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Everything posted by pooroldspike
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And a good tip for FOV experiments is to conduct some at night so that we can use the moon as a scaling reference point. Basically if we get the moon looking the same size on our screen as it does to our eyeballs in the real world, we're on the right track to achieving a realistic FOV level.
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Thanks, there are truckloads of variables so all we can do is experiment according to our own prefs and setups etc. "Perhaps you'd care to step into my laboratory for a moment; I'm conducting an experiment that may interest you"- Boris Karloff
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That's what I've been wondering too but there are so many different scopes and zoom levels that it'd be impossible to test them all, so all we can do is stick with our favourite weapons and see if adjusting FOV affects their sights etc. PS- regarding the 1st or 3rd person view that was being discussed earlier, I HATE 1st person because you can't see yourself! All you see is the barrel of your weapon and therefore you forget whether you're crouching or standing, and you can't see whether you're bleeding, or even what your uniform looks like, it's like playing with horses blinkers restricting your view. By comparison, 3rd person gives us a nice view of ourself from behind and we get a good realistic sense of situational awareness.
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I've been computer wargaming for 32 years and have never found a perfect game, they've ALL got issues of some kind, some minor and some not so minor, so unless they can be fixed we have to put up with them just like Old Yeller has to put up with the fleas on his back. Also peoples opinions vary a lot about what constitutes an 'issue', for example in my opinion a major issue with Arma3 is the fact that HMG's can make a tank crew bail by simply putting a short burst into its tracks which is unrealistic in the extreme. I've been searching for a fix but haven't found one yet.
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Regarding Default Field of View Everybody probably already knows how to tweak the file with Notepad, and here are the figures for quick reference, they all work, I tested them- In 'Documents' go to your 'Arma3 Profile' and scroll to near the bottom to fovTop and fovLeft Default gives a '70' field of view and is- fovTop=0.75; fovLeft=1.34; (Don't worry about a string of decimal places that sometimes tag themselves on, you only need the first 3 numbers as shown) '65' FOV is- fovTop=0.68; fovLeft=1.22; '60' FOV is- fovTop=0.61; fovLeft=1.10; '55' FOV is- fovTop=0.54; fovLeft=0.98; '50' FOV is- fovTop=0.47; fovLeft=0.86; Notice the 'Top' figures are in steps of 7, and the 'Left' figures are in steps of 12. Personally I don't like default 70 FOV because it's too fisheyed, I prefer 55 FOV which is more zoomed in, but it cuts off some of the watch and compass, I'm trying to find a way to re-position them on the screen and also find a way to make them smaller. Anybody know how?
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More general tests against the Marshall for good measure- Lynx APDS against the turret front goes through it like a knife through butter disabling the gun after only about 5 shots, same as the shots against the turret side did.. 6.5mm rifle against commanders optics jammed them after about 10 shots, even into their side like this, effectively blinding the commander.. Likewise, 10x 6.5mm rifle shots in the front of the commanders optics jammed them in the same way.. But about 60x 6.5mm rifle shots into the gunners optics had no effect, the gun could still operate normally..
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GM6 12.7mm Lynx sniper rifle against Marshall turret I loaded for bear with 12.7 APDS rounds.. Like a knife through butter! After only about 5 rounds the gun drooped, I climbed aboard and found it was disabled, locked at this downward angle, so presumably the APDS rounds had damaged its mechanism. It also drooped when I put a live crew aboard and opened fire in another test, so maybe the gunner himself was hurt. For comparison I shot at the turret with 60 rounds from this ordinary 6.5mm rifle but it had no effect; the gun worked fine when I climbed aboard.. Conclusions:- ordinary rifles can't hurt light armour, but the Lynx firing APDS can. Of course, some light armour is thicker than other light armour, so this test only holds good for vehs around the same thickness as the Marshall. (PS- if you do testing yourselves against empty vehicles, the gun sometimes doesn't droop even though it may have been put out of action, so climb aboard after every so many shots to find out, and if its damaged it'll droop the instant you get in the gunners seat)
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If it's of any interest I could only play Arma3 at low settings on my old PC (below), I was able to get about 30FPS but even then the game stuttered a bit- Processor: Intel® Core 2 Duo CPU E8500 @ 3.16GHz (2 CPUs), ~ 2.8GHz Memory: 4096 MB RAM NVIDIA GeForce GTS 250 (1024 Mb) O.S: Win 7 Home Premium 64-bit (6.1, Build 7601) But my new PC (below) does much better, I'm getting 60 FPS even on very high settings and it plays smooth as silk- Processor: Intel® Coreâ„¢ i5-4670 CPU @ 3.40Ghz (4 CPUs), ~2.4GHz Memory: 16384 MB RAM NVIDIA GeForce GTX 770 OS: Win 7 Home Premium 64-bit (6.1 build 7601) PS- As an experiment, I temporarily put all my vid settings on Low with my new PC, expecting to see frame rates rocket into orbit, but to my surprise they stayed at around 60 FPS! Is 60 FPS the Arma3 "ceiling" or what?
