Sath
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One thing I hate about the command system...
Sath replied to Nedarb's topic in ARMA 2 & OA - GENERAL
ehm, why do you want to hold down the F12 key? You know clicking it briefly keeps it open holding it down makes it temporary, don't you? -
1. I am using onboard sound, it never let me down. My speaker settings are set to 5.1. Many sounds, when playing as a soldier, seem to be working o.k. (positional audio, sound source is to your right, sound plays from your right speaker). It starts failing when you turn your head independently, body facing north, head to the east for example. The gun sound should come from your top/forward speaker and from the left speaker if you turn your head to the right. Right now the position of the body determins the sound direction it seems. 2. We only have one slider for sound effects, increasing loudness effects everything. When i want my gun to make realistically loud noises all the other sounds get louder also. The overly loud "crouching sound" is really annoying, no wonder the A.I can hear me all the time, hehe. 3. You can hear insects and birds in a vehicle/plane plus wearing a helmet doesn't make sense to me. 4. Sound drop-outs. When too many sounds are played at a time it stops playing. Using rockets in a plane is the best example, you can hear the first few rockets then silence. I am sure not more than 32 voices have been exceeded at that time, unless they are improperly coded, each shot uses a channel. Machine-guns do work, so can the rockets. 5. I am sure i forgot something. sidenote: With the latest patch this game has made a large step forward, keep up the good work guys. I usually don't play games that do exist on many platforms. The console heritage is always present (plane controls f.e.). Real simulators can't be played without a double/triple keyboard layout and good peripheral equipment (joystick/throttles). Making a good game that is to become a commercial success also isn't an easy task these days, so it's ok for me. There is still great potential in this game.
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As a tank commander it happens pretty often that , though i didn't order so, my gunner uses the weapon of his choice. I think it happens when he shoots at soldiers using his machine gun and not switching back. When i say attack target "tank" he uses the last active weapon in this case the machine gun, which killed us pretty quickly as one can imagine. I can't see what weapon he is currently using unless i "force" it manually (ctrl-f). In the heat of combat there is often no time for this. In the AH-1 and other multi-passenger aircraft/vehicle when you command a certain weapon, the gunner switches back to Rockets for no reason, especially after you say no target. Am i doing something wrong or is this intentional?
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Is it just me or is anti-aliasing pretty ineffective in this game?
Sath replied to OUT FOX EM's topic in ARMA 2 & OA - TROUBLESHOOTING
does work for me, i installed the new 1.02 over the old one and activated "normal" anti-aliasing in game. Nvidia driver setting is set to override application and manually set to 4x, it looks really good. 16:10 flatscreen 20' monitor, menu resolution is 1680x1050, ingame resolution is 1470x917 (87% fillrate). View distance 4000 meters (targets become visible at 1500 meters). Textures quality "normal", shadows low. 2.6 ghz quadcore, nvidia 8800 gtx, 3 gigs of ram, Vista. -
use the target/zoom key. 1.click targets, 2. click untargets, use tab to cycle through available targets. remove targeting/spotting from right mouse, put it somewhere else.
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keep playing alone u can win easily without them. They will join u later after a cutscene and they will follow u again. It seems u have to play the campain anew after the patching (we still lose our gear while swimming). I am not gonna do that and hope to be able to finish this way. I dont like the Warfare stuff also. The devs decided to simulate a large conflict the easy way (using the module). I do prefer hand-written scripted missions for the campains.
