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KEVINMGXP

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Everything posted by KEVINMGXP

  1. KEVINMGXP

    J.S.R.S. 2.2 Soundmod

    hey LJ, first of all I want to congratulate you and the team with this nice release downloaded the second i've spotted it. anyway love the new environment a lot so thumbs up ... now my system specs: Operating System: Windows 7 Home Premium 64-bit Processor: Intel® Core i5-3470 CPU @ 3.20GHz (4 CPUs) Memory: 8192MB RAM NVIDIA GeForce GTX 560 Ti Dual screen setup Mode: 1920 x 1080 (60Hz) my hardware and software including Arma 3 is updated to the most recent stable version, I play A3 with a few other mods * CBA_A3 * Sud Russians * TMR * TPW * Timeaxeleration * sukamapinventory * JSRS 2.0 now on this rig after removing and adding the new JSRS 2.0 release I started a new run trough of Survive, I played the first 3 missions and I can not say that I had a huge decrease in performance what so ever. My FPS is always been between 50 and 60, the performance is continuously monitored on heat and stress performance on a secondary with aida64 ... the only issue I have sometimes but this is always been and I do not think mod related, when I preview and go back a lot to edit my work, over a long period of time lets say 4 to 5 hours the game seems to get stuck and freezes up, but like said this is nothing new and the only issue that I encounter which is resolved when I restart my rig ... I need to say I can only speak from Single player experience, sadly I do not have a good stable connection to play online these days ... also, when playing with your mod the sounds are great the only thing that I encountered with the mod is that the sounds wont work in some situations. example: I was behind a wall enemy was running from one building area to the other, I was planning to engage but before I was able to do so a team member shot him I never heard the shot at all :p it was like the enemy unit just fell to the ground ... but if i read your listed issues I think this is not something you or your team can fix ... anyway I thank you for this early Christmas present it's a gem ;-) best of regards
  2. KEVINMGXP

    Debriefing - What Gives?

