Kramxel
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Posts posted by Kramxel
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26...
Nice to see a lot of "old" fellas playing the game!
:yay: 
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Alright, I believe I have finished my ranging and correction guide. It may not be in the best printer-friendly format, but I believe it to be a good compromise of information vs space. Please let me know what you think.ARMA 2 Weapon Ranging and Correction Guide
Daniel_Malloy
HUGE thread!!!
Thank you for all the hard work!!!!
It adds so much to the game once you start using it the right way!!!
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Dorph;1418403']Why dont u just bring along a laserpointer in that u will see the distance at what u point it at.I suppose you're talking about the laser designator...
How do I get a range with that?
I paint the target, but I get no range...
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I play veteran settings on regular.. the only difference is unlimited saves...
As so I don't get extended map info so I get no target markers on map... but thanks for the info!
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If you zoom all the way out on Utes, the grid squares represent 1km x 1km I think. Also, in game, if you hold down space whilst the little circle that appears whilst doing this is over the enemy soldier, you can get a range that way.Thanks! Didn't know that!
---------- Post added at 08:42 PM ---------- Previous post was at 08:41 PM ----------
Hmmm, you might try placing a blank trigger on the map and giving it a specific radius. Then use that as a ruler in the editor to gauge the range to place a couple of objects for visual reference (like a sandbag at one end and a pop-up target at the other).I'm sure there's a better way to do it....
That's a nice idea...
At least it's a start!
I'll try this and check the 1kmx1km theory...
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Supz!
Been playing around with snipers and weapon sights trying to get a good feel for it.
I've been using the editor and Utes runway strip I set myself on one end and some enemies on the other end.
My problem is getting precise range measures.
Is there some sort of ruler in the editor?
Is it possible to set an object in the editor so it can stay at a pre-determined range?
For example, setting an enemy soldier 1000m from me.
If not, is there any other way to precisely calculate range in-game?
Thanks in advance!
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If you kill him you'll get the accomplishment either way... no worries...
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The doc is hung at the back of his house... the northern town above the large red area.
If you go there early in the mission (like 1st thing you do) you can actually have a chat with him...
Only later the message shows up and he is hanged... there are a bunch of CDFs near him.
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About the UAV:
Go to map and click somewhere and it will automatically set waypoints around that point.
There are also controls for speed, altitude, zoom, etc... but you'll have to search them.
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Set video memory to default...
Setting to Very High only uses 512MB... default goes to whatever memory your board has...
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http://forums.bistudio.com/showthread.php?t=84452&highlight=UAVApparently someone is working of a proper UAV, the one in game is rather difficult to use to put it lightly.
Not that hard tbh...
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Well, one thing is in the official missions the UAV is set to careless and hold fire and won't try to track targets - it just flies right by them all. If you place a UAV in your own mission and set a proper combat mode on the UAV it is simple to get a lock as it lines up on detected targets.But in 1.2 in the official missions I could get a lock and destroy targets with the UAV...
Sorry for the late reply...
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I have had 2 crashes since 1.03:
- One after loading a mission... and I was alt-tabbing
- Other after I tried setting view distance to 10000 with everything on very high... it crashed after i exited the UAV.... needless to say my system was dragging...
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Bethesda? Do you evenknow who made the game?4am dumb mistake...
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Those usually happens when you OC something.... beyond their limit...
Either the Graphics board or the processor....
You should post complete system specs.
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About Arma coordinates.., for somereason I just can't get my head round them. I think it's because IRL I'm sat in a chair and I can't translate into game coords. gimme a place name or i'll dive into a hill!Come on!
Not that hard.... some practice with the GPS (RightCtrl+M by the way) and you're good to go....
By the way horizontal.vertical...
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My 5 cents:
Pros
- Campaign now seems playable
- There seems to be a more effective management of memory in game
- Graphical environment seems more stable and better implemented
Cons
- UAV target lock is broken
Evaluation so far: Definetly a plus!
Even though there's a blatant issue with the UAV, the rest seems to be in better shape.... that's a cheap price to pay for a working game.
Thank you Bohemia, and hope you continue to polish and keep exploring the huge potential the game has got.
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I still have the problem with Patch 1.03 that my artillery-support is gone after it fired for one time. Anyone else having this?Yeah, but I'm starting to think it's more of a feature than a bug....
It's one and done...
Unless someone confirms it was intended for multiple uses, I'm sticking with my theory...
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Finally got through it!!!!
No issues!!!!
Thank you Bohemia!!!
Even though the UAV hellfire locking is broken....
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I would like some official comment on the issue....
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Wait, so if i lauch a million programs on my pc, the AI become super amazingly smart? Or if i launch a million programs they become super amazingly realistic?Or what? I'm confused lol.
It was a joke....
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LOL
So someone spots you and you lay down?
First: They see you... and know your general position.
Second: If you lay down you don't see them...
Conclusion: AFAIK they could be coming at you in a straight line, or flanking you or whatever... you would never know because you're laying down...
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No problem here....
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So far this is the only issue I found with the new patch..
I also had a CTD when I tried setting 10000 as view distance.... it gave an error of "lack of memory".... in 1.02 it would slow to a crawl but not crash....
I have 4Gb, but the game only uses 2Gb top.. which apparently isn't enough...
ARMA II Beta Builds Released: Latest version/build: 1.04.6xxxx
in ARMA 2 & OA - BETA PATCH TESTING
Posted
If there were as many "if"s as this, the game would slow to a crawl... if every tiny calculation had to pass through a "if"... oh my god!