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GM6 12.7mm Lynx sniper rifle against tank optics It can be picked up from an empty 'Specialist Weapons (CSAT)' crate- I selected APDS rounds which are armour-piercing discarding sabot. You have to drop standard rounds because it's easy to get them mixed up.. The Lynx is a nice bit of kit, you can also get a scope for it from the crate if you like.. I scattered crates around for reloads.. And targetted the T-100's Gunner, Driver and Commander optics. Here the gunners optics are taking 25 hits but the shots had no effect, I climbed aboard and the gun could fire and move perfectly, and the optics were unscratched. Same with the drivers visor, 25 shots had no effect. But after about only 10 shots into the Commanders optics, his HMG drooped like this, I climbed aboard and found it was locked in this position, so were his optics, making him blind and unable to look around.. For good measure I then placed this Panther and hit it 25 times in the side armour with APDS but they had no effect, I climbed aboard and it could be driven around normally.. Conclusions:- The Lynx's results were identical to the earlier Rifle/HMG/Gren launcher tests, namely the T-100's Gunners and Drivers optics can't be hurt, but the Commanders optics can be damaged and lock downward with his HMG, making him unable to look around. And we shouldn't read too much into the Panther test, maybe its armour was simply too good. Also it was empty, but in a real shooting game maybe the crew would have started to rock n' roll and bailed.
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Will-my-pc-run-Arma3? What cpu/gpu to get? What settings? What system specifications?
pooroldspike replied to Placebo's topic in ARMA 3 - GENERAL
Help! I just bought a new PC with Win 7 and an Nvidia GTX 770, but I can't find the Nvidia Control Panel! On my old PC it could be brought up by simply right-clicking the Desktop, but nothing happens when I do that on my new PC. I've looked in the Nvidia file on my system but I still can't find a way to open its Control Panel. Any suggestions? I need the Nvidia Control Panel so I can fine-tune display settings etc, and there's also a magic button in there that I need to kill any picture stretching on certain resolutions. -
50-cal HMG vs T-100 optics I emptied belt after belt into each of the optics in turn, and the results were exactly the same as for Rifle fire and Grenade launcher fire, namely only the Commanders optics were damaged, resulting in a disabled drooping MG, and his optics uselessly locked to the droop.. The Gunners optics were not affected, the main gun could still fire normally, and neither was the drivers visor affected. Here the gunners optic is getting it. I later targetted the Commanders and Drivers optics..
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40mm HE Grenade launcher vs T-100 optics The stage is set:- me and crates of reload ammo.. Hits on Gunners optics= no effect. After splattering it with a number of shells I climbed aboard to check and found the optics and the gun still worked perfectly.. Hits on Drivers visor= no effect. I checked and it was still bright and clear to see through.. Hits on Commanders optics= knocked his HMG out of action, it drooped and I couldn't raise it after climbing aboard to try. His optics were also locked downward and he was therefore as good as blind.. The Commanders disabled MG..
