Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Posts posted by Punisher5555

  1. my game plays ok even if not using all the cores 100%

    so not all I7 users have problems even if there is room for improvement to better utilise more % of the CPU cycles more efficiently.

    most of the problems you see are mainly on peoples PC's which are running with there CPU/RAM/GPU at higher speeds than they should &/or beta vid card drivers or combinations there of.

    I agree with that. I think most of the issues come to that. Heck I think the first thing people do when they get a i7 is to overclock something.

    My stock system has never had any issues with the OFP/ArmA/ArmA2 series other than the stated ones by the devs.

  2. Hi.

    First, remove ; after ca in your runs.

    Your runs should look like this:


    Yes.. Steam update screw up your modified cmd file, but u can make a copy of your cmd file and name it something else and use that one to start ArmA2:CO

    I see you are running ACE for Operation Arrowhead? Is that one a final release or just a beta, if your ACE is for OA, then you need the right CBA for OA too.. The new CBA_v0-5-1 for OA.

    What about adding in the beta's?

  3. My other system is a AMD 940 BE @3.8 with 8GB Partriot DDR2 pc8500 with dual GTX 275 SLI I disable page file and get a crash after so long some times it takes an hour but still happens. I was just pointing out an issue with Windows 7 and pagefile being disabled it causes crashes. Back in the day windows was a poor memory manager this is not the case with the newer OS.

    Your crash is not the pagefile. You don't need a pagefile with Win7/Vista 64bit and that 8GB RAM.

    Most of these crashes are encountered with overclocking/SLI/bad memory/bad other chips/beta video drivers/etc...

    Don't need the pagefile with x64.

  4. File caching is not related to LAA, as the system we use for file caches is using memory with no virtual addresses at all, therefore the virtual address space does not apply here (see )Breaking the 32 bit Barrier.

    What is different is the amount of various other objects which can be "cached" (not discarded when unused), like ground clutter status, AI path finding cost maps.

    Thank you for the info Suma.

    So from users point of view the engine uses the LAA after some period of time. Say large, long, missions. The engine does not dump certain things.

    Is it random what engine keeps?

    If not, are you experimenting in your beta's on what to keep and how much to keep?

    Thanks again for your answers. They are clearing up a lot of confusion/questions that people are having on this issue.

  5. There is very little (if any) benefit in going 64b for ArmA 2.

    If the games does not use more than 2 GB with LAA, it means it would not use more even with 64b and the whole effort would be basically wasted. Switching to 64b is not some magic which would in itself change application behaviour in any way, it is just removing the 4 GB barrier. As the game is not hitting the barrier even remotely yet, removing the barrier has currently no sense, especially when you consider it would requite quite a lot of efforts.

    If the game is not using more than 1.5 GB for you, it probably means it does not need to use any more (there are no more useful data to store in the memory).

    Suma, can you give a quick example of how the engine uses the LAA for "file caching" instead of the hard drive? What does it take to go past the 1.5GB? You had a nice FPS test mission file you posted, anything for this LAA?

    Thank you. I love the game and will continue to support BIS.

  6. According to the readme the proper shortcut should be -mod=Expansion\beta;Expansion\beta\Expansion. This may be the source of errors for some of you:

    That is what I get for not reading. :butbut: Thanks. No more errors.

    Here is my line for the Steam combined ops runA2CO


    "%_ARMA2OAPATH%\EXPANSION\BETA\ARMA2OA.exe" "-mod=%_ARMA2PATH%;%_ARMA2OAPATH%\EXPANSION;ca;EXPANSION\beta;EXPANSION\beta\Expansion" "-nosplash" "-cpucount=2" "-exthreads=7" "-mod=@CBA;@Summer;@Islands" %1 %2 %3 %4 %5 %6 %7 %8 %9


  7. I love your Cipher missions. 1.41b is awesome.

    On your new one for OA I ran into a issue when the "zone" was by the airfield. When I got to the zone everyone was dead because of the overflying friendly choppers. They killed everyone except the tanks. Needless to say I was much obliged, but the mission was super easy then.

