Jack
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Posts posted by Jack
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If the OP decides to go forward with this I'd suggest creating a steam group for it.
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Great job, Walker001.
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Been looking around for laptops (yes it has to be laptop) that might be able to run Arma 2 and its expansions, so far I have found this one I think could run it but I need a more expert opinion, what do you guys think?If you're looking for a laptop that can run ArmA2 or Carrier Command: Gaea Mission that laptop would be a good choice based solely on the hardware. I'm not a huge fan of the bloatware that comes on HP laptops though.
Sager is a great choice too.
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no, what I'm saying is that IT IS different, otherwise I wouldn't have wasted my time posting. see, I used the exact same mission as a testbed on 1.54 release as well as the last 4 betas prior to it. I saw nothing but improvement from all those betas and the 1.54 patch up until now.Unfortunately you still wasted your time by not providing insight or thoughts on specifically why that is happening. Saying "I receive poor performance in this beta compared to other versions" is not going to help other people verify your claims or fix what may be a significant problem in future betas.
Providing your example mission and empirical evidence will.
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If it's going around in circles, go to the driver position and sit there for 10-30 seconds without touching anything. You'll notice the steering wheel returning to center in first person mode and after it does the vehicle will then be drivable again.
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A new island would be preferable to PMCs for the focus of a new DLC. Something at least half the size of Takistan.
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While making a mission I noticed that the T-55 tanks and BMP-2 don't engage enemy M1A2 TUSK tanks. In the T-55 case this tank doesn't use it's main gun to engage enemy M1A2 TUSK and the BMP2s don't use either the its AT missiles or its 30mm cannon.It's curious that once I replace the enemy M1A2 TUSK tank with a M1A1 for example the T-55 tanks and BMP-2 will engage the M1A1.
Nevertheless this is a odd problem and definitly a bug. I hope that BIS devs read this post and correct this bug as soon as possible since it's IMO a major gameplay issue which affects 2 of the most important OPFOR units (in Op. Arrowhead).
Sounds like the BMP-2 and T-55s are seeing the turned out loader first and targeting him. If you put down an empty M1A2 and have all slots filled except for the loader they will engage with their main armaments.
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Ok, so after trying this beta out briefly on my zargabad test mission(sort of a benchmark for performance at least) I'm noticing a bit of a drop in performance from the main patch. I think I'm going to pass on this beta. no immediate crashes with it, but I have some really good performance with the 1.54 patch and this beta kills that. I don't know what was changed, but for my system, it likes it the other way ;)EDIT: I guess I should explain my test mission, I use this to test out performance in the city and outside the city looking in, to determine the most taxing part of this sim. Within the city I have 3 taki squads randomly generating within the city perimeter with 1 vehicle support each. Outside of the city on a hill peak to the east I have a US army outpost with a moderate amount of sandbags, H-barriers, tents, 4 supports vehicles, 3 tanks, and 2 helis with about 50 soldiers stationed with high/sub command links to defend it. Approaching the outpost from the city are another 3 squads of taki rebels with 3 support armors. Ambient modules include vehicles, civ (OA), animals, and combat. This mission should have a reasonable amount of AI computation going on to help me determine if gameplay is feasible. I just move my player character with his small 4 man squad around for starting points to test various areas of taxation as well as combat bog.
Ambient Civilians is what is killing your performance. I doubt it would be any different in 1.54 with that same mission
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TS3 and ACRE are great. I would still like to see mumble support added to arma 2 though, simply because it wouldn't be terribly difficult and mumble is open source.
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yeah i don't get that all, just "bipod/rest weapon" and "wind direction"Earplugs have to be in your inventory. You also need to edit ace_clientside_config.hpp with your in-game nick which is a file in your userconfig\ACE directory. For example mine is located at: E:\Bohemia Interactive\userconfig\ACE
Once you find the file open it with a text editor program like notepad and edit line 121 with your in-game nick.
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You can always change your ArmA2OAProfile manually to make the AI more accurate.
skillFriendly=1; skillEnemy=0.60000002; [b]precisionFriendly=1; precisionEnemy=1;[/b]
Thanks.
