castun
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Everything posted by castun
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If the lines aren't in your server's .cfg file, copy the AI settings from your own .cfg file into it and edit it.
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I've never had that problem before...
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Helicopter flight model sucks
castun replied to This kid's topic in ARMA - ADDONS & MODS: DISCUSSION
I use the standard all in one joystick & throttle setup, so it's not a problem with my controls. I don't have any problems with the way the AV-8 handles, except for the fact that when you hover it doesn't lose altitude fast enough. The problem I have is when flying the A-10s. Because they are generally slower, it seems they have a bigger problem. If you've got the throttle turned down a good bit in a shallow dive attempting to strafe a target with the A-10, it's hard to pull up out of even a shallow dive simply because you lose too much speed as you pull back. If you manage to get your nose up to where you're gaining altitude, you have to let go of the stick to keep it from stalling because you're losing speed. Even if you have full throttle. From what you're saying, even if I have a throttle axis on my controller where I can precisely set the amount of throttle I need, the computer still interferes with the throttle / brake system on the aircraft. That is what needs fixed because that is what's happening. Because now that you mention it, the airplanes run at either full throttle or none. Depending on how fast you're going and where you have the throttle set at dictates when to turn the engines on or off. And now that you mention it, if you're flying the aircraft and slowly move the throttle down, you can hear your engines running at full tilt until you reach a certain point at which they're shut off. If you leave the throttle set at that point and lose too much speed, the engines will come back on until it gets you up to a certain speed. It's just completely goofy! -
I had someone join my server who was able to recruit several AI teammates right away before even reaching the first rank. I don't know how he did this, I decided not to make an issue out of it, since there was nobody else in the server anyway at the time.
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Helicopter flight model sucks
castun replied to This kid's topic in ARMA - ADDONS & MODS: DISCUSSION
The planes in ArmA *do* deploy their speedbrakes when they have their throttle cut... the ones that have speed brakes, at any rate. Cutting the throttle in ArmA is a blanket command 'slowdown'. It's not directly related to the throttle itself in any way. The AI controls the throttle and other controls given what you're telling it to do: speed up, remain the same, or slow down. I'm not sure what you're saying. I think you misunderstood me. I'm talking about how the airplanes automatically cut their own throttle if you've got the flight control stick far enough forward or backward, even if you have the throttle at max. Like I said, if you're in a dive with full throttle and no input from the flight control stick, you gain speed. As soon as you start to pull back on the stick to pull yourself out of the dive, you start to lose speed even if you have the throttle at full still. How is it physically possible to lose speed while you're still in a dive at full throttle? If it's because the game deploys the brakes automatically, then this system needs fixed. A related problem is also, if you're trying to fly level but don't have enough speed to climb, you've got to keep the stick pulled back enough to keep the plane from nosing into the ground. Of course, the problem with this, as you try to pull back on the stick to keep altitute, you're losing speed because of the aforementioned problem. -
Helicopter flight model sucks
castun replied to This kid's topic in ARMA - ADDONS & MODS: DISCUSSION
I've gotten pretty used to the helicopter physics by now, they're not bad at all. What need fixed is the airplane physics. They handle like ground vehicles. Example, the ground vehicles cut throttle when you turn the wheel sharp enough to the left or right. The airplanes are the same way, if you pull back or push the stick far enough your throttle cuts out. So if you're in a dive and trying to pull out of it, you stop gaining speed even though you're still in a dive. Also took a while to figure out how to keep the plane from 'stalling' by not pulling the stick back. -
I did not know that, thanks.
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I downloaded Eliteness v2.17 to extract the Evolution.pbo and modify the ranking scores for my small LAN server a few of my buddies play on. Now, I've never used Eliteness before, but after I extract it, modify the proper file to change the ranking, then do the makePBO, it keeps giving me a lint error for description.ext. When I do the lint check on that file it's saying it can't include certain lines (13-17 for example) or that there is an error in the files it's trying to include. What am I doing wrong? Also tried doing a LintCheck on the original unmodified evolution pbo and it also gives the same error for the description.ext. So why doesn't EliteNess like this pbo? Is there another way to recomplile the mission data into a PBO?
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Ok, decided to download cpbo to convert it back into a .pbo and it works...
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I downloaded Eliteness v2.17 to extract the Evolution.pbo and modify the ranking scores for my small LAN server a few of my buddies play on. Now, I've never used Eliteness before, but after I extract it, modify the proper file to change the ranking, then do the makePBO, it keeps giving me a lint error for description.ext. When I do the lint check on that file it's saying it can't include certain lines (13-17 for example) or that there is an error in the files it's trying to include. What am I doing wrong? EDIT : Also tried doing a LintCheck on the original unmodified evolution pbo and it also gives the same error for the description.ext. So why doesn't EliteNess like this pbo? Is there another way to recomplile the mission data into a PBO? EDIT#2 : I got it working by using cpbo. On a side note, is there a reason why you set the max view distance in the mission instead of allowing whatever the client sets? I would like to increase it a bit to make it a bit easier to find distant targets in the fast moving jets & helicopters, but I don't want to mess with it if it's going to cause any unwanted side effects.
