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204 Kallisto

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Everything posted by 204 Kallisto

  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
  15. 204 Kallisto

    General Discussion (dev branch)

    is Sound Hardware Acceleration already in planning? i know since vista we have no directx sound but we can use openal arma1 used already openal
  16. 204 Kallisto

    Invasion 1944 v2.6 (CO)

    thanks a lot for the ambulance and warfare trucks ;)
  17. 204 Kallisto

    Invasion 1944 v2.6 (CO)

    then this issue should be history https://dev-heaven.net/issues/29307 therefore the issue only occurs with i44 tanks
  18. 204 Kallisto

    Invasion 1944 v2.6 (CO)

    i'am noticed this already in 2.63 i think this issue was already present in 2.62
  19. 204 Kallisto

    Warfare BE

    save your time there is already an i44 version of bennys warfare http://www.armaholic.com/page.php?id=15511 remove this // /* DEBUG */ #define WF_DEBUG 1
  20. 204 Kallisto

    Warfare BE

    thanks it's really sad that they don't documented this feature
  21. 204 Kallisto

    Warfare BE

    benny can you please add a support for headless client https://dev-heaven.net/issues/62500
  22. 204 Kallisto

    Invasion 1944 v2.6 (CO)

    @Giallustio the i44 mod has his own base classes try following classes westSoldierBaseClass = 'I44_Man_A'; //american westSoldierBaseClass2 = 'I44_Man_B'; //britain eastSoldierBaseClass = 'I44_Man_G'; resistanceSoldierBaseClass = 'I44_Man_R';
  23. 204 Kallisto

    Invasion 1944 v2.6 (CO)

    there will be a height stabilizer? if yes it will be possible at activated heights stabilizer to use the rudder to make course corrections in the sight
  24. 204 Kallisto

    Invasion 1944 v2.5 (CO)

    any chance to release the classlist prior the main release
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