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Everything posted by EDcase
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ArmA3 Alpha Video Setting Auto Downgrade!
EDcase replied to wxlyf's topic in ARMA 3 - BETA DISCUSSION
That spot doesn't have many textures so maybe not the best area to see the difference. You can also purge the VRam by: hold 'shift' & press '-' on numpad then type 'flush' I also had the texture detail limit to VERY HIGH but I think it was only when I was testing res 1920x1200 [GTX580 1.5Gb] (I play at 1440x900 now) Never had the texture downgrade while playing -
Yes please. Since ARMA2 I've wished more could be done with modules. To have a list of parameters that can be changed in the editor.
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Yes, that would be good but hard to control I guess. So it doesn't send the character flying too far. Also the faster a ragdoll is travelling the lower the collision detection accuracy... Smurf: Explosions do push outwards but I agree it should be a bit stronger.
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Do not use analogue throttle controls. Use power up and power down
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Of course people will turn to rag dolls when killed instantly (headshot) Even if wounded they will normally crumple and then react once on the ground. People don't get thrown by bullet impacts. Thats just Hollywood stunts. The ARMA system is generally quite good as DMarwick pointed out. Collision detection could be better for railings, fences etc and it would be great if they reduced friction so that they would slide to the ground rather than hang in a wall but that would increase computation so this seems like a good balance. It would help a lot if the hands were in more natural poses rather than flat.
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Noticed it hasn't been fixed but to be honest I don't bother using 'Ready mode' "C" Just bring up the optical mode (sights) and walk while looking through them. (I don't use crosshair)
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I shouldn't have to ask for this... Can you please reduce vertical recoil when crouched. (each stance should be gradually lower relative to standing) You are in a more stable position so as well as reduced sway you can control recoil better. At the moment its wrong to have the same recoil effect when standing and crouched.
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Yeah, as said before... Stratis is quite small. Few assets and vehicles. Lots of new players who do not know how to team up yet. But there are missions like 'Whole lota Stratis' and 'Invade & Anex' that are similar to Domi...
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I would like that but it would need some kind of parameter to control the strength.
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Yep, I hate the fake overdone reverb (echo) which sounds like you're in a tin can. You would get some of that effect firing in a wood/forest but its over done at the moment. Sound mods also over-did the effect too. JSRS was quite good overall but the indoor effect was way too much again. Sounding like in a cargo container which was great when you were in one but not so good in houses.
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Yes, definitely too much lateral (backwards) recoil and not enough vertical. The recoil does not seem balanced with other rifles. My thoughts exactly. I don't think its even possible in real life and just looks silly. On the sniper rifles it does force you out of optics mode when you reload and then goes back to optics when complete.
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I'm not talking about the collimator sight on top but the actual scope. They can be adjusted. If you look at the ACOG manufaturers info PDF it describes the adjustment is done with prisms and 1 click = 100 yards. The markings are to give you an offset from your zero point. So what are the adjustment knobs for??? They are even modelled in the game :D
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[VIDEO] Testing the new M320 Anti-Material Rifle (including a 2.4km sniper shot)
EDcase replied to Sangerous's topic in ARMA 3 - GENERAL
Sangerous: I guess you haven't figured out that you can zoom the scope yet :p BTW, better post in the right thread next time... -
Problem with SOS (sniper scope): http://feedback.arma3.com/view.php?id=8657 Anyone want to do some more testing?
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Currently the M320 LRR has almost no recoil (vertical) when standing. I guess that will change?!?!?! It has about the same recoil as the MX series And when are we going to have elevation control for the RCO and ARCO scopes?
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Control setups - One joystick, two throttle units for helicopters/jets
EDcase replied to MattWales's topic in ARMA 3 - GENERAL
Yes, you can plug in multiple controllers and assign functions to the buttons and use them at the same time. ARMA analogue input does not work properly (last time I tried) So even though the collective should be analogue, you have to assign it to power up and power down. It still works as analogue so you can hover in the middle. -
So as far as I understand it currently only has 3 axes (rotation) head tracking? Are they working on a version with the full 6?
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Control setups - One joystick, two throttle units for helicopters/jets
EDcase replied to MattWales's topic in ARMA 3 - GENERAL
I think you will NOT be able to use a switcher. You will need to have all controllers plugged in at one time. As for using two throttles, not sure but it might work with both. Do not use analogue input for them. Just assign power up and power down to the appropriate direction for each one. I think it will work with 2 throttles as long as you only use one at a time. -
Anyone remember 'Joint Operations'? I ask because it had a nice way to spot snipers (anyone using a scope). Here is the idea: When someone is looking through a scope there would be an occasional small flash at their position as if the sun were reflecting on the glass. This would be visible for someone looking carefully in the general area. I know modern scopes are designed not to do this but its a nice mechanic to help spot snipers and it can still happen. Otherwise you will have games that turn into sniper camp-fests.
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Better optimisation at release ?
EDcase replied to drakedaeron's topic in ARMA 3 - QUESTIONS & ANSWERS
Final release my be slightly better 'optimized' especially regarding online play. BUT, fps its not going to be much better. There isn't a magic button to clean up the code and make it run super fast. They haven't been adding pause routines to take out at the end. (hmm, maybe they have :D) With a matched CPU/GPU system the main fps killer is the AI algorithms. Put yourself on the map alone and you will have huge fps. Add several hundred AI fighing and compare fps. That load on the CPU is not going to be amazingly reduced by 'optimizing'. It may improve a bit but probably won't be noticeable. The key is to have well made missions that spawn enemy properly rather than have them all over the map. ..and don't put all graphics settings on 'Ultra' just because you can in BF3. :icon_rolleyes: Check what each option does and put it on the minimum you can accept. Even consider lowering resolution. Measured FPS can be deceptive. I've noticed that same FPS reading can FEEL very different. For example try HDR Quality on LOW (Reduce brightness to min) This has same FPS as on STANDARD but feels much smoother... -
There are many reasons why there are such behaviours in ARMA: Unlike all other fps games, missions in ARMA vary immensely in their goals, play styles and most are not instant action. Many have new menus and extra functions to figure out. I think the majority of trouble makers are players who have a very short attention span and just crave instant self affirming gratification like most of the other fps games out there. In fact I think this behaviour is also a reaction to their amazement at the freedom within ARMA and its missions. Non responsive players are either too shy, plain unsocial or don't speak english. They are easily ignored so not a problem. I think you've been unlucky because I usually play on public servers and rarely encounter bad behaviour. It oviously helps a lot to have an active admin.
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FFS let it go already!!!! You dont like NaturalPoint or TrackIR... WE GET IT This thread is about OculusRift so lets get back on that topic shall we...?
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Issue with compound added NW of Kamino
EDcase replied to blanchjo's topic in ARMA 3 - BETA DISCUSSION
I think there is a problem with the occlusion lods for those new buildings. I was on one side and an Ifrit was firing at me THROUGH the buildings from the other side of the compound. So he saw me through 2 buildings and killed be through them as well. Will do some more testing before I make a ticket -
Yes, its similar to ARMA2 for PUBLIC MP. Of course if anyone can join or leave at any time its almost impossible to make it organized. You need a group of friends to get together and play. That's what clans are... Having said that, I recently played on a few public servers (Dev build) and not encountered any A-holes. A few went off on their own and some others joined up to do the mission together.