    hey mate, not sure if you know this already but here is a free tool which helps me a lot when I get malfunctions or errors with my editing. notepad++ -> http://notepad-plus-plus.org/ normal when you doing something wrong in your scripting the game will give you an error box read it and look at the bottom of that box it will state what error you have and what is missing, and on the very end of the error it will say which exact line the error is occurring on. edit your file with notepad++ and it will give you the line numbers in the file so you can go strait to were the problem is, saved me a bunch of times a lot ;-) best of regards
  3. Not sure why your units load-out has anything to do with the interference of the script, my unit also has an entirely customized load out and it works just fine ;) my unit load-out the only thing you need to do to make it work is add a init.sqf to your mission folder and edit with notepad++ add the following code line to your inti.sqf waitUntil {time > 0}; execVM "Scripts\EtV.sqf"; waitUntil {!isNil "EtVInitialized"}; [player] call EtV_Actions; place a folder named Scripts in your mission folder and put the EtV.sqf file provided by zooloo75 in that folder launch your mission and it should work on mission load I just tested it out. However bare in mind that it may depend on the vehicle you want to rig, some vehicles like AA armored units are not allowing you to rig it from behind only from the left right and front ... (additional note) the Scripts folder is not needed if you do not want to work that way "it is more my preferred way to set up my mission editing" because I just do not like to make a mess. You are able to place the EtV.sqf directly in your mission folder and remove the Scripts\ from the line execVM "Scripts\EtV.sqf"; in your init.sqf to zooloo75 are you able to fix the following error? _illogic = group server createUnit ["logic", Position _explosive, [], 0, "FORM"]; the error when using your script points to line 53 "code line above" in your provided EtV.sqf the error claims it is a bad variable ... disregard the last, it seems that modsaholic does not contain the last updated script (download the one from drop box) error free ;) best of regards
  4. 0 I knew it would be something very simple :rolleyes: So if I understand correctly if I use objects as tasks destination I need to put an array which will point exactly towards that object like you are showing here. For the task order it is higher number is higher priority so i just got that one completely wrong I thought it was the other way around "stupid me :p" I am enormously grateful for this, this helps me out a ton. Now another question is if all 3 targets are down which array do i need to make to create a new task, I mean what line do I put in the init,sqf as a 4th task which will only will be created if all 3 targets are destroyed? I have now a 4th trigger i want to sychronise this trigger with a ghost hawk which will then need to drop off the rest of the team after all the tasks are destroyed ... in the condition box I have this: !(alive OpfCOM) && !(alive OpfAA) && !(alive OpfAIR) what do i need to put in the on activation and which kind of array do i need to place in my init.sqf so the task wont show unless those 3 targets are destroyed? what I want to do is to make some kind of trigger which will pop up a new task to wait and hold my position till the rest of the team arrives, this task will need to complete when the ghost hawk dropped of the entire team and the team joined with me or something in that line .. best of regards
  5. Hi, I seem to have a problem with my task markers which are not showing up correctly on the map, I will try to explain here what I actually want to do. In arma 2 you could for as far as I know just put up an invisible marker and name it if you put the same name in the init.sqf it would actually show up on the map or at least that is how I understand how it works so i thought that it would work in a similar way when you actually use a actual target in arma3, or at least that how I think it should logically work. I know a little basics. But I am sure that I am doing something wrong along the way ... Anyway this mission will start of as a lone wolf where you need to infiltrate an enemy occupied zone and take out 3 targets to start ... I have 3 tasks which are: 1: destroying a communication tower. 2: Destroying a mobile AA armor unit. 3: Destroying the enemy air power in the operation area, which is grounded for now. 4: the 4th trigger is meant to trigger a friendly hello drop where the rest of your team will be inserted after all 3 targets are taken out, the plan is to let that trigger do the following * A hello insertion of the rest of your team accompanied and supported by a gunship .. * it will need to create a new task to inform the player to hide and wait for reinforcements, for the time being the player will need to survive till the friendly gun ship will help you out and the rest of your team will be dropped of to help you and clear the enemy bases ... * the 4th task will be complete when your team joins up with you and a new task has to be created to secure the area of enemy presence to gain a stronger foothold on altis ... this will be the first mission of the little campaign I am working on so any help would be appreciated ;) for now the tasks look like this .. [player, "tskDestroyOpfAIR", ["Enemy Air Support may give us trouble when not dealt with it accordingly you need to be destroy it before we send in our main force","Destroy the Air cover!", "Enemy Air support!"], OpfAIR, false, 3] call BIS_fnc_taskCreate; [player, "tskDestroyOpfAA", ["The enemy Anti Air Defense need to be destroyed, our bird spotted it in the vicinity of the small enemy base","Destroy the AA Defense!", "Enemy Anti Air site!"], OpfAA, false, 2] call BIS_fnc_taskCreate; [player, "tskDestroyOpfCOM", ["The enemy has a communication tower North West of Galati which needs to be destroyed, it is advised to do this prior to the destruction of the enemy Anti Air Defenses.","Destroy the Com tower!", "Enemy communication tower!"], OpfCOM, true, 1] call BIS_fnc_taskCreate; I've putted 4 triggers 3 of them are supposed to check up with the above tasks code which will pop a task succeeded "this works to a certain degree" when the targets are destroyed. the 4th trigger needs to trigger when the 3 targets are taken out. I will need to link most likely another trigger to the 4th trigger later on which will then create a new task and synchronize that trigger with a gun ship and a ghost hawk to insert the rest of my team. but I am encountering some problems with the current tasks and markers which are not showing up on the map when you have some distance towards those targets, so there is no indication for the player what so ever where to go. I can place individual markers on the map to guide the player to this targets but I rather don't want to do it like that, I had hoped that when I did it like this that the player will just see a marker pop up in game with the distance to its target like it was in arma 2, "and it does but only of you are close enough to the targets". So in fact it works but not when you have a huge distance from the targets ... secondly the task order seems to be screwed for some reason when I destroy the first target which is the com tower the task order shifts to the 3th target while it needs to go from 1 to 2 it goes from 1 to 3 ... if anyone knows whatever what I am doing wrong and can help me in the right direction to solve this then it will be certainly appreciated from my end... thanks for the help in advance.
  6. Ill take a look at it and hopefully it will work for me ...
  7. KEVINMGXP

