Jump to content

shadow

Former Developer
  • Content Count

    5416
  • Joined

  • Last visited

  • Medals

  • Medals

Posts posted by shadow


  1. Probably is something related to the mission itself ? dunno... but If you know a solution for this I'll be happy to correct and update it asap ;)

    Best Regards

    massi

    This is reproducable by taking a new blank mission, add two units (1 player & 1 playable) and export as mpmission. So deffo a addon config issue. I'm not good with addon configs so I can only guess. Maybe missing addon dependencies defines in the addon?


  2. Unfortunately, this addon doesnt work on dedicated servers.

    2013/09/15, 13:29:09 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
    mas_weapons_m4
    2013/09/15, 13:29:09 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
    mas_weapons_pack

    This happens when adding a Delta Ghost (Recon) Teamleader(L). Have not tried with any other units.

    Weapons Pack work fine on dedi server.


  3. @ Steffo: I ran it with the A2 guerilla faction with no issues, so yeah. It should work.

    Can you post a sample? I'm also unable to get this script to work with any independent group.

    // OA PMC faction (broken)
    if (_faction == "PMC_BAF") then {
       _unit setVariable ["infantry", ["PMC_VIP_Bodyguard","PMC_Field_Security_Patrol","PMC_Field_Security_Team","PMC_Security_Detail","PMC_Security_Specialists","PMC_Field_Support_Team","PMC_Team_Sword"], true];
       _unit setVariable ["vehicle", ["PMC_Patrol"], true];    
       _unit setVariable ["lightarmor", ["PMC_Tactical_Patrol"], true];
       _unit setVariable ["armor",  ["PMC_Armored_Patrol"], true];
       _unit setVariable ["air", [], true];
    };
    
    // OA BAF faction (broken)
    if (_faction == "BIS_BAF_MTP") then {
       _unit setVariable ["infantry", ["BAF_Fireteam_MTP"], true];
       _unit setVariable ["vehicle", ["BAF_MSection","BAF_MTeam","BAF_MPatrol"], true];    
       _unit setVariable ["lightarmor", ["BAF_MechAT","BAF_MechSec"], true];
       _unit setVariable ["armor",  ["BAF_WPlatoon"], true];
       _unit setVariable ["air", [], true];
    };
    
    // A2 GUE faction (broken)
    if (_faction == "GUE") then {
       _unit setVariable ["infantry", ["GUE_InfSquad","GUE_InfSquad_Assault","GUE_InfSquad_Weapons","GUE_InfTeam_1","GUE_InfTeam_2","GUE_InfTeam_AT","GUE_GrpInf_TeamAA","GUE_GrpInf_TeamSniper","GUE_MilitiaSquad"], true];
       _unit setVariable ["vehicle", ["GUE_MotInfSection","GUE_MotInfSquad"], true];    
       _unit setVariable ["lightarmor", ["GUE_MechInfSection","GUE_MechInfSquad"], true];
       _unit setVariable ["armor",  ["GUE_TankSection"], true];
       _unit setVariable ["air", [], true];
    };
    
    // OA Takistani Locals faction (broken)
    if (_faction == "BIS_TK_GUE") then {
       _unit setVariable ["infantry", ["TK_GUE_Group", "TK_GUE_GroupWeapons", "TK_GUE_Patrol", "TK_GUE_ATTeam", "TK_GUE_AATeam"], true];
       _unit setVariable ["vehicle", [], true];
       _unit setVariable ["lightarmor", ["TK_GUE_Technicals", "TK_GUE_MotorizedGroup", "TK_GUE_MotorizedPatrol", "TK_GUE_MechanizedPatrol", "TK_GUE_MechanizedGroup"], true];
       _unit setVariable ["armor",  ["TK_GUE_T55Section", "TK_GUE_T34Platoon"], true];
       _unit setVariable ["air", [], true];
    };
    
    // A2 UNO faction (broken)
    if (_faction == "BIS_UN") then {
       _unit setVariable ["infantry", ["UN_Patrol"], true];
       _unit setVariable ["vehicle", ["UN_MotorizedPatrol"], true];    
       _unit setVariable ["lightarmor", ["UN_MechanizedPatrolBMP2","UN_MechanizedPatrolM113"], true];
       _unit setVariable ["armor",  [], true];
       _unit setVariable ["air", [], true];
    };


  4. WICT is responsible for the Primary task.

    Thanks, just what I needed to know.

    hopefully the documentation makes sense, if it doesn't let us know.

    I read through the entire manual but I could not see anything relating to tasks at all.

    I think some info giving the user more control over task generating would be good.

    I.e. "how limit amount of tasks", "how to generate new tasks on the fly", "how to specify type of tasks to be generated".

    One last question: are the start-up text (sidechat) from all the modules or is there a single switch to turn it off?


  5. If I own the retail DVD, can I still purchase the DLC content via steam and use with the DVD version? I would prefer to buy through steam than the other online retailers.

    I have retail A2/OA , Sprocket BAF, Steam A2, Steam OA and Steam BAF installed.

    Steam PMC automatically installed to retail A2/OA when I clicked "play" in Steam PMC, then launched the retail A2/OA.

    So yes, Steam PMC should work fine with retail OA.


  6. It's not necessarily, and especially not it fired out of a long barrel. Some 'subsonic' .45 pistol loads become supersonic if fired out of a long gun.

    Thats correct. Role of thumb is for every inch you add 100 f/ps.

    But .45 is not commonly used in SMGs and rifles. I can only think of UMP45, UMC45 and the old Thompson. I'm sure there are more but still the .45ACP is mostly used in handguns only.

    Just to show that a supressed .45 still has some kick here's my MK23 w/B&T Impulse II-A supressor and lasersight from Laserdevices. (Sorry if speed is slow).