    Also I stole a bmp from one of the side missions and proceeded to run over some enemy but they would not die. It was cartoon like running back and forth over them.

  8. Can you or someone else explain how the engine is using the LAA (Large Address Aware)? Does not have to be too technical.

    I am just not seeing the game using more memory than before.

    Is there some additional setting/parameter we might have to set?

    I would say that with latest updated (1.07 for A2 or the latest beta for A2OA) benefits from using RAM disk should be insignificant (except for the first time loading of data).

    If someone has any test case and hard data to be used please post it.

  9. This site here gives you the basic dimensions of a OH-58D (I). All you need to do is change it to a ® by adding/changing the air intake (which I see you did) and adding the uwp's and ALQ-144 (you have sitting too far back).


    You can also get the OH-58D Kiowa Warrior Walk Around No.50 book by Floyd S. Werner Jr. at http://www.squadronsignalpublications.com .

  10. yeah, didn't get there yet though. I have restarted work on it just yesterday morning...

    Got some great ref pics thnx to rock:


    @rock: cheers for the pick, already fixed that yesterday afterposting the pic :)

    @RH: rotor shape is a bit generic. Care to be more precise plz? The pic is also a bit distorted. will post another laters today.

    Maybe if you have some time you could add the new DAGR Laser-guided rockets.


  11. Keep it coming BIS !!!!!


    With this beta I was finally able to complete the CounterAttack mission. Stuttering is has gone way down.

    You guys are firing on all cylinders. A company that takes pride in their product can't be beat. Take that you bastards at DICE/EA/Activision!:681:

  12. Still not using more than 1.4-1.5GB RAM. I let it redo my .cfg. Here is the result:

























    Suma can you or someone throw out some technical settings/answers on the LAA issue? Are there any changes needed to be made?

  13. I am only seeing arma using 1.4GB of RAM. Is that right?

    I used benchmark 1 and 2 which has a lot of stuff loaded and ran through a cipher 1.41b mission (mission has civs/cows/stuff and goes into big cities).

    Should almost all or most of the addon folder load into memory now if it is called for in the mission?

    I will continue to test.

  14. I already use Default, but that's good to know for other users who might have the same issue.

    I actually noticed that issue a lot even in 1.05, where High/Very High will have more LOD popping than Default, presumably because Default allows the use of more VRAM.

    Is that still true about the VRAM? Did one of the betas fix that?

  15. Tried -world=Chernarus and still the same.What I failed to mention before is that the main screen would always come up blue as if your under water and with this tweak its back to the normal menu background.Don't know if that makes a difference.

    So the tweaks for the 64bit group benefits them.Thats kool at least they are helping where they can.Whats weird is my ramdrive doesn't really make a difference compared to my SSD or USB flash.The only way to remove the stutter for me is to drop VD way down to minimum.I am ready to return the extra ram I purchased as that 100dollars can go towards other things.Thanks fellas for the help.

    Just switch to Win7 x64 like the rest of us. Well worth it.

  16. IMO the repro mission is missing one vital step, comparison with another type of vegetation to see if there's any difference :p

    I myself do get 10-12 FPS drop initially when the camera "drives" closer to the trees but none when the zoom happens.. But all the trees tend to affect the FPS in some way..

    One thing with the red trees and bushes is that they all share one peculiar thing: they all seem to have massive model bounding boxes compared to the green similar size trees/bushes.. Dunno if that's even relevant, I'm no modeler.. :shrug:

    Just noticed this when using kinda of a boundingbox "volume" in some scripts, then compared for example the red tree model t_acer2s.p3d and the big silo in Chernogorsk (Ind_SiloVelke_02.p3d) in O2 and the tree bounding box covers half of the 2D area the silo covers.. :shrug:

    Anyways, after some tests this new beta is pretty sweet, since the

    introduction of exThreads 7 on my PC things have been very smooth and now this thing seems to have wiped basically all of the "LODding" problems there may have been left.. :)

    Well, if someone puts up like Suma says I will put my vote for it.