Jump to content

Guess Who

Member
  • Content Count

    377
  • Joined

  • Last visited

  • Medals

Everything posted by Guess Who

  1. IFV gunners are dumb again. They don't engage close by targets clearly identified as hostile. Tested with M2A3, M2A2 Bradleys and FV510 II Warriors against Infantry, BTR-60s, UAZs ... Worked fine in the first test release.
  2. kju, is there any chance to get this into the A2CCP or is this data/content related? https://dev-heaven.net/issues/27954 It's just one of those small, persistent annoyances being ignored by the bug squasher squad ...
  3. Yep, that's what he did in yesterday's game. I started with minimal Islands and supplies on both sides. After taking five or six islands he slipped behind my defense lines and attacked an island deep into my territory and far from his; on first contact he immediately assaulted me with all units and drones launched before in visual range and I was totally unprepared. Well, I lost the fight ... :butbut: Over all I'd say: good changes!
  4. Guess Who

    Battlefield 1942 is now FREE on Origin

    Nothing ever will be free on Origin; it costs your personal rights ...
  5. Thanx Nifty for informing us. Info is always appreciated.
  6. CC instantly shuts down. Content of error log: --------------------------------------------- Log c:\users\xxx\documents\carriercommand\error.log started at 03.11. 17:54:51 No variable or constant 'g_LogoDemo' materials/test.h(707) Unexpected end of line materials/test.h(707) Incompatible parameter '(' No variable or constant 'g_LogoBI' materials/test.h(719) Unexpected end of line materials/test.h(719) Incompatible parameter '(' Cannot load materials file materials/materials.h
  7. I always do with each and every beta; this has no effect on this issue.
  8. Don't give up to easily, I'm fiddeling with weapon configs for about three years now ... :) I guess your link to the PMS forums is on the right track. I did a bit of fiddeling/testing yesterday for the assault rifles. The outcome is that all assault rifles inheriting from M16/M4 base classes using ACOGs/RCOs are off in zeroing and magnification. To get a good shooting result up to 400 meters I had to reduce the magnification to ~ 0.7 and set the zero /distanceZoomMin/Max) to 200 meters. With these values you get a zero of 100 meters at the top of the TA31F reticle chevron and a clean hit at 400 meters with the 400 meters mark. This is sufficient for me. The distanceZoomMin/Max values clearly have an effect here. But I also noticed that the DMR and M24 still hit a little low. This seems consistent over the range of 100 to 1000 meters; so I would assume it's not rooted in ballistics but more in model quirks as suggested in that linked thread. Fact is, you can't obviously correct these faults with configs alone because with stepscopes the zero takes always the value you give it in the UI. DistanceZoomMin/Max have zero effect here! Unless we leave the internal BI zeroing out like in ACE and utilize a totally different system (like ACE) we will have to live with it. Maybe I will have to convert to ACE after all ... ... or maybe someone should port this mod to OA: http://www.armaholic.com/page.php?id=1648
  9. First I was in doubt, not anymore: you were talking about OpticsZoomMin/Max. That is related to field of view (in mils?). Now DistanceZoomMin/Max describes the zeroing point in meters. So it should look like DistanceZoomMax = 800; DistanceZoomMin = 200; Also this is in my experience not very reliable in the original configs; hence my comment regarding the BAF LLRs which are off by a hundred meters. This seems to be model related because I couldn't correct it in the configs by whatever I tried. Are you sure your rifle model is correct in this aspect? Maybe try with a working model like the M24 or DMR for reference. Regarding the mildots I usually look for a matching reticle and adjust the magnification in the config until it matches the mildots. Ranging is more important to me than absolute magnification level. Unfortunately for you there is no 20x powerscope in OA, just the 14x scope from the M107.
  10. Ok, I just noticed that your distanceZoomMin and-Max values are reversed. Should be the other way around if I remember correctly. If you are using the class stepScope the rifle is always zeroed at the set distance (in the UI). So if you wanted a sliding zero between mag levels use the scope definition as it was in ArmA2. You won't get there with a stepscope. The drawback is, that it will be hard to calculate the correct corresponding values. You could use the config of one of the original marksman rifles (DMR, MK12 SPR) from ArmA2 as a template; both had a stepless zoom scope. If you want a mixed method, which I guess is your goal, it might not work at all. Also to keep in mind is the fact that there might be an issue with the rifles model. The L115LRR snipers from BAF would be an example. They are always zeroed at a value set distance minus 100 ...
  11. Guess Who

