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fish44

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Posts posted by fish44


  1. Well for one thing, it seems like ArmA has been a big success in terms of sales, otherwise they would not be thinking of an addon. Very Good.

    And if such gives them revenue (or potential revenue), then, im sure they will spend some of it fixing whats broken, and improving what can be improved. Very Good Also.

    It that happens, then im happy. Additional content is only icing on the cake.

    Bring on the Expansion!!!!


  2. LOL...   I've got the TrackIR as well.  I really like the combo and initially I thought that for the infantry game the TrackIR didn't help but as I get used to it I can zoom and peek easily just by moving my head.  For vehicles, I wouldn't be able to play without it.   Add the voice commands and its like being there!  biggrin_o.gif

    Have to agree. Ive used TIR since it came out for flight sims. So I tried it with ArmA having played shooters for years. Initially It was a disadvantage , but i persisted with it and after a few hours playing, It came into its own. I have now the floating zone up to max, and along with shoot it feels very natural.

    If you can see your way to affording TIR4, in opens up a whole new experience in ArmA. Some people mentioned $300, for it, but I got it  Here for much less.

    On topic, has anyone been able to comand their units to move for a certain distance. ?


  3. I just got a new video board, 7950GT, to put on my 4400x2 rig. I tested it out with the 'Sanitizing Operation' single player mission. I started with 1280x1024, and all settings pretty much medium, with post processing low. In the 'leafy' area in front of the town, FPS would drop to 15-20. The consequences of this was a difficulty in geting the aimpoint or the crosshairs onto the bandits as quickly as needed, and so be an effective rifleman. It was almost impossible to kill 2 guys with clear shots, close to one another, even if they were not alerted, due to this. Conclusion, at these settings it looks pretty, and pretty good, but playabliity is very questionable.

    So I started to adjust things. I tried 1024x768, 1152x846, and adjusted the normal settings down to low. All settings were with AA4 and AF8.

    As a result I have found a 'sweet spot' for this game (and my rig) . I got to 38FPS, lowest 30, from all low settings, and 1152x864 (almost 20% better than 1024x768! ) At this setting, the game became 'very smooth' and very playable. The movement of the aimsight became much more fluid, and all ingame action the same (on this mission).

    The low settings, in my opinion dont' make much difference to the look, but a huge difference to the 'feel' and playability. I've been playing flight sims since 1991, and I have always mantained that for sims or shooters, frame rate is king. The point has been once again proved to me without any doubt.

    Its nice to have the eye candy, but in the heat of battle, i will gladly trade off detailed leafs textures and 'complex' shadows, for frame rate.

    ArmaSetting.gif

    Windows XP pro,

    AMD 4400x2 @ 2.4gig

    9750gt@663/1450mhz

    2mb dual channel Corsair DDR 3200


  4. BUZZARD @ June 15 2007,18:47)]............ BIS should put up the use of a joystick as a mandatory requirement ...................

    I have to disagree.

    For rotary wing aircraft. BIS have kept the model simple enough that with mouse and keyboard, you can become quite adept with these. Especially given the short nature of most of the flights. And if you use TIR then it the icing on the cake. Its great to be able to get in fly, fight, land jump out, and run into battle, all with the same controls. notworthy.gif

    I do agree that trying to fly with keys for cyclic inputs is tricky, and dont recommend that for comabt, but you could work it for some basic transporting at a push.


  5. Your observations are correct.

    And to make a long story short: It's not a bug in ArmA.

    To explain it I first need to adress the orginial problem.

    The rudder authority is very restricted in high speeds.

    This means that you cannot quickly change your direction of motion .

    It is a misconception that the Ka-50 can turn on a dime.

    It can however yaw the nose very rapidly.

    How that?

    The helicopter moves into a certain direction with a given force.

    This force is generated by the collective.

    If the pilot steps onto the rudder he basicly cuts or adds power to the tail rotor ( or one of the 2 main rotors in case of the Blackshark).

    This yaws the fuselage because of the rotation force of the main rotor.

    So if a pilot yaws he does not automaticaly change the collective and therefor does not automaticaly change the direction of movement.

    From second 30 onwards you can see it pretty nicely in this video:

    http://www.youtube.com/watch?v=rEULmkKbw0Y

    The whole process is a matter of engine power ( the Ka-50 having plenty of it) - but this kind of manouvering isn't only for double Rotor systems; I remember seeing a Bundeswehr UH Tiger

    doing exactly the same thing on the last ILA in Berlin.

    So BIS has it correct that in ARMA you move the fuselage in relation to the direction of movement, rather then the miracle

    rudder turn from OFP.

    The point where your angle of rudder authority decreases is the point were the airflow ( speed ) is a greater force then the power capabilitys of your tail rotor.

    Depending on Helo this point should be present at an average 270 km/h.

    I have the strong feeling that rudder and collective are not really seperated by the engine to enable mouse and keyboard users to "somehow" get into the air.

    But it is the same problem with the planes.

    They have zero rudder authority.

    Good post.

    Couple of points to add.

    Pilots dont' use rudder at high speed. It can cause structural damage to most rotary wing aircraft.

    In dual rotor aircraft, due to the time taken for the rotor speed to adjust, its quicker to use the clyclic input to either slow or to turn the machine. Again rudder is not used at high speed.

    Since neither of the above is modelled, in ArmA, the compromise which BIS made is a valid one.

    I have spend many hours in both rotary and fixed wing PC flight simulators, and my advice is if you want to fly simulators, dont use ArmA for it, it is a battle simulator, not a flight simulator.


