NewfDraggie
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Bought ArmA 2, installs in English and after update it's in German?!
NewfDraggie replied to HHawk's topic in ARMA 2 & OA - TROUBLESHOOTING
Actually I have this very same problem, I think I have a german CD key as well because somebody purchased the game for me...if this is the case what are my options? Sorry about digging up the thread, but it's better than making a new one. -
Disposable Launchers (AT/AA) Idea
NewfDraggie replied to NewfDraggie's topic in ARMA 2 & OA - SUGGESTIONS
That's not possible with this engine, so this is the next viable, and more realistic option. Being a simulation, AT soldiers don't usually have a sidearm anyway. -
Socom US navy seals had a line to signify what the nade would generally arc like, implement that...it's just a hud thing. Also, grenades should have a larger kill radius.
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Disposable Launchers (AT/AA) Idea
NewfDraggie replied to NewfDraggie's topic in ARMA 2 & OA - SUGGESTIONS
Being allowed to carry a sidearm and having one issued to you is different. The gunner, sniper, and team lead are usually the only ones issued a sidearm, anybody can get one. -
Make the ammo take up the handgun slot, make it balanced and give a reason to take the M136 over the SMAW. This is how it should of been anyway, think about it; AT guy's don't carry sidearms, they take the AT weapon, unlike the grenadier who also doesn't take a sidearm but instead grenades; the M136 should take up all of the handgun slots; the SMAW should take up inventory slots for balance and realism, the same goes for the javelin so only disposable weapons should have the ammo slots be the sidearm slots, all of them for one round.
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A.C.E. Advanced Combat Environment Mod 2
NewfDraggie replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
It's probably been said before, but I would -really- like to see Russian's have a taste of ACE; perhaps both Bluefor and Opfor (redfor) can be included in this mod, it would certainly be awesome seeing as my clan and I prefer redfor, and it seems a lot of people do in ArmA 2. -
GMJ Sight Adjustment for ArmA2
NewfDraggie replied to noamles's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Wrong, it's actually Minute of Angle. But you were close. -
Hmmm, perhaps you guys have your brightness too high or post-processing effects are making it super bright, but for me it's fine. It's better than the red-dot sight.
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This game is a simulation, if you've ever used real firearms before or know anything about ballistics you will understand that sights, in the form of optics (scopes) or irons (iron sights), are set at pre-designated ranges, varying on the firearms. The same is true about the weapons in ArmA 2, the center of some rifle's scopes are calibrated for a certain range, the M107 for example is something like 500m and the m24/m40 is something like 250 meters. I could be off so test it yourself to find out.
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You said so, I said it's for illumination because black iron sights in low-light doesn't work, then you said that the crosshair does that fine. This means, and I'm fairly certain you're not this stupid but I will explain it, that you either use the crosshair to shoot or don't understand the concept of illuminated sights.
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Oh you're one of those people that use the crosshairs instead of sights, you have no valid opinion, sorry.
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I think he means pistols don't show up when not equipped, as in the holster is empty. Which should be fixed, I kinda get annoyed that isn't there.
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They're for illumination, try using black iron sights in the nighttime.
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Intended.
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Boot up Red Harvest, check your CPU usage levels with a G15 or some-such way without minimizing your game, and report back here with what you find. I, for one, have my Q6600 overclocked to 3.2Ghz and the bottleneck is certainly my CPU; during campaign it will range between perfect FPS and 50% usage and jittery slideshow at 100% usage for a few seconds, bursts of which occur every few minute or so. Full computer hardware list: http://pastebin.ca/1477114 1.03 increased my performance.