-
Content Count
5137 -
Joined
-
Last visited
-
Medals
-
Medals
-
Everything posted by Alex72
-
DayZ Zombie RPG (Unofficial Mod) Alpha
Alex72 replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
^^ ShackTack movement is a great addon to this. Really felt that was missing when i tested. ______ Noticed when i get hurt and lose sound volume (as it should be i heard - havnent read through all documentation), but it seems to keep it low even if i respawn. Quit to lobby and head back works however. Not the biggest fan of zombie stuff, but this is immersive and the gameplay is well thaught out both in either joining up with others or going lonewolf preying on others. Zombie animations are top notch and its creepy as hell to be alone near villages. The food, blood (health), water and the eventual vehicle parts collecting to fix vehicles is just very cool. And it seems servers are either full or near full all the time. Good work! -
Tested this (addon version) on Utes and placed a unit. Placed RUBE Weather, Library and init the unit with: 0 = [] execVM "\RUBE\modules\weather\scripts\demo.sqf"; When i open the laptop (weather station) i got: Picture \rube\modules\weather\icons\dirany.paa not found And the weather station showed only sunny weather all week and underneath all icons its says either (or both): aay'C/scalar'C So i get no temps etc and the weather stays the same even though i move forwards several (many) days. I might do something wrong and i used the latest beta for the test. Anyway very impressive addon. Just got to make it work now. :)
-
You are right. The part i hadnt really checked yet. :) Will do. Thanks for the explanation.
-
So i made a quick test. Your skill sliders dont go beyond BIS max settings but do have the awesome ability to individually change the different skills. I tested with a sniper (M107) on Utes airfield and placed moving enemies 350 meters away (walking around) and my sniper set to max skill in the "individual unit placer". He could not spot them. When i checked the Enhanced Skill Slider all the skills were maxed out meaning i cant give the sniper even longer spotting distance than what BIS has hardcoded? Maybe that can be done? Override the BIS max spotting distance (like ACE and other addons did) and some other skills that could need to be cranked above BIS max levels. I tested with CBA and ESS only, however in the latest beta. Dont know if the beta breaks something.
-
Sounds great with persistent skill man! Something i didnt test which i will do today is if snipers work more realistic by lowering their reload and spotting speed skills, but raise aim skill and spotting distance. I noticed lately the snipers empty their mags like there is no tomorrow acting completelly the opposite of how a sniper should - aim carefully and take the bastards out, and not go assault style. :D Hopefully your superb addon can counter that behaviour a bit.
-
For me it shows up automatically in the middle of the screen at start of SP missions. Maybe some addon is blocking its auto popup? In that case try scrolling your middle mouse to bring the action menu up (or however you bring it up when you play) like Jedra mentioned.
-
Ive tested to change both sides skills using the "side" option and when i check them individually they all have changed skills. So its definatelly working for me. I did spawning groups as well and no probs.
-
If its the blue "set skill" menu then it goes away with a right click of the mouse like the action menu in general. Great addon! EDIT: Jedra, just to be clear to my daft head, is values sliders set to right always better or is it mixed? Thinking of Aiming Accuracy i can imagine its better with a higher value, but is it the same with Aiming Shake? Read the manual and although its clear to some people im uncertain myself. Cheers.
-
SSD disk will improve BIS games a lot. If you can buy 2 SSD's and put Windows on 1 and heavy loading games on the second. When i did that ARMA2 ran like a dream. Do that and crank that cpu up a little bit and you should be in some kind of business. I would probably throw the motherboard and the cpu and upgrade those plus get 2 SSD's. I know that will set you back a bit, but if you are into BIS games however it is something to save up for because it will give you an amazing gaming experience. ARMA3 and probably other Take On goodies on the horizon so... :)
-
ARMA 2: OA beta build 89223 (1.60 MP compatible build, post 1.60 release)
Alex72 replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
For the car camera up/down i personally would prefer if the camera went up/down when hitting the screen edges instead of how it is now. Image: Now when our mouse hit the borders of like in image "current" the camera goes up/down. In the "desired" its at the screen edges instead which minimizes accidental camera movement. It happend way to many times during testing and when it does you go into the nearest tree. :) I think this would make it better at least. Anyone else? -
ARMA 2: OA beta build 89223 (1.60 MP compatible build, post 1.60 release)
Alex72 replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
The PPAA tech really brings out the best of ARMA. With "sharpen" setting it makes the game look so real. At least on my pc. Performance wise its a success as well on my older pc (8800GTS). -
ARMA 2: OA beta build 89223 (1.60 MP compatible build, post 1.60 release)
Alex72 replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
I have free look assigned to my thumb mouse button so looking all directions has always been there. Will be fun to test though. Hopefully old "slower at center steering" is back. EDIT: I accidentally move the mouse up and down at times and that made me go outside the road and crash into a wall lol. When i use free look to look around i take over with jeyboard and its a cross-playing that has worked great over the years. Slower steering at center for land vehicles not reintroduced and it makes the steering very erratic. Only solution is to turn down mouse sensitivity but then its too slow for soldiering. About the auto-centering the steering, couldnt you let it take longer time before it auto-centers? Let the steering be where our mouse is and kick in auto-centering a few seconds later instead of instantly like now. There arent many very long corners so if it was maybe 2-3 seconds before auto-centering we could go through longer corners nicely without having to move the mouse sideways back and forth a bunch of times. EDIT2: Maybe enable/disable options for the look around? I find the vehicle driving very hard now tbh. Very sensitive and all over the place both camera and driving wise. EDIT3: Come to think of it Live For Speed have 2 things that makes that race sim so good for mouse and keyboard, and that is no auto centering and heavier center steering. ARMA2 has both of them normally except a little auto centering (pre these new betas), and thats what made ARMA such a great vehicle game. With heavy center steering you can make fine maneuvers both at slow and more importantly high speed. As it is now you have the same sensitivity through the whole steering range which makes it erratic when you need faster but fine maneuvers. So i dont really like the experiment of removing two of the greatest aspects of ARMA driving (it is in fact better than most car games). -
