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Hunin

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Posts posted by Hunin


  1. 1.Who is doing the campaign and what experience are they aiming for as opposed to the free flow Harvest Red format?

    2.How large is the portion of Takistan we will get and can we count on the arrid surroundings to be more system friendly?

    3.Release date ( :p )

    4. Will they somehow automate the inlcusion of ArmA II content for those that have it to encourage people who own it that Arrowhead will be just a huge expansion pack for them?

    5. What are the features that Arrowhead will sport that were left out of ArmA II for scedule reasons they are most proud of / looking forward to show?

    6. Are we there yet?


  2. Correct.

    The Vikhr is a laser beamrider with a consequently low tolerance zone for stearing it in flight.

    No LOAL, no LOBL.

    Only direct sightline and constant beam with all it's implications ( no heavy weather, not much room for f'ups at standoff range etc. ).

    Since it is very fast and programmable to detonate in proximity it's chances to hit a relativly stationary air target ( unaware utility helicopters f.e. ) are not totaly crap.

    edit

    Yes cjsoques, the idea was to keep the cost down.

    The missile itself has only one movable fin to adjust course inflight, "deflecting" the rotation to a direction and dampening it again once solidly on the beam again.


  3. I love how on every single message board concerning simulations once the realism question comes up a mirriad of people feel the need to state the obvious.

    I'm sure RBerry is perfectly aware that his harddrive won't jump out the PC and clob him to death when he's hit ingame.

    To give my opinion on topic:

    There are alot of things missing in terms of procedures that you can't very well simulate using AI.

    The realism increases if you play within a well tuned group of humans in MP.

    The dynamics of combat that you can experience then is quite lifelike, especialy aided by the fact that nearly all assets playing a role in warfare are ingame.

    Of course there are too many areas that are lacking in fidelity to list them here, but having that in mind I don't know another program even coming close.

    Sometimes f.e. I even prefer flying helicopters in ArmA despite the "bad" represenation to flying Blackshark or Lock On, the reason beeing that in ArmA you interact with a huge array of realistic componants.

    Of course actualy flying the Ka-50 in BS is more exiting then in ArmA, but in BS you don't have proper ground assets that behave even remotely close to what they can do in ArmA.

    Bottom line, it's the closest you are going to get right now on the market.


  4. The .50 cal does minimal splash damage.

    class B_127x99_Ball : BulletBase {

    hit = 26;

    indirectHit = 3;

    indirectHitRange = 0.01;

    What you are seeing is taking that splash damage until you die after the 7th round.

    Try it with an AK or M4 and watch what happens

    class B_762x51_Ball : BulletBase {

    hit = 12;

    indirectHit = 0;

    indirectHitRange = 0;

    ;)


  5. It depends on what experience you aim for with the game.

    Sure ArmA II is the most complex and realism orienantated infantry experience on the gaming market, but many many people still handle it like a scaled up Battlefield / CoD - especialy online.

    When you want fast action duelling I would recommend a constant minimum 30 FPS.

    As noted earlier it is not really the peak framerates that affect the gameplay but lagging due to texture streaming and such which causes the FPS to drop sharply for brief periods ( largely observable in urban - texture and object heavy - locations ).

    However when you play the game as a cross arms simulator with coherent forces and players, the action will always be well planed and hopefully well orchestrated in progress aswell ( that needs a good CO logicaly ) you will be more then happy with a constant 20 to 25 FPS.

    It might not feel fluid and flawless that way, but since the action will be paced slower and success more dependant on your ability to think 2 steps ahead in terms of tactical developement instead of a fast hand on the mouse and trigger, you should be doing just fine with these - in other games rather sloppy and hindering - framerates.

    Also it depends on the role you fullfill on the battlefield.

    Myself coming from flightsimming background, it is the helicopters that I spend my time with in most cases.

    I luckily sacrifice 40 fps for 24-27 frames for a view distance of 6000 and high object drawing distance.

