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Alpha-Kilo

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Everything posted by Alpha-Kilo

  1. Alpha-Kilo

    How important is Ram to Arma 3 performance

    ArmA is a 32-bit-application and uses only around 3 GB of RAM, but your computer may do some other jobs while you're playing, so a bit more than 4 GB of RAM may make sense. But don't expect any miracles. On this forum there is a thread where the speed of RAM is being discussed. Some people claim to get better performance since they use faster RAM in an otherwise unchanged system.
  2. - Finding the "sweet spot" where you can loot a body could be easier. - The icons of the squad members are too cluttered: A tiny hand grenade with the overlays for combat or injured states is hard to identify. - It is difficult to know who is who in a squad, especialy if several squad members are equipped with the same weapons.
  3. Benjamin Good luck with your exam and enjoy your holidays. Thanks for the patches! - Changing languages now works as it should. - When I download any of the translations and open the slt-file in wordpad, the text appears unformatted. It seems that the slt-file contains much more than just the translation. This makes it hard to edit the file. The previous version worked better. - Just out of curiosity: The changeable values of the settings are given as numbers. What do these numbers represent? Percent, milliseconds, etc? - I played around with the confidence margin to get rid of false positives. I raised the confidence margin to the point where my voice input is not recognized properly (93) but I still get many false positives. I'll wait until custom commands are possible and then I'll experiment with longer commands.
  4. Alpha-Kilo

