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rotkeps

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Posts posted by rotkeps


  1. I don't think there is much to be concerned about at this stage; it's alpha with very limited content. I know I have no plans to sink the hundreds of hours I put into the previous titles until the main island and more rounded collection vehicles is present, which will most likely be closer to release. But from what I've seen so far in the few hours I have played, It's amazing and I can't wait to get going on those hundreds of hours of playing ;)


  2. Myke;2324310']Regarding shadows' date=' back in ArmA 2, Shadow details below normal were rendered by the CPU. On normal and above it was rendered on the GPU, taking load off the CPU and giving higher FPS than on lower settings (as the GPU often has free resources to easily take the additional load). Not sure if with the DX11 engine this is still true but surely worth a shot.[/quote']

    Oh nice. I just loaded up in the editor to my usual spot (Air Station Mike-26). Then went to stand in the bushes just outside the base :)

    Disabled: 60fps

    Low: 30fps

    Normal: 55fps

    High: 45fps

    So yes I guess we can safely say ArmA 3 works the same regarding rendering of shadows on the CPU on low. I'll update the OP to reflect, Thanks! :)


  3. Hey. Been playing with video settings for the last couple of hours looking at FPS in different areas and here are couple of my findings that some people looking to tweak may find useful:

    Prefacing this with my spec, which has a nice CPU but weak GPU setup.

    - i5 Quad @ 4GHz

    - 460 GTX 1GB VRAM

    Basic

    - I find 2:1 ratio on Overall:Object visibility provides the best performance to visual trade off. IE. If you have 2000 Overall, a 1000 Object.

    Rendering

    - If you're on an FPS budget but still want to combat jaggies then I'd try setting it to FXAA + 87% rendering resolution. It looks almost as good as SMAA + 100% rendering resolutions due to the sharpness filter included in the FXAA yet gives 1-5fps more depending on location.

    - Anisotropic filtering is essentially free, only maybe decreasing by 1-2fps on Ultra and gives a very nice image quality boost. At the very least I'd put this on High regardless of GPU.

    Quality

    - As usual texture quality has negligible impact on FPS, it's a case of available memory. Even with fairly poor CPU / GPU but with 4GB+ memory I'd keep this on at least High for a big boost to visuals at no FPS cost.

    - Object Quality I'd vouch for putting on High. Below High and you get a very noticeable reduction in image quality for not a huge increase in FPS. Going above high and you get a very minimal increase in image quality for a big decrease to FPS.

    - Terrain Quality is a very balanced option in relation to image quality and performance trade off. Going from standard down to low just makes it look pretty bad, however gives a pretty big hit to fps. I'm leaning towards taking the FPS his for standard but I guess if you could stomach it low would give you a very nice FPS jump.

    - Shadows are rendered on the CPU on the Low setting and GPU on Standard and above. Therefore if you're on an FPS budget your choice should be between Standard and Disabled.

    Hope it helps.


  4. Still not got anything suppressive fire related to work, I'm just going to roll with it still being broken. Trying to concoct some bizarre scenario that would simply never occur just doesn't seem like a valuable endeavour. Nothing gained nothing lost though, better luck in 1.06 I suppose.


  5. Seemed to good to be true when seen in the patch notes so it was the first thing I jumped in on to test, not having any joy with it so far.

    Maybe I'm just not understanding its actual usage here, but ordering my men to use suppressive fire is resulting in the same inaction as in previous version.

    I tried:

    - Ordering them to suppress anything, a house / empty car / open ground - nothing.

    - I made a mission with an enemy soldier in my line of sight but way out of the light of sight of a squad mate... ordering him to suppress the known enemy location, he does nothing.

    - Same mission this time with the enemy soldier in line of sight but far away - knowing the presence the AI wouldn't shoot anyway, using suppression.. still nothing.

    - Dead enemy targets in line of sight also gets nothing.

    So am I missing something glaringly obvious here? If its a case of only being able to be used upon living enemy targets that are also in line of sight, then they are being shot at anyway so why is suppression required? or am I simply bugged in some way and this is working in the above scenarios for everyone else?

    Thanks.

    ---------- Post added at 06:51 PM ---------- Previous post was at 06:36 PM ----------

    Right I am picking up on pretty big problems here which I would like for someone else to confirm / deny. The AI soldiers seem to be having two very major issues, the 2nd might be related to the first:

    1) Their aiming speed is painfully slow, talking here of the AI having to aim a few degrees either direction to have the shot and taking a very long time to do so, that mixed with a slight delayed reaction on firing is seem quite bad. Even on the highest skill setting this behaviour prevails.

    2) When grouped on me, seem to prioritize remaining in formation / movement over killing enemy targets regardless of combat mode ... this means that during the agonizingly slow aiming most of the time they give up altogether to move 2 steps to the side then repeat the process, leaving them entirely unreliable.