    Not a problem at all even with the most risky NOE flying wich is much more challenging over Chernarus then it ever was over Everon or Sahrani due to cluttered and realisticly varied terrain.


  6. he he he :)

    ok. maybe 300 isn't that far. it's just that i almost never get the need to fire farther than this :P

    not a big sniping fan.

    at which range should i aim about human height higher than a human target? 800???

    You have to adjust for every single meter that the target is off you're sights zeroed range.

    It's not dramatic concerning CQB distances, but depending on the weapon and it's calibre you will have to adjust heavily above the zeroed range.

    Some have a rather shallow trajectory ( most high power cartriges ), some do not.

    If you want to see the full effect take the SVD or Vintorez because with them the chevrons are one of the more obvious indicators for ballistics.

    Especialy the later because of it's low power.


  7. I don't know about you, I'm sorry but the Eastern European just doesn't peak my interest. It's very plain and old. With this setting it just reminds me of a Modern Day World War 2. I know that BI are set up in Germany so it makes it easier for them and they can accurately make the setting much easier.

    But their past three Military Games have all been the same setting, Communists invading small Eastern European countries and the U.S. Capitalists intervene. First it was Flashpoint, then it was ArmA now it's ArmA 2. All the same thing, they're all basically expansions of one another.

    Obviously the setting is good for the game with open plains, villages, mountains and forest but there are many other places like that in the world. I really enjoyed the African setting of Far Cry 2 and I'm sure that this could be integrated into ArmA 3.

    But c'mon, another Eastern European setting? Let's try something different...

    BI are not based in Germany.

    And Germany is not eastern Europe for that matter.

    PS

    And as far your constant remarks on geopolitics go - you're probably to young to have experienced the Iron Curtain and you live on the other side of the world at that.

    For a German or Czech individual that is old enough it is not quite as hard to emphasize with the stories of OFP and ArmA II.


  8. I find it harder to fly in Arma 1/2 then in black shark in a good funny way.

    Hands down yes.

    But ArmA II feels more natural to me then Armed Assault did.

    The inertia behind it feels less artificial ( it takes a bit more fine control to balance sharp movements and you will have to compensate to a greater degree ) and the throttle reaction does seem more fluent and direct.

    Multyble controllers are a great plus ( just got more feeling in the rudder peds ).

    It is for sure not a sim, but certaintly has a more sophisitcated feel to it then so called "action sims" like Comanche 4 or even Gunship! - for flight dynamics that is.

    Don't expect transitional lift or blade stall of course.

    Another thing that caught my attention immidiatly is the new distance terrain rendering wich takes away alot of the "viewing circle around my plane" feel of OFP and Armed Assault.

    And Cernarus is of course more interesting geographicaly to the Helo pilot then Sahrani - or in fact any of the OFP islands - ever were.

    PS

    The Osprey is hell fun.

    Looking forward to the first online CSAR :bounce3: .

    PPS

    Fixed wing kites handle alot better then before to me.

    Maybe it's just the new fine control you have over the individual input axis.


  9. Just did a completely fresh instal myself, works like a charm.

    My first guess would be that in some magic Microsoft way some registries of Win7 found their way into your XP's brain.

    More likely though there is just some remnants somewhere.

    Make sure to check your windows programs list to check whether it's really gone and if that doesn't help search your registry.


  10. Hello everyone.

    I'm really happy with Arma II right now, tested it the whole day and all I can say that I like every single aspect of it.

    Sadly I've had regular complete PC crashes during the day aswell.

    I tested it with the beta patch just now, but the same problem occurred.

    First my rough specs:

    Motherboard: Gigabyte MA790X-DS4

    Processor: AMD Athlon 64 X2 Dual Core 6400 ( 3.2 GHz )

    RAM : 6 GB Corsair XMS DDR2 ( 2x 2 GB, 2x 1 GB in dual channel )

    GPU : Twin ATI Raedon 3850 running in Crossfire ( Catalyst 8.6 ).

