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Iroquois Pliskin

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Posts posted by Iroquois Pliskin


  1. Scroll list & F-cycle are, frankly, crap. Good thing that there's 1 less item for me to worry about on the F-key - dedicated grenades FTW.

    Here's the megathread,

    http://forums.bistudio.com/showthread.php?139228-Controls-Scheme-amp-User-Interface-Feedback&highlight=interface+controls

    One proposal was as such,

    Numbey key 1 - Primary weapon;

    Key 2 - Sidearm/Handgun;

    Key 3 - Under barrel Grenade Launcher;

    Key 4 - Grenades (Frag/Smoke (red)/Smoke (green)/Smoke (etc) - tap repeatedly to cycle between types)

    Key 5 - AT/RPGs;

    Key 6 - Mines & AT mines (press 6 again to cycle between types)

    Key 7 - Satchels (7 to cycle types)

    Dedicated number keys for all weaponry & equipment -- as it stands, number key row isn't used (yet again) in A3A atm. Scroll list needs to be unloaded of these actions, the rest can become context-sensitive with a single action button = Point at door, press X = door opens with no danger of accidentally placing the satchel, or switching to your AT, or doing whatever there is in the scroll menu at that time.

    F key can then become the fire selector for primary weapon - Safety/Single/Burst/Auto - that's it.


  2. CiberX15 +1 to contextual radial menu with Middle Mouse button depress activation. Doors, ladders, "Get in as driver", "Get in as gunner" etc can be linked to their current default action implementation on mouse/crosshair-over.

    There was a 50-something page thread 5 months ago on this very same problem.*

    *That thread yielded current grenade mechanics with its dedicated key, tho I'm not sure about that. :D


  3. It's an upgraded ArmA II engine, which itself was an upgrade from Armed Assault, and that from Operation Flashpoint.

    The 75%, 25%, 25%, 25% = Total 150% out of possible 400% is a signature of the engine with respect to multicore performance. :) Definitely needs fixing - Evolution is already unplayable, even with 100 AI.


  4. 3. Miniguns dispersion:

    M134 have dispersion of 6mrads, which basically means, that at a range of 450 meters (1500ft), 80% of rounds will impact in a circle of 2,7m (9ft) diameter, and its a normal (Gaussian) distribution - so the closer to aiming point - the more likely that space will get a bullet. Right now, the miniguns spray wildely, and the safest place for enemy to be, is inside the aiming reticle - pretty much no matter the range. There's something fundamentally wrong here.

    +1

    M134 grouping accuracy on the AH6s has always been a problem in ArmA/II. :( A3A is a bit better in this department, though more testing is needed. /fires up editor


  5. Agreed on Sahrani.

    Do check out the topographical map of Altis - reminds me of Sahrani rotated 90 degrees to the right: Western half of the island is similar to Paraiso-Cayo area, while the middle chokepoint is Corazol. :D

    Sahrani: http://community.bistudio.com/wikidata/images/d/d1/ArmA_Sahrani_Map_Large.jpg

    Altis semi-topo: http://fc08.deviantart.net/fs71/f/2012/087/0/3/arma_3_limnos_story_map_by_arma3-d4u3yb0.jpg

    Great topo/road network map of RL Altis: http://www.recko.name/obrazy/mapy/map_limnos.jpg

    Diving operations will become VERY viable on Altis, atm we're currently limited to either West or East coasts of Stratis, covering only Airfield, Camp Tempest, Girna, and from the other side Kill Farm & Kamino base.


  6. Also have you heard and acient saying "PATIENCE IS A VIRTUE"

    Sometimes, it is just a waste of time when a working alternative is available that takes you to the same results - ArmA III Alpha on Steam w/ a shortcut on my desktop, hence I took my business elsewhere after being unable to purchase the Supporter edition. I may still get it, once it goes retail (seksi box) or if/when Beta/release CPU multicore performance gets sorted.


  7. ...it seems to fade in a shadow of global corparate money making machine, sad to see that greed drives the world that much these days.

    Excuse me, but greed is good - PROFIT is good, and it is Good that BIS is racking in the cash, and because of Steam's "greed", which actually is an innovative entrepreneurial solution, I was able to play ArmA III Alpha on release day, after going through 2.5 hours of timeouts on BIStore. I can't imagine downloading from Sprocket with the demand that they were having; would probably take days.

    I'm looking out for myself, so are you, and circumstances suggest that it is time to move on - free to choose whether to buy or not, just as with every other product.


  8. I have a question, just because of ARMA 3 ALPHA being distributed by steam at the moment, it held me back to purchase it even thou I would love to get supporters edidtion to support BIS (I am a big fan of ARMA game series since 2004). In general I refuse to buy thru steam, i dont like idea that game developer not geting all he deserves and some middleman for just putting up a website milking both sides by adding their service fees

    Get it thru BIStore, devs will receive all (most) of the cash. Steam only takes a cut from copies sold within Steam system AFAIK - the original devs themselves generate & send out CD-KEYs to Steam for them to be sold.


  9. Dorph;2332777']Any getting more than 20-25fps in this mission ?

    Nope.

    Server FPS goes straight to 10-15 on mission start - I've tried all of the possible setting combinations on Call911's dedicated server' date=' still poor performance.

    EB, do mind that empty vehicles are also a great load on the CPU now with PhysX -> I further suggest removing the unnecessary bulk, leaving 2-4 helos & 3-5 Hunters at base.

    ---------- Post added at 02:45 ---------- Previous post was at 02:43 ----------

    1. Issues with the FPS at spawn, cant get anymore than 25 fps despite having an awsome rig!

    Yep, but that's not Evo-specific. Added strain of real-time physics simulation on old ArmA II engine is showing its disadvantages - multicore CPUs are being underutilised, even on dedicated servers.

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