    As a further update:

    - This isn't effecting all soldier classes, those using rifles seem mostly unaffected by the turn speed but still seem quite fidgity leading to (2) still being an issue

    - Those using heavier weapons, in particular machinegunners, are useless, something definitly wrong here - rifleman instantly react, aim and shoot at the known enemy, machinegunners take around 5-10 seconds just to react, let alone start to aim, when they do start to aim it is subject to (1).

    - Snipers also seem somewhat subject to this, I noticed that when spotted the snipers would stop, instantly react and shoot. Yay? If they miss they start acting exactly as machinegunners, they now start moving around alot not firing and when they do they show very poor reaction time and aiming speed.


  6. I think it has been an amazing improvement, however has anyone noticed when giving AI move orders through towns whilst they're in combat / stealth stance occasionally atleast one member will become completely stuck for no reason and never be able to move from that position regardless of the order given ? It is something I rarely noticed in 1.02, but in 1.03 it seems much more common.


  7. Upon installing, instantly removed the ghastly head bobbing and disjointed floating zone. I then opted for a touch of the headbobitis in an effort to add a touch of ambiance to the shader jested affair. Now I have both back around 50%, the circle, completeth.

    Seems to simply be a transition of coming from other FPS games and being presented with change, the most terrifying voyage of any creature of habbit. However the more time you devote to ArmA2 the more you realise how much those two features add to the experience. I am just glad they provide a slider to allow you to be intravenously wrenched from your more accustomed Quake3 on ice shooters.


  8. why in map editor when i respawn soldiers even i put then on each others to make then so close to each others it doesnt work and they respawn away?

    This thread isn't really about the editor... but I think what you want to do is when placing them you will see an option with "in-formation" chosen, change that to none and they should just be where ever you placed them.


  9. Thanks for the feedback so far all!

    AKD42: I'll drop the fire team / assault team thing... blame Brothers in Arms for that one ;)

    Some Kind of Guy: I don't know, I have looked for this but have thus far not found it, if I do I will be sure to add it.

    Stridergg: I updated that section a bit, will add the stuff about the mousewheel in a bit.

    InFireBaptize: Sure I will make a PDF of it, still changing it a bit so when that is done I will create it.

    **Updated**

    - Changed pretty much all of the text in the guide, hopefully to make it a little bit more consistent and clear from section to section.

    - Updated the graphics to hopefully be a little more clear.

    - Replaced the "9. Putting it all together" with a more indepth video version... being uploaded now and should be ready in a couple of hours.


  10. 8. Team Assignment

    At first glance this can just seem like a needless chore. Though the more diverse the mix of units in your squad the more important assigning each of them a team becomes. It may seem cumbersome but once you become proficient with it you will be able to pull of some pretty fancy manoeuvres with your AI buddies, guy.

    It gives you the ability to subdivide your squad into teams, each of these teams feature a coloured call-sign (red, green, blue etc.) How you choose to split and use your sub groups is entirely up to you. You may wish to have your vehicles in one group, your infantry in another. You may want to have your infantry split so your heavier, suppressive firepower remains separate to cover your lighter armed squad members as they advance.

    Doing it is easier than first impressions may have you believe. In this example I will show an infantry setup with multiple teams:

    1. The Squad

    Handpicking my squad I opt for a trusty, all be it, bullet-magnetised medic. A touch of ranged support in the form of a designated marksman and machine gunner. Topping it off with a SMAW wielding maniac and a token rifleman thrown in for good measure.

    2. The Plan

    I now want to split them into their corresponding teams. But to do so I need to have an idea of who is going where, which is when your own personal flare comes into play. I have decided that my marksman and gunner will be in one team to provide covering fire for the poor schmoes leading the charge. I want to be floating around somewhere directing all this carnage, so I will be part of neither team. Since I am soppy enough to value my medic’s life, I will also leave him out of those teams, following me about like a bandage obsessed puppy.

    3. Team Blue

    guide04.jpg

    I select the marksman and gunner by pressing F3 and F4. Now the Quick-Command menu will have popped up automatically, this has the Team menu on the list which can be scrolled to, otherwise pressing (9) will achieve the same result. Scrolling to ‘Assign Team Blue’ then clicking will finalise the deal creating the first team.

    4. Team Red

    Very much the same process as with team blue, only instead pressing F5 and F6. Getting to the Team menu and choosing ‘Assign Team Red’.

    guide05.jpg

    I am left with my medic still in the default team white with his overlord (me). My marksman and gunner in team blue. Then the SMAW and rifleman in team red.

    5. Selection

    You can now happily select all the members of a team by holding shift and pressing the F-key of any of the contained members. This can also be done through the Team menu, but is bit less succinct in execution.

    9. Putting it All Together

    So how does all this playout? Well far be it from me to throw this wall of text at anyone and expect to walk away unscathed. To get my hands dirty I figured I would fire up the editor and quickly throw in the kind of small contact that may erupt during your average CRCTI game.