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Iron Front Liberation 1944 Addon request thread
pooroldspike replied to therussiandong's topic in IRON FRONT: LIBERATION 1944 - ADDONS & MODS: DISCUSSION
Hey Darkhorse thanks for your useful PM about mod copyright and stuff, I tried answering it but couldn't send it because I got an auto-message saying your stored PM quota is full. Basically I was just wondering why T_Roc abandoned working on his superb models (screenshotted on page 6 of this thread), and vanished in July 2013, because as far as I know they're all his own work and nobody ever claimed otherwise. -
Rifleman vs T-100 optics 1- Commanders optics (two 'eyes' one above the other, Day/NV/IR) 2- I don't know what this is 3- Gunners optics (Day/NV/IR) 4- Drivers visor (Day/NV) After emptying multiple rifle magazines into the Commanders two optical eyes, his machine gun drooped as below. I got on board to confirm and found it was locked at this downward angle and couldn't be raised. His optics were also locked downward, meaning he couldn't look around and was virtually blind. I then shot up optics 2/3/4 but it had no effect, all the vision modes still worked and I could fire the main gun.. Conclusions:-rifle fire against the commanders optics can disable his MG and optics, but the other optics are too tough to be hurt
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Rifle vs Kamysh optics 1- Commanders optics (Day/NV/IR) 2- Gunners optics (Day/NV/IR) 3- Drivers visor (Day/NV) I fired around 100 rifle rounds into each one in turn,then boarded the vehicle to sniff around (I'd set it as Empty in the editor).In this pic I'm shooting at the Gunners optic.. Shots into the Commanders optics and Drivers visor had no effect, they continued functioning perfectly.. Around 30 shots into the Gunners optic put the gun out of action and made it droop like this! I got on board and found it couldn't be raised, and its damage panel was bright red. Conclusion: Ordinary rifles can put a Kamysh's gun out of action by shooting out its single eye
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40mm Grenade Launcher against Kamysh hull The ammo crates contain reload rounds, it's me against the beast.. Getting a hit can be tricky, in this view you have to place the white floating reticle circle way down on the ground like this to get a near-horizontal trajectory at this close range- Splat, I hit it with a total of 16 shells but the crew never bailed and it never burned.. Exactly the same with 16 side shots, they had no effect either..
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Iron Front Liberation 1944 Addon request thread
pooroldspike replied to therussiandong's topic in IRON FRONT: LIBERATION 1944 - ADDONS & MODS: DISCUSSION
I can't mod for toffee but over the years I've posted many wargame tutorials, screenshots, military history photos and articles all over the net. Sometimes people "borrow" something of mine without asking my permission but I don't mind at all because they're not out to make money from it; in fact I'm glad it's being got out there to the entire community! I should imagine the same applies to modding, I can't understand why modders get uptight if somebody "borrows" their work. The only time me and them should get annoyed is if somebody tries to SELL our stuff, (which has never happened to my knowledge) in which case we should demand our cut. Beats me why people take computer games so seriously anyway..;) -
Iron Front Liberation 1944 Addon request thread
pooroldspike replied to therussiandong's topic in IRON FRONT: LIBERATION 1944 - ADDONS & MODS: DISCUSSION
Oops sorry mate, it's just that I saw you'd posted an M10 pic from the IFEM mod in the open forum here- http://ironfront.forumchitchat.com/post/ifriron-front-revival-mod-projects-6253251?highlight=m10&trail=495 so I assumed you weren't keeping the mod a secret any more and that we were free to talk about it..;) -
Will Grenadier bots fire Grenade Launchers against T-100? Answer= no My 3 bot Grenadier mates leg it without firing, they must know better than to mess with a T-100..
