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-=seany=-

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Everything posted by -=seany=-

  1. -=seany=-

    3rd person view and difficulty levels

    Do you guys assume most server hosters never adjust the difficulty settings to their own liking before they host a game? I really don't think that happens with most servers.
  2. -=seany=-

    Helicopter armament performance.

    I agree with most points. I to would be great to have separate gun and rockets buttons. About the FFARs, my guess is in the era this is supposed to be set, they would even more accurate than they currently are and GPS guided :D . I get what you mean though, with current day FFAR. DCS A10 gives a good impression of their "accuracy". Actually thinking of DCS A10, would an AH6 etc have CCIP aimed rockets?
  3. Ahh yes I did see that one but thought it wasn't related. I didn't notice that the rounds did more damage, just that they seemed to have a higher muzzle velocity/range. Maybe I will notice the increased damage more now I know about it. :) ty
  4. Ok thanks. Searched for a while but could not see anything relating to "bushmaster", "AP", "22mm" etc.
  5. Thanks for the new beta. I was using the Bradley recently and I was curious as to what changed with the Bradley Bushmaster cannon? AP rounds now seem to go way further than before, you don't even seem to need zeroing, EG I can hit targets 1km away with 100m zeroing with virtually no arcing of the gun sight required. HE seem about the same as before. Is this documented anywhere? I don't see anything in the change log or on Dev heaven. I think the change occurred with 102678. I'm not complaining about the change (it seems quite nice), I just like to know about changes like this so I can test them/see what they are like etc. Also, any further info on the AutoGuide AT /FCS, ballistic computer problem, Dwarden? ( I am trying to be patient, hard when you have no idea what is going on) :/ Thanks
  6. Yeah, it was fixed for about a week for me too, but it came back 2 days ago. Guess I'll just duplicate the ticket or some thing.....
  7. Can anyone please let me know what the process is for reopening a ticket? Do I recreate it, duplicate it, contact some one? Thanks
  8. -=seany=-

    Any news on weapon resting ?

    I would really like to see weapon resting and bi-pod deployment in A3
  9. I was having an online freezing problem as reported in the link below. It stopped with this beta 102678, but yesterday it came back. The dev heaven ticket was closed after it was fixed. Is there a way to reopen the ticket? https://dev-heaven.net/issues/70609
  10. -=seany=-

    How to remove auto-AIM ?

    Never realized this existed, interesting feature, I like it. What this is trying to fix used to catch me out quite a bit in Arma etc. Eg you would be prone and trying to hit a close enemy cresting a ridge but your bullets hit the ground even though the "from the hip" virtual crosshair is pointed right at the enemy. It would happen in buildings too when shooting out windows/doorways/over walls etc. I think this will help with CQB smoothness too. PS the virtual crosshair is designed to simulate shooting for the hip, where some thing is so close you know your going to hit, but often in games you miss beacuse you cant properly judge perspective/angles of other nearby objects. It's a reference as to where your barrel is pointing. I think people who like using the virtual cross hair would be happy with this feature, and those who don't like it probably don't like virtual crosshair anyway..so technically there is already an option to switch it off :)
  11. I am currently using a gtx295 which is DX10. I was wondering what additional graphics settings are available when using a DX11 card? These are some settings that are possibly being limited by my DX10 card: HDR Quality: I can only choose Low or Standard here. Texture Quality : Very High is max here (I think it actually limits me to High though) Shadows Quality: High is max here. Particles Quality: Very High is maximum here Do any of these go to Ultra when your using DX11? Also, Tessellation would be applied under which Graphical setting when using DX11? Thanks for any info!
  12. Ahh ok thanks Doh! :)
  13. -=seany=-

    Aiming Deadzone with TrackIR woes...

    I too have to have aiming dead zone off, it just feels "off" at the moment. I think there is a ticket for it on the bug tracker.
  14. -=seany=-

    SLI Destroys PiP monitors.

    SLi works pretty well in Arma3. This PiP flashing is a common problem when games use MultiGPU and PiP screens. Another example is DCS:A10, the Multifunction displays in the cockpit flicker and flash unless you disable SLI..or you can use a setting in the game for rendered displays that is called "every frame". Basically, I think to save performance with these kind of PiP displays in games, they are not rendered (or redrawn) every fame, but every other frame. You can see why this would cause a problem with multigpu/AlternateFrameRendering. The down side of rendering "Every Frame" means more performance loss. I think that nvidia will probably able to get around this by altering the Sli profile (eventually DCS:A10 was fixed in this way). Some one here ( with some patience :) ) might be able to fix it by using Nividia Inspector and testing various compatibility bits to remove the flicker and still keep the SLI performance elsewhere.
  15. Good to see, I was wondering about this myself.
  16. -=seany=-

