Hunin
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Everything posted by Hunin
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I have no idea what vodoo is responsible but the last two builds have dramatically increased FPS and completely removed the loading-lag like stutter on central and eastern Altis for me. On stable I had to drop object detail to standard or even low sometimes to fight the stutter specifically - now back on very high at a stable 40 fps whilst traversing at 200 km/h +. Whatever you did - it worked. A huge and well deserved thank you
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fix G36 rifle sights, especially G36 K Camo
Hunin replied to -GLT-Sarge's topic in ARMA 2 & OA - SUGGESTIONS
I tested it again just now and it's working again. The only thing that changed is that I switched my HDR precision from 16 to 8 bits again because it screws up the lasers, so if you changed yours to 16 or 32 aswell Sarge, try rolling it back. -
fix G36 rifle sights, especially G36 K Camo
Hunin replied to -GLT-Sarge's topic in ARMA 2 & OA - SUGGESTIONS
Just tested it. He is right, the scope is broken with the new beta. Should be easy to fix. -
Basicaly normal projectiles travel supersonic. That means of course that - other then at extreme ranges - they impact before the target hears the shot. The downside is that bullets create a mini sonic boom, often described as cracks or wizzes by those under fire. So to conceal the sound of a weapon you have to both kill or dispense as much of the noise from the muzzle aswell as making the bullet fly subsonic to elimitate the cracks. That's the special thing about "silent" rounds. They simply travel at lower speeds due to less propellant. Some weapons like the MP5SD family actually use normal bullets and slow the bullets down on their own by design of the barrel and fixed supressor, thats the exception to the rule though. EDIT lol Tom beat me to it.
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IZqdkV71PaE http://www.youtube.com/watch?v=IZqdkV71PaE Jokes aside. It's not banned, even the common editions of the Grundgesetz ( constitution ) are printed with all three stancas of the Deutschlandlied. It's just that the third was selected for official occasions after the war ( I think that went official after reunification, before that the third was sung officialy de facto not de jure ). :) EDIT Damned youtube function not working...
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Which recoil model do you prefer?
Hunin replied to celery's topic in ARMA 2 & OA - BETA PATCH TESTING
I'm sorry but thats bolloxx. 1. Muzzle climb and recoil are two different things. It is true that most 5.56 chambered weapons have little recoil and muzzle climb, however the big variables are stance, ergonomics and skill not the weapon itself. When someone remarks about harsh recoil he usualy means "hard to react to"-recoil. In fact a weapon with strong but somehow predictable kick (f.e. the M14, G3 or to a lesser degree FAL ) would almost always be percieved as having better characteristics as a rifle with overall milder but unpredictable kick ( f.e. 7,62 chambered AKs ). To say that "modern assault rifles recoil backwards instead of upwards" is unexact to put it at it's mildest. 2. That might be true in certain cases of shooting from a lying stance resting the handguard ( or god beware the barrel ) without proper forehand grip. However you train as hard as you can to control all the forces involved - including gravity - with the proper motoric reaction - muscle memory ultimatly. For our game that means that the recoil is picture perfect in the new beta, but that there is one important flaw: We cannot possibly react as fluidly and quickly to the muzzle climb as a person in real life with some good training would. That will not change unless we start controlling games via brain implant in the distant future. So ultimatly leave the recoil as it is but add some degree of automatic shooter response. If not possible just reduce the muzzle climb somewhat as so many have allready suggested. -
If by AFV you mean IFV/APC yes. The Fuchs and the near future Boxer for wheeled. The Marder A5 and future Puma for tracked.
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A.C.E. Advanced Combat Environment - Public Beta!
Hunin replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yupo. The supressor only acts against the muzzle flash and it strays the sound abit ( in RL anyway ). A subsonic .50 cal wouldnt really make alot of sense would it ^^. -
ARMA II Beta Builds Released: Latest version/build: 1.04.6xxxx
Hunin replied to mattxr's topic in ARMA 2 & OA - BETA PATCH TESTING
Quick 2 cents; the game does indeed feel more fluid to me in the latest. Especialy the loading times seem to be shorter for some reason. -
Without delving into gameplay comments, the way it works ingame is such: The 3 things defining the capability of a weapon ingame are the same as in real life: ammo type, muzzle velocity and accuracy. The bullet type ingame decides how much damage the weapon does on hit aswell as the ballistics. The magazine decides obviously how many bullets and the muzzle velocity. That resulted into the well known "AK-74U got same mv as normal 74" problem and of course others. Fixed in ACE2 by a well crafted scripted sollution. The DMR and M24 do not use the same magazine class, the only thing common to both is the bullet type so damage and ballistics coefficient. Last is accuracy which is defined directly in the weapon class. So concluding I'd say that the method used to model individual weapons is quite sufficient and works well. Now wether the DMR is modeled true to life is a different topic entirely. Just from the values: M24 bullet : B_762x51_noTracer hit = 12; airFriction = -0.0009324; DMR bullet : B_762x51_noTracer identical to M24 M24 mag : 5 rounds initSpeed = 900; DMR mag : 20 rounds initSpeed = 900; M24 dispersion = 0.00012; ( higher means wider groups ) recoil = "recoil_single_primary_6outof10"; recoilProne = "recoil_single_primary_prone_5outof10"; aiRateOfFire = 8.0; // delay between shots at given distance aiRateOfFireDistance = 1000; DMR dispersion = 0.00045; recoil = "recoil_single_primary_3outof10"; recoilProne = "recoil_single_primary_prone_3outof10"; aiRateOfFire = 10.0; // delay between shots at given distance aiRateOfFireDistance = 800; Looks okay to me apart from recoil. I doubt that the action and ergonomics of the DMR would half the recoil.