    At first I was going to make the video all fancy and edited, but hit by a distinct lack of skill in the video editing department I have decided to change tact to producing a raw unedited video showing beginning to end how it went. All in one glorious take.

    1. The Mission

    Keeping it really simple I give myself a squad, this time adding a UH-1Y helicopter to the mix. I will be starting just south of Vybor, I have placed two squads of enemy infantry and a lone BMP-3 in defence of Stary Sobor. All the AI are on full skill setting within the editor.

    I will perform a raid on the town, getting in quick, causing as much mayhem as possible then getting me and hopefully my whole squad out.

    2. What this video features

    • Basic squad control
    • Team Assignment
    • Boarding and disembarking from vehicles
    • Using AI piloted transport to move infantry
    • Controlling multiple units in combat

    3. The Video!

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    4. Key points

    • Part 1 - 00:15
      I create a team and tell my infantry to board the UH-1Y.
    • Part 1 - 00:50
      I order the pilot of the UH-1Y to move to the outskirts of Stary Sobor. It is a dangerously close position but for trying to keep this video reasonably short it will have to do.
    • Part 1 - 01:50
      I order the pilot to disembark from the helicopter. This is very important for getting your AI pilots to land without getting you all killed in the process. Trying to make the pilot stop and adjusting his altitude almost always results in failure, ordering him to disembark however has him find a safe open place where he will always land perfectly.
    • Part 1 - 2:50
      I order my medic + team red to disembark, however notice that I do this just after the helicoper bumps down to the ground. If I had told them to do this prior to landing they would start exiting at 3m, this will usually cause you to lose atleast one soldier from the helicopter then landing on top of them.
    • Part 1 - 03:00
      I order my medic to follow me, as I intend to remain behind team red this should keep him out of trouble.
    • Part 1 - 03:10
      I Tell the pilot to get back into the UH-1Y. The process is a bit of a pain I admit, but it works!
    • Part 1 - 03:20
      I order the pilot to move the helicopter just into town. This will have him take off again to start providing fire support, any other command given, such as regroup or attacking a target will not have him take off.
    • Part 1 - 04:00
      Now that the UH-1Y is back safely in the air, I order it to take out the BMP3, whilst I do have a SMAW, I figure it best not trying to risk him getting a shot off in time whilst under fire from the enemy troops.
    • Part 1 - 04:45
      The UH-1Y has taken out the BMP so I now want it to maintain an overhead position to lay down some fire as my squad advances, so I order it to regroup on my position. Using the move command is a bit ropey, as it will often fly hundreds of metres past that position and not return leaving you having to repeat a move order every so often.

    • Part 2 - 01:55
      My raid has run its course, so I give the order for the pilot to disembark, which should have him land nearby for pickup.
    • Part 2 - 03:35
      I order my pilot to return us to where we began.
    • Part 2 - 05:30
      Success! everyone came back alive, the pilot didn't crash us all into a burning mess of metal and soldier-pulp and a few enemies were taken out along the way!.

    10. Tips & Tricks

    1. Stop in combat!

    When in a firefight with the enemy, if you're squad is still executing a move order they are in danger of trying to get up at the wrong time and getting themselves killed. Select them and give them a new move order in some cover as close as possible to their current position.

    2. Don't be afraid to micromanage!

    You shouldn't rely so heavily on the cover your AI chums have picked whilst moving around. If digging in for an exchange of fire, give a quick check to see who is where and if any good positions need exploiting. A quick hit of their F-key or command clicking them and you can make sure you're taking full advantage of your surroundings.

    3. Team assignment can be essential!

    If you have a squad of infantry, it may not seem so worthwhile spending the time to create teams. But in larger squads, especially those with different assets present such as cars, armour or air, It will make it a world easier for them all to be seperated out for quick selection and management.

    4. Mix up your team assignments!

    Contiguously assigning teams isn't always ideal. If you're splitting a large squad into two or more teams, have one member from each team at an earlier F-key if possible. That way you can shift+F2 one team, shift+F3 another etc.

    5. AI Pilots can work!

    I know most gave up on them a long time ago, but if given the right order they can really be a great asset to your squad. Rather than trying to micromanage the altitude of the helicopter, give broad move orders and when ready to get out give the pilot a disembark order. He will then search for a nice open spot and land perfectly everytime. Two important things to remember; firstly get the pilot to re-board once everyones on the ground. Secondly, the AI seems to favour building up speed rather than height when taking off, so really make sure which ever way you tell them to move when getting them to take off has no hills or trees, or worse yet, hills covered in trees close to them in that direction.

    5. Faster 'Danger' movement!

    Should you be in a position you need to move from, but still want your squad to keep decent cover, individually select the members and tell them to move. This way they won't spend aslong waiting for each other when moving up.

    View guide in PDF format

    ~ fin ~

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