BLUEmako
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Everything posted by BLUEmako
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Is it just me or do the download links in Icebraker's page not work? I can't seem to reach a download for the Duala Island mod. Does anyone have a direct link to the latest version?
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ArmA2 / OA (low) performance issues
BLUEmako replied to R3fl3x's topic in ARMA 2 & OA - TROUBLESHOOTING
There should be no reason for your hardware to need replacement. Have you done any system maintenance in the last year? You probably need to clean out excess resource hungry programs that are auto-starting on your machine and clean up your audio and video drivers. Do not trust Windows Update to do this properly for you. Try doing a refresh of the audio and video drivers by downloading the latest versions, uninstalling the current drivers, running a driver cleaner utility and then installing the new drivers. Have a look on http://www.tweakguides.com/ and read some of the guides there if you haven't done this before... -
Ever since installing 1.05 I've been getting issues with fps dropping then CTD from the game. Happens in various MP missions, whether I am hosting or a client. Typical symptoms are a rapid drop in fps without any increase in CPU activity, usually after about 60 minutes or so of gameplay. Memory use is much less than the 3GB my system has available in XP. No other programs have the same stability issues. My system specs Q6600 C2Quad 2.4GHz oc'd to 3.2GHz (stable in all other situations) Gigabyte GA-EP45-DS3R mobo 4GB DDR2 RAM Sapphire Ati HD 4890 1GB graphics card (latest Catalyst drivers with ATi Tray Tools) XFi Gamer sound card (latest drivers) WinXP Pro SP3 ArmA 2 is running at v1.05 without any mods. I'd appreciate some feedback as to whether this is common or some troubleshooting advice if it is not.
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Wow, someone else who remembers Microprose! I was playing their sims from the infancy of pc gaming: F19/F117, M1A1 Tank Platoon, Gunship 2000, Harrier Jump Jet, F4, Gunship!. You are aware that F4 has been remade into Falcon 4: Allied Force? That's pretty much the spiritual successor to the original F4.
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You bought a used card from ebay... that's the problem. It's most likely the card has a fault, why else would it be removed from a working system and sold?
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Simply put, your post is completely wrong. As previously mentioned, rudders alone do not turn an aircraft. If you keep a rudder deflected the main effect is side slip. There is in some aircraft a secondary roll effect but in no circumstances will rudder alone cause an aircraft to turn. That said, the entire flight model in ArmA is woeful and the modelling of the rudder controls appears to be reasonably accurate more by luck than anything else... As far as helicopters go, while moving forwards the anti-torque rotor will cause the aircraft to point in the direction of the pedal you push. However, as soon as you release the pedal the chopper returns to it's original heading. The amount of deflection you get is a function of the forward speed, aerodynamics and the power of the tail rotor. Generally the faster you go, the less deflection you get. I can go through the theory but suffice it to say that I've done it in practice and it's also a standard part of heli pilot training. Please note though that use of these controls can affect your ground track, but this is a very different thing to your aircraft heading. If anyone wants to debate these points, it's probably worth noting that I have a degree and 10 years experience as an Aero Engineer IRL. 'nuff said.
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Do the OFP sites on the M25 work in Arma? i.e. Zoom to change range adjustment?
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I think the point is being missed. IRL People choose not to reload while moving but they are perfectly capable of doing so if they want to. I'm sure that in combat if you were on the move, with no nearby cover and needed to reload you would. In ArmA reloading while on the move is prevented because of an animation that the engine chooses to display. There is also the bug that if you look around during reloading, your view snaps back to the direction you were looking at when you hit reload. These are game limitations that do not reflect the RL ability of a person to do more than one task at a time. Just another example of a code driven limitation driving game play, rather than a reasonable attempt to reflect reality. My $0.02.
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Thanks very muchly
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Can we please get a fix for the complete lack of protection for the pilot/driver of vehicles? It is completely and utterly unrealistic that the AI can target and hit an occupant of a vehicle moving at high speed in the majority of circumstances. The main problems seem to be twofold: 1) the vehicles seem to afford nil armour protection to the pilot/driver. 2) the AI instantly aims at and hits the occupant rather than the vehicle itself. Please BI, can we change the logic for the AI when targeting vehicles? The "golden BB" phenomena is meant to be a rare occurence, not the norm.