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SyNcRoNiCzZ AddOn Release Thread
Hunin replied to SyNcRoNiCzZ's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It get's more complicated even ^^. http://www.heckler-koch.de/HKWebNews/byItemID///16//3/14 Same for the K. the KA1 has the combo sights handle replaced with the rail ( as on the C ) and the new handguard added. The KA2 is similar to the normal A2 with only the dot replaced ( either with a normal dot or a holo ). -
That is because the 9x39 that the AS family uses has a quite high stopping power within it's rather limited range envelope. Think of a pistol calibre round coupled with a larger cartridge. The result is a subsonic heavy hitter with limited range - hence the large damage value in the config. That's the theory anyway.
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Wiki is having it wrong. All rifles are of course shot at HK before beeing delivered and they official maximum dispersion at 100m is 10 cm. The usual G36 rather has an actual dispersion of 4-5 cm though. Basicaly anything from 3-7cm is realistic from weapon to weapon and shooter to shooter of course. Wiki is spot on concerning the sights though. One can comment though that the plain G36(a) we have ingame is not the sole standard right now. The A1 and A2 variants are sneaking into the picture with different handguards, matching rail systems and most promenantly replacing the fixed red dot with various modular pieces ( most prominantly a Zeiss reddot ).
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Yes, crystal clear on that. Bad worded on my end because the conversation was about body armor originaly.
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Vilas the actual combat forces are in the absolute minority in all armies. The Bundeswehr is no exeption. The IdZ is in service with basicaly all troops in active warzones - Afghanistan only. There are only +-3,5 thousand German soldiers in Afghanistan, and only a part of those are fighting infantry units. I say this because the 1 % remark you keep repeating is totaly besides the point. Of course the fighting force of the BW is not 1 %. But the combat units not in direct operational need of the new gucci kit will simply not get it before all quirks are ironed out and the experience of the frontlines is taken into account for the enhanced version. It's just normal aquisition management. Only a very small number of soldiers *need* the IdZ at this time - hence the small ( unfitting word but seen in relation ) number of systems in operation. The bottom line is if in any conflict - fictional or real - you were to encounter german infantry you would see them wear this gear in 90 % of the cases. That is if you rule out any pure fantasy, cheap novel scenarios that involve a sudden world war tomorrow. Since the majority of BI players are realism dedicated, the BW mod decided to model the real thing in use.
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Awesome work Fromz. It's nice to know that we ( the BI community ) will be able to counter the BF2 style PLA ^^ with some quality.
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Post Processing setting is not working
Hunin replied to -TwK-Danny's topic in ARMA 2 & OA - BETA PATCH TESTING
I don't get a decrease in performence either. @Klownboy Just tested it out ( PP on 3/32bit ) with 16x Catalyst AF. You are definatly right. Not only does the image look more crisp with the typcial AF effects on surfaces but the distant vegetation is displayed better. In combination with the DOF and HDR it looks way more organic. Performance impact is not noticable ( maybe a couple of frames ). Thanks for the tip m8. Btw Glad we got this sorted guys. Shouldnt be hard to fix in a beta when indeed it's just a misshap in the game / config crossfeed. -
Post Processing setting is not working
Hunin replied to -TwK-Danny's topic in ARMA 2 & OA - BETA PATCH TESTING
Heya I had exactly the same problem as the OP - whatever the value was set at in config or ingame options it would allways turn PP to low once restarting the game. Changing it ingame back and forth fixed it. Klownboy made me realise that the definition is also a variable in the config - mine was set to 8 and I always left it that way - and changed it to 32 bit today. Behold the problem was not only gone but I have the strange feeling that the excessive blur seems to be gone to a certain degree. It's still there it just looks more precise - not quite sure wether that makes sense because in theory we only adjusted colour depth. Anyway using Win 7 64bit. 4870 1gig with up to date Catalyst. EDIT On second thought. Could it be that the ingame pp setting should not only change the postFX= variable but also the HDRPrecision= and it's just not working right now? Meaning that low, high and very high would switch from 8 to 16 and 32 respectivly? If that's the case it might be that for some reason when you switch ingame it sets the correct values for both while you're playing and the code is "hot" but due to a bug it can't save the second variable to the config. Then