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SirRarius

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About SirRarius

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  1. Ask and thou shalt receive... Showing the Texture details options: Showing the Video memory options: Showing the Anisotropic filtering options: Since I posted the original post' date=' I have updated my graphics drivers to the latest Catalyst drivers (11.2)... I now only get the LOW options for textures and Video memory! BTW I just deleted my Arma2OA.cfg file and ran Arma2 again... As expected Arma2 recreated the file. Its contents are thus: [i']language="English"; adapter=-1; 3D_Performance=100000; Resolution_Bpp=32; Windowed=0; Resolution_W=1280; Resolution_H=1024; refresh=75; winX=16; winY=32; winW=800; winH=600; winDefW=800; winDefH=600; Render_W=1120; Render_H=896; FSAA=2; postFX=3; GPU_MaxFramesAhead=1000; GPU_DetectedFramesAhead=3; HDRPrecision=8; lastDeviceId=""; localVRAM=268435456; nonlocalVRAM=135790592; vsync=1;[/i]
  2. Sorry.. New thread opened in correct forum. http://forums.bistudio.com/showthread.php?p=1875250#post1875250 Rarius
  3. THREAD MOVED from ArmA forum... Why does Arma2 only allow me to choose low or normal video memory? I am running a ATI Radeon HD4850 with 512MB of GDDR3. According to everything I can find on here I ought to be using "high" video memory setting, but I only get options for "low" and "normal"... the same for texture detail. I have tried several old video drivers 10.9 onwards and 11.0, 11.1 and 11.2 all to no avail. I am running A2/OA latest stable build BTW. I have no graphics glitches in any other games and all diagnostics report I have the correct 512MB VRAM. My CPU is a Q6600 (overclocked to 3.2GHz) and I have 8GB of main RAM. Any ideas?
  4. I have tried pressing the "default" button and I am still getting slow loading textures.
  5. I am running a ATI Radeon HD4850 with 512MB of GDDR3. According to everything I can find on here I ought to be using "high" video memory setting, but I only get options for "low" and "normal"... the same for texture detail. I have tried several old video drivers 10.9 onwards and 11.0, 11.1 and 11.2 all to no avail. Any ideas?
  6. According to the biki removeAllWeapons does the following... "Remove all weapons and magazines of the unit. On vehicles only ammo is removed" ---------- Post added at 11:39 PM ---------- Previous post was at 11:38 PM ---------- Ahaaaa! Got it!!! enableSimulation false; does exactly what I want... Thanks
  7. I have just tested that and it doesn't work. I put the following code in: _v = _type createVehicle _pos; _v setDir _dir; removeAllWeapons _v; _v setFuel 0; _v setDamage 1; and it still bursts into flames! Any more suggestions?
  8. As I mentioned, there is no T90 wreck, nor is there an Avenger wreck... I should also have pointed out that I need to do this in code. ---------- Post added at 01:09 AM ---------- Previous post was at 01:08 AM ---------- Aha... That sounds very pausible. I'll try it out tomorrow.
  9. I need to create some wrecked (preferably burned out) vehicles in a mission. They do not have matching wreck classes in CfgVehicles (T90 and Avenger for example) so I can't just spawn them. I have tried spawning the vehicles and doing a "setDamage 1" on them, but they always explode and burn... just what I don't want. I need them to be old burned out wrecks. Help?
  10. SirRarius

    Upcoming big game needs tester/stressers

    Wash your mouth out young man! "ACE weapons" indeed! :mad:
  11. SirRarius

    Upcoming big game needs tester/stressers

    MH-60 max lift is about 5.8t, LAV-25 weighs 12.8t, so you are right the MH-60 shouldn't be able to lift the LAV. Unfortunately the Chinook can only carry 12t, so it can't carry it either. The CH53-E can manage about 18t and is the heaviest lift Nato chopper I can find.
  12. SirRarius

    Upcoming big game needs tester/stressers

    Thanks for all the suggestions guys... It is really nice to have so much support and constructive critisism and no complaints. Tanky and I have boiled the suggestions down to the following: Redesigned squads Five main squads each of the following Squad leader. Can carry any rifle and any tube but not satchel etc.. Can call artillery and drops Medic. Can carry assault rifle or SMG etc, but no tube or scoped weapon. Can medic (obviously!) Engineer. Can carry assault rifle or SMG etc and satchel charges/mines, but no tube or scoped weapon. Can repair (obviously!) Rifleman. Can carry any rifle (inc sniper), any tube, but not satchel etc. Rifleman. Can carry any rifle (inc sniper), any tube, but not satchel etc. Rifleman. Can carry any rifle (inc sniper), any tube, but not satchel etc. Five squads, each containing one man. Rescue operator/pilot. Can carry SMG, but not assault rifle or scoped weapon, nor a tube or satchels etc. Can rescue (obviously!) and can pilot any aircraft. Main Mission Radius Currently all main missions are roughly the same size (ie number of enemy). This means a piddly little village like Petrovka gets the same defenses as a huge town like Chernogorsk. We plan to make small vilages smaller with less defenders and large towns larger with more. Wreck chopper We are thinking about removing the wreck chopper. It was only used a little last night and we seemed to be earning vehicles faster than we could crash them. Having no wreck chopper might make pilots a little more careful too. Repair only with repair vehicle We are thinking about making it so engineers can only repair vehicles whn there is a repair truck nearby. This would force damaged vehicles to pull out of "hot" environments to be repaired and/or wait for the firefight to abate. Replacing choppers We are looking at the SFC choppers as replacement for MH53 and MH60s We would be grateful for your views and comments on these ideas. Rarius
  13. SirRarius

    Upcoming big game needs tester/stressers

    Server Password is "rosebowl"
  14. SirRarius

    Upcoming big game needs tester/stressers

    Server is open for gametest. Either filter server name for, without quotes, "format" or ip 81.27.73.104 and port 29302
  15. SirRarius

    Upcoming big game needs tester/stressers

    Comms this evening will be Mumble (download from http://mumble.sourceforge.net/) ServerName: Spaffmumble Server: 195.90.99.195 Port: 60070
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