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jpinard

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Posts posted by jpinard


  1. Question, questions questions!

    * Is there a benefit to purchasing "Combined Operations" vs. the expansion pack alone (for those of us with ArmA2 already)? Or will the final installation look identical between the two?

    * Also, I'm a little curious about ArmA1 now too. That has Sahrani in it correct? Has anyone done a total conversion to run it in ArmA2? If so that may be worth purchasing as well, maybe even a Megapack that combines it all.

    * If the ArmA1 campaign & missions have been converted to work in ArmA2 will it also work in ArmA2:OA?

    * Why isn't Combined Operations available from Sprocket?

    * If either game is ordered from Amazon and we select next-day air, will we get it on launch day, or does Amazon still take a long time to get new stuff?

    Cheers :)


  2. Can someone chime in and help explain something? I have a full-page spreadsheet of beta data from the last month and I need to make sure I'm not missing something that may be of value to BI.

    * As someone else asked, is "-exThreads=7" supposed to be the premium option for quad-core computers?

    * Is it necessary for quad-core users to comparison test with "exThreads=5"?

    * Without "exThreads=" in the command line, what default value is it using?

    * The last beta I've fully tested is v70951. Since it takes me ~6 hours to completely test & bench each beta, should I be testing the older v71216 or just skip to the current v71275?

    * BI - Can you please adjust the physics so tanks don't launch 100 meters into the air when running over a rock? In general all vehicle dynamics are a bit off ie. they bounce like kids toys instead of acting like heavy objects. This greatly reduces the realism when you see this as default behavior.

    Thanks, things are looking good! :)


  3. Is there a way I can force a Blackhawk to land in very tight confines under enemy fire? I've spent the last 5 hours trying every combination of waypoint & orders in the editor, but right now they just circle until they inevitably get shot down. Once out of every 20 runs they will land. If possible I'd like to do this without writing a special script, but if not that's OK.

    Thanks! :)


  4. I'm wondering, were people supposed to be reporting crashes/problems with mods, or are some so ubiquitous it's OK?

    BI, I'd like to apologize as I still haven't gotten caught up to provide some hard data for you, hopefully I'll get in gear and will finish my massive spreadsheet. But I do have request:

    Can you please increase the distance at which we can see full models? When a fully armed Helo is coming in at you it looks like it's out of weapons until a short distance from you then *POP!* - you suddenly see the winglets and unspent missiles show up... and by that time it's too late to adjust your strategy. Many of us have computers that are plenty powerful and can handle higher detail models at much greater distances. Can you give us a slider or an option to adjust this?


  5. Probably never for ArmA 2. Fixing it would require DX 10.1, there is too little control over anti-aliased surface sampling in DX 9 (and this is also the reason why you can see the same artefact in many games).

    Thank you for the honest answer. I was going to ask about this as well.

    Suma, I would like to request you increase the # of simultaneous sound/sound sources. The current limit appears very low currently in modest battles. Sound cuts out. Maybe give us the option to increase it and see what the fps hit would be. Obviously sound is just as important as visuals for the immersive feeling of being in battle.

    PCIe Creative Labs X-Fi Titanium Fatality

    - NOTE: you may have addressed this already in the patch - will test

    ---------- Post added at 11:12 PM ---------- Previous post was at 11:02 PM ----------

    On the i920 HT issue: it would be interesting if someone posted benches with sbsmac's tool for:

    -HT on, no cpucount param used

    -HT on, cpucount=4

    -HT off

    I've heard several people claim that cpucount=4 also aides a lot.

    It might be better for BIS if we split this HT issue thing in a separate topic, so they can focus on their works and not on a general cpu issue.

    Yoma, honestly it's not worth investigating HT. I spent 2 months benchmarking, testing, and overclocking my rig and worked with a few enegineers on the best timings and properties. Hyperthreading puts too much strain on quad core processors and is universally been shown to hurt gaming performance. It has two main features - marketing and some desktop applications benefit. If you don't believe and want to waste your time on it start with this basic article and I can provide a hundred more: http://www.agner.org/optimize/blog/read.php?i=6

    In the end you'll find for the power and strain on the processor you get ~20% increase with pure clock vs. HT and as you increase the strain Hyperthreading starts to actually cripple perfomance because it can't keep up with faking 4 extra processors.


