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Nickfury

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About Nickfury

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  1. ...Am I the only one that noticed this was posted on April 1? :blahblah2:
  2. Nickfury

    ARMA 2: OA beta build 77777

    Latest beta patches have induced microstuttering while scanning (Infantry and vehicles/aircraft in dense areas) Also drops FPS by about 2-4. Disabling vertical sync improves FPS slightly, but does not remove microstuttering. Same with postprocessing. While open scanning can be aleviated slightly by increasing 'smoothing', but deteriorates while using optics (ACOG). Opposite is true as well (disable smoothing improves optics, but deteriorates open scanning.) Best (last) beta patch that had minimal stuttering was 77007. RE: BIS patches These are 'beta' patches. BIS is one of the few Simgame Companies that has consistantly supported it's fans by continually tweaking it's ArmA/ArmAII/OA series and releasing them as beta patches for us to try and give input in regards to issues. They'll appreciate constructive criticism as well as an understanding that they have to prioritize the list of things they need to address. PostScript: Went on line now to see if it was showing in MP. Didn't notice anything. I spent the better part of last night into early AM consistantly seeing this from patch 77068 up! Just now, went back to same Mission (BlackThunder) same loadout, same path, and pffft! the stutterings magically gone! Goes to show, I'd give my left eye (or is it my right eye?) to BIS' dedication to this awesome game! --so,, nvrmnd! :P
  3. Nickfury

    Ambient Sound

    Something slight and perhaps trivial. Is there a way to isolate/remove the closing/banging 'cyclone gate' from the ambient sounds in the "Operation: Arrowhead" Expansion/SA? Everything meshes so well that when I hear that sound, it, well..., seems slightly out of place in that arid landscape! Overall tho, I'm nicely impressed with the dramatic improvement BI has accomplished in "Operation: Arrowhead".
  4. Same ground glitch bug the further i go into the game. rolled back to last beta. Though several domi tasks are problematic, older beta 'seemed' to run smoother for me.
  5. The Arma human model seems like it is a proprtionally very (overly) tall human. It seems, especially when the figure is seated or on one knee, that the upper leg is too long in comparison to the lower leg. If you look at pics of troopers geared up in kit, (in action or at ease) they look shorter and stockier. And I wonder If it would be possible to just scale the standard ArmA/ArmA2 figure down (without affecting any of the mods) for a future patch. This does not include the ArmA/ArmA2 Head. It is actually fine the way it is (maybe narrow it slightly!)
  6. OT: Fantastic part of the 'Bounty' trilogy for those inclined on reading Sea Adventures. :)
  7. Same with Quesh-Kibril :( seems to work as far as I've tried, on the stock maps only (Utes/Chernaurus) Although it's probably posted already, I tried the ACE Wound system module on Quesh-Kibril and it seemed to work if i just placed a Med crate and the units picked out there bandages, etc. Then I started assigning bandages/morphine/epi to individual units (addmagazine ACE_bandage, etc)and it seemed that they could use one ad-infinitum. (they never ran out). Too bad, the wound effects on the player are very well done (except for a breif day glitch on the NVG view) ..I'm sure ACE will further refine it.
  8. Do the modules function on ANY map? (including third party ie: Panthera, Quesh-Kibril, Aiaktalik, etc?
  9. Is there a way to keep Civilians; when placed on the 2nd, 3rd floor of a bldg; from jumping out the windows whenever nearby (same bldg) small arms fire happens? And it happens after they join a group, even after I use the 'disallow fleeing' (Groupname allowfleeing 0) I've tried blocking windows with furniture and they still go thru. (I actually don't mind their reaction as it does seem 'normally' realistic but not in the situation I have them in)
  10. Thank you "IndeedPete", that did it!
  11. Try as I might; and I've read/followed this complete thread; I still can't get the task descriptions to show up (setSimpleTaskDescription). Task Objectives show np (createSimpleTask) I can get them to show in the notes, but the markers are blocked/unviewable under the green textbox. One of my task lines follows: // secondary objective - second tskobj2 = player createSimpleTask ["Get to Extraction Area"]; tskobj2 setSimpleTaskDescription ["proceed to <marker name= 'Extraction'>Extraction</marker> area for Little Bird Pick up ."] (I've tried the other quotation marks and double quotations, still no go) I'm probably missing something impeccably silly. Any idea anyone?
  12. There is a factory building extension in Chernogorsk at 065126 (has ladders, facing NE) that if you stand near the corner (of bldg) on ground level near the center courtyard, it goes invisible from facing about 315 degrees to 318 degrees. Its almost right on one of the objectives in the 3rd SP mission (?) And does the same thing when previewing in the editor and on a MP server. (And BTW, thanks in advance BI)
  13. Nickfury

    60896 beta AI Chopper Pilots

    It is, Thanks! You guys are great!
  14. 60896 beta has AI Helicopter pilots 'rocking' the chopper in any created saved mission and in the campaign (Chopper gets stuck and cannot get into the insertion site on the first mission-repeatable). (On UH1, have not tried others yet)
  15. Y'know first thing that impressed me when I first played ArmA2 was the head bobbing while running (!) (Most realistic IMHO) Had some issues with driving/mouse. Messed with the mouse options/features-didn't like so left it as it was. Seems to have improved somewhat. I've been running thru hvy woods and towns rather smoothly now! (but keep an eye on your GPU temps!)
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