204 Kallisto
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Everything posted by 204 Kallisto
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Jets - Sensor overhaul (Radars, IRs, Lazors, PGMs)
204 Kallisto replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
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.- 954 replies
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- electronic warfare
- radar
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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?
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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
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that is just rediculous let me guess, you believe in the Flying Spaghetti Monster? Only that can explain this nonsense :P
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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
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will Async Shaders used in ArmA III, respectively will arma3 benefit from Async Shaders?
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How to change Arma 3 branches between STABLE & DEVELOPMENT versions @STEAM client
204 Kallisto replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
that would be very desirable -
will the announced arma3 launcher provide us a function to download automatically missing addons directly from the game-server or from another source?
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BLUFOR IFV-Marid retexture
204 Kallisto replied to stevenson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
But then please for the opfor forces ;) -
Discover, Play, Promote missions and mods withSIX
204 Kallisto replied to sickboy's topic in ARMA 3 - GENERAL
i also have the same problem since 2 hours http://pastebin.com/utc9F46W -
it would be very nice if BIS give us an option to remove (or add) entries from the action menu
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Discover, Play, Promote missions and mods withSIX
204 Kallisto replied to sickboy's topic in ARMA 3 - GENERAL
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 -
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
204 Kallisto replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hi kju did you get my PN regarding your request -
i have exactly the same problem also in ArmA3 as well as in arma2
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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
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- branch
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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
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Invasion 1944 v2.6 (CO)
204 Kallisto replied to SFG's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
thanks a lot for the ambulance and warfare trucks ;) -
Invasion 1944 v2.6 (CO)
204 Kallisto replied to SFG's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
then this issue should be history https://dev-heaven.net/issues/29307 therefore the issue only occurs with i44 tanks -
Invasion 1944 v2.6 (CO)
204 Kallisto replied to SFG's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
i'am noticed this already in 2.63 i think this issue was already present in 2.62 -
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
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thanks it's really sad that they don't documented this feature
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benny can you please add a support for headless client https://dev-heaven.net/issues/62500
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Invasion 1944 v2.6 (CO)
204 Kallisto replied to SFG's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@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'; -
Invasion 1944 v2.6 (CO)
204 Kallisto replied to SFG's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
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 -
Invasion 1944 v2.5 (CO)
204 Kallisto replied to SFG's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
any chance to release the classlist prior the main release