-
Content Count
297 -
Joined
-
Last visited
-
Medals
Everything posted by TangoRomeo
-
New beta 71900 is up!(OA)
TangoRomeo replied to pauliesss's topic in ARMA 2 & OA - BETA PATCH TESTING
Although not much has changed in terms of avg. FPS, Beta 71900 helped somewhat with mouselag and stuttering for me. Changing "HDRprecision" to "8" (i utilized "32" in Arma2), made Zargabad accessible for small scale mission environments during daylight. FPS hit @ Night is still atrocious - compared to 35-40 FPS daytime in an empty Zargabad, it's 25-28 Nighttime FPS w/o NVG´s. ~ 30% performance loss, just for better streetlamp lighting is hardly acceptable. SW: Vista 32 Cat. 10.6 X-Fi Drv. 2.18.0015 (06/2010) Dx Ver. 9.29.1962 (06/2010) HW: C2D E6750 @ 3.2GHz 2 GB DDR2-800 A-DATA Vitesta Extreme CL4.0 Kit GB P35-DS3 Rev. 2 / F14 X-Fi Music HD 5770 1 GB ST3250410AS Ingame: TexQuality=1; TexMemory=1; shadingQuality=10; shadowQuality=2; maxSamplesPlayed=64; sceneComplexity=300000; viewDistance=2000; terrainGrid=25; Resolution_Bpp=32; Resolution_W=1680; Resolution_H=1050; refresh=60; Render_W=1680; Render_H=1050; FSAA=0; postFX=5; GPU_MaxFramesAhead=2; GPU_DetectedFramesAhead=2; HDRPrecision=8; -
If you were already patched to 1.05, ARMA 2 Update 1.05 to 1.07 would have been correct.
- 360 replies
-
- arma 2
- arma 2 1.07
-
(and 1 more)
Tagged with:
-
Performance depends on caliber, liner material (i.e. steel, copper, tantal) and cone angle, explosive filler .. With the metal jet reaching velocities in excess of 7000 m/sec, penetration performance for HEAT projectiles does not decrease over distance, unlike the case for KE rods. Sabre already wrote about the disadvantage of HEAT vs APFSDS against modern MBT armour. Another drawback not related to penetration; HEAT projectiles are slower than AP(FS)DS, which translates into higher trajectories and increased lead when shooting at moving targets. For 100mm BK5 (UBK-4 HEAT) time to target difference is about +1.7 sec @ 2000m, or +3.6 sec at 3000m, when compared to 100mm BM-8 APDS. 100 mm UBK-4 HEAT-FS Vasiliy Fofanov's Modern Russian Armor Page Interesting:
-
Why does my OA vegetation look awful?
TangoRomeo replied to jw custom's topic in ARMA 2 & OA - TROUBLESHOOTING
Yepp, think that's an area where they were trying to milk out some additional performance. Unfortunately the vegetation part is still what drains down performance considerably for me, even with OA "LOD-Optimisations", resulting in less crisp detail. The performance hit i get switching PP from normal to very high is negligible. Switching terrain from low to normal or even high, is not. :eek: -
Why does my OA vegetation look awful?
TangoRomeo replied to jw custom's topic in ARMA 2 & OA - TROUBLESHOOTING
I´m not sure if -exThreads=3 is actually recognized, i applied all tweaks at the same time. Running lower settings than JW, except for PP, it doesn't look as bad - though still a far cry from Chernarus. PS: Using a HD5770 w/ 10.6. Cat. AI - Disabled. -
Why does my OA vegetation look awful?
TangoRomeo replied to jw custom's topic in ARMA 2 & OA - TROUBLESHOOTING
Using -exThreads=3 and GPU_MaxFramesAhead=1; GPU_DetectedFramesAhead=1; seemed to help it somewhat. If you have enough GPU power, you could also try disabling the ingame AF and instead force it via your desktop control panel. There is no mistaking though, the vegetation in A2 does look better. -
ArmA II: Operation Arrowhead discussion thread
TangoRomeo replied to Tonci87's topic in ARMA 2 & OA - GENERAL
Suma's soft- and hardware update OpenAL® and Windows Vista™ XAUDIO2 :( -
ArmA2: Operation Arrowhead Impressions - ALL OA Impressions/Videos/Screenies Here
TangoRomeo replied to Placebo's topic in ARMA 2 & OA - GENERAL
The example he posted is reproduceable at any angle and point of aim one would care to mention. It´s safe to assume the fuze(s) being sensitive enough to ignite upon impact with sheet metal in reality. ~3kg high explosives (HE / DM11?) vs a minibus. A-9JoF5o5B4 HEAT projectiles of the same caliber have about 1/2 the filler material. Blast, fragments and secondary missiles do considerable damage to soft targets, even if the metal jet fails to hit any vital components or passengers on it's way through. Noone expects BI to include a damage model to rival that of Steel Fury or Steel Beasts, but you can expect them to fix bugs if confirmed. :) -
ArmA2: Operation Arrowhead Impressions - ALL OA Impressions/Videos/Screenies Here
TangoRomeo replied to Placebo's topic in ARMA 2 & OA - GENERAL
Looks like there is an issue with the indirect hit range/damage calculation for this particular ammuntion. RPG`s, although packing less filler in reality, will instantly destroy these vehicles with everything in it. -
A2 vehicles - i think it's only AH-64 and M1.