  6. This one setting makes this game feel different to new people who arent old school OFPers.

    Just like to add a point. OPF has a 'lookView' system which allows the user, on the press of a key, to move his view independent of his movement or the direction of his cursor (gun).

    The floating zone in ArmA is completely different. ArmA behaves the same as OPF when this floating zone is removed (set to zero).

    In most FPS, u got one movement, the environment. Shooter turns left right, looks up down, an the scene adjusts. gun is always there.  GUN-SCENE

    OPF introduced a system where you could run and point the gun (and shoot) in a direction independent of where you looked.  GUN-SCENE, HEAD-SCENE

    ArmA has refined this further, by allowing another degree of freedom, where the gun can be moved quite independently of both the sccenery, and the shooter. How much the gun can move before 'dragging' the shooter's view in that direction, is determined by the size of the 'floating zone'

    GUN-SCENE, GUN-HEAD, HEAD-SCENE

    Nice thing is, depending on you settings, TIR, and software, you can set the game up to work in any of these there modes.

    wink_o.gif


  7. The biggest disadvantage of using TIR is the amining, as has been discussed above. Cause the head movement is another variable, and you have to keep it very still as well as your mouse.

    Heres what I do.

    I setup Mouse2 key for my optics, and 'clicking' zoom, while holding, holds the breath (as zooms some more). In the TIR profile editor, on the 'HotKeys' tab, I have selected mouse2 as my precision key, but have disabled toggle, and trap. That way the precision only kicks in when im holding the mouse2 button, once i let my finger off, Tir goes back to normal sensitivity.

    I also use my middle mouse button for recenter, and i constantly need to do that, since i don't use 'dead zones' on TIR.

    Another approach would be to use the same key to activate the 'pause', instead of precision, but I havent tried that approach yet.

    ArmaTIRKeys.gif


  8. I use Game Commander 2 when I'm playing ArmA, it's a godsend and it works really well.

    I used GC1&GC2 for many years, but could not get enough accuracy with OPF, so tried Shoot. Trained the sound recognition engine with my voice, and modified a stock profile from the website. Now would not look back. Much more accurate than GC could be. It hardly misses a command, except when I hesitate, or dont remember the exact command. Highly recomend Shoot


  9. ...........I've placed nearly every command into Shoot, they won't see me looking down any more..............

    Well im left handed, and use the number pad, so i can reach 13 keys easy, without looking. And they are faster, And i like the channels free for talking with my team. U know what they say "One man's meat is another man's poison" crazy_o.gif


  10. Quote[/b] ]

    Oh, and Fish, I initially had a problem with Ventrilo and Shoot .......................

    ..............I find shoot becomes unresponsive; ..........I  alt tab, restart shoot, and alt/tab in and this fixes it.

    Yeah, Ive had that problem too, and do as you did, Alt tab and restart. I believe it might be a key binding/locking issue.

    I need to do more research on the mp problem. But interesting that you had the same 'effect' due to a VOIP app running in tandem. Good idea to use the same key to have one active, other inactive.

    Will pos on my findings.


  11. We just use a string of 'dot' markers, to create a hatched line if we need one. Its a little more time consuming but works.

    An arrow which could be dragged into the correct direction would be a great addition, and not add too much overhead.

    Would not be on the top of my items to improve/rectify.


  12. I downloaded shoot the other day but couldn't for the life of me work out how to use it

    You are going to need to find and download the files listed below.

    To setup shoot.

    ---------------

    1.Install .net 1.1,

    2.Install windows SR engine

    3.Run shoot once, from the shoot.exe file. Close it.

    (this step is to configure shoot for the profile editor)

    Install .net 2.0

    4.Rename 'shoot.exe.config' to 'shoot.exe.config_1'.

    5.Rename 'shoot.exe.config_2 to 'shoot.exe.config'.

    6.Copy the ShootProfileEditor.exe to your profile directory

    7.Make a convenient shortcut to the file in 6 above.

    Disclaimer: No guarantees or warranties, explicit or implied.


  13. I'm using Shoot with no problems ....

    Thats great to know, cause i've got a very good opf profile which, like you i have refined over time, and mostly works for ArmA. At least its not a bug with the game, and its to do with my setup. Works like a charm when in single player game, but once i put up a multiplayer game, the input into shoot seem to stop. At least now I can go through a process of elimination.


  14. Have posted on the 'troubleshooting' section, but have had no replies, so im re-arranging the question In the hope of getting an answer.

    Is there anyone using 3rd party voice command software with ArmA, and if yes, what is it, and does it work with MP missions.

    If not,

    Is there and in game command software to do this?


  15. You no doubt have found the answer to your question, and i cant answer it for your particular mod.

    However, i have a dedicated 1.96 server for our mod @WGL, and I followed the instructions in the server install pack. Then i set up a shortcut to the server.exe ,with the following command switches,

    "F:/Operation Flashpoint/OFPR_Server.exe" -mod=@wgl5 -dplay -port=2584 -config=Ghosts_Server.cfg

    hope this helps someone


  16. Moderator please delete previous post on this topic.

    Just completed a range for our clan, it has the blue targets in groups at ranges from 100m to 1000m, and an ammo chest containing most of the sniper rifles.

    However i ran this with someone else online, and got some strange behaviour. Some of the targets despite repeated direct hits, did not fall, but appeared 'down' when we walked towards them. Others seemed to fall much later the the impact. We both had a low ping to the server (dedicated), and could see no obvious evidence of lag.

    Me thinks it has something to do with the server setup, and how packets and data are transfered. Can anyone shed some light on this for me.

    Thanks,

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