Baz
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Everything posted by Baz
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no, I did the smoothing just for taking a WIP shot... But I wasn't happy with the shaping of the model compared to the IRL car. But with this new scratch made model and better reference pics and blueprints its much better now... Old model for comparison
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here is my work so far, front of vehicle is nearing completion and the rest still to come
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WIP: Stuff you are working on 2!
Baz replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
seems to me he has every right to post in here just as anyone else... ArmA 2 & OA - ADDONS & MODS: DISCUSSION This forum is for discussing addons or mods that are currently work in progress, as well as for discussing ideas or requests for addons. -
in our server we keep crosshairs off, so can you show it with the crosshairs off using leaf sights
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I decided to remodel the whole thing again because I was not happy of the resulting shaping of the body. What I can say tho is that this attempt at remodeling is the BEST YET... I must have remodeled this thing like 4 times, but this time around the car is looking great and accurate. I'm working on the hood / bonnet right now and it looks so accurate to the real thing... Which is flat and boxy at different heights.
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might be wise to test if there is a difference in the aim based on the player stance too? IE: standing, kneeling, and prone
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Here is an idea for an update patch... A new key you can assign to turn off engines of vehicles you drive, like hmmwv, etc... Currently you can only use action menu to do so. There is keys for get out and eject but no engine off key... get out turns your vehicle engines off except you jump out of vehicle too... eject leaves the engine running and you get out. So how about a key to toggle the vehicle engine off and on? And how about in stealth mode after AI moves they turn off their engines to remain stealthy...
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So my game froze playing the Manhattan mission for a few hours, only way out was to open task manager and close the program... Looked in the RPT and saw these lines: Virtual memory total 4095 MB (4294836224 B) Virtual memory free 2137 MB (2241662976 B) Physical memory free 1039 MB (1089646592 B) Page file free 2175 MB (2281000960 B) Process working set 1576 MB (1652854784 B) Process page file used 1617 MB (1696100352 B) Longest free VM region: 1108541440 B VM busy 2070327296 B (reserved 251056128 B, committed 1819271168 B, mapped 83718144 B), free 2224508928 B Small mapped regions: 14, size 57344 B ErrorMessage: Out of memory (requested 0 KB). footprint 855048192 KB. pages 16384 KB.
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could be something to ask BIS for next, an indicator as to what position the nozzles are at
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and this is in the MV-22 Osprey? Correct? Does it also work on any VTOL / STOL airplanes? Also is there some kind of indicator / indication as to what the current position of the nozzles / nacelles are on the HUD or something?
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so if i I read that right... Now you can control the way the nacelles are pointing manually by using autohover and the flaps up and down keys to move the nacelles? If so, then awesome!
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[78376] Changed: Manual vectoring control in autohover mode with analogue throttle using Flaps actions. Does that mean that the MV-22 uses this feature as well since it uses autohover to move the nacelles up for a vertical landing? So, in that case full flaps lowered = nacelles pitched up fully? half flaps = nacelles at 45 degrees? no flaps = nacelles pitched forward for airplane flight?
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ErrorMessage: Out of memory (requested 0 KB)
Baz replied to Baz's topic in ARMA 2 & OA - TROUBLESHOOTING
anybody? And Ideas? -
same exact problem here with trial by fire single player mission and the russian one where your in the BMP3 and have to recapure Electrozavosk... Seems to me that I only noticed it in OA / CO, stand alone arma 2 did not have this problem when I first played it before CO. Its something with the mission and the dialog speeches / talking that goes on, it fades the game sound away too... Like firing rifle and helicopter sounds etc...
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had it happen with me as pilot of chinook and AI gunners... The ramp gunner opened up just as troops were boarding and killed a few friendlies
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i have the same problem with it going back to desktop but none of the suggestions seemed to work... It is just completely unresponsive and i have to shut down the arma 2 CO process via task manager in windows 7 i never had this problem in XP... In XP a would-be CTD would result in an error message appearing and the game closing. and when i check the RPT file to see why the game stopped responding... nothing is showing in there as to what may be the cause. Also, I seem to get graphical artifacts of white lines in the game too on any resolution and settings... Dunno why. Also i am running the beta patches too
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ACE 1.8 (Advanced Combat Enviroment) for OA/CO
Baz replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
tested with several ppl on a server tonight during our MV-22 training days. None of us were able to fast rope no matter what we did, just for grins tried it on the Venom and it worked flawlessly. So it appears to be a bug then, if fastrope function was not removed from it... -
ACE 1.8 (Advanced Combat Enviroment) for OA/CO
Baz replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
why has fast roping function been removed from MV-22 Osprey? In latest ACE -
High FPS....But: Stutter/ Input Lag/ Viewport Jitter etc
Baz replied to -=seany=-'s topic in ARMA 2 & OA - TROUBLESHOOTING
Dwarden, it appears to me that the mouse input becomes slower when FPS drops to around 20-25 compared to 40 FPS. For example using aimpoint optic view while zoomed into the forest will "lag" comparatively to using it on an open field zoomed in with an FPS of around 40. This was tested with mouse smoothing at its default level set by the game. Similarly in CQB environment the same effect as in aiming at forest occurs. The problem is not that the FPS is around 20 or 25... The problem seems to be with the mouse speed at those frame rates in dense scenes such as CQB and forest environments. I tested on Chernarus on Prud lake and FPS takes a significant drop when aiming into forest zoomed in. about 20 FPS of a drop compared to when looking at the open field. View distance set to 1200 and video settings of normal -
ArmA2:OA Beta Patch Build 77706
Baz replied to Berliner19's topic in ARMA 2 & OA - BETA PATCH TESTING
i also have the NVG replaced with IR vision bug... Guess it needs a fix in an upcoming patch? -
no problem, glad I could help
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http://forums.bistudio.com/showthread.php?t=107231
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Hi it used to be that IR lasers looked green with NVG on, now it seems the latest patches has changed them to look like a white color? Perhaps maybe to make them more visible to the eyes? Anyways the IR lasers on the weapons look strange to me now compared to the day i installed OA fresh... Dwarden maybe you can shed some light on this? it seems that after a little testing with Post processing settings... They affect the appearance of IR lasers. With PP to normal - very high the lasers look like actual lasers... With PP any less and its just a white line. Problem is, with PP on I get a FPS drop and it has to be at a minimum of normal for the lasers to look as they should. shame...
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ARMA 2: British Armed Forces, version 1.02 - Patch released
Baz replied to Dwarden's topic in ARMA 2 & OA - GENERAL
seems to me like in BAF the M249 SAW / FN Minimi used by the brits in BAF has too much muzzle climb / recoil... When compared to the M249 SAW used by the US army troops. This is very well noticed in the standing and kneeling positions, with the US M249 it is not hard to hit close by targets at this stance... IE: less than 100m. However, with the British version it seems that because of the recoil / muzzle climb hitting targets up close is utterly pointless with full auto and even burst spray... Only remedy is to go prone or fire single shots. However, with the M249 used by US army troops you can use any stance and still be relatively accurate and for longer engagement distances you will need to go prone because you can notice how the recoil effects your fire at greater ranges. However, with that said the weapon is still very formidable at close ranges when standing or kneeling. The problem is that the British one is not for some strange reason, the 2 configs are different apparently. Shouldn't you have just copied the US config and used that for the brits? BIS please fix this in a patch. Thx -
seems to not be a problem in OA with the beta... I can see fine with the US AH64 at night... Played the mission where u gotta blow up grads and a col. with it and I was able to finish the mission without using the UAV. Nap Of The Earth flying FTW