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Everything posted by -=seany=-

  1. -=seany=-

    Level of detail Distance

    ^ yes force AF to x16 in nvidia control panel (if you have nvidia, that is). Also, about the High /Very high option. This seems to always be available when the game loads, but after when you actually play a mission etc it seems to only go as high as it was when the game was initially loaded....I think. It behaves different to A2 anyway, whether it's a bug or by design I have no clue.
  2. -=seany=-

    In-Vehicle Leaning

    If you have a go of the AH9 you will see it does have full "6 Degrees of Freedom". The other helos are not fully configured yet though. But, yes, I would really like to see 6DoF for every vehicle in the game. I would also like to see the limits of how far you can "move" about increased. When you try the AH9 you will see you can move about in all the right axis, but its quite limited, especially on the Z axis (Forward and Back) and the X axis (side to side).
  3. I recently noticed, while I was using an MX with an RCO, that your view starts to vibrate or shake very slightly when you are in the prone position. It feels like a bug, I cant think of a reason for it to do this. It didn't seem related to nearby vehicles or helos or taking fire from enemy etc. Anyone else noticed this or has it been already reported, anyone know?
  4. -=seany=-

    More assets in Alpha

    Call me a weirdo, but I don't want anymore content. I don't want to "spoil" too much of arma3 by getting lots of cool stuff early. I like getting a new AAA release and having lots of new stuff to play with. I think we have quite a lot in the Alpha at the moment. I also like the game play created by the limited assets we have now, I am still only really getting used to it all.
  5. heh heh, no probs glad you got it sorted! :)
  6. Hi welcome to Arma/forum! 1. Not really familiar with ATi. For nvidia, AA was causing it. Some people also had similar problems solved by not using ATOC (although this is off anyway if your not using AA). Here is a thread about others similar problems: http://forums.bistudio.com/showthread.php?145350-Radeon-HD-7970-White-Dots-in-trees-Catalyst-Settings&highlight=white+dots+ati have a look at post #9 and on. 2. I have seen this, not sure when it started. It wasn't always like that, I don't think.
  7. I posted this on the issue tracker. Just posting here to see others thoughts. Here is the ticket: http://feedback.arma3.com/view.php?id=5710 Observed Behavior Currently, after you have closed the map, your weapon remains in the Lowered position and you have to click fire or use the raise weapon key press to bring your weapon back to the raised position. This feels very clunky and unintuitive. Expected Behavior: When you close the map your gun should automatically return to the raised position. Steps To Reproduce: With a weapon equipped, open the map then close it. Notice how your gun remains lowered. Additional Information: In it's current state, this can't be a realism feature as surely that would mean you should also have to manually lower your weapon before opening the map also, which you don't. This is done automatically, as should be the case with raising your weapon after the Map has been closed.
  8. I don't understand the accidental death thing, how can having the gun lowered after you exit the map cause less accidental deaths? For me, I some times actually fire off accidental rounds when I am trying to raise the gun after looking at the map, beacuse I Click the fire button to bring the gun back to the raised position and occasionally this will also cause me to fire my weapon. Now that could cause accidental tks and give your position away. I understand why the gun is lowered when you look at the map, it's so other around you can see that your doing some thing. But if manually raising your gun after using the map is supposed to be about realism, then I don't understand why it is ok to have your gun lowered automatically when opening the map but not raised automatically when closing it.
  9. -=seany=-

    ArmA2 ACE = CoD ???

    I agree with letting the devs continue with the changes they have made. I don't see why people think a smoother, more fluid, less clunky game means it is like COD or BF2, I'm really getting sick of that analogy on this forum too. Soldiers movement up hills in A2 etc was too awkward and slow, mostly just frustrating. No, you should not be able to sprint for 10 minutes up a steep slope, but the way it is now in A3 is far better. It just need slight tweaking. I really hope the devs are able to filter out the knee jerk "OMG you broke arma/arma is ruined!!" threads and posts. The initial feed back from everyone in the first few days of the alpha was how much better and more fluid, and less clunky it felt. Lets not try to reverse that please.
  10. -=seany=-

    crCTI Kastenbier Edition

    Nice to see a version of this, thanks and good work! :)
  11. -=seany=-

    Best waves and best ocean in game.