    ArmA3 Alpha Development Build - Steam Property

    Context, link, explanation?
  17. When I first tried the Alpha, one of the first things I noticed was how fast the RMB Zoom action is compared to previous games. I can't quite tell but it may also be a smaller amount of zoom. On top of this I noticed that the LODs of trees/bushes/objects etc do not change LOD any more when you RMB zoom. This does help a lot with the "responsiveness" of how the game feels, I think. It seems like an obvious solution too, to the problem of zoom stutter and off-putting morphing of objects as they transition through their LODs. I wonder why they never did this before? On the negative side, now you no longer get nice looking vegetation etc when you zoom. But when you see this method, I cant help but feel it is probably the best solution. You can see what they where trying to accomplish with the LOD swapping on zoom, but it never really worked that well. Another negative I can see is that the distance at which objects change to their highest LOD, as you walk up to them, seems some what shorter now than in Arma2/OA. I think this could be pushed out further. There are some Rocks and bushes I have seen that literally don't change to their maximum LOD model until they are a couple of meters away from you. Anyway, what do you guys think of this change? Overall I think it works well, but I would like to see LODs get to their highest level further out from the player.
  18. I gave in and installed V5. Works ok now :). However it still doesn't have it's own "Title profile" and it associates with the "default" Game profile. Better than nothing though. Javelin10; yes, for me Zoom by TrackIR was not assigned by default. I don't mind this though, I usually turn it off. (edit see this thread http://forums.bistudio.com/showthread.php?148565-No-Z-axis-for-TrackIR ) I still would like to know about 6 Degrees of Freedom though, for vehicles etc.
  19. I'd also like to use Trackir 4 software with Arma3. I have gone to v5 before and then gone back to v4, I cant remember what it was that caused me to do that though, but I don't feel like finding out again either :). On the subject of Track IR, will we be getting (is there?) Six degrees of freedom (6DoF) in vehicles/helos etc? Does Take on Helis have 6DoF?
  20. Bearing in mind this is an Alpha, this is my initial impression. I understand that there is a high possibility the "criticisms" are simply down to not being worked on yet. Eg place holders. Some things may also just take a bit of getting used to from Arma2 ( Eg. anim speeds etc) Pros: It runs better than expected so far. P-in-P doesn't seem to cost too much performance. There is much better possibility for customizing graphics settings. This is highly appreciated. Lighting, environment and weather (+advanced weather settings) are really great. The setting of the game and island are beautiful. I'm really looking forward to Altis! The interface seems to be on a nice path. Great also to see the ability to change the color of HUD items/crosshair etc. Vehicle and unit detail are excellent. Nice key control additions with "Adjust" stance and separate grenade attack etc Nice particle effects from explosions, rounds leaving muzzle, vehicle crashes. Animations movement are better, but need more work (a bit wooden and glitchy occasionally). Cons: Vehicle Physics: The vehicle physics feel like they have a lot of potential, but at the moment the are pretty bad. The wheeled vehicles don't feel natural at all. Once you get up to above average speed it's not so bad, but anything less than that feels unresponsive and disconnected. Weight transfer, traction, body roll, power, acceleration, under-steer / over-steer all needs a lot of work. (I use keyboard to drive) Vehicle Sound: The sound for the weapons and environment are good, but vehicle sounds arnt great. At the moment the engine sounds are noisey (Distorted and boomy) and have no character. The transmission changes are not synced well and rpm sound is all over the place. Aiming Dead Zone: I, since OFP, have always liked the "Aiming Dead zone". I use a small amount. By default it was off in Arma3. I turned it on and it just doesn't work or feel right. It's especially hard to use when doing Dead zone aiming, then trying to pan left or right out of the dead zone, its like the mouse is hitting a wall or stuck in molasses. It also feels possibly like the Aiming dead zone moves with too much sensitivity compared to moving out of the dead zone. Either way, I prefer how it was done in Arma2. Explosion/fire effects: Some times they look like a bit cartoony, maybe some are just place holders? Problems: TrackIr 4 wont work (version 4 software) Aiming dead zone is odd Flickering "Picture in picture" displays (caused by SLI?) Missing things: TrackIR 6DoF Vehicles? Shooting out of vehicles? Loadout editor?
  21. -=seany=-

    TAB lock issue ...

    Get rid of it....BUT you know what I'm going to say.. DO NOT BREAK other features in the process. Give us a Proper Fire Control System its removal. (EG. ACE! They have done FCS perfectly, its flawless., just copy and paste the damn thing)
  22. -=seany=-

    SLI Optimization on A3 Alpha

    eerr what do you want me to say :) ? Maybe beacuse developers give games to Nvidia to test and create profiles for before the public release? Would make sense, no? Also, alpha was ready a good while ago
  23. -=seany=-

    SLI Optimization on A3 Alpha

    Actually, we first found out about Arma3 due to Nvidia creating a Arma3 gpu profile over a year ago! :D For MultiGPU it says Nvidia Recommended (Custom). When I turn my SLI indicators, they are nearly maxed out. If you do anything too cpu intensive they will drop of course. So it seems SLI is well supported, apart from the flickering bug.
  24. -=seany=-

    SLI Optimization on A3 Alpha

    Be aware that Multi Gpu is possibly causing flicker with "Picture in picture" displays. It will probably will be fixed but better to know anyway.
  25. -=seany=-

    Ups and downs with Bohemia

    Yeah, what is with Forum members (usually ones who have been around for a while...and should know better) stigmatizing users wanting to have a forum badge or name in the credits. It was offered, they are entitled, if they want it, you don't have to care. Save your sour grapes for some where else. And PS, they did earn it, they paid a whole lot more money to support BIS, that is their reward....it doesnt matter if they have never played Arma before today. Jeez you people.... And no...I didn't buy the supporters edition, I got Digital, Deluxe. I'm just not a bitter old git. :D
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