    AI Discussion (dev branch)

    yeah sorry that I referred to you former post :p ... I only just hope the devs pick this up as it starts to piss me off :cool: "not really" anyway I just can't release a mission with the intend to go in black op with the solo purpose to have a low profile and being spotted every single try out of the mission, people will get rather frustrated then entertained if you ask me and that is about the point. Anyway I see a good lot of reports already plus the comments here, I only hope the devs will see the importance of this and find some solutions in the near future... as it stands now: The only blackop mission I see succeeding now is one where you are not allowed to engage the enemy at all :p eg. steal the car at night wo being spotted or something "rofl" best of regards
  8. KEVINMGXP

    AI Discussion (dev branch)

    I tried it and so far I can not agree with this, they still act surprisingly all knowing while they should not be able to do that. The planned mission that I am developing will be in a very dark environment (this is supposed to be for both the enemy as for the player and his team) not all the enemy's will have NVG's. The mission will simulate a deep recon where the enemy thinks they are safe. The player will have a team of 5, every single unit is stripped from their standard gear and geared up as I think they are supposed to be geared up for this mission. Unit setup: Looking at the gear you will see that each and one of them are equipped with silencers besides the leader they will have NVG's to keep the player a bit updated what is around him, however it will still be difficult for the player to maneuver freely across towards the main target, i tested it out on several occasions and it is doable as long if you do not engage the enemy but their is also a sort of a time frame, the missions target is a convoy which will be in route towards an enemy base, the player and hes team must stop the convoy at a designated target. the player will have the gear shown above plus an arti unit available to do it. The observation point is just above a little guard post where the player can set hes team up to engage the enemy, best is that the player tries to take out the few guards plant some charges to stop the convoy and keep it at bay, then call in the artillery to finish the job together with the AT launchers pointed to the armor. The enemy has several camps around the operation area, some are upon hills where the player can clearly see their body's ricochets, but they will not see yours as you are on lower ground. The player can try to avoid these guards patrolling but this will cost the player a lot of time and the player will only have around 20 minutes to reach the target. I want the player to feel this pressure, the problem with this is when you take out some of the patrols to make some room to maneuver freely towards the main target, the guards upon the hills are alerted and will know where the player and hes team is situated very fast. they will kill at point blank no suppression no searching nor popping smoke, I mean the mission will be called Pitch Black but this does not mean that all the enemy AI needs to act like they all have special eyes like Riddick :p .. I play on veteran, with no third person. besides this I keep everything at standard eg. ai skills etc .. facts are: Now do not get me wrong, I do like Arma3 and all previous tittles. But the AI reacts a little to all knowing at the moment and I only hope bis will address the issue soon, for me this is one of the main issues which are a bit irritating and game braking for such night operations and it holds me back to continue my work tbh ..... best of regards.
  9. KEVINMGXP

    AI Discussion (dev branch)

    Frustrating is maybe a little bit over the top but in some situations it can be annoying especially if you shoos to approach as silent as possible and you still get overwhelmed by the enemy :p This I will test out in a moment, I only hope the enemy will still react when I start to order artillery drops on the main target doh :p, but on the other hand if it works it will be a solution without mods thanks in advance best of regards
  10. KEVINMGXP

    AI Discussion (dev branch)

    They should not be able to see me when they are upon the hill, I and my team are down bellow with no light ricochets in my back so in a night situation I would be in an advantage, they should not be able to see me that clearly, and as a matter of a fact they don't. They are not spotting me because they see me, they are only aware of me when I or one of my team members starts shooting at the enemy with silent weapons. If I order my team members to target the enemy eg. a group of 3 (not carrying nvg's) and target each and every member of that group and open up only on them they should not be able to alert the enemy further up in a instant, this is totally not what the mission is intended to do if you execute your approach properly ... Hardly tbh if I remove my nvg and my teams nvg's I need to be very very carefully where I go and watch every step or I even dare to bump upon them like less then 2 meters and they don't even spot me then (happened several times whilst I was testing the environment out) this is if I keep my fingers of the trigger, till the point like said when I open up on them, and then all the camps are alerted and that doesn't sound normal for me. ... If I put them down before they can alert someone the other camps should not be alerted at all ... best of regards
  11. KEVINMGXP