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I find it kind of difficult to react in time to sudden threats on ground because of the necessity to zoom in and click another key to bring your sights up. 1. I think the unzoomed mode represents your "normal" field of view, covering what you would normally see in front of you. The zoomed mode represents the "true" size of objects relative to their distance. I've experimented with many key combinations to be as quickly as possible to no satisfying avail as of yet. Using the default combe (right-click brings up the sights, holding right mouse button zoomes) doesn't please me. It either starts zooming when i want the sights or vice versa. My current setting is using the right mouse button hold function to bring up sights and the enter key to zoom if wanted (I'm using the numpad keys to control my character because the keyboard is too far to my left, joysticks are centered in front of me). We should get an option to automatically zoom in when hitting the "sights" key to get objects to their real size (ArmA's so called concentration mode). 2. In some cockpits (especially AV-8, A-10 and Su-25 Frogfoot) the cockpit zoom doesn't seem to be 1x. If we want to actually see something on the HUD we need to zoom in, which is kind of difficult for many players because they don't have a Saitek Stick f.e with enough spare sliders to adjust the zoom step by step. Zooming in is not realistic at all but we don't have monitors to check our targets visually. My suggestion would be a repositing of the eye-point much closer to the HUD until we can read things on it without zooming the entire world. Field of view is not that necessary in a plane especially with trackIR. So please devs let us "smaller" players adjust our seats a bit closer to the highly important little screen in front of us. :bounce3:
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Rifles that are zeroed in at 300 meters will have you to aim lower at targets at 50 meters range which is not simulated for all weapons with red dot scopes, especially the M4 series. You can't verify the "true" trajectory because the rifles don't fire tracers even though enabled in the options. Tank experiment: I placed my M1A2 at the end of the runway on Chernarus and a couple of empty tanks at 500, 750, 1000, 1300 meters to learn how to use the gun and different munitions. 1. test= no targeting and sabot rounds 500 and 750 meters hits are dead center 1000 and 1300 slightly higher (second row on the reticle) 2. test= no targeting HEAT rounds 500 meters aim slightly higher 750 meters even higher (second row on the reticle) 100 and 1300 use lowest mark on the reticle that's ok so far, Sabot rounds are significantly faster than Heat rounds. Now comes the odd thing we start targeting our targets (visible target box on target) Test 1 (Sabot rounds) result: aim dead center to hit all targets at all ranges Test 2 (Heat rounds) result: Aim at the lower line of the target box to hit all targets at all ranges as long as the circle is shown. Shooting targets down and/or uphill is a different story. Btw, you have to set your view-distance to 4k to be able to see targets at 1300 meters. What does this odd behavior want to simulate? Automatic gun alignment on the current target for all ranges? If so, it doesn't do it too well. The M1 is a 60 tons highly automated battlestation. The gunner lases the targets and gets a firing solution then hit the trigger, that's all, the commander can override the gun controls though. ArmA used to be a simulator unlike the Battlefield series of games, so the gun controls need a retouch. If you want to play semi-realistic you have to play as the commander, u issue orders and the gunner immediatly reacts (sometimes using the machinegun rather than the main gun on enemy tanks which killed us more then once) , u even see a lock-on symbol on the target which i'd like to have as a gunner as well to simulate a full auto aim. I know the devs want us to develop certain skills, like manual aiming and such but that's not realistic, well it was in WW2 but not in an Abrams or T-90. Manual aiming is still an option if your sensors fail due to system failures or damage. Just give us a true lock-on feature int the Abrams and T-90 even including the "lead calculation" for moving targets, the AI gunner does it pretty nicely. the commanders sights are not stabilized (turret turns him also around) unlike the Tusk version, bug or just not present in the M1A2?
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I know we dont have a ccip on the hud but the current system is too arcadic, imho. You just have to target a tank f.e. and then wait til u get the circle around the target box, which is pretty easy to achieve, zoom in, fly slow (250-300) at 200 meters or so, then release the weapon. It's dead accurate, even though your target has left the area after release. It feels like being laser-guided though it's not. Try it, place a few tanks on the map, give them waypoints so they are moving, then fly a AV-8 equipped with iron free-fall-bombs and have fun. Six bombs six kills. You can even toss bombs from over 1 k away, if you manage to get the circle around your target box for a brief moment and hit the trigger right then. Hm, must be secret JDAM (Joint Direct Attack Munitions)technology in this game, what do you think?