    JSRS2.0 WIP Thread

    I always play with a stereo headset (a combo of AKG K701 earphones and an Antlion ModMic). I wouldn't want to install a whole lot of speakers for gaming, so I voted for Stereo.
  5. Thanks for the latest update. Just a few very short remarks about a quick test of the new version: - When I try to change the language, Articulate just freezes. (Old version was deleted before the new one was installed, restarting the PC didn't help.) - Flyingcroissant's sound effects are great for testing if everything works. They also help to test whether certain sounds are picked up by Articulate or not. - I'm sorry I haven't had time to test the new key press delays ingame, yet. - Have you considered making the translation slt-files accessible on the translation web page? This might help to keep the translations updated with info about any new features. Or would you prefer simple emails with the text? - I know I shouldn't ask but is there anything you can say about the planned custom command feature? Articulate works so well that I can hardly wait for full voice control over the game. (Take all the time you need, but a confimed ETA before next Sunday would be terrific!)
  6. I tried Supportcall with the infantry showcase mission. It was great to take command of the squad and change the course of the mission a bit. I also changed the time of the mission so that I had the sun in my back, and I tried some of the other features. It's good to be able to have control of missions and I like playing missions again with slightly changed conditions. Thank you very much for sharing it! Some ideas/suggestions: - Could you pause the mission when Supportcall is opened? This would make it easier to choose from the many available options and items. - It seems that items which are sent to the player disappear from the list. Could you allow repeated requests for the same item if the player needs more of if he teamswitches into another character? - In the infantry showcase mission I did not find any Opfor uniforms. Just a multitude of Blufor uniforms was available in Supportcall. Did I make a mistake or are enemy uniforms disabled in this mission for some reason?
  7. Pergor, I hope your patience won't be tested too much!
  8. Pergor, you're right. The current build does not support German voice input, yet. German voice input is planned for the future. For the time being you will have to install the free Windows English language pack and then you'll be able to issue English voice commands.
  9. Benjamin, what you said about numbers and contextual mouse clicks is obviously correct, but maybe a valid command could be: "Five, mouse-click". This would make it harder for Articulate to accept a sound as valid command. Other voice control software (VAC, if I remember corectly) suggest to avoid one-word commands by saying something like "Number" or "Soldier" before the number. You are planning to allow custom commands in the future and this may be a simple way to avoid unwanted input. I think a specific "except"-command would be a good idea. saying "All except Seven, form line" makes sense if you want to keep the medic safe when preparing an ambush.
  10. Thanks for your comments, Benjamin. Let's hope your working theory proves right and the delay between key-presses does the trick. The medic thing is really strange. I am positively sure that I hadn't issued any command specifically to him. I will test it more and see if it happens again. I verified what you said about the invalid commands by keeping the UI open. Certain sounds are actually read as numbers (even though there is no acoustic resemblence between the sound and the number in question. Funny example, clearing my throat seems to sound like "five".) I am a little reluctant to play with the confidence margin as it picks up my words so well, but I will experiment a little.
  11. Benjamin I made some more tests. Setup: A rifle squad under my command and a truck and a hunter in the editor. This time, no addons except Articulate. Very strange results: - Several stance-related commands were executed properly. - Assign team commands were not executed - scan horizon was executed - several watch direction commands were not executed - formations were not executed. I exited this mission and started it again. The game and Articulate were not restarted. This time most results were the same as before, but formations were carried out properly. The command "all, danger" was executed by the whole squad but when I said "all, relax", the medic, No. 7 remained in the danger state. I had to say "Seven, relax" and he relaxed, too. The strange thing is that the ingame voice repeats my commands, the icons of the team members flash but the characters just don't move. This seems to show that the game understands the commands but my minions are having a little mutiny. (Could you code something like "Do as you're told, or else..."?) I am sorry if this comment is not very precise, but I cannot put it any better. If you think it helps, we can meet in TS and go through some test scenarios together. Another issue which probably is not related to the above: The manual says that invalid voice input is ignored. The user interface asks "what was that?" if Articulate doens't understand the input. So far so good - but in the game sometimes the backspace key is triggered unintentionally and a menu pops up. This seems to happen when the microphone receives either noise or words which aren't valid commands. It doesn't always happen, though. This makes it hard to reproduce and probably hard to resolve. Any ideas?
  12. I confirm the issue. In order to verify it, I placed a standard rifle squad under my command and a few empty vehicles in the editor and ordered the guys around. Commands such as "copy my stance", "crouch", "go prone", "stand up", "get in vehicle", "hold fire", "open fire", and others were carried out by individuals and by the whole squad as ordered. I have not tested every command but I think I covered quite a few. The "assign team" commands were shown in the user interface but ignored by the AI. I didn't use any mods or addons except ShackTacHud and the latest version of Articulate in this experiment. Both ArmA3 and Articulate were running with admin rights. As blackdawg already pointed out, older builds of Articulate worked fine. I am willing to test it more thoroughly if necessary.
  13. Spartan-563 When I try to reach the linked Translating Articulate wiki page I get 404 error. Same result when I try to access it through GitHub.
  14. Good to hear that you got it working, again.
  15. ... mabe except those who value realism? The Eurocorps does not have standardized uniforms. All soldiers wear their own national uniforms with their own national flags. Those assigned to the Eurocorps add a Eurocrps patch and they wear the same blue beret. Here's a picture taken from Wikipedia: http://upload.wikimedia.org/wikipedia/commons/0/0e/Eurocorps_prise_d%27armes_Strasbourg_31_janvier_2013_35.JPG Will this change by 2035? Pure speculation, of course, but I cannot imagine that any Army in the world will give up their symbols of patriotism. But of course ArmA is just a game and shouldn't be taken too seriously. If it makes sense to create a plethora of weapons and vehicles but only one uniform, so be it. As a player who sometimes joins international matches I just want to say I would really like to participate in a match where all players wear their typical uniforms. This would add a lot to the immersion and perhaps also to the gameplay because you do want to avoid friendly fire. Of course I also understand the amount of work and if a project is to big it might never be finished. In the end the modders will have to decide howw much time and effort they can put into this project. I am following this thread with great interest.
  16. I also guess that it might be the admin rights. Another thing is that ArmA should be the only program which is opened on the desktop. If anything else is open in the background, a browser, an email client, etc. it is possible that VAC sends the commands to the wrong window.
  17. Ratcatcher It is true that some commands have to be given in a combination of voice and key input. For example "Two, get in vehicle" works verbally, but the position driver, gunner, etc has to be specified by pushing a button. Assigning AI subordinates to a team works well, however. Say: "Two, Three and Four, assign Red!" In the current build the commands are hardcoded and you cannot add your own custom voice commands. This is planned for a future version. For a link to the wiki which lists the available commands please refer to the first posting in this thread.
  18. I competely agree, Harzach. Multiple push-to-talk and push-to-ignore keys are definetely needed because there are already TS, ACRE and VON. Who knows if the future brings even more applications which have to work with Articulate? I think the user should be allowed to specify as many different key combos as he may need. There shouldn't be limitaions such as only the obvious "SHIFT and a key" or "CTRL and a key". Even extremely strange combos such as "DELETE, CTRL and a key" should work because these seemingly useless combos can always serve as makros transferable to a mouse key or a joystick button. By the way, by setting up a pti keyI found out that Articulate doesn't seem to understand a few of the keyboard keys. Is this because of the WIP status or do we have to simply accept it? ---------- Post added at 17:20 ---------- Previous post was at 17:12 ---------- There are MP mission where AI is used to fill the void if there aren't enough human players. Then a squad leader will be in charge of a mixed group of humans and AI. Also, there are game forms which encourage commanding as all human players are given an AI squad to order around. This creates a very lively battlefield. But, frankly speaking, I have always avoided such missions. Maybe this will change with Articulate.
  19. Very interesting project. You have another subscriber.
  20. Alpha-Kilo