    AI Discussion (dev branch)

    just a tiny concern, this may already be covered a couple of times however I am trying to make a night operation mission (black ops) after few hours of testing all the enemy positions it seems that they alert each other very rapidly, which is kinda weird... eg. one foot soldier is getting under fire, (weapon is equipped with silencer btw and I even removed the NVG's of the enemy to see if that was the problem) not sure but when under fire and shot down after a double tab "and even when you keep the enemy highly suppressed with no cover what so ever" I am not sure if a soldier will be able to alert friendlies 200m up on a other hill, will this be addressed in the future, its kinda game breaking for covert operations :s .... any clue where it stand that the AI detection will be addressed? It holds me a little bit back tbh on the development of my missions .... btw: this is on vanilla 1.00.109911 best of regards
  12. KEVINMGXP

    Campfire guarding.

    I like to use it this way because I do not like to have to many waypoints on my map. Personally I find it a bit messy when I use to much waypoints so I like to narrow it down as much as it is humanly possible, I like to work this way because it works faster eg. if something is going wrong I only need to address only a few waypoints to correct it. Also the use of usps -> "ultra simple patrol script" mixed with this helps to narrow down the waypoints. this uses a spawn marker and a patrol marker to set it up, actually pretty nice to work with in a certain area where you want the enemy or even friendly units to patrol, and it makes the whole lot even more random, anyway when I try to develop a mission I try to focus on the replay-ability of my missions. I still need to figure out a lot of stuff doh this was one of them, and so far it looks like it works perfectly for what I want to achieve ;-) best of regards
  13. For those that are interested I was using this example back in Arma2 not sure where I got the info from doh I am not exactly a scripting guru :p anyway I am basically testing various codes again to make the enemy act more like guards around a campfire and make them only react when it is needed, thus keep them at bay till they need to react ... this will be most likely not the most perfect way to do it however I am trying to find a way to make my mission work and let the AI react is a certain way. If anyone knows a better way feel free to add advice, am using this at several enemy camps on my current mission development where some units are placed at the campfire. I thought maybe it is a good id to share this for those that can put it to use ... Campfire guards: ----------------- You can experiment with this in several ways, place other patrols on the map eather by a certain script provided by the community or just use other groups with a move waypoint and use the bis_fnc_taskpatrol code in the on act box to trigger a patrol route. Best of regards ---------- Post added at 10:07 PM ---------- Previous post was at 10:00 PM ---------- ps: I will see to it that I add a template later on so for those that want to use it can just copy and paste it into their own mission ;-) ---------- Post added 09-19-2013 at 12:05 AM ---------- Previous post was 09-18-2013 at 10:07 PM ---------- link to template: http://www.megafileupload.com/en/file/452377/Campfire-Guarding-Template-zip.html Known issues: 1: In some occasions, while you clearly engaging the enemy one group seems to get alerted pretty instantly while the other one stays at safe. 2: When you go in with silent weapons and take out an enemy eg. "black op mission" the enemy still seems to know you're whereabouts (this also happens when you take out a single enemy who is patrolling on hes own ...) I do not think in both situations that this happens because of the syntaxes but merely because how the game reacts at the moment ... best of regards
  14. Hi all, As soon that the final release of arma came out I started to work on my planned missions for it, however I seem to be stuck to create my mission objectives and tasks in the old fashion arma2 way. As supposed I created a Init.sqf with the following task codes ... task0 = player createSimpleTask ["Objective Alpha."]; task0 setSimpleTaskDescription ["Discription needs to be put in","Objective Alpha.", "Objective Alpha."]; player setCurrentTask task0; task1 = player createSimpleTask ["Take out the lead car!"]; task1 setSimpleTaskDescription ["Discription needs to be put in", "Take out the lead car!", "Take out the lead car!"]; task2 = player createSimpleTask ["Destroy the T-100!"]; task2 setSimpleTaskDescription ["Discription needs to be put in", "Destroy the T-100!", "Destroy the T-100!"]; task3 = player createSimpleTask ["Eliminate the transport!"]; task3 setSimpleTaskDescription ["Discription needs to be put in", "Eliminate the transport!", "Eliminate the transport!"]; task4 = player createSimpleTask ["Destroy the MSE-3!"]; task4 setSimpleTaskDescription ["Discription needs to be put in", "Destroy the MSE-3!", "Destroy the MSE-3!"]; task5 = player createSimpleTask ["Detroy the 2S9!"]; task5 setSimpleTaskDescription ["Discription needs to be put in", "Detroy the 2S9!", "Detroy the 2S9!"]; also in the mission folder I made 6 separate sqf files which need to refer to the above tasks. task0: is the main objective alpha which will succeed when all other tasks (task1 to task5) are met.... task0 settaskstate "SUCCEEDED"; _nul=[objNull, ObjNull, task0, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf"; tasks to complete: In the mission editor I made triggers referring to the above sqf files ... the above still seem to work to a curtain degree, it seems to detect that the targets are destroyed however the taskHint.sqf is not recognized anymore in the game, is this been changed, and if so in what is this been changed? or do I need to make this my self, It is most likely that I forgot something along the way as it is been a while that I did some mission editing ... best of regards ...