    Best game water I have ever seen, very impressive. And I love RoF, but it hasn't got a patch on that :D
  12. I always used a bit of deadzone aiming since OFP. I turned it on straight away in A3, but turned it off again when I ran into the current problems with it. However, I am actually getting used to playing without the dead zone now. Although, I do use TrackIR about 50% of my play time. But even with out it's not too bad. Still, it would be nice to have the Dead zone option working properly.
  13. -=seany=-

    Arma 2 CO Connection Problems

    Hello Cryocasm, and welcome to Arma! What exactly is the problem you are having? Also, be sure to list things that will help other users to identify your problem like: What server/mission you where playing, your system specs, what GFX settings your using, your arma2oa.cfg, things like this.
  14. -=seany=-

    [AhoyWorld.co.uk] co40 AW Invade & Annex

    Glad to hear some one is working on a version. Keep up the good work, I look forward to trying it out!
  15. -=seany=-


    I think it greatly helps with the immersion. There where many cringe worthy times in previous Arma's where you would shoot a AI while they where performing an action and the action would have to play out before they "died" eg. medics healing them selves before they die, soldiers with binoculars having to put them away before they can die, AT soldiers having to switch weapons before they die etc. All these things are far better now with rag doll. Also with anim deaths, it didn't take long to start to recognize the various death animations. The randomness of ragdoll really helps here. I have always been pro ragdoll and from what I have seen they have been very conservative with it's implementation so far. But it is making a big difference for me with combat immersion. I wonder how much access modders will have to the Ragdoll technology? I would like to see dismemberment etc. I would also like to see what it is like to have the bodies continue to behave with RD physics after they have died. So a satchel charge next to some dead bodies launches the ragdolls through the air with comedic fashion :D. Of course I realize this would be too extreme for the default game, but I hope modders can play with this stuff and it's not "hardcoded" or some thing.
  16. -=seany=-

    Terrain Improvement (dev branch)

    One way to improve the default texture "blurryness" is to force Anisotropic Filtering to x16 in the Nvidia control panel profile for Arma3. It makes a big visual difference to texture sharpness and doesn't really cost any FPS. Sorry if this was already mentioned, I never read the whole thread.
  17. Woah, 21 pages. Did anyone mention that you can turn 3rd person off? Personally, I hope it stays in this game until the end.
  18. :facepalm: No mission or scenario or mod "destroys Arma/community"..jesus. To believe so is to be delusional. They all have there own place and there is no reason why they cant exist along side each other.
  19. -=seany=-

    Performance & Scopes

    Above "Standard" texture setting makes my FPS take a nose dive if I look at foliage with an Acog/RCO
  20. From an Nvidia Rep on Guru3D: We have an optimization that we are considering but we need to discuss this with developers as we dont know how this will affect the game as it moves to BETA and then final release. Pretty nice to see that is still some optimization on the driver front that's possible. None in this release however.
  21. -=seany=-

    Question on TrackIR & Infantry

    I think this would be nice. After flying the AH9 I had the same idea. I would love to have the current "Lean" left and right set to TrackIR "Roll". And the Modify Stance Left and right (which I discovered recently by accident) assigned to the TrackIR "X" axis (which is what "Lean" is assign to atm). It may actually be possible to set it up like this now, but I have not tried yet. I might make a separate thread about 6DoF in general. But, I think it's fantastic that they have included it, it needs a bit of work though. The Virtual "limits" of movement seem a little too small at the moment. Also I really hope they will/can apply it to all the ground vehicles too, basically anywhere it can be used. I like that its not just restricted to the Driver/pilot either, passengers also get 6DoF.
  22. -=seany=-

    Self shadows in vehicles

    Haven't noticed this myself, although the strobeing sun through rotors is something real pilots have to deal with also.
  23. -=seany=-

    Helicopter armament performance.

    ahhh, nice info thanks.
  24. I am still having bad problems with this. It went away for a week after build 2678. But is back now and I cant fix it. It is driving me nuts. Every 120 seconds (Approx) the game freezes monetarily and then goes back to normal, and then a yellow chain (usually) appears for a moment. Whats confusing me more: I have a second PC that is now on Windows7 and I recently installed Arma2/oa/BAF/ACRLight and patches, then finally the beta patch (2678). This machine is running with out problems on the same server. The only difference I can see is that it is not running BEservice for some reason, even though BattlEye is up to date. I checked the folders on this PC too and there is no C:\Program Files (x86)\Common Files\BattlEye directory. I can't get get my primary (freezing)PC into this state. If I remove everything to do with BE, as soon as I join the server it installs the BEService to C:\Program Files (x86)\Common Files\BattlEye\BEService.exe and executes it. I have even tried to remove every thing BattlEye related from my primary (freezing) PC, including running "sc delete BEService", then copying the Arma2oa/Expansion/BattlEye folder over from the 2nd (working) PC. But when I join the server with the freezing PC, BattlEye still updates and the BEService reinstalls Why does my 2nd PC not download and install BEService? How can I stop my Primary (freezing) PC from installing it? I think there is a high possibility this is causing my freezing, it is the only difference I can find between both machines. Is there any thing else I can do? I'm out of ideas and at the end of my tether :( I am happy to test anything, I need this fixed.