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KEVINMGXP

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Posts posted by KEVINMGXP


  1. I do not have direct sources as I don't feel like digging up old, old posts that I might never find, but now its going off topic.

    this is not off topic as you urge bis to build another engine, so we refer towards you're question, you claim that the engine was acquired trough another party. I and I bet a lot of others would like you to elaborate on that claim. Maybe you know something we do not know?

    besides that, you say you can't get higher performance, as well known arma games are pretty hard on processing everything how well is your pc cooled? I think my PC is lower optimized for performance then yours, however I also use a lot of cooling, I keep my pc clean on regular base, I have almost zero to no problems with the games of bis unless i forget to clean it out, with this I do not only mean to defrag a lot but actually dust it out on regular base ....

    ------------------

    System Information

    ------------------

    Time of this report: 8/29/2013, 21:04:21

    Machine name: KEVIN-PC

    Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.130104-1431)

    Language: Dutch (Regional Setting: Dutch)

    System Manufacturer: INTEL_

    System Model: DH77KC__

    BIOS: Default System BIOS

    Processor: Intel® Core i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2GHz

    Memory: 8192MB RAM

    Available OS Memory: 8158MB RAM

    Page File: 3280MB used, 13033MB available

    Windows Dir: C:\Windows

    DirectX Version: DirectX 11

    DX Setup Parameters: Not found

    User DPI Setting: Using System DPI

    System DPI Setting: 96 DPI (100 percent)

    DWM DPI Scaling: Disabled

    DxDiag Version: 6.01.7601.17514 32bit Unicode

    separated from that I have 2 front coolers 2 side coolers one rear and one top cooling and on extra on my cpu witch partly covers my main panel ....

    best of regards


  2. Actually, the RV engine is an engine that BI had acquired from another party.

    The Real Virtuality (game engine) is developed by only one party (bohemia interactive) and was originally called Poseidon it was first used for Operation Flashpoint cold war crisis as well known by us all, however I wonder were you got the id that the engine was build by another party, I can not find any indications which refers to this at all?

    Real Virtuality 1

    1: Operation Flashpoint: Cold War Crisis (PC): 1.00 - 1.46

    2: Operation Flashpoint: Resistance (PC): 1.75 - 1.96

    3: ARMA: Cold War Assault (re-release of Cold War Crisis and Resistance)

    4: VBS1 (PC): 1.75 - 1.99

    Real Virtuality 2

    1: Operation Flashpoint: Elite (Xbox): 2.85

    2: ArmA: Armed Assault / ArmA: Combat Operations (PC): 5089 - 5151 - 5163

    3: VBS2 (PC): 1.0 - 1.6

    Real Virtuality 3

    1: ARMA 2 (PC)

    2: ARMA 2: Operation Arrowhead (PC)

    3: Take On Helicopters (PC)

    4: Iron Front: Liberation 1944 (PC)

    5: VBS2 v2.0

    6: DayZ Standalone (PC, 2013) Modified Engine

    Real Virtuality 4

    1: ARMA 3 (PC, expected release September 2013, Beta began 6/25/2013, Alpha began 3/5/2013) - Currently in Beta version 0.74

    2: upcoming VBS3 ????

    best of regards...

    I thought RV engine came from Poseidon, which was built by BIS.

    Ninja :p


  3. I actually would prefer to go a little more old style, e.g. ofp resistance. Old weaponry iron sights which can malfunction to start with, low ammo count so you need to watch your aiming skill, trying to disrupt enemy transports along the way to get your hands on better weapons and fight your way seriously up to get there, it doesn't even need to have a good ending, "meaning winning the war" for example in stead keep the end neutral so they can build on the story in a next campaign. Maybe add some decisions you need to take to build your characteristics up, which in the end will be taken with you to the next part of another campaign.

    they may "frustrate" the player a bit (in the good sentence of the word) to get trough the campaign, which will hopefully give you the feeling you achieved something along the way ...