  15. I used c1 to c5 because I kept the vehicle names from the convoy script of norrin but it also seems to work when i changed the target names, I just dint want to mess with the core setups of the convoy script ;-) thanks for the advice I hope Ive don it all correctly now I changed the triggers to meet the init.sqf changes and everything seems to work, also you are right the task complete looks more professional this way and more clear, however I have a question doh. I have a hidden markers pointing towards objective Alpha, objective Bravo and objective Charlie named tskAlpha, tskBravo and tskCharlie which are the main objectives but for some reason the markers are not showing up on the preview ... Do I forget something in the init.sqf code for the tasks that points to the main objectives markers? on a side note: I have also problems with removing the NVG's I tried to look for a solution on the internet but no luck so far I am using the code: this unassignItem "NVGoggles"; this removeItem "NVGoggles"; the strange part is that the above code works perfectly on the bluefor side but not on the opfor csat side, are the NVG's class names of the opfor named differently? and if so does anyone know the exact class name, googling it dint help me so far, the thing is I do not want to remove all the NVG's on the opfor side only on some units. Anyway thanks in advance ... best of regards
  16. It is clearly stated that official info will be released about this later on, however If you read correctly then I have to think it will be more in the line what Kerc Kasha said. Now personally I am not sure how this will evolve, I also purchased every part of Arma2 including the czech dlc and although the last DLC had a lot of potential the campaign and certain content are not working properly. I am not one that likes to complain doh, but just saying, out of everything I have from bohemia interactive they kept supporting their releases but not the czech dlc's, looking at the czech dlc I am not sure of this. I mean if they want to push this trough I hope that they will take some serious concerns to the supporting part after release of that particular content, if the content released has some errors who is going to address it if the author does not follow up on it? Besides that I am also curious how this will turn out towards the larger part of the community? I will quote the same biggest concern I have on that part ... This concerns me even a bit more tbh ... best of regards
  17. Hey Larrow, already thanks to take the trouble to answer the question. tbh I know how to do all this in arma2 because someone told me how to do it, after a while I just got used how I needed to do this kind of stuff and now I need to learn it again so it seems :p, anyway pointing to the first part init.sqf the code would look like this if I am correct? [player, "task0", ["Discription needs to be put in","Objective Alpha.", "Objective Alpha."], nil, true, 6] call BIS_fnc_taskCreate; [player, "task1", ["Discription needs to be put in","Take out the lead car!", "Take out the lead car!"], nil, false, 1] call BIS_fnc_taskCreate; [player, "task2", ["Discription needs to be put in","Destroy the T-100!", "Destroy the T-100!"], nil, false, 2] call BIS_fnc_taskCreate; [player, "task3", ["Discription needs to be put in","Eliminate the transport!", "Eliminate the transport!"], nil, false, 3] call BIS_fnc_taskCreate; [player, "task4", ["Discription needs to be put in","Destroy the MSE-3!", "Destroy the MSE-3!"], nil, false, 4] call BIS_fnc_taskCreate; [player, "task5", ["Discription needs to be put in","Detroy the 2S9!", "Detroy the 2S9!"], nil, false, 5] call BIS_fnc_taskCreate; the code above here seems to work, objective alpha is set as current task so this works, now I will need to figure out the rest, one thing I am wondering ... is !(alive c1) still working the same way? do I still need to work this trough with triggers like this Condition: !(alive c1) On Act: _nul = [] execVM "c1.sqf"; or is this also don differently? best of regards ... ---------- Post added at 06:51 PM ---------- Previous post was at 06:22 PM ---------- never mind the last part :p I got it to work if I look at this this works a lot more easy then in the past ;-) for those that need to know how its simple ... name your targets eg. c1 - c2 - c3 - c4 - c5 in the field initialization of every unit put: !(alive c1) !(alive c2) !(alive c3) !(alive c4) !(alive c5) put this in the init.sqf [player, "task0", ["Discription needs to be put in","Objective Alpha.", "Objective Alpha."], nil, true, 6] call BIS_fnc_taskCreate; [player, "task1", ["Discription needs to be put in","Take out the lead car!", "Take out the lead car!"], nil, false, 1] call BIS_fnc_taskCreate; [player, "task2", ["Discription needs to be put in","Destroy the T-100!", "Destroy the T-100!"], nil, false, 2] call BIS_fnc_taskCreate; [player, "task3", ["Discription needs to be put in","Eliminate the transport!", "Eliminate the transport!"], nil, false, 3] call BIS_fnc_taskCreate; [player, "task4", ["Discription needs to be put in","Destroy the MSE-3!", "Destroy the MSE-3!"], nil, false, 4] call BIS_fnc_taskCreate; [player, "task5", ["Discription needs to be put in","Detroy the 2S9!", "Detroy the 2S9!"], nil, false, 5] call BIS_fnc_taskCreate; place 6 triggers on the map axis a to 0 axis b to 0 in the condition: !(alive c1) in the on act: ["task1", "SUCCEEDED"] call BIS_fnc_taskSetState; do the above for every unit that needs to be destroyed c1 c2 c3 c4 c5 then for the final trigger task 0 in the condition: !(alive c1) && !(alive c2) && !(alive c3) && !(alive c4) && !(alive c5) in the on act: ["task0", "SUCCEEDED"] call BIS_fnc_taskSetState; task0 will only trigger when c1 c2 c3 c4 c5 are taken out thanks for the info case closed ;-) best of regards
  18. KEVINMGXP