  6. I searched the forum for "Mortar" in the subject-line and there's no good consensus on if this is broken or not.

    If I have a squad of 5 Mortars, how do I tell them to attack an area or target? I've tried having the boss be an FAC Operator, Fire Team Leader, and Squad Leader. Without scripting none of them appear to have the ability to call down fire. Furthermore, the Mortarmen don't attack with direct fire either no matter how close or far away they are from the enemy. Hopefully someone can offer some advice. I'd like to see what it looks like to have mortars come raining down on target-rich area.

    Thanks all! :)


  7. I've done more extensive testing, and wanted to reiterate what a drastic improvement the cloud rendering is. No more blocky single layer pixels, instead beautiful puffy clouds and a moving cloud base that looks real.

    If anyone is not seeing better looking clouds I wonder if it's because we have different video cards. NVidia GeForce 480 driver v197.75 - all settings maxed out, view distance 5000.


  8. Don't really have time right now but here's a quick demo.

    http://www.sendspace.com/file/klk4ku

    I found a bit more time so here are another two ways of doing the same thing.

    http://www.sendspace.com/file/dch8n9

    Thank you!!!!!!!!!!!!! :bounce3:

    When you all were talking about plopping waypoints on top & next to the unit, I didn't realize how ON TOP it had to be. To the point you can't reselect the unit unless you delete the waypoints... which makes the other comments above make sense now too.


  9. If the waypoint has the information you don't require the trigger.

    Put the first waypoint to Hold, with engineOn false and second waypoint to move with engineOn true

    I created a youtube video as it's still not working correctly. If the first waypoint (the hold) is right next to chopper1 it never boots its engine, if the waypoint is further away like in the video, then chopper1 boots its engines immidiately (despite the engineoff for 60 seconds command). What do I have wrong?

    You'll have to watch in Hi-Def Full-screen to see the text:

    qL-mAX_-AkA&hd=1


  10. For those of your with FRAPS problems, use a version that does not have the 30 second cache. I'd suggest trying versions 3.1.2, then 3.1.1, then 3.1.0 I've got a monster rig and though I do not have the exact issue like you're mentioning, I have seen a drop in performance with same game version vs. differing FRAP revisions. Remember BI doens't have an obligation to testing anything but ArmA itself... but the Arma videos sure help sell the game.

    Also... FRAPS isn't perfect. The developer often has to make specific changes to make it work properly with some games (ex. STALKER).


  11. You can put the engineOn false statement in the Unit init as you have done, and instead of Trigger with chopper1 engineOn true; in the trigger, put it in the On Act of the Waypoint, and in the Condition of the Waypoint put time >60

    I thought you might ask that, so I did that before my last post and it didn't work, but maybe I missed a letter somewhere. I'll try it again. Thanks so much for all your help!

    Do I still need to have the trigger around if the waypoint command has the information? Or maybe the waypoint needs a different type assignement? We're so close!!!


  12. Here's what I think the cover should be. Took me aboue 17 days to make this. See its got action, you see the joy and horror in their faces, I've got the new top-sceret camoflage going. You can almost "hear" the battle... pew pew pew pew!!!!

    Sorry if it's a little too graphic for some.

    ArmA2%20OA.png


  13. Lol ummmm, you almost killed that crew member with a minigun and you ran out there with an MP5. I was loling quite a bit.

    Hehe, yea I can't believe he didn't get sawed in half. I wondered if anyone would laugh at that :D I'm still trying to figure out how to get door gunners to carry alternate weapons besides MP5's. So for this little battle the entire Helicopter assault team has the worst weapon possible (MP5) for wide open warfare against multiple platoons of entrenched Russian soldiers.

    Not sure if anyone saw my question above so will parse if it's OK.

    * Are most of you capturing video with FRAPS?

    * If so what are your settings here: http://www.jeffpinard.com/FrapsMM.jpg

    * What do most people use to compress the video? Windows Movie Maker, VirtualDub, DivX?

    Thanks! :)


  14. You need to change "vehiclename" to "chopper1" so it knows which engine to turn off.

    If you use a command to initialize on a specific unit, it needs some way to identify said unit.

    Edit Unit Init:

    chopper1 engineOn false;

    Trigger On Act:

    chopper1 engineOn true;

    Ahhh, I see. When I have the waypoint assigned it doesn't work, but when I deleted the waypoint it worked perfectly. Is there a way I can do this so after 60 seconds of engine off, he takes off and flies to a waypoint?

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