    The clip was recorded using a Samsung S8000 Jet.


  7. I think you've misunderstood my point -

    Most automatic weapons are dependent on the energy generated by the explosion of the propellant - either using the gases (gas operated) or recoil (blowback operated). Subsonic rounds generate less recoil and gas because of the lighter load.

    The heavier the bullet the more propellant is needed to push it to achieve equal velocity. That is why a heavier bullet is used in subsonic ammo for recoil-operated weapons. In effect the recoil is close to identical in the two examples I posted earlier.

    I tried it with a USP9SD I borrowed. Personally I prefer .45 with a supressor (same ammo regardless if I'm using a supressor or not). 230gr, 920f/ps with the 6" barrel of the MK23.


  8. Problem with subsonic bullets is that they don't put out a lot of energy and thus makes it hard to make an automatic weapon that uses them.

    Not really. Normally subsonic loads uses a heavier bullet.

    Normally you would use a 147gr (grain) bullet for subsonic 9x19 and use 115-124gr bullets for supersonic loads. This is generally not an issue with .45ACP or larger.

    Force=(weight*velocity)/1000

    Lets compare a 147gr subsonic bullet travelling at 950f/ps to a 115gr supersonic bullet travelling at 1200 f/ps (typical result with a 5" handgun).

    (147*950)/1000= 139.65

    (115*1200)/1000= 138

    In this scenario the subsonic load is travelling with a stronger force.


  9. I'm running Win7 x64 and ArmA2/OA off the same OCZ Vertex 2 100GB drive.

    The old storage solution was 4*250GB Sata2 drives in RAID-5 on a Adaptec 2420SA controller.

    Now I no longer see texture loading and no intermittent pauses during gameplay. Framerate is more stable when moving very fast (choppers/planes) because of this but it wont be higher without replacing CPU/GPU.

    I bought the SSD primarily for the OS, not a game. Win7 benefits lots from running off a SSD, ArmA2 benefits quite a bit but I wouldnt buy a SSD for the game alone.


  10. I see my specs are similar to several others here, yet I'm not seeing this degraded performance (as long as I run the game as arma.exe).

    Specs:

    i7 920 (HT on), Asus P6T WS PRO, 6GB RAM, GTX295 (v186.18 WHQL), Vista x64.

    Settings:

    Resolution and fillrate opt.: 1680x1050

    Texture det.: high

    Video mem.: very high

    AF.: very high

    AA.: disabled

    Terrain det.: normal

    Objects det.: very high

    Shadow det.: normal

    Post effects.: high

    Visibility: 3400

    FPS on the intro (carrier): 80-115 (some times down to 65). General framerate during "Into the storm": 30-45.

    I'd say this is very playable. Have you checked that all drivers (video-drivers in particular) are updated? In Vista, have you disabled the sidepanel?


  11. As long as Arma doesnt use more RAM than what you currently have in XP x86 there is no benefit in switching to a x64 OS.

    Keep in mind a x64 OS need more RAM to perform the same operations as a x86 OS.

    3GB RAM in a x86 OS gets you further than 4GB in x64.

    If you're going x64 go with more than 4GB RAM.

    I dont believe I've seen Arma allocate more than 1.2GB RAM so dont go x64 because of Arma alone. You'll be disappointed if you expect a magical performance increase.

    GTA4 on the other hand has no problem eating 4.5GB of RAM plus a gig of VRAM. So I guess the future is x64 simply because of RAM requirements.

    As for comparing Vista to Win7, there is hardly a difference between the two regarding gaming. I used to think Vista was bad for me too... untill I started using it on a new machine (i7-920, 6GB RAM, GTX295).

    I wouldnt use XP x64 today simply because driver-support for Vista x64 has surpassed XP x64.


  12. Very nice addon. I see alot of potential in this smile_o.gif

    Minor flaw about the IHADSS. The altimeter bar on the right should go from 0 to 60 meters (200ft), not 0 to 200 meters.

    The purpose is to give the pilot a quick impression of his altitude during low-level flight.

    Any chance we get to set the monocle colour all the way down to 0%?

    Is the US one in meters? I just wasnt sure since we choose to use feet and inches instead of the much simpler metric system.

    No, they use feet. That bar tops at 200 feet in the real Apache. In this addon the bar tops at 200 meters. I'm guessing it was simply an oversight.

    200 feet equals roughly 60 meters.


  13. Very nice addon. I see alot of potential in this smile_o.gif

    Minor flaw about the IHADSS. The altimeter bar on the right should go from 0 to 60 meters (200ft), not 0 to 200 meters.

    The purpose is to give the pilot a quick impression of his altitude during low-level flight.

    Any chance we get to set the monocle colour all the way down to 0%?


  14. I finally got around to reinstalling FSX under Vista64. I haven't really checked for differences so far, but are these new DX10 shadows in the VC always looking this ugly or is something wrong on my end?

    img]http://www.abload.de/thumb/2009-2-28_19-26-17-294qqn7.jpg[/img] crazy_o.gif

    I just installed Vista x64 5 days ago. FSX with DX10 enabled looks the same as without DX10 except some triangle texture flickering on the taxi-ways at the crossroads. However, performance is close to 300% over DX9. That could very well be that the DX10-portion is better optimized towards multi-cores though. I see FSX use 8 threads simultaneously all the time when DX10 is enabled.

    I see the biggest performance differences between DX9 and 10 is with Autogen. When I push Autogen above normal the framrate can jump between 5 and 40 fps in DX9 while the same settings in DX10 would give me framerates between 50 and 60.

    So for me DX10 means a minor graphic issue on the tarmac but alot higher framerate that is alot more stable.

    My specs are now: i7 920 (2.6GHz), 6GB DDR3-1066, GF 8800GTX and Vista x64 Ultimate.

×