when you startup the game again the postFX = 1,2,3 tries to initialize with the corresponding colour depth and conflicts with the unmatching value there, automaticaly setting PP to whatever value is defined at HDRPrecision or defaulting to low alltogether. It's the only way I can explain to myself why it's working now with postFX=3 and HDRPrecision=32. EDIT2 Just ran a small testing run with all the combinations and I think I can confirm it. HDRPrecision=8 will automaticaly set the postFX to 1 ingame. When you enter HDRPrecision=16 both postFX=2 and 3 will work ingame flawlessly without having to switch around, same for 32. It's a possibility that infact with using 16 bit it is automaticaly reverting to postFX=2 like it does with 8 bit and postFX=1, the visual difference is simply not existant to me so I can't tell. Seeing that that Danny is using 8 bit and Klownboy can't reproduce it with 32 chances are high that we found the sollution. Anyway in theory just go to your config and enter one of the pairings depending on what you want. postFX=1 , HDRPrecision=8 postFX=2 , HDRPrecision=16 postFX=3 , HDRPrecision=32 Keen to hear wether it works for you guys. I'm a happy bunny right now -
ArmA II: Operation Arrowhead discussion thread
Hunin replied to Tonci87's topic in ARMA 2 & OA - GENERAL
I'm really not sure. I just seem to remember seeing a vid on youtube with I think their CEO confirming it. I think it was from a russian games con a couple of month back where they were presenting CoP. Let's see wether I can dig it up. -
ArmA II: Operation Arrowhead discussion thread
Hunin replied to Tonci87's topic in ARMA 2 & OA - GENERAL
and you're doing a great job with it. :bounce3: ( just repeating myself since you're in here ). Now what about these KSK units that Wolle explicitly promised to the german community :p *********HE DID NOT, HE SAID EXACTLY THE OPPOSITE AND THIS IS A JOKE********* @ Yapab I thought that they had allready gone on record about Stalker 2? Maybe just my imagination. EDIT fixed -
ArmA II: Operation Arrowhead discussion thread
Hunin replied to Tonci87's topic in ARMA 2 & OA - GENERAL
I'm not quite sure you really read what I wrote but in short form anyway: engine != assets. -
Operation Arrowhead: The questions and answers thread
Hunin replied to W0lle's topic in ARMA 2 & OA - GENERAL
CM forums are awesome m8. They're composed of 90 % 15 year olds with the last 10 % beeing USMC vets ( many of them with sniping background ). For the special kick I can also recommend the CoD4 forums ( not it's not a cliche ). ( ;) :D ) -
ArmA II: Operation Arrowhead discussion thread
Hunin replied to Tonci87's topic in ARMA 2 & OA - GENERAL
Yes I'm perfectly aware of that and I didn't want to imply that BI could license CE2 or would even want to in the first place. It would take a substantial amount of time and money ( Crytek isn't exactly known for offering pricy solutions ;) ) to create all the assets and code in the CE2 enviourment. I was merely commenting on the old technical myth that an engine for a seemingly "arcady" game is less complex per se then simulation equivalents. ArmA II's technology does the job absolutely fine ( especialy the often critizised AI is a thing that is really impressive seeing the enviourment it functions in ). The things you could call outdated in ArmAII are really minor to me as far as gameplay is concerned ( physics beeing the prominent example). Things like terminal ballistics or more exactly penetration are more or less easily solvable by modding. The engine is capable of it, I don't exactly understand why BI opted against improving on that aspect. @Hedo Yes of course it can. You're confusing assets and game design with engine capabilities. Crysis the game and it's assets are build for a completely different enviourment then ArmA. You could just aswell ask wether a 3 million poly scene with dynamic lighting ( including light and physics interactive particles ), POM and SSAO was ever rendered by your ArmAII. Of course not, because it isn't build to do that. It doesn't need to do that. EDIT Almost forgott, thanks for translating Deadfast :). -
ArmA II: Operation Arrowhead discussion thread
Hunin replied to Tonci87's topic in ARMA 2 & OA - GENERAL
With all due respect you seem to know nothing about the technology involved in gaming engines. Cryengine 2 is the single most flexible and powerfull platform on the market right now. Of course it is build for a different basic purpose then the ArmA engine, but in terms of capability CE2/3 can do every single thing we see in ArmA 2 and much more. In fact you could even do a full blown flight sim in it - including dynamical fluid and blade calculations. Think of Crysis ( the game ) what you want but what Crytek pulls off technologicaly is aweinspiring. Edit This is coming from someone who always had an instal of one of the OFP series instances on his harddrive since the OFP demo. I simply adore what BI does and they ride without competition in my book. -
Thank you, B.I.S.; Sign if you agree.
Hunin replied to Milton T. Pike's topic in ARMA 2 & OA - GENERAL
Signed.