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Thunderbird

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Everything posted by Thunderbird

  1. A = Low skill value B = Low skill aiming accuracy probability C = High skill value D = High skill aiming accuracy probability 1 = 100% Precision 0 = 0 % Precision In oder words : aimingAccuracy[] = {0, 0, 0.3, 0.3}; -> 0.3 = 30% Precision, so the AI will have 70% of chance to miss you. Regards, TB
  2. Thunderbird

    VF FPS Saver (VFFPSS)

    Indeed, this Addon is simply outstanding as it does figure out the FPS issue, but unfortunately, many people seem to miss it. Regards, TB
  3. Well, as some of you seem to handle pretty well the 'unpbo-ing' / 'pbo-ing', then get a look at these new values, they seem to change a lot in-game (Still WIP, though): class CfgAISkill { aimingAccuracy[] = {0, 0, 0.3, 0.3}; aimingShake[] = {0, 0, 0.5, 0.5}; aimingSpeed[] = {0, 0.5, 1, 1}; endurance[] = {0, 0, 1, 1}; spotDistance[] = {0, 0.2, 1, 1}; spotTime[] = {0, 0, 0.6, 0.6}; courage[] = {0, 0, 1, 1}; reloadSpeed[] = {0, 0, 1, 1}; commanding[] = {0, 0, 1, 1}; general[] = {0, 0, 1, 1}; }; Regards, TB
  4. Please could you submit the Log changes between the version 186.18 and 182.50. This will be a first step to allow to understand what makes ArmA II FPS so low with such high-end GCs. Cheers, TB
  5. Thunderbird

    Increasing Arma2 FPS

    I suggest you to: - Download and install this Addon - Once installed, open it and set a minimum FPS you would like to play ArmA II to with. If you define '40 FPS' then you will get around 40 FPS in-game but with less details. Otherwise: - Tweak your Graphic options, I strongly recommend you to make your 3D resolution slightly lower than your 'Interface/Screen Resolution'. - With a 9800 GT, you can let the Anti-Aliasing on 'Normal'. - Set your 'Terrain' details to 'LOW', your shadows to 'HIGH', The Object details to 'LOW' - Feel free to let the textures on 'Normal'. Give it a go and let me know. Regards, TB
  6. Feel free to release it, even here, it doesn't matter. As long as this contributes to make things evolve and go further. That's what I have done with the previous release then I prefered to not modifie the weapons accuracy values but rather the AI skills. --------------- A new version is coming soon, with a more life-like dispersion, as it is hard like hell to hit anything in real life, especially in stressing situations... Maybe militaries or former militaries know what I'm trying to highlight here. --------------- Regards, TB
  7. Thunderbird

    ArmaHolic ArmA 2 Optimization

    Indeed, the Buildings aren't CPU friendly, I wonder whether this is due to the amount of polygons that every building does contain or is it due to the rendering system. Regards, TB
  8. Thunderbird

    The best video games.

    OFP ArmA II America's army (For the MP aspect) PES series Flanker 2.5 and Lockon
  9. Thunderbird

    Blood Splat

    Finally found something in these regards... Seems that BIS uses a different way than in ArmA I because it uses an universal .p3d for all of its particles and not a specific blood splat especially defined: class Blood : Default { interval = 0.02; circleRadius = 0; circleVelocity[] = {0, 0, 0}; particleShape = "\ca\Data\ParticleEffects\Universal\Universal"; particleFSNtieth = 16; particleFSIndex = 13; particleFSFrameCount = 1; particleFSLoop = 0; angleVar = 360; animationName = ""; particleType = "Billboard"; timerPeriod = 1; lifeTime = 0.2; moveVelocity[] = {"(- inDirX * 2 + surfNormalX / 4) * inSpeed / 350 * 0.66", "( - inDirY * 2 + surfNormalY / 4) * inSpeed / 350 * 0.66", "( - inDirZ * 2 + surfNormalZ / 4) * inSpeed / 350 * 0.66"}; rotationVelocity = 1; weight = 0.17; volume = 0.1; rubbing = 0.05; size[] = {0.15, 0.25}; color[] = {{0.5, 0.5, 0.5, 1}, {0.5, 0.5, 0.5, 0}}; animationSpeed[] = {0.1}; randomDirectionPeriod = 0; randomDirectionIntensity = 0; onTimerScript = ""; beforeDestroyScript = ""; lifeTimeVar = 0.1; positionVar[] = {0.05, 0.05, 0.05}; MoveVelocityVar[] = {0.15, 0.15, 0.15}; rotationVelocityVar = 1; sizeVar = 0.1; colorVar[] = {0, 0, 0, 0.2}; randomDirectionPeriodVar = 0; randomDirectionIntensityVar = 0; }; ---------------------------------- And another class here: class CraterBlood : CraterDustSmall { access = ReadAndWrite; interval = 0.005; cloudletAlpha = 0.5; cloudletDuration = 0.1; // time to live (not including fades) cloudletAnimPeriod = 1; // animation speed cloudletGrowUp = 0.3; // grow-up time cloudletFadeIn = 0; // fade-in time cloudletFadeOut = 0.3; // fade-out time cloudletAccY = -1; // vertical acceleration cloudletMinYSpeed = -10; // vertical speed range cloudletMaxYSpeed = 10; cloudletShape = "cloudletBlood"; cloudletColor[] = {0.35, 0.0, 0.05, 0}; size = 0.15; sourceSize = 0.05; // size of area from which particles are emitted }; ----------------------------------- And also this: class ImpactEffectsBlood { class Blood { simulation = "particles"; type = "Blood"; position[] = {0, 0, 0}; intensity = 1; interval = 1; lifeTime = 2; }; }; Let's see how can we tweak this. Regards, TB
  10. You are not the only one to complain about this issue, many people do experience this and with such high-end systems. I strongly recommend to tweak the options as much as you can by decreasing them until BIS drop a patch enhancing the performance. Regards, TB
  11. Windows 7 32 Bits [ATI 4850 512 MB / 4 GB / E7300] And can get an average 30 FPS with almost everything on high, but by disabling the post-processing and by having a "normal" anti-aliasing. In other words, windows 7 x86 works like a charm here. Regards, TB
  12. Thunderbird