-
ArmA2: Operation Arrowhead Impressions - ALL OA Impressions/Videos/Screenies Here
TangoRomeo replied to Placebo's topic in ARMA 2 & OA - GENERAL
It´s there :), M1 / M2 series, Stryker, HMMWV TOW/CROWs ...many have W/B HOT functionality in addition to regular night vision. There are some inconsistencies though, while the (OA) ARMY HMMWV TOW gets thermals, the USMC one i.e. does not. Same for A2 RU vehicles. Although current T-72 and T-90 do have Thermal optics (ESSA/ESSA-72), this is not accounted for. -
ArmA2: Operation Arrowhead Impressions - ALL OA Impressions/Videos/Screenies Here
TangoRomeo replied to Placebo's topic in ARMA 2 & OA - GENERAL
Slightly lower performance here. About equal the performance hit i got resulting from updating 1.05 to 1.07. Almost more than any other option, with Fillrate/Shadows/FSAA being the exception, setting terrain detail (gras) on anything but low, results in a massive performance hit on my setup now. Resolution_Bpp=32; Resolution_W=1680; Resolution_H=1050; Render_W=1680; Render_H=1050; FSAA=0; postFX=5; HDRPrecision=16; TexQuality=2; TexMemory=2; sceneComplexity=300000; viewDistance=2000; terrainGrid=25; shadingQuality=10; shadowQuality=2; maxSamplesPlayed=64; Compared to Zargabad, Chernogorsk and Elektrozavodsk are playable with these settings, unless alot of stuff is going on. I haven't found a setting yet that would make Zargabad playable in the campaign, without making it look like a blast from the past. -
Closer examination of Lampards goal reveals the dilemma the ref was facing He´s going to catch some flak now, but i doubt it will last more than 40 years. That might have been different if the german team would have failed with follow-up scoring.
-
Don't get worked up over it. The referees decision was unfortunate - 1966 an invalid goal was given, today a valid goal has been denied. C'est la vie.
-
m3FvB_lwz6A Poetic justice. :D
-
@ CarlGustaffa I`ve tried to avoid it by assigning slightly different pitch and volume levels (also via different audible ranges) to individual samples, with little success i might add. For this to work, changes would need to be really drastic, which in turn destroys a characteristic emitter signature. This is also true for using different samples. One moment it may sound like an AK-47, switching to the next sample in line, more like a 20mm Flak fired in the grand canyon. Completely destroys a weapon sound. Still have hope though. I´m off shorty to Mediamarkt, which apperently sell OA already. Going to do a complete de-/reinstall cycle and report back. This way i can rule out something went haywire during the patch installation, compare it to 1.05/1.07 ... and play it :p
- 360 replies
-
- arma 2
- arma 2 1.07
-
(and 1 more)
Tagged with:
-
@Carl Hues are somewhat difficult to discern on the graphs due to image compression. The upper graph displays dark red where the lower one has more of an orange, even green, hue. In the graph im using, orange corresponds to less energy than dark red, with dark blue having the least. A decimal table might be more illustrative. "Clean" sample 1000ms FRQ (Hz): Energy (dB): 65 -1.3 108 -9.4 151 -9.0 194 -11.0 323 -13.8 and 10679 -27.0 11693 -25.0 13125 -27.4 "Ingame" sample 1000ms FRQ (Hz): Energy (dB): 65 -2.4 108 -6.9 151 -11.5 194 -15.7 323 -16.7 and 10679 -35.2 11693 -35.4 13125 -43.0 Note also the higher frequencies, by comparing the first 100 ms +/- of the graphs, going up the frequency axis, you´ll notice that starting at around 6000Hz the ingame recording of the close proximity explosion becomes quite weak - it shifts from orange to green, while the original sample extends to the top, with an actual difference of more than 10db around 12000hz. That's the spectrum that gives a sound "air", transparency, depth - whatever you like to call it. Yepp. I was hoping for this after reading the changelog - but the last couple of weeks i did work with sounds in A2 on a regular basis, so my ears are pretty much tuned to 1.05. One of the first things i noticed after loading the new patch, is that samples playing "ok-ish" with 1.05, sounding flat and weak with 1.07. Probably more of a config than sample issue? Provided the sample itself has the correct format, is not clipping or having a bad DC offset. People also requested a fix for the "phaser effect", occuring when multiple guns of the same type are firing in close proximity to each other. A fix for sound cutting out / distorting, and more damping for distant noise emitters. There appears to be no working solution for those in 1.07. Maybe i played too much BFBC, but if more "oomph" is the equivalent of cell phone quality being played back through a pair of yoghurt tins - then their request has been answered :D While writing all this, I assume the patch installed correctly on my installation.