    But that is my personal taste ;-)


  4. Why does he ignore this and continue to call for buffs and nerfs he thinks makes his game in a specific mission possibly more "balanced"?

    Can't say, I am surprised he dint pop up a thread already about the unrealistic animations arma3 uses now, he is questioning a lot of things but tbh I don't care anymore, if I look closely I don't think it is any use that we even try to explain him that this game does not behave like another. maybe he is used to play games like dragon rising, battle field and similar games and besides that, I am not even sure if the mission creator can do anything about it because I never played wasteland or is it a mod?

    maybe it is just about how he expects how the game needs to behave towards real life? anyway I am going to stay back for now on doh :p

    best of regards


  5. From his posts it appears he wants the game to be more "balanced" for when he plays Wasteland...

    :bored: uhu that too but he is actually questioning both, everything related towards what is disliked in wasteland needs to be changed by bis, or at least that is what it looks like if you read a few posts from him, and if I read this post correctly it looks like some kind of repost of this thread http://forums.bistudio.com/showthread.php?162147-Regarding-nerfing-sniper-and-fixing-the-perhaps-broken-accuracy-system :butbut: I smellz spam tbh :s ....


  6. I mentioned high school stuff cause it is getting a little bit annoying that you've been saying the same concept twice and more as if I did not get it the first time.
    but the FACT that in REAL LIFE soldier gets knock down in combat. Since ARMA3 claims to pursue realism, than maybe it is best if the hit animation could be improved.

    This is because you still seem not to get it entirely right, people tend to react on such things around here. I am one like many around here that like to feed the right info. This is while you still claim that a soldier will be knocked back or knocked down, it is proven many times over that it wont happen you cant change that FACT.

    Also you try to say that this part is not simulated right by bis in their upcoming tittle and I am not agreeing upon that claim. Arma3 seems to be pretty close in that part of the simulation which is a vast improvement looking towards their past. The feature may still be up for improvement but personally I actually am satisfied how it works especially if you compare it towards their former tittles, the video you are pointing out to for example is actually one prove of it. Also Bis tries to pursue realism and they do claim bis will provide the most realistic platform for combat simulation.

    I can say on my account and I know many people will back me up on this "they do" and they are not saying this falsely. BIS has been improving trough the past years, but you need to bear in mind this is still a simulation and a game and while they are trying to provide and pursue realism it is not exactly real life eater, maybe a little bit of reality from your'e part on that end can help to look upon it from the right side ...

    I will not say it is all perfect but to get every factor right and detailed is something that asks many years of development. You won't get much more realism in any other game out there and if you know where bis is coming from and where they have been in the past you will certainly know this -> I bet they will keep improving while they are add it ;-)

    Anyway that is my input on this matter and if you are annoyed by it then I guess I have to say that this is bad for you I am not going to lose sleep over it :p

    best of regards


  7. Please stopping thinking as if you are the only one who's been to high school, and as I already told you, it is "not due to the force so great" but due to how the human body works that people gets knocked down, which is clearly seen in "http://www.youtube.com/watch?v=jXMjh_XbkiI". Try denying that..

    Firstly, you disprove the fact how I and others argument your wrong information over and over, which is you're problem from the start on the entire debate. I seriously wonder why you bother to communicate on these forums here at all if you going to have problems as such. Secondly there is no need for you to overly prove you are educated, I will not even come close to discuss your'e intelligence what so ever, but it looks like you are willing to discuss mine :rolleyes: maybe it would be wiser to show a little courtesy to those that try to give the right information, a better approach would be to admit you were wrong in your statements and move on.

    Then the video:

    The video doesn't show a knock back nor knock down, hes feet stay on the exact same spot from where he is standing, the body needs to go somewhere in this case towards the back from were the shot is coming from, If you take a good look in what is happening on the video it is not only due to the force of the shot but also due to the reaction of the receiver on impact, as already proven in several cases by science and by the FBI it is a myth, and no such thing exist ...