    AI Convoy Script

    It depends How many pos markers do you have set up and how close are they to each other on the map? For starters: your mission folder needs to look like this .... [b]convoyDefend init.sqf mission.sqm[/b] If you have more position markers on the map where the convoy need to move trough then you need to edit your init.sqf, open up the init.sqf with some text editor, I personally like to use notepad++ //init.sqf // Code for convoy defend script if (isServer) then { [["pos1","pos2","pos3","pos4","pos5","pos6"],[c1,c2,c3,c4,c5,c6]] execVM "convoyDefend\convoyDefend_init.sqf"; }; If you added vehicles and pos markers on the map you need to edit the above file eg. //init.sqf // Code for convoy defend script if (isServer) then { [["pos1","pos2","pos3","pos4","pos5","pos6","pos7","pos8","pos9"],[c1,c2,c3,c4,c5,c6,c7,c8]] execVM "convoyDefend\convoyDefend_init.sqf"; }; Also, it is best to make sure that your convoy vehicles are correctly placed on the map eg. c1 first then c2 and then c3 and this about 40 meters apart, to check if the convoy passes correctly trough the markers you can eater test it by riding with them in a cargo spot or by placing a trigger like this. place a trigger make it around 100 radius or something activated by the side you are on and put in the activation box hint "checkpoint 001" you can shoos to set several triggers like this to check out the route to see if the convoy correctly passes all the pos markers ... best of regards
  19. KEVINMGXP

    Small suggestion after watching the credits

    Here you go :) http://forums.bistudio.com/forumdisplay.php?30-OFFTOPIC
  20. KEVINMGXP