ARMA 2: OA beta build 89162 (1.60 MP compatible build, post 1.60 release)
Alex72 replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Tested the BAF Jackal and its way too sensitive. Mostly because the "deadzone" for mouse is gone. "Deadzone" that has a slower/less sensitive steering around the center (like it was before). Now i find myself turning left/right all the time looking like a drunk even on straights. The screen turning when steering kicks in at very slow speed and when it does - its very hard. I think its hard because there is no more slowdown-deadzone at the center of steering. Might only be on the Jackal, will test the others, but i hope this wont be on even one of the vehicles as its too hard to drive now. EDIT: The above combined with the rather harsh auto-centering has made it very hard to drive. Go through a long corner at some speed and you see how the car wants to drive straight after you turned and try to hold the steering wheel in line with the bend. Less/slower time before auto-center and give us back the mouse-deadzone (slower turning the wheel closer to center and then faster as you turn a bit), and the driving will be amazing. -
ARMA 2: OA beta build 89162 (1.60 MP compatible build, post 1.60 release)
Alex72 replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Agreed. All is good except auto-centering. That the steering wheel throws itself towards center everytime you try to steer is very frustrating. You want to be able to keep turning as you go through a corner and not keep moving the mouse left left left left left until the corner evens out to a straight. The rest is awesome. -
ARMA 2: OA beta build 89096 (1.60 MP compatible build, post 1.60 release)
Alex72 replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Did not have a ticket. However the problem is not there anymore in this beta. Boats behave as they should when using gamepad. I like the new steering. Works well. EDIT: After some more testing im not sure i like the auto centering that happens when you steer. Tested to drive around with a tank and when i move the mouse to follow a corner it tries to auto center which makes it a bit erratic. Would be nicer if the "steeringwheel" stayed at the position you leave it at. Just my opinion anyway. -
ARMA 2: OA beta build 89096 (1.60 MP compatible build, post 1.60 release)
Alex72 replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Nice, new beta. :) Gonna check if cars get the gamepad/joystick problem now like it had with boats in prev. beta. Also, while on the sounds - the BAF tank that has been missing impact sound for HE maybe can be adressed? Thanks BIS! -
ARMA 2: OA beta build 89025 (1.60 MP compatible build, post 1.60 release)
Alex72 replied to suma's topic in ARMA 2 & OA - BETA PATCH TESTING
Using a gamepad i noticed a problem with the boats. When steering with a gamepad the mouse is still active forcing the boat to go forward. The new marker is seen drifting out to the side(s) when steering with the gamepad so the boat wants to steer back to center following the mouse marker. This does not happen with cars. When steering with gamepad the mouse steering marker disapears/stays dead center. -
Looking great! Amazing progress, and im glad the best guys around on aircrafts are helping you. :) Cant wait to see it in the sky.
-
ARMA 2: OA beta build 89025 (1.60 MP compatible build, post 1.60 release)
Alex72 replied to suma's topic in ARMA 2 & OA - BETA PATCH TESTING
Yep, but it has to be moved then so its not in the middle of the screen. Maybe move it down a bit so its just above the steering wheel? Middle of screen gets a bit intrusive and thats why it fades away (like WP marks do when middle of screen). Or maybe keep it "50%" transparent instead of disapearing completely? I agree that it gets a bit easier to steer the car with it so its a good add. -
ARMA 2: OA beta build 88962 (1.60 MP compatible build, post 1.60 release)
Alex72 replied to buliwyf's topic in ARMA 2 & OA - BETA PATCH TESTING
Pure joy to fly even with a gamepad now. LS: Y axis=nose down/up, X axis=bank left/right RS: Z axis=Collective/throttle up/down, Z axis=Pedal left/right Simpler: LeftStick UP/DOWN = Nose up/down. LeftStick LEFT/RIGHT = Bank left/right. RightStick UP/DOWN = Throttle up/down. RightStick LEFT/RIGHT = pedal left/right. LeftStick was already set so you have to add the RightStick controls. Works flawlessly and super easy to do great maneuvers. :) Cheers BIS. -
Thanks for update. Sounds great. Didnt hear bullet cracks from my own weapons but might be latest beta.
-
ARMA 2: OA beta build 88279 (1.60 MP compatible build, post 1.60 release)
Alex72 replied to maddogx's topic in ARMA 2 & OA - BETA PATCH TESTING
Thats the SLI (twin video cards) meter showing how the both cards cards. When you get more and less power (benefit) from two cards in SLI. Like mentioned above - turn it off in your NVIDIA Control Panel. -
OA-only 1.60 running latest betas has the same bug. Gonna test it OA-only 1.60. Thanks for a cool addon.
-
ARMA 2: OA beta build 87816 (1.60 MP compatible build, post 1.60 release)
Alex72 replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Tested a bit and noticing my AI firing AT at soldiers instead of vehicles. They do target vehicles, but tried to take out soldiers with AT before the vehicles that were firing like mad at us. -
ARMA 2: OA beta build 87646 (1.60 MP compatible build, post 1.60 release)
Alex72 replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Anyone else notice AI machinegunners fire up in the air? Make yourself leader and add some MG'ers in your squad, and watch them fight enemies. They either like to sit or stand where the MG's will have too much kickback and send most of the bullets into space. Lot of waste goin on. :) The AI MG soldiers need to be told hardcoded to lie down or being able to muscle the weapons better when sitting. And try to avoid standing and shooting with them.