- 360 replies
-
- arma 2
- arma 2 1.07
-
(and 1 more)
Tagged with:
-
High dynamic range rendering HD 5770 @ 32.
-
Thanks for continuously working on-, and improving the game. Much appreciated ! My system: C2D E6750 @ 3.2 Ghz P35 DS3 Rev. 2 2 Gb DDR-800 HD 5770 XFI Music Vista Cat. 10.6 DX 9 (9.29.1962) Now on to the rant :D : Experienced no issues installing the patch over 1.05. Performance. FPS loss in both benchmarks seemed negligible ( ~ -1/-2 FPS) at first. Mission/ Editor performance however is noticeably lower compared to 1.05. I´m not able to use 1.05 settings with 1.07, and expect playable FPS, especially in dense forests. Still fiddling with the settings to find an acceptable balance, as i think the latest patch will be somewhat of an indicator on how OA will perform. Sound. Not entirely sure what happened here, but it appears that some frequencies get rather heavy limiting with 1.07, especially the very low end. The audible result being some of a sounds dynamics / energy getting lost. A "clean" sample of an explosion sound played outside the game. Clean.wav Same sound being played back through A2 1.07. Distance to explosion ~20m. *Disregard the interrupted band at the top in the 9000+hz region and spike at 1-1.5 sec (that's a cricket chirping and shell whizz of an incoming round). The interesting part is the onset of the explosion < 100ms and very low/high frequency region, where a good deal of energy is lost. Ingame.wav At this distance, using identical config settings, 1.05 would almost sound like the clean sample. Visuals. I like the visual enhancements, especially the lighting and smoother LOD transition, good job on that! Terrain lighting appears to be more in sync with the sky now.
- 360 replies
-
- arma 2
- arma 2 1.07
-
(and 1 more)
Tagged with:
-
How realistic is this game to actual soldiers?
TangoRomeo replied to D00mbuggy's topic in ARMA 2 & OA - GENERAL
. @OP - Playing Coop/Adversial with the right people and mods with an emphasis on realism, can provide you an immersive and believable experience. ArmA is no simulation though, as it does not provide the required system depth to individual components. "Out of the box", it is a huge, open world, military sandbox game, offering a broad scope and possibilities. Managing your assets does feel awkward at times, but there are not many (remotely comparable) games offering this much options. -
While i found the video not being informative on the Javelin, or ATGM´s in general, it's testament to what ~150lbs C4 can do when detonated remotely inside confined spaces, i.e. the fighting compartment of an MBT. If i remember correctly the authors admitted to that some time ago. For comparison. Bill-2 ATGM catastrophic kill on a remote controlled, combat loaded, Centurion Tank. Munition cooking off, turret is almost blown. 8ARjuTKdiIk After the Centurion stopped burning and exploding, it could most probably still be identified as a Centurion. Not so in the "Javelin viral ad", with the T-72 instantaneously disintegrated like a plastic toy. Fun to watch, but Hollywood antics. The aftermath of ATGM/HEAT attacks not resulting in ignition of stored munition and fuel, are rather unspectacular (exterior) to observe; burned paint and armor perforation. Interior is a different topic. Exterior Damage APFSDS vs. HEAT
-
Then why the cover-up? To me the whole incident looks and reads like it least required a gunship crewed by 2 overambitious blokes. Also read: An Open Letter of Reconciliation and Responsibility I salute these guys as much as the people who stepped up to speak the truth about Haditha, Abu Ghraib or Tillmanns death ...
-
TR Soundmodules: Fixed/Rotary Wing AC & Tracked/Wheeled Vehicles
TangoRomeo replied to TangoRomeo's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi Crusader, atm i´m not planning on doing modules (.pbo) on a per unit basis. If anyone wants to take on this task, feel free to do so. As stated earlier, you can use any content provided in your own project (as long as it's not commercial). I temporarily had all modding efforts on hold over an issue not connected to ArmA. There is an update to TRSM planned for the next patch, containing fixes as well as .hpp config for easy access and modification, plus a new module. @ cremisy, There are quite some good weapon soundmods available; http://www.armaholic.com/list.php?c=a2_addon_sound Because of it's single modules, give HiFi Weapons/SFX a go. Just test them, and pick one, or mix& match several, until satisfied. -
Currently on my LATD playlist f_DM8Vc8gS8 BHOSjT8gQXY ZPRt6Tt6RyM ISCt5bnuAIo TKj7Wuy5QHU
-
tW7IRWMtGyE :D