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I would suggest limiting the engineer's inventory similar to the medic's, but it wouldn't make much difference if they're vehicle spamming.
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I'm wondering what you mean with "server skill". Think the ses should be set...also doesn't help me to find anything out about it. What's that? Undocumented config entry? Set somewhere deep in the pbo? Server commandline option? He's saying that the AI's skill level is set to .4 on the SES Server. The default is something like .6, which is brutal. Also, there are 2 separate settings, one for AI accuracy and one for AI skill, though I don't know how much effect the skill one has. I also host a small evolution server with lowered AI difficulty...
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The recoil force was simulated in LOMAC. It was hardly noticeable if you fired in very short bursts, but it became noticeable if you shot longer bursts. It did slow you down, but never enough to stall you.
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We don't need no Frenchie helicopter I would love the Kiowa warrior or scout though. I think I would like to see an M2/M3 Bradley. Seems the West in game is lacking in the light armor department, since the Stryker is mostly for fighting infantry.
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Dunno if this was mentioned yet or not, but I noticed that if the timer runs out on a selected mission, you get credit & the points for completing it, even though you obviously didn't. Also, if a human gets into an abandoned enemy vehicle, AI squadmates still see it as enemy and will not board it. However, if you destroy it after it was used by a human, you lose points as if it were a friendly vehicle.
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Dunno if you rememeber, but I was playing on the server when that happened, however I wasn't at the main base the entire time that was happening...I was with a couple people who were still out at the cities, while apparently everybody else was stuck in the main base shooting the crazy civs.
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This problem happens in WinXP now since the 1.08 patch, so those of you saying you won't go back to XP, well don't worry it wouldn't help anyway...
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I also get this error a lot, and I've only gotten it since the 1.08 patch. I'm not sure but it seems to happen the most in multiplayer. Also, if I have my graphics turned up to very high, I usually get the error within 15 minutes, when I turn them down to medium or lower, I only get it every couple hours usually. Several times I've had it happen when there are a lot of big explosions on screen at once (like from the Cobra launching all its rockets and taking out buildings) while other times it seems completely random. Also, you could have 10gb of RAM, and it won't matter much if the problem is caused by a memory leak. You're going to crash sooner or later.
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Dunno who said that seeing through hangars through the humvee windows, pretty sure it's only the terrain and certain objects you see. When looking through the humvee windows it doesn't seem to show any trees, infantry or other vehicles for that matter. Pretty sure the hangar thing is the same way. Besides its a game bug not an Evolution bug AFAIK.
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I was able to fix the problem by getting newer drivers. The latest official nvidia drivers for the 79xx cards were version 94.24. After installing them, I still had graphical glitches and artifacting going on. Then heard that you can still use the 88xx drivers, such as the 158s. I uninstalled the old drivers, ran the driver cleaner program, then used these drivers instead and the game runs great, no more problems. I run WinXP 32bit also...
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That's good to know. Just wondering though, is there any way to turn down the density of the grass without turning it completely off, WITHOUT having to turn down the shader option? I don't want any of the extra bump mapping & shaders turned down, the game just looks uglier IMHO. My game runs smooth as butter with no grass, even with every single other option turned up including anti-aliasing. Trees kind of slow it down a bit, but it's still smooth enough to be enjoyable. Grass completely kills it, even with shader turned to low.
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The AI has no problems throwing grenades so they plop right at my feet and blowing up with little bouncing. When I throw them however, even when I accurately judge the angle, it just causes the grenade to bounce off in a random direction and completely miss. The same holds true with launcher grenades. They should blow up on impact, period. The triggering mechanism is sensitive enough to blow up on any type of terrain or object once it flies far enough to activate. Heck, half the time they just dud and don't explode at all. Maybe because they keep bouncing across the world like a super ball. During the firing range training I literally got court martialed for shooting a GL grenade and it either bounced all the way back behind me to hit one of the range cadre or bounced over the end of the firing range and hit someone or some friendly vehicle beyond which could not be seen.
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I also has similar mouse sensitivity issues with OFP. Neither game likes my G5. In the Setpoint control panel, I have to tell it to use plain old OS implementation instead of Setpoint implementation in order to be able to adjust my sensitivity on the fly. I also had to turn down mouse sensitivity in the game in order to have smooth mouse movement.
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I mean ingame, and I just have the original reddish silver G5 with the single thumb button. Unless I take the steps I mentioned before, the + and - sensitivity buttons do not function in game. I have no problems with other games at all.
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I had the exact same problem with Operation Flashpoint. The sensitivity is totally goofy. I have it turned all the way down in ArmA, and its still too jumpy. The sensitivity adjust buttons don't work. I have mouse acceleration turned off. I was able to figure out a work around, but I have to change the settings everytime I want to play a different game, and it's annoying. Basically I have to open up the Setpoint control panel for the mouse, turn on OS implementation instead of Setpoint implementation, and uncheck Game Detection. Otherwise, the game overrides my sensitivity settings when it starts up and disables the sensitivity adjust. This is the ONLY way around this problem that I've found, but at least the sensitivity adjust works in game now. It amazes me that this issue was carried over from OFP. WinXP ArmA US 1.05 All latest drivers