    Arma 3 Seagulls & Sounds

    I think sounds should be added only if this particular piece of environment exists and works in the game. If no dogs are present, why should they bark? If noone is working at a construction site, why should we hear any sounds? Hearing safety warnings, flight announcements, etc in the empty shell of the airport terminal would be strange, wouldn't it? In my opinion we do need sounds for existing things, such as opening and closing gates and doors, crashing a car into a wall, voices for the civilians, church bells in sync with the in-game time, etc.
  21. Alpha-Kilo

    TrackIR Profiles?

    sproyd, one or two profiles can be found on the official Track-IR forum. There are also some nteresting youtube tutorials on the subject. If you don't find them, I'll post a proper link when I'm home from work. RoyTF91 is right in saying that it makes sense to make your own profile but it would be very helpful if experienced users commented why they decided to make a profile in this way or another. For example: Have you configured all 6 degrees of freedom or are some deactivated? If so, why? Do you use mirrored curves where left and right movements are identical or do you have asymmetrical curves? If so, why? Do you prefer a slow or a fast profile, etc, etc. Such info from experienced players would give new users a starting point for their own efforts.
  22. Alpha-Kilo

    Hud Marker Colours

    There was a ticket for this matter a few months ago. The responsible dev (sorry, I don't remember his name) said this ticket was being worked on. Since then I haven't heard anything. Perhaps he is still working on it, perhaps not. If he is, I suggest, that players should have the opportunity to change the colour of all parts of the hud to their liking, including the stance indicator. The stance indicator is not as important as the personal waypoint, of course. By the way, is it possible to plot a course by creating a series of personal waypoints? That would be great for planning the route of a patrol and similar tasks.
  23. Alpha-Kilo

    Any gamescom footage?

    There is already some footage by IGN where Ivan Buchta is going through the menues and a showcase. But there is nothing new for people who follow this forum. Link: http://www.ign.com/videos/2013/08/22/arma-iii-checking-out-the-new-content-gamescom-2013?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+ign%2Fpc-videos+%28IGN+PC+Videos%29 http://www.ign.com/videos/2013/08/22/arma-iii-checking-out-the-new-content-gamescom-2013?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+ign%2Fvideos+%28IGN+All+Videos%29 Here is another clip. this time karel Moricky is presenting an overview of the game: http://www.gamestar.de/videos/gamescom-2013,95/arma-3,71557.html
  24. Alpha-Kilo

    Advanced Cockpit Interaction

    Probably it is much too early for a "feature request" but I think the interaction with the cockpits could be improved by giving a meaning to the "MF" in MFD. To be more precise: Can you show different things on the screens, such as a scalable map with GPS overlay, if possible with a flight path and known positions of friends and foes, compass and various other intruments at the pilot's or gunner's choice, weapons and systems information, the weapon camera view etc.? Perhaps the system could work in boats and cars, too? And in vehicles which don't come with a cockpit this may be implemented artificially by creating a pip screen which provides the crew members with information relevant to their role.
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