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Everything posted by Max255
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Binarization didn't help very much. I might have mixed up the exact numbers but pretty sure before binarization for with>without 3denEnhanced, mission size was 18>4MB and ~12>2.5MB after. I do understand it's a rather large file for a mission (more than 3k objects etc.) but more than 4x buildup in the file size is quite extreme regardless.
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Can confirm the above, I had a mission (a training center, so a lot of static objects) which size went from ~2MB without 3denEnhanced to more than 15MB with. So unfortunately I had to stop using the addon for the time being.
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RHS terrains. RHSKATYA, RHSPKL, RHSVIDDA
Max255 replied to bludski's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I do understand that's a massive amount of work, but is there any plans for these ships to include some interiors, even if partial or further in the future? I found that there is a real lack of objects to perform maritime operations like VBSS. Regardless of any of that, looking forward to your work, looks great! -
Glad you got it fixed!
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I've had this exact thing happen twice or trice after Arma updates and verifying intergrity of game files fixed it every time. I suggest trying it again a few times, I've had it fail to recognize the broken files before. EDIT: If it still fails to find anything maybe try removing the LoW DLC files (Orange folder) and then verify, let it redownload the files from scratch.
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ACE3 - A collaborative merger between AGM, CSE, and ACE
Max255 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes, it's still in development. If you'd take a look at their GitHub repo, changes are being made (mostly) daily and they're slowly closing in on the next major release with the new medical (but just in case don't quote me on that, weirder things happened). Medical rewrite is basically in internal testing and is in very playable state, mostly tweaks and bugfixes left (again, don't quote me, not a dev). -
Advanced Combat Radio Environment 2 (ACRE2)
Max255 replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You should be able to move it through the layout editor, pretty sure I did just that recently.- 896 replies
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jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
Max255 replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I can somewhat agree with above, even very low wind values are very loud, it feels datached from what's actually going on. I can't set the wind above probably 10% for most missions because of that. Tho removing it outright might be going slightly too far, just tweaking the levels massively would do enough imo. -
You sir, are a saint. Thank you very much. To describe what happened more precisely: missions in question were basic coop missions without additional scripts, just editor placed units, some objects and ofc heavy use of additional attributes that this mod brings. Mission would begin fine but after 1-1,5hrs the server would freeze with no indication of crash when checking remotely, just 100% CPU usage. Force killing the server closed it just fine. For players everything froze, both players and AI, no message of lost connection to server and even after the server was force closed it took a minute or 2 for clients to notice. If there's anything more I can try to help track down this issue I'm willing to help.
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Not sure what might cause this but most missions I made after updating this to 3.4 have some issues in dedicated MP, most notably lagging out the whole server after 1-2h. Yes, there are lots of other mods involved but we had no issues with 3.3 and those older missions still work fine. Tested just before writing this post. No apparent errors in the RPT, neither client or server. No indication whatsoever why this mod became a problem. And while this is possibly investigated and fixed, does someone still have access to version 3.3?
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Advanced Combat Radio Environment 2 (ACRE2)
Max255 replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can confirm, ACRE devs know about the issue aswell. Only thing I can recommend now is to rollback the client to 3.1.10.- 896 replies
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RHS Escalation (AFRF and USAF)
Max255 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
There's few pics of EGLMs mounted on Mk17s on AFSOC pics, not many tho. And then there's this one: I haven't seen any more so I'd also say it's not really worth the effort.- 16574 replies
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Is overclocking really an answer to improve FPS for arma3 need help.
Max255 replied to avibird 1's topic in ARMA 3 - TROUBLESHOOTING
Ok, so to avoid any misconceptions: - SSD and more RAM of the same speed won't improve FPS per se, but it might decrease the stuttering when loading in new map assets (basically moving around) and/or playing with large view distances. SSD will also decrease load times. With less than 16GBs of RAM SSD is a must have. - CPU overclocking is the most effective way to directly improve FPS during busy (med to heavy) missions but also the most "dangerous" (it's not, if done properly). Arma loves higher CPU clocks... - The RAM speed the CPU can utilize is only the stock speed, you can "overclock" beyond that but you also might wanna know what you're doing. It's also very effective way of increasing FPS in Arma. - Unless you play with totally maxed out view distance (12k etc.) you won't probably need 32GB of RAM. The CPU will struggle before that anyway. I'll say that 16GB is most optimal as long as it is high speed. This might not be the absolute truth about Arma's performance but most of it checks out from my and others experience. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Max255 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
He's talking about actual NVG overlay masking the GUI. That's not regulated by any options in CBA settings. Only things you can change with those are effects options (grain, blurriness, fog, etc). To change the overlay you'd need to edit the module because of the way it is applied. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Max255 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
AFAIK it's intended that way. Plus there's no real workaround that doesn't require rewriting the whole nightvision module and breaking something else in it. If possible at all due to engine limitations.... -
Definitely not ACE, most likely other mods are conflicting or/and are badly made. Safest to remove all mods and then start adding them back in until the error appears again. Vanilla campaigns aren't really made with mods in mind anyway, especially ACE... Also, please use a spoiler tag around the pasted RPT, this is pain to scroll through. EDIT: Disregard the first part, I had to read through the first post a few times to understand what your issue was exactly. ACE makes the NLAW a one-shot weapon like it is in RL. Also the error you've been seeing is caused by ACE but has no gameplay consequences. It's fixed in development version. So my point still stands, neither vanilla campaign was designed with ACE in mind, nor ACE was designed with vanilla campaigns in mind.
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ACE3 - A collaborative merger between AGM, CSE, and ACE
Max255 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nothing has been removed, all the scopes are still there. Must be something else, maybe a mod conflict... -
CBA - Community Base Addons - ARMA 3
Max255 replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
All fine for me, check only with CBA. -
RHS Escalation (AFRF and USAF)
Max255 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Correct, external IR-only navigation/formation lights. AFAIK MELBs do have them already (although I'm not 100% sure, I'm only a passenger and/or JTAC for these guys) and they'd be extremely useful for night formation flying. The heli is a normal UH-60M from RHS, just with a black texture and an attachTo fuel probe.- 16574 replies
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1stBN/160th SOAR Mod ArmA III WIP
Max255 replied to warlord554's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'd say go with the standing ones, every time I was in a gunner seat in Arma I complained about visibility more than anything else, this looks like it solves that. -
Compilation of training footage from June, recorded and edited by our CO.
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My vote is on Crye AVS aswell. And looking forward to the new stuff, I know it'll turn out awesome. On a sidenote - I posted this earlier in the topic - seeing that the current MGP release is getting kinda dumped in favor of new stuff... Is there any possibility for a quick update to the vests? They were missing shadow LOD last time I checked. This might not be a huge deal for most people but I can't unsee it now...
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Or you can just run it through Wine, 64bit works fine for us with that setup. I won't go into detail cause I'm not familiar with the process by any means.
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Advanced Combat Radio Environment 2 (ACRE2)
Max255 replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
From what I understand, pre-mix is the initial volume of users voice ACRE takes and before it gets mixed with radio beeps and noise/interference, post-mix is overall volume of all that after it's been mixed. Eg. if user voice is too quiet compared to those sound effects, you increase pre-mix, if both are too quiet, you increase post-mix.- 896 replies
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Advanced Combat Radio Environment 2 (ACRE2)
Max255 replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Vehicle racks are in development last time I checked, obviously no ETA.- 896 replies
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