    OS : Vista Home Premium 64 bit.

    All drivers are up to date to my knowledge and all components are intact.

    Bluescreen showing the following:

    "A problem has been detected and Windows has been shut down to prevent damage to your computer ( yada yada ).

    [...]

    A clock interrupt was not received on a secondary processor within the allocated time interval.

    Technical information :

    ***STOP : 0x000001 ( 0x00000000000000061, 0x0000000000000000, 0xFFFFFA60005EC180, 0x00000000000000001)"

    It has happened about half a dozen times now unfortunately.

    I'm clueless whether this is a problem with ArmA II or something that is going seriously wrong with my system ( I doubt it because the problem never happened before and it has not crashed a single time since over a year ).

    Any help or hints would be greatly appreciated,

    Cheers

    Hunin


  11. I find it extemely unfortunate that the real creators of 60 % of this addon are only credited on the very buttom of the read me file and completely incomplete at that.

    For example the Leopard 2 and Bo 105 are BW Mod models, still in the readme it says that they were created by Peloton.

    Do the authors of these vehicles even know about the usage of their work?

    At least in case of the BW Mod I doubt it.

    Either way - your method of "crediting" is at least doubtfull.

    How can one put " LEOPAR 2E - by peloton" in a readme and not mention the persons who have done 80 % of the work?

    "model: RBVV

    textures: Snorri

    conversion: Peloton"

    That's how it should look.


  12. A literal translation of the article:

    An update for the multyplayer-shooter Armed Assault will be published soon.

    Highlight of the new 1.12 patch will be "Arma Warfare"; a mixture blending multyplayer missions with real-time-strategy.

    Arma Warfare uses additional content included in the update: one additonal unit, a modified map of South Sahrani and improved performence.

    The final update 1.12 will presumably be avaiable for download in the middle of May


  13. For the preset loadouts it depends on how realistic you want to have it.

    The most realistic choices are not the best gameplay choices.

    For example the real Hornets almost always fly with droptanks.

    Sahrani is not large enough to justify droptanks ( other then having more AB time that is yay.gif ).

    I'd like it to be as realistic as possible nonetheless and that why my list looks like this:

    CAP

    Amraam*4, Aim-9*2, Fuel*3

    CAS/Multypurpose

    AGM-65E*2, Mk-20*4, Aim-120*2, Aim-9*2, Fuel*3

    CAS/AntiArmor

    AGM-65E*4, Mk-83*4, Aim-120*2, Aim-9*2, Fuel*1

    Strike/Interdiction

    GBU-10*2, GBU-16*2, Aim-9*2, Fuel*1

    or Mk-84*2, Mk-83*2, Aim-9*2, Fuel*1


  14. The new models look great, superb work there mate.

    I have encountered a serious bug though ( I'm almost shure it is no mod conflict but a problem within the pbo itself ).

    When I first tested the units independendly from eachother ( meaning placing units of the given side to look at them) there was no problem.

    Then when I added opposing forces ( Allied or Russian Soldiers against me playing the Germans or vise versa ) the game crashed as soon as an unit belonging to the other side was rendered.

    It did not occur when I looked at a Resitance side Russian with me beeing a Bluefor soldier.

    The error is reproduceable to the infinite.

    I suspect some compability glitch with 1.09.

    Will test further and report back in the evening.

    Apart from that, the new pack is marvelous.

    Thanks alot for the hard work. notworthy.gif


  15. As Faulkner decided to not answer your question but rather make fun of you spelling ( it was good fun though rofl.gif ).

    You can only assign one throttle axis, so there's no way to have both worlds at the same time without remapping.

    And sadly the Harrier doesn't really work like a Harrier fm-wise so you have to use the autohover, I'm afraid.

    Edit

    No problem, mate. Glad to help.

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