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Bump this as I would like to turn it off also
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BuhBye has hit the nail on the head. I've been playing OFP since it's initial release (and still do). I looked forward to ArmA as it was meant to be a development of OFP but instead it has all the bugs OFP was released with, and more. Add to that less units and less vehicles than OFP and it gets even less attractive. Another thing you left off the list BuhBye that really bugs me is the way that every single ground vehicle is almost unable to travel on level flat ground unless it is covered by a sealed road. Last time I checked my car could drive on grass fine. How has this most basic of things been so overlooked? This "feature" really kills the reality of this "sim" for me. I just hope that these things will get worked out quicker than it took with OFP. My $0.02.
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I was referring to the fact that those two rifles acted realistically. I know that the SVD in OFP had a fixed scale and you need to adjust your weapon elevation manually based on that scale. Zooming the scope on the M24 adjusted the elevation of the rifle in accordance to the zoom set. In both cases, the scope sights allow you to judge the distance to your target by comparing the scale to a human figure. Doing so worked well, allowing accurate range estimation and sight adjustment, making sniping a skill that could be learned in OFP. In ArmA it is something that relies on guesswork, that is what I was referring to. In ArmA, as previously noted, scope zoom does not affect the scale of the scope mil dots. Also, the rifles are zeroed to a range that varies from weapon to weapon and bears no relationship to the weapon sights. I personally haven't noticed a range setting change in the SPR based on zoom but that may be because of the scope mil dots not scaling (which make zero adjustment meaningless as you can't accurately estimate target range). As for my comment on bullet/shell physics, I suppose it was a bad choice of words but there are plenty of posts to show that in general the weapon use and behaviour leaves a LOT to be desired, especially when compared to OFP. Until they sort the scopes to behave in a manner that allows range estimation, shooting is all about learning the game, not learning to simulate real life.
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Sniping will never be accurate in ArmA until they bring in range adjustment. OFP had great a great setup for the M24 and SVD. Why did they not implement the same thing in ArmA? ArmA is a huge step backwards from OFP in terms of bullet and shell physics.
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So the answer is that the issue is a known bug and will be fixed? Cool. Lovely mod guys, can't wait to get more missions for it. Love the SHAR. BTW is there a way to use BVR with the Etendard and exocet?
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Anyone else getting a bug where the game will not exit properly out of a mission when using the Falklands mod? I finish a mission, click on the stats exit button and I go back to the main menu. Only problem is that the mission keeps on playing in the background of the menu screen. My mouse still controls the game while also moving in the menu screen. Weird... I am running OFP 1.96 with CoC, Falklands and ECP mods active. rgds, mako
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Tried with and without AA and I get virtually no difference in performance with either setting. AA on high, fps max 50, min 30. AA off, fps max 50, min 30. Seems that the anisotropic filtering and object detail make the biggest hits to the frames...
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Can someone please recommend some settings for me? I've messed around with the card and in game settings and can't seem to find a sweet spot. I can get around 20-30fps reasonably steady at 1280x1024 with 1200m view distance but the texture load times are long and inconsistent. My rig: P4 3.2GHz oc'd to 3.8GHz 2GB DDR RAM ATi X800XL 256 MB AGP vid card with ATi Tray Tools, running about 5% o'c with cat 6.7 drivers only. WinXP SP2 DX9c TYIA
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You're probably getting CPU limited rather than GPU. I have a P4 3.2 with an ATi X800 and I can get steady 30 fps. From that I'd say your graphics card is sitting there waiting for the CPU to catch up...
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"Joint Operations: Typhoon Rising" had sniping that included bullet drop and wind effect. You had to adjust your sight to allow for distance and then aim-off for wind. This made sniping difficult but very rewarding, especially when you landed a hit with the 50 cal rifle at 1000yds. Bring it to ArmA!
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...change sides when a trigger is activated? I am making a mission where the player is West and there are East and Resistance units. I would like to make the Resistance units change their allegiance to the East side when a trigger is activated. Does anyone know how I can do this? I have searched the forum and other sites but so far without success... TYIA mako 8)
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Is there a way to get Resistance to...
BLUEmako replied to BLUEmako's topic in OFP : MISSION EDITING & SCRIPTING
Thank you for the replies everyone. Some good suggestions that I will try.