Jump to content

204 Kallisto

  • Content Count

  • Joined

  • Last visited

  • Medals

Community Reputation

14 Good

1 Follower

About 204 Kallisto

  • Rank
    Private First Class

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I'am also scapitical about visual and IR sensors, it is simply too arcade. instead you should have the possibility to set GPS targets. Then, it would be wise to add a function to delete GPS-Targets, to avoid that the radar overloaded with GPS-targets. Recent GPS-Targets should be flicker in a high frequency and older GPS-Targets should flicker in a lower frequency and so on.
  2. 204 Kallisto

    Low CPU utilization & Low FPS

    will arma3 receives similiar performance improvements like dayz 0.60 or is that utterly out of the question? if no such performance improvements planed for arma3. how does look like the future of the arma series? will then the arma3 successor have better hardware utilization like, better multi-core support (will the AI calculation, physics and so on using more than 1 core), 64 bit, DirectX12 or Vulcan or both APIs and if at all, a successror published. will it be called ArmA4 or will you chose a new business model like DCS World also with third Party developers?
  3. 204 Kallisto

    Targeting improvements

    Another important thing of the targeting system is the radar the currently radar system in ArmA III is verry frustrating, for everybody using groundvehicles or transport helicopters. so here are my suggestions, to change this really annoying thing, that still exist since OFP. - it should possible to underfly the radar - only airvehicles flying higher than 60 meters are visible on Radars - No Groundvehicles visible on Radars except groundvehicles with Radar like Tunguska and so on and only then, if they activate their fire control radar by pressing TAB or RMB - only anti-aircraft vehicle should have a 360° radar - Planes should only have a radar with a scanrange between 30 and 60 degrees
  4. 204 Kallisto

    DirecxtX 12 for ArmA 3?

    that is just rediculous let me guess, you believe in the Flying Spaghetti Monster? Only that can explain this nonsense :P
  5. 204 Kallisto

    General Discussion (dev branch)

    first i am excited about these new features especially "Switching weapons while moving", new shaders (water reflections *minute of silence for Kegetys Direct X Hack) and so on. but, unfortunately the midrange textures issue is still present. https://forums.bistudio.com/topic/141095-terrain-improvement-dev-branch/ http://imgur.com/a/wQY8o
  6. 204 Kallisto

    DirecxtX 12 for ArmA 3?

    will Async Shaders used in ArmA III, respectively will arma3 benefit from Async Shaders?
  7. 204 Kallisto

    General Discussion (dev branch)

    will the announced arma3 launcher provide us a function to download automatically missing addons directly from the game-server or from another source?
  8. 204 Kallisto

    BLUFOR IFV-Marid retexture

    But then please for the opfor forces ;)
  9. 204 Kallisto

    Discover, Play, Promote missions and mods withSIX

    i also have the same problem since 2 hours http://pastebin.com/utc9F46W
  10. 204 Kallisto

    UAVs: Feedback and wishes

    it would be very nice if BIS give us an option to remove (or add) entries from the action menu
  11. 204 Kallisto

    Discover, Play, Promote missions and mods withSIX

    some links do not seem to work http://browser.six-projects.net/configclasses/1913785/full if you want to display the hole config ("show full" link) of arma3 armored vehicles you get the following error message We're sorry, but something went wrong. btw outstanding work
  12. hi kju did you get my PN regarding your request
  13. 204 Kallisto

    Low CPU utilization & Low FPS

    i have exactly the same problem also in ArmA3 as well as in arma2
  14. 204 Kallisto

    AI Discussion (dev branch)

    the biggest problem with the ai is that they use only 1 cpu core please make it so that the ai calculateb by 2 or more cpu cores is it at least not possible to calculate the ai from blufor and opfor on core 2 and the ai from resistance and civilians on cpu core 3 it would be nice if could the mission creator in this scenario can choose which cpu core calculate which ai factions