    What it does show however is, that the target stands right back up this proves that the target was a highly trained induvidual and knew exactly how to react, it looks as he was not close to be stunned out and disorientated of what to do next, most likely shot fully on the body armor where the larger part of the impact will have been dispersed and away from the wearer.

    I witnessed several times so far that you are trying to bend your'e own words, it looks that I am not the only one that discovered this :butbut: ...

    Tests don over a period of several years which show that what you refer to as a knock back or knock down is a fall or in other words stumble to the ground.

    Look at boxing for example do they knock back or even knock down while being hit in the face or stomach on full force? No they don't they or stumble back up on impact and reaction and then drop down when knocked out like a sack of potatoes or in some case the body falls to the rear depending on how the receiver's body will react on the impact, you can hardly call that a knock back or knock down http://www.youtube.com/watch?v=ynAPvk0lQF0 and

    The moment were you would be right is where both parties will be affected by action and reaction, when you say that the knock back or knock down is due to how the body reacts then again I will need to disappoint you.

    The following is sencitive about how gun shots are actually processed by the body you do not need to read it if you do not want too..

    When shot and vital part are hit you will most likely go in to hypovolemic shock, a condition characterized by inadequate delivery of oxygen to vital organs. When fatal you're brain will not send any information anymore to your body parts and stops to function properly, Non-fatal gunshot wounds can result in serious disability.

    First of all, imagine you are being shot in the chest there will be the most incredible, shocking impact you could ever imagine like being jack-hammered through the chest, everything around you will go into slow motion and a large amount of adrenaline will be released from the adrenal medulla, causing you're central nervous system synaopses to fire faster. First the bullet will penetrate you're entire chest mass, fracture and bounce off you're left scapula. Hurle back through you're chest again, fracture a rib, and then bounce back through, trace a path around another rib.

    Next flying straight into you're spinal column, fracturing you're T-9 and T-10 thoracic vertebrae. This all will happen in one momentum and in a fraction of a second and it will cause the feeling in you're legs to fade away. Now again when this happens to you or even when this is witnessed by you, then come and tell us if you or that person will be knocked back or knocked down ..

    I can guarantee you, that it does not happen ...

    Like said previously when hit on body armor it works different as the body armor is developed to try and stop the bullet when receiving a shot in such a condition and the bullet is successfully stopped the reaction upon it is depending on how highly the target is trained. But a knock back or a knock down will never occur in any case, I refer again to the top video posted by icewindo it proves the fact that their is no knock back or knock down their must be something wrong with your eyes or at least with how you interpreted a knock back or a knock down or whatever you want to call it next ....

    Last but not least here another test by an individual that proves their is no knock back nor knock down, so you are surely not the only one that cant seem to take the right information. I am really curious why people back them selves up with such myths anyway ....

    For most of this week I witnessed a very heated debate about Knock Down or Knock Back Power of projectiles fired from firearms. I just happened to be working on the video for another ammo test, so I grabbed some highlights so people could visually see the knock down/knock back power of one of more powerful 45 ACP loads.

    There is no doubt that the gel block sustained serious internal damage from the bullet, but the 45 lb. terminal testing rig only moved less than 1 inch from the bullet impact. This hardly appears capable of knocking a 150 lb object off their feet even with 100% energy transfer.

    If this doesn't satisfy the correctness of the information that some of us try to give you here, well then we will need to think you are hard headed, but hey no hard feelings ;-) we may think you have a lot of questions that need to be answered but the thing is are you willing to receive them as it is?

    best of regards


  8. Let me just give you a quick example: You are standing still and get hit by 7.62 right to your belly at 90 degrees, unless you are well prepared for that, your body will react to that force and you would likely to lose balance. In order to regain control of your body, you would likely to step back and in case you fail to respond and lose balance, you would fall down. So let me be clear about one issue: I've never mentioned in my reply or the post that it is due to the force so great that people gets knock down, but simply that in real life soldiers would get knock down when hit.