I think for now I'll just use ACE without ace_c_ai_rof, ace_c_ai_skill, and ace_c_ai_sensors pbos. Pretty sure thats whats causing the AI to fire at nothing and waste magazine after magazine.
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Is there any way to make the AI more accurate? As it stands when they see an enemy they fire in almost every other direction but at the actual target they are attempting to hit. It's really absurd how completely inaccurate and wasteful of ammunition the AI can be at times.
For example in many instances with a couple AI attacking you if they are bunched together they will actually friendly fire each other since they are shooting like crazed lunatics in all directions. Automatic Rifleman and Machine Gunners are the worst because they have the most ammunition to waste before reload and will typically be responsible for these types of FF incidents.
I realize this was probably done to make firefights longer and/or more intense but in the end I think all it really does is make the AI less of a challenge compared to what they're capable of in stock ArmA 2/OA.
Based on my observations:
At 15-100m an enemy AI needs ~50 rounds to hit you.
At 15-300m an enemy AI needs 100-200 rounds to kill you.
At 400m+ distance an enemy AI will in most cases be unable to hit you.
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Would be cool if this was an Open Source project, people with delphi skills could help you create this much faster and more efficiently.
Best of luck zvukoper.
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Not sure if this has been mentioned or addressed already, but I get the following script error when play Takistan Force missions:
Error in expression <ilian: {"CIV"};}; _trgname="KRON_Trig_"+_trgside+"_"+_areamarker; _flgname="KRO> Error position: <+_trgside+"_"+_areamarker; _flgname="KRO> Error +: Type Bool, expected Number,Array,String File mpmissions\__cur_mp.Takistan\upsmon\UPSMON.sqf, line 594
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Takistan Force - ACE2 Edition
- Changed All Strykers to ACE_Stryker variants
- Changed M1A2 Tusk to ACE M1A1HA Tusk CSAMM variants
- All players have earplugs
- Added LOTS of ACE weapons to the crates
- Added various RuckSacks for East and West Crates
- Changed All Strykers to ACE_Stryker variants
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Have to agree with Abs on this one. The destruction of the WTC by terrorists is a very sensitive issue for many people, not the least of which myself, and I can't see a reason not to build a religious center near ground zero.
It's a big fuck you to terrorists that think they can alter our way of life or instill a xenophobia of Islamic people who are just trying to get by like the rest of us.
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Quick question: how does the size of this new Shapur map compare to Utes island?I heard its 4km x 4km.
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No teaser, no trailer and no ingame footage or so?Remember you announced in march to release something "soon" and "very soon" - now we have august. Guess you wont like to top the Duke Nukem advertisements, dont you? :D
Bring it on and stop creating cheesy pr lines. People want to test + try it out!
Btw what did happen to A2OA:PR Mod island?
http://prsoundtrip.blogspot.com/
YN1qEirC714
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sry i dont know how my frist miss.You can either use cpbo (recommended) or export it to multiplayer missions when you save it in the editor.
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There may be a problem with this and OA/CO+ACE2 1.5 builds. As evidenced by kill4eva's post.
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This may be a stupid question but seen I have OA with last (Working) beta I assume I dont need this patch to play Arma2 MP. Or do I ??????----
This is for ArmA2. Not OA or CO.The last Beta build for OA/CO is 72418.
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Also, there is a Coaxial M240 next to the turret, not an M2. The M2 should be for the commander or something when turned out.That's probably the most significant issue with the BIS Stryker MGS, IMO.
SABOT type ammunition for the main gun would be excellent as well.
How to improve FPS in game
in ARMA 3 - BETA DISCUSSION
Posted
How to improve FPS:
0. add -cpucount=x to you shortcut target line, where x is the physical core count on your CPU, and -exthreads=x
1. Reduce or disable antialiasing
2. Insert other settings you're going to toy with anyway here
As you can see here -world=empty will only disallow stratis from being loaded into memory at launch and will do nothing to change FPS performance once you're actually playing on the island.