Jump to content

gunhawk007

Member
  • Content Count

    19
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About gunhawk007

  • Rank
    Private First Class
  1. OK, but is this really that simple? That would possibly call in an infantry squad nearby which is incapable to defeat a platoon of tanks and choppers 20Miles away just sit on ground. Could you please also comment then on the "radio-range" dependent on access to vehicles? As you confirmed earlier the range constraints for reinforcement depend on the spotter - not the reinforcement groups. Probably it would be a good enhancement to have a way of controlling reinforcement i.e. with a link or something. Regards Gunhawk
  2. Well thats exactly the way I understood it and which I think should be the other way around: The distance contraint should not be dependend on the spotter having access toa vehicle -he just make the contact and call in via his radio. It should be dependend on the distant force having access to a vehicle to be able to get there in time i.e. a chopper 20 miles out can be requested as reinforcement, but not an infantry squad walking down that way. The way it is implemented now is that the spotter has just a "bigger radio" when in a vehicle than one without Regards Gunhawk
  3. @Snkman I do not understand the comments made in the GL_Global.sqf file regarding the reinforcement ranges. You are saying that the differ based on the AI guy making the contact and not on the resources that are to be called in for support? Shouldn't it better being based on the reinforcement resource? Or is it that way and just the description is misleading? For me it should be clear, that a speedy resource could be called in from much farer away than an infantry guy without access to a car 20 miles away. Or I am just not getting it? But anyay keep up with the excellent work! Regards Gunhawk
  4. would be a nice feature in future to have some control and/or intelligence about this i.e. selecting reinforcement based on whom to engage i.e. not calling a nearby inf squad when engaging a tank with some bigger stuff available, but farer away
  5. OK - that sounds that the whole reinforcement feature is concentrating on player. Maybe Snake can redesign/improve that to implement reinforcement likewise he did with friendly reinforcement - linking dedicated AI groups to support others to be called in when getting hot and which are sticking to their mission (and support those AI units that gave the call) Anyway, a great addon Regards Gunhawk
  6. Hi Snake, sorry for not getting it. I understand you saying that all enemy AI will call reinforcements on there own? I mean as soon as i.e. you put an enemy heli or whatever group on map far away from opponent, it will be called as soon as first AI detects opponent? Or do I need to sync it to the AI making the contact? How do the AI opponent knows wich (out of many) groups to call? I guess I can find out by further playing around, but a few hints would be appreciated. Thanks Gunhawk
  7. Ups - I thought it would cause putting sniper on hill near airport connected to HC Heli Support connect to 2 Choppers far apart causes the sniper to call for reinforce as soon it detects my side playing the enemy on runway. So if this is not working that way - what would be the appropirate method to put some groups waiting for reinforcements on a map so that they would be called in by enemy AI? Thanks in advance for clarification on this Gunhawk
  8. Yes, I simply put an enemy sniper on top of hill besides Utes airbase sync it with HC Helicopter module connected to two AH1 helis and put a couple of opfortroups and tanks on runway and played as one of their soldiers. As soon as the sniper spotted the enemy forces on runway, he called the choppers and boom (very impressing) Gunhawk
  9. Hi Snakeman, great addon. However I do have difficulties or at least an understanding problem with the HQ Reinforcement/HQ Helicopter feature. If use this on both sides, it does not function i.e. own group of helis and enemy group of helis. I have tried to add two HC Helicopter modules synking them individually to own/enemy side, but the enemy will not call them up. Curiously I got also two menu items and I believe that i.e. Opfor can call in enemy as support, which doesn't make sense. Maybe I have a problem of understanding on my side. But great addon so far! Cheers Gunhawk
  10. gunhawk007

    New beta patch 1.16

    I really hope that they will first review the graphic anomalies created for NVIDIA customers with the latest drivers 185.85. With that making the V1.16beta to become final is a no-Go for me Regards Gunhawk
  11. gunhawk007

    New beta patch 1.16

    Hi Maruk, I hope that this is the right thread to report issues for the new V1.16beta patch. I am overall very satisfied with it until I got severe graphic anomalies following an NVIDIA device driver upgrade to 185.85. The anomalies include flickering of text messages i.e. on black loading screen and later in game as well as loosing and or flickering textures laid over objects. I first thought this was somewhat exclusively related to the ACE Community mod and in fact it is more apparent there, but I did also get visual anomalies running vanilla Arma V1.16beta as well! Today I cross-checked and tried the latest official release Arma 1.14 and voila - the graphics were fine also with the new driver, so I can confirm that there must something in the 1.16beta that adversely interferes with the latest Forceware Drivers from NVIDIA (185.85). Moreover, when I roll-back my graphics driver to the previous version 182.50, the probs are gone and the graphics are fine even with the Arma 1.16beta! I hope that this information will point you on what's still causing issues with Arma V1.16beta and NVIDIA Drivers. Here are my System Specs: ASUS P5WDH Deluxe 8GB RAM Intel Q9650 @ 4*3GHz XFX 8800GTX with driver 185.85 causing problems (driver 182.50 is ok) OS: Vista 64 Arma 1.14 runs fine - even with new drivers Arma 1.16beta runs only fine with old drivers (182.50) and is causing problems with the new driver (185.85) Regards Gunhawk
  12. gunhawk007

    Video flicker with 1.16

    Hi gunterlund21, Not sure if this is the same, but I am experiencing huge problems at the moment with the new NVIDIA driver 185.85. With them installed, the Arma 1.14 is just fine, but the V1.16beta I got texture problems (flicker, blurred etc.) Strange is that when rolling back to the previous vidio driver (182.50) they are gone and work even with V1.16beta Regards Gunhawk
  13. Hi SWAT_BigBear, I am using a XFX 8800GTX with latest NVIDIA driver 185.85, but I have 8GB RAM and Vista 64 SP1. I have read that Arma had problems with Nvidia Cards recently when crossing the 4GB RAM boundary - but may be wrong nor I am confident that this is the reason, but it must an be a Arma/driver issue as when rolling back to the old driver, the visuals are fine! Unfortunately this board does not allow for attachments, but I have two screenshots demonstrating the visual effects I am seeing when running ACE 1.08 with Domination Mission Regards Gunhawk
  14. Hi all, just to confirm, I did a deinstall of the old driver using normal windows deinstallation feature, rebooted in savemode and deleted the driver stuff using Driver Sweeper (suggested by NVIDIA), rebooted into normal and reinstalled the latest available NVIDIA Driver, which is 185.85 WHQL. However, I actually got exactly what I had before, so the Driver at least on my config Vista64 8GB is not working with Arma 1.16beta and ACE 1.08 Mod Regards Gunhawk
×