    Real Virtuality Performance

    I don't think it is the same, I am not tremendously good in calculations, however I found this. If your movie is 30 frames per second, then a frame is 1/30th of a second, or 33.33 milliseconds. If your movie is 24 frames per second, then a frame is 1/24th of a second, or 41.66 milliseconds. I thought I found some kind of calculator for it online but it seems to calculate metre/second and foot/second in stead of frames per seconds and milliseconds. But if I am correct if you take the former rule and just put in google like this 1/28 of a second it will give you an exact calculation in the search engine like this -> (1/28) * (1 second) = 35.7142857 milliseconds .. best of regards
  21. KEVINMGXP

    Real Virtuality Performance

    lol overlooked that one, :Oo: rofl launched at Q1.10 :banghead: http://ark.intel.com/products/43546/ no wonder if he cant run A3 properly, anyway in that case I have but one suggestion, @OP you better buy a new cpu and while you are at it, check performance tested with Arma3 alpha on cpu's on this forum to make sure you make the right decision before you rush to the shop http://forums.anandtech.com/showpost.php?p=34719486&postcount=4 .... you can go for an Intel Core i5-3570k to i7-4770k depending on your budged ... wich will range between the $195,00 and $184,00 to $303.00 however you can maybe get your hands on a intel I5 2500k which will cost you around $213.00, these prizes are all Recommended Customer Prizes and may vary depending to the store, also when you change your cpu make sure your're power source is still up to it so don't forget to ask your're manufacturer if the power source you have still suffice with the upgrade you will make ... If you want to know for sure if I give you the right solution you may want to run this tool http://www.systemrequirementslab.com/cyri/ you need to give permission to let the tool check your system it will compare what you have with the minimum optimization and maximum optimization given by the game developer to run the game. Bellow the checkup you do there you will find the recommendations that you will need to optimize your system properly ;-) hope it helps ... best of regards
  22. KEVINMGXP

    Real Virtuality Performance

    well it will not be that old but if it is already used a lot he may have some problems with hes system cache, pagefile or superfetch, the RAM memory chips in his computer may be fast, but they wont hold enough to do everything the computer needs to do, so the overflow that the RAM chips can’t support gets sent to the hard drive, a certain portion of his hard drive literally, about 1% maybe even less needs to be reserved for this to function. If his personal data begins encroaching on this space that is reserved for system files prefetch or cache, then hes computer will most certainly get slower and slower very noticeably. Unless I am mistaking Arma games are hard for processing and if the files are been read slow it may also process troubles for his FPS performance. although I may be mistaken but I had troubles too in the past with read performance, changed my hdd and problem was solved ... anyway if he cant setup the game properly and has a lot of fps issues and all of hes hardware is up to date then I guess the only thing that is left to do is go to his computer manufacturer or somebody that has the knowledge to check hes pc out to look what can be don to solve it, as he already stated other games run properly but other games are not arma :) ... best of regards
  23. KEVINMGXP

    Real Virtuality Performance

    If thats not the case which HDD do you use? how old is it and how fast does it read as this is also important, tbh if the hardware isnt heating and nothing else is wrong the only thing i can think of is that something is bottlenecked and the only thing I can think of now is your HDD .... (also what are your expectations?) I mean if you expect to run A3 at 60 fps I am surely you are going to be disappointed I mean this is rarely seen, if you run arma games at 30 to 40 fps then you are actually running the game well if you ask me ... best of regards
  24. KEVINMGXP

    Real Virtuality Performance

    I already suggested several stuff in my former post, I also added my system information if the game doesn't run properly I suggest you clean out your pc, place extra coolers install a heat controller to check your heat sources so you know what kind of coolers you will need, I can run the games well normally you should be able to do that also unless something is bottlenecked .... best of regards
  25. KEVINMGXP

    Real Virtuality Performance

    No we are not, you are talking about engine performance, claiming that the vr engine is not a good engine and bis needs to step up and make a new engine of their own. thus you claim that it is not their engine and all the information we can find on the vr engine points to only one manufacturer only and that is BIS, if there was another party involved I bet we would of known it already ages aggo .... No one is going to side on this claim unless you give us some actual indication that this is true or a dev would side you on this. and still this isnt off topic mate ;-) read your own posts ... best of regards
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