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Everything posted by Dead3yez
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I'm thinking installing a new OS over to the SSD with ArmA2, reckon this will slow down performance much? (I will keep pagefile and as many other programs on a secondary HDD)
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http://forums.bistudio.com/showthread.php?t=91860 see here. I think this is your problem.
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http://forums.bistudio.com/showthread.php?t=97036 :)
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Well, I think you're wrong here. With an SSD you get smoother LOD changes which can significantly reduce stuttering when compared to a normal HDD.
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Meh. I bought a cheaper SSD. OCZ 30gb Agility series. Around £100. Better lods, everything is in pretty mode. Faster loading times, smoother transitions, little bit more FPS. Nothing more to say. Worth it - sure, if you love playing ArmA2. :)
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What would happen if you played ARMA 2 on a supercomputer?
Dead3yez replied to ivan k's topic in ARMA 2 & OA - GENERAL
What would happen if you played ARMA 2 on a supercomputer? You'd probably end up being disappointed and find out that the AI still needs extra processing power. -
I'm surprised there seem to be less servers online during "US hours", since this game does use US forces I thought more of them would have been interested. I guess that this game isn't accustomed to the American IQ.
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Meh. Something like a pair of goggles with a "mini-screen" in them is what we need. I know i've seen them before. :)
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Well, that's one more piece of work done for me, I guess. :ok: I assume you used the throttle animation phase. If not, then that's another easy option for you. ;)
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Can high CPU temperature affect the game
Dead3yez replied to nikiforos's topic in ARMA 2 & OA - TROUBLESHOOTING
Maybe a little OT but, what program did you use to measure the temps? I use coretemp and it only measures cpu #0 [edit] nvm i'm blind -
Pissing would be funny. Reminds me of GTA:SAMP.
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Or perhaps the devs earlier planned for the game to fully support 64-bit architecture and was left unfinished on release. Thus later came a patch, as this aspect required more work. I highly doubt we will 64bit in ArmA2 as it probably doesn't bring much improvements, if any.
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Thanks, but: ArmA 2 Performance: XP32 > Win7 x64 BC2 performance ;) : XP32 > Win7 x64 I'm staying with XP32 for now. However, I will probably update in the not too distant future. Maybe in the 4th quarter of this year sometime.
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getNumber / configFile help :)
Dead3yez replied to Dead3yez's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks. Silly me. :couch: -
getNumber / configFile help :)
Dead3yez posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
_a = _this select 0; _class = typeOf _a; _maxspeed = getNumber (configFile >> "CfgVehicles" >> [b]"_class"[/b] >> "maxSpeed"); As above you should see what I'm trying to do. Obviously "_class" is not working and returning 0 for maxspeed. Is there a way to do it which works? :) ATM _a is a plane. -
NVIDIA profile setting change = FPS boost
Dead3yez replied to SeaVee's topic in ARMA 2 & OA - TROUBLESHOOTING
Running the ArmA2 Benchmark tests won't really test your GPU. It is the CPU on these tests which are most likely the bottleneck. Hence the ~2more FPS from 14. To test your GPU and settings for performance you need to be using No AI and/or scripts. -
I have an ejection seat complete now. I just need a parachute for it. :)
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Fixed-Wing Adjustments and Functionality mod (FWAF) Gentlemen (and ladies?), I bring to you a mod that is in the planning phase as I write this post. Before I go on, this is a modification that I do hope to make completion. However, to do that I will need some help and of course some influence from the community to keep me motivated. What will this mod be about? Simulation, in short. The intention is to develop a package that will create alterations and implement new functions to almost all aspects of fixed-wing aircraft. I will convey my first ideas in the following bullet points to give more precise features in mind: Improved "flight model" Improved/Alternate HUD Fully working instruments in cockpit Weapon systems G-force effects Vapour trails More effects Afterburner Added/Improved basic aircraft functions (Brakes/Flaps/Air-brakes etc) Counter measures These are just preliminary ideas and I know that many of them have already been implemented within ArmA II. If feasible and with permissions, then existing mods/scripts could be taken for use and possibly improved upon. Even though I did state that simulation would be the main aim, the idea is also not to over-complicate things. What do I need? I am able to create configs, edit models in O2 and I see myself as an "intermediate" scripter. My knowledge in modelling/texturing is quite little, what I do know I consider quite basic. I will be/am looking for: Advisors (sim junkies and/or real world pilots) Helpful feedback/suggestions/ideas Anyone who has scripting/modelling skills etc, that is interested. //ejector seat and parachute needed Beta testers (Let me know in PM, not on forum, and remember nothing to beta test quite yet, when there is something to test you will know) ;) As of now, only I am involved within this project as you may have gathered. I am waiting for your suggestions and ideas. I would be happy to hear them so I can start assigning various tasks to myself. My first task/priority will be making adjustments to the actual flight behaviour.
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I'd like to say thanks to Myke for sharing his information and resources. Now, I am looking for someone who can make/or has an ejector seat and/or parachute to go with it. Let me know in PM. Thanks. :) http://www.armaholic.com/datas/users/3321-ejectorseat.jpg
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Maybe that comes next. ;) One small step at a time.
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I'm happy to receive positive feedback thus far. More feedback about the current behaviour of the fixed-wing aircraft and how it should be changed would be very helpful. I'd like to know some more about how people think the controls should be changed to make it more realistic, particularly things such as pitch/yaw/roll factors. Thanks. I've edited the first post now. From now on, stuff like this should be done via PM.
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What is the longest distance you ever walked in arma2 ?
Dead3yez replied to code-red's topic in ARMA 2 & OA - GENERAL
Furthest I walked was 6000meters. I think it was Domination or something, no-one would pick me up in a vehicle. I didn't want to respawn and the game was boring with such players anyway, so I ran to base. -
Is there a a "no cockpit" view for aircraft?
Dead3yez replied to jpinard's topic in ARMA 2 & OA - GENERAL
http://wiki.x-plane.com/w/images/d/d4/Hud_view_mobile.png Something like this would be very nice. However, since the game isn't primarily an Aircraft sim then this is something that'd probably be much better suited in a mod. -
Running from SSD, Chernarus takes about 11-20 seconds. Utes takes about 5 seconds or less. I start my game with world=empty. So I'm wondering for those if Utes, Chernarus use some shared resources which would reduce the loading time of Chernarus if you loaded Utes already. And Vise versa. Edit when tested.
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I have some screenshots from laying down with the different object detail settings. Very low Low Normal High Very high Personally, I even think the low settings look better than having a massive blade of grass in your face. Low detail/density grass is only giving you a slightly better view for about a meter or two. After ~2 meters the grass builds up and your view is obscured as much as the settings on high. All object detail is effecting the frame-rate, I am assuming that because of such low viewdistance it's mostly grass causing the drop.