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Iron Front Liberation 1944 Addon request thread
pooroldspike replied to therussiandong's topic in IRON FRONT: LIBERATION 1944 - ADDONS & MODS: DISCUSSION
As an IFR development team member and tester, I've been playing with IFEM (Iron Front Expansion Mod, screenshots below) inside AA2 for months, it's about 95% finished but its creator T_Roc vanished 9 months ago so it's on hold til he comes back because it can't be released to the general public without his permission. (Personally I'd regard it as abandonware and release it, but I'm not in charge of the project) Anybody know where T_Roc is? Tell him to come back, we need him, for example the Russki tanks look kinda naked without cool red stars..:) -
Just to clarify, as I said in the first post all my tests are with vanilla Arma3 straight out of the box and updated to 1.14 without any addons or mods of any kind, i don't know nothing bout dev branches whatever they are..:) Thanks for mentioning the HMG v tracks thing, it sounds unrealistic and I ran the following tests to confirm it- HMG 50-cals vs AFV's T-100:- that's me on the 50-cal on the left. I also placed 3 AI bot 50-cals to see what they'd do but they just sat there forever without firing, obviously they don't know how vulnerable tank tracks are. Then as soon as I began firing at the left-hand track as in the pic, the crew bailed after just 3 seconds! Kamysh:- this time the bots opened up immediately but they weren't firing at its tracks or the crew would have bailed after just 3 seconds. It brewed after about 30 seconds and the crew bailed- Kamysh again:- I removed the bots and just left myself on the map and targetted the track. Bingo! the crew bailed after 3 seconds- Conclusions- 1- 50-cals shouldn't be able to force bails by firing at tank/APC tracks, so it definitely needs fixing. 2- I'm not an expert on Kamysh armour, but I should imagine it's possible in the real world for 50-cals to brew light armour as we saw in the tests. AI bots will open up on the Kamysh as we saw and eventually brew it, but we know they don't fire at its tracks or it'd have forced an early crew bail. Incidentally in another test I removed the bots and fired at the Kamysh front armour (not at its tracks) with my own 50-cal, and it took around 2 minutes of sustained firing to make it brew. PS- if noobs are wondering why the targets never fired back or scooted off, I removed all their ammo and fuel in the editor, managed to think of that..:) Also, I tend to use lowish graphics settings for tests so that I can see trajectories, ricochets, impacts and tracers etc better without being obscured by vegetation.
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Guided Artillery Shells never hitting or completely disappears
pooroldspike replied to WhiskeySixx's topic in ARMA 3 - TROUBLESHOOTING
I've been running Arty and other tests here- http://forums.bistudio.com/showthread.php?175240-Weapon-tests and am also having trouble with guided shells. After leaving the barrel they're supposed to pop fins for guidance and uplink to a GPS satellite which is supposed to guide them on to the target coordinates you gave them, but they often miss by a wide margin or get lost. (you hear a dull 'crump' somewhere in the distance) Laser-designated shells are more reliable but I think you have to designate a spot on the target which the incoming shell can "see". For example putting the spot on the south wall of a building isn't a good idea if the shell's coming in from the north. Roofs seem to be better. Same with laser guided bombs and missiles from aircraft; but my main beef with them is that you sometimes have to keep designating the spot for a very long time until the AI bot pilot sees it and attacks. I'm still running more tests. -
How do we find such a community, is there a list where we can apply to join? I'm over 60 and have been playing on the play-by-email PC tactical wargame circuit for many years at a number of clubs and managed to top a few ladders and pick up a few trophies and awards along the way. But because AA3 can't be played by email I'm having to play against AI bots, and miss having human opponents. "There is no hunting like the hunting of man, and those who have hunted armed men long enough and liked it, never care for anything else thereafter"- Ernest Hemingway One of my old clubs-
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Would you pay for "modern warfare" dlc
pooroldspike replied to Sterlingarcherz101's topic in ARMA 3 - GENERAL
I bought Arma3 a few weeks ago thinking it'd be current modern weapons, so I was disappointed to find it's all futuristic stuff even though it's enjoyable. I'm wading through the mods and addon pages all over internet-land trying to find items like the Abrams and Bradley etc to put into Arma 3 but as yet I haven't found anything. I'm sure the lack of them in the game is denting Arma3 sales figures. If I have to pay for DLC containing them, my cash is ready and waiting..:) -
Will-my-pc-run-Arma3? What cpu/gpu to get? What settings? What system specifications?
pooroldspike replied to Placebo's topic in ARMA 3 - GENERAL
Thanks, I was just wondering if AVG is all I need, or should I also get a second prog for extra protection.