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Chill xl

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Everything posted by Chill xl

  1. I've Arma 2 running on both Vista 64 and Win 7 on the same hardware and it both runs equally good or bad. I've been abtle to tweak my hardware and game settings (all high + normal detail + low terrain) so that i see my fps in the 40 to 60 range when doing Armory SP in an "empty world", where 40 fps is minimal in and around the forest. Strangely enough in some cases, both SP and MP i've seen odd performances, running between 27 and 30-32 fps no matter what settings i run. These experiences were noticable on both OS installments, Vista 64 and Win7. C2D E8400 @ 3.85GHz 4GB 1:1 GTX280 @ 700mhz / 1225mhz / 1425mhz
  2. Chill xl

    Recommendation on Keymapping?

    Try to map / bind keys you can access instantly to functions you need to access immedeatly without having to stop / move fingers away from movement controls. Map keys to functions that you can use when you are able to stop or use when you're behind cover etc. For example: having instant access to your compass makes navigating on the move much easier without having to stop. Furthermore when targets are being called out using compass directions, instant access to the compass and being able to know imedeatly where they are can be a life saver. I have my compass on my middle mouse button which i can access quickly at all times. Access to the NVG or Binos keys are not needed to be instantly, you use these functions now and then and only in a relative safe situation where you have some time to press the appropriate keys. Using "shift" functions you can double your keys you can instantly access. I have modified my key bindings to quite an extend. I'm using an xbox 360 controller for movement together with a mouse for aiming, i have instant access to all functionality i need often and quick. These are all mapped on the controller and the mouse. Functions i need not so often, like putting on NVG, are still mapped on the keyboard. Keys that are often needed and accesed quickly: * Movement * Lean left/right * Sprint (You can use a shift/ctrl function with movements, like Shift + W ) * Walk / Run * Evasive left/right/front (You can use a shift/ctrl function with movements, like Ctrl + W / Ctrl + A etc) * Crouch, prone, stand up (You can make a toggle, so you stand when you hit crouch or prone again, using "go prone" or "go stand up") * Optics (Bind to the mouse so you can use it while moving) * Zoom (Bind to the mouse so you can use it while moving) * Jump over * Compass (Bind to the mouse so you can use it while moving) * Press to talk (Bind to the mouse so you can use it while moving) * Hold breath (Not needed on the mouse, you only use this when you are not moving) * Reload * Switch weps * Switch fire (You can use a shift/ctrl funtion with Switch Weps, Ctrl + F) * Commanding menu (You can use a shift/ctrl funtion with sec. mouse button, Ctrl + sec. mouse button) Keys you not need instantly: * Binos * NVG * Map * Gear * GPS
  3. Chill xl

    using an xbox 360 controller in the PC version

    I'm using a XBOX 360 controller together with a mouse and TrackIR to play Arma 1 and now ofcourse Arma2. One hand is on the controller as keybaord replacement, the other of course on the mouse for aiming. Using just half of the controller i have just a few buttons. Using custom mapping software (Pinnacle Game profiler) i have been able to make several combo's and have my left bumper key as SHIFT function. This doubles all the buttons. The controller gives my instant access to the most essential functions, something i miss with a keyboard. I almost never need the keyboard only for some very rare functions. The controller is used for moving, jump over, prone/crouch/stand, reload/toggle weps, compass, commanding menu, zooming, evasive left/right/front. I'm often trying to improve on my setup but this one basicly covers most basic / essential things.
  4. To make it more clear i made a quick illustration. In the current situation one can move the aim / weapon (red arrow) freely in the redish area. Once the edge of that area is reached the player starts to turn, the green arrow indicates this turn of direction. You can see that the field of view and also the floating are tied to body, once the body starts to turn, the FOV and floating zone turn accordingly. In the suggested situation, the FOV is centered (atleast horizontally) to the aiming direction. Once the aiming reaches the edge of the floating zone, the body starts to turn. In this case the FOV is tied to the aiming and the floating zone is tied to the body.
  5. My explaination was maybe a little confusing. At the moment freeaim is like a framework on screen / view, in which the weapon can be moved (aiming) freely. When you hit the border of the frame, you will reposition the framework. Your body starts to turn according to this repositioning. Your screen / view will stay at the same position untill the framework is moved. You can say that in this case the floating zone is a fixed area on screen and the screen. You can see on this image the floating zone or framework. It is tied and at a fixed position on the screen. I would like to see the screen being tied to the aiming, moved the weapon and the whole screen like any other fps without freeaim. But in this case only the movement is not directly affected by the aiming, only when aimed outside of the floating zone your body will start moving / turning. You can say in this case that the floating zone is an area tied to the direction of the body only and not to the screen. I've seen some interesting ideas about the floating zone: Adjustable floating zone size for both axis Adjustable floating zone offset for both axis Toggle feature to enable / disable floating zone on the fly (bindable with other functions like for example "sights") Option to tie the floating zone to the to screen or to the body only (basicly option to disable my sugestion)
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