    Dissapearing radio in SP

    Disappearing radio on the map is happening since ages (that would be Arma2 v1.0 in 2009). You can always access the radio from the action menu though.
  12. Guess Who

    ASR AI Skills

    The range of values you find in the ASR_AI config is the range the mod will put the skills of the unit/class in. There is always a random value added to the base values. The editor slider is just another factor in the formula like the base values in the user config.
  13. Unfortunately this build suffers from the same performance breakdowns as the previous build. But glad that AI get's a lot of love lately ...
  14. Looking at your join date right now ... you should know better, right? :confused:
  15. Doveman, Chernarus itself is a hardware hungry map. Can you run it without anything AI? Start the editor and place your avatar inside Chernogorsk and look at your performance indicators. If you can't run that a a stable 50 to 60 fps, something is not right at your end. Seeing you were running from a ram disk, maybe it's your RAM that is not up to the task? But clearly it's not your GPU. On a side note: All missions in the HR campaign are script heavy. Don't expect them to run at 60 fps unless you have a high end system. Same goes for "Apocalypse"; it is the worst mission performance wise I ever tested running at less than 20 fps on my system and I can run warfare twice as fast. I am running Arma:OA on a three year old i7-920/5870 system overclocked to 3.3 GHz and it runs just fine. But Arma is not known to run well on Phenoms.
  16. I think you are right on all aspects. This problem doesn't seem to be related to mods. Thanx for creating the ticket.
  17. Thanks Tonci, I followed the ticket since some days ago but didn't get to play. Yes, vehicles are involved and the time the lagging starts is at first enemy contact. So this confirms your observations I guess. I didn't try your example mission thou, will try it tomorrow. ---------- Post added at 09:37 PM ---------- Previous post was at 09:34 PM ---------- Yes, I know. This was in SP thou and only a couple of minutes into the game. I think Tonci is spot on with the relation to vehicles engaging/beeing engaged. I will try to verify his observations.
  18. DistanceZoomMin/DistanceZoomMax would be the correct parameter. Different values here will result in a "sliding" zero between the two zoom levels 200 and 800 meters. Here is an example from a reconfig of the DMR I did for OA: class DMR : Rifle { handAnim[] = {}; modelOptics = "\Ca\weapons_E\SCAR\TacMil_optic_8x.p3d"; dispersion = 0.00012; weaponInfoType = "RscWeaponZeroing"; class OpticsModes { class StepScope { opticsID = 1; useModelOptics = 1; opticsPPEffects[] = {"OpticsCHAbera1", "OpticsBlur1"}; opticsZoomMin = 0.087666; opticsZoomMax = 0.0339; opticsZoomInit = 0.087666; memoryPointCamera = "eye"; opticsFlare = true; opticsDisablePeripherialVision = true; distanceZoomMin = 200; distanceZoomMax = 200; cameraDir = ""; visionMode[] = {"Normal"}; discretefov[] = {0.087666, 0.0339}; discreteInitIndex = 0; discreteDistance[] = {200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200}; discreteDistanceInitIndex = 0; }; }; }; Zero is set to a steady 200 meters, magnification is stepped at round about 3x and 8.5x. Exact magnification value doesn't matter that much. More important is that magnification matches the mildot scale for distance calculation.
  19. I get massive performance breakdowns in Warfare only a couple of minutes into the mission with this build. Rolling back to 98148 solves the issue. Did anyone else notice this?
  20. Guess Who

    Mod Script Findings

    I'm very much looking forward to your ventures into the engine's inerts ... Happy hunting.
  21. I whole heartedly agree. This would give hours and hours of fun and challenge ...
×