    Deadfast's FPS Counter

    Many little interesting Addons popping up here and there and that's just great for ArmA II and for the community. Cheers for the efforts. Regards, TB
  13. Yes, I'm working on something in these regards. Regards, TB
  14. Giving lessons now, a good thing sure. But with no basis behind as releasing such a community important Addon can't be done without the author's permission and I wasn't risking that. No need to remind it, I have been long enough here to know it. But the "Addon's Police Hat" doesn't fit to your head, to say the least. Truthfully, I wasn't expecting that coming from you, but we better put an end to this. After all, I see no more the need to convert Killswitch's Addon as he will do it himself. Regards, TB
  15. First, I was even not aware of an upcoming official release of the Extended EH, sorry time doesn't allow me to check out every topic's post within these boards. Secondly, I don't get your point as mine is to simply to make people's life easier by porting the most 'useful' Addons by fully and respectivuly crediting the authors of these quite necessary Addons. The credits do fully go to the authors of these Addons, not to me. I'm getting the slight impression that the intent of your question ["remember persmission and copyright?"] is to make me look bad in a certain light and I don't get your point at all, to underline it once again. Regards, TB
  16. This is better because it does directly modifie the source of the AI behaviour parameters set by BIS. Furthermore, these parameters are editable one by one, whereas 'precisionenemy' seems to be a global edition of these parameters and it combines all parameters in one value. I will keep tweaking this Addon until I'd reach more satisfying values. Regards, TB
  17. I have no room for this in my signature, but these boards moderators seem to be in a good shape these days. Regards, TB
  18. This is a little exagerated. If you can't properly handle the mouse then simply tweak the options until you get a satisfying result. No need to choose between black and white, just make a little breath and try to figure out what you call 'lag', and there are many people around who can help you in these regards. Regards, TB
  19. What's being said here is that OFP II seems to be an enjoyable game with an interesting background and a quite solid theme. But when it comes to Realism, things tend to be slightly different from BIS games. Just get a look at the presentation video of the game to understand what I'm trying to point out. Regards, TB
  20. Thunderbird

    Full Screen NVG

    The Extended Eventhandlers are easy to port to ArmA II, just update some class names by taking them out as they don't exist anymore in ArmA II and edit the requiredversion in the CfgPatch of the Addon. I would have done it myself but I won't be in front of my own PC until tomorrow night. Regards, TB
  21. Thanks for the mirrors, and again, I would like to point out that Wolfrug and Sickboy are the original authors of the Addon, I just ported it to ArmA II. There is actually almost no Addon that uses scripts, and thus Eventhandlers, therefore I didn't see the need to also convert Killswitch Extended Eventhandlers for the moment. This will be done in an upcoming version, though. Regards, TB
  22. Thunderbird

    ArmA II is #1!

    Well deserved.
  23. The FLIR is doable with BIS Real Virtuality engine, of course, it won't match the real thingie at 100% but it is doable. OFP 2 DR having this per default is not sufficient to deserve the label of 'Realistic Game' or 'Simulation' or call it whatever you want. Just get a look at the last videos of OFP 2 DR, listnen carefully to the comments, observe every little detail there and then make your own conclusion about the product (Even if it is still in an early status). With a pinch of common sense, you will yourself notice that this game is at ten thousand miles from reaching ArmA II realism and level of authenticity. This doesn't mean it is not an enjoyable game, but Realism and OFP 2 DR are 2 things different. Regards, TB
  24. Thunderbird

    ArmA II Game Of The Year Nomination?

    How can you judge some games that have not been released yet, being a "call of duty" doesn't make you automatically be a good game, heh. Well, there are also many reasons which make you choose a game over another one and every game has its pros and cons. ArmA II with the patch 1.0258134 is in my judgement, in position to compete with the rest of these games. The Huge potential of its possibilities and its almost 'inexistant' limits represent what makes this game so unique. You can mod it like you want, you can use its engine as you want, you can do whatever you want it with it. This doesn't mean that it serves only as a Modding Platform, since BIS dedication in carrying out the campaign and the missions is not that invisible, at least not as with ArmA I. Regards, TB
  25. I understand your frustration Zombie but ignoring and not tolerating the reasons behind the bugs doesn't help neither. BIS DEVs seem to be way more motivated than before, just look at how fast they answer to the bugs reports by trying to figure them out. The game isn't released yet in some countries and there are already 2 patches. I'm not paid to submit such statements, but with some common sense and with a pinch of hindsight and by judging every aspect of the game, you can see that things aren't as bad as some make it sound. Regards, TB
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