevent them getting murdered...

    So to "fix" the realism and create "Smarter AI" and not Kamikaze AI - Let them hold fire,

    but fire back if detected and/or fired upon to self protect without me having to give them any further order...

    Let me know if this is implemented in any way which I don't know about...

    Thanks


  17. Just checked the AH-64D.

    This Helli is armored and can sustain on some locations hits from 23mm canon rounds,

    the cockpit glass also should survive at least small arms fire,

    and yet I can shoot and kill the gunner and/or the pilot with a few rounds from the small HK gun from outside the cockpit through the "armored" glass.

    Taking out the pilots of the AH-64D with a slingshot is next?? :)

    Anyway - I think this should be fixed.

    (I think the Super Cobra's cockpits glass should be armored as well from small arms fire, as in real life).

    Cheers

    S3ETUP

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