    Nicely recovered but not quite good enough :p you did mentioned several times a person would be knocked back, suddenly saying it does not makes no difference to a lot of people around here.

    Force....

    Assuming the gun and shooter are at rest, the force on the bullet is equal to that on the one that is shooting.

    This is due to Newton's third law of motion (For every action, there is an equal and opposite reaction). Consider a system where the gun and shooter have a combined mass M and the bullet has a mass m. When the gun is fired, the two systems move away from one another with new velocities V and v respectively. But the law of conservation of momentum states that the magnitudes of their momenta must be equal.

    Kinetic Energy

    However, the smaller mass of the bullet, compared that of the gun-shooter system, allows significantly more kinetic energy to be imparted to the bullet than to the shooter. The ratio of the kinetic energies is the same as the ratio of the masses (and is independent of velocity). Since the mass of the bullet is much less than that of the shooter there is more kinetic energy transferred to the bullet than to the shooter. Once discharged from the weapon, the bullet's energy decays throughout its flight, until the remainder is dissipated by colliding with a target.

    Transfer of Energy

    When the bullet strikes, its high velocity and small frontal cross-section means that it will exert large stresses in any object it hits. This usually results in it penetrating any soft object, such as flesh. The energy is then dissipated in the wound track formed by the passage of the bullet.

    With body armor it works differently,

    The vest's material, usually Aramid (Kevlar or Twaron), works by presenting a series of material layers which catch the bullet and spread its imparted force over a larger area, hopefully bringing the round to a stop before it can penetrate into the body. While the vest can prevent a bullet from penetrating, the wearer may still be affected by the kinetic energy of the bullet, which can produce serious internal injuries.

    Destructive effects

    The immediate damaging effect of the bullet is typically severe bleeding, and with it the potential for hypovolemic shock, a condition characterized by inadequate delivery of oxygen to vital organs. In the case of traumatic hypovolemic shock, this failure of adequate oxygen delivery is due to blood loss. In other word people stumbles to the ground, so the falling down part is not quite right either, this is deu to the pain and the shock the victim will receive trough the gunshot .....

    Looking at impact on body armor so far I think that Arma3 is somehow close to how it should be, the video posted here

    by Icewindo confirms it at least for me.

    best of regards


  9. Just for the "impact absorbed?" part, it is worth mentioning that it depends on the type of body armor.

    wana take a bet? Take a sponge and try to absorb a metal casing you will have a hard time to try it ;-)

    These body armors, are made out of artificial materials like Kevlar which was discovered by DuPont chemicals, which are made very specifically to try and halt the bullets from penetrating, The force of the bullet is dispersed over the entirety of the material and away from the wearer, so it is not absorbed but dispersed unless bullets are suddenly made out of some kind of liquid material that I don't know of :eek:?

    Picture a magnified view of cloth. Kevlar is woven like any other cloth, but the material is tough and the weave is so tight that it creates a very difficult to break web. Now picture roughly 50-to 80 layers of that web. When the bullet strikes it is being slowed by one layer after another and the force of the shot is dissipating over the entirety of the vest, which will try to stop it from penetrating and causing the bullet nose to mushroom out and deform upon impact. So what's really happening when someone's vest takes a hit is that the bullet's force is being dispersed by layer after layer of chemically woven spiderweb that's just too tough to snap.

    anyway I agree that it depends on the type of body armor how the bullet is dispersed by the vest, the vest will take the large part of the chock and spread but it still may hurt at some point on impact.

    It would pierce into the armor, assuming it would not penetrate, and impose its power on the wearer and knock the guy back or over.

    I specially looked for this video just for you, it is from mythbusters and actually points out the fact that when been shot, it will not cause you to fly several meters away nor are you knocked back, you just fall dawn like a sack of potatoes. Secondly they also point out somehow that they wanted to redo the test because some people were not convinced that you would not be knocked back.

    The request of the critics was to do it over on the center of gravity with an extra plate to make sure the force is centered to the object, they also made the mayor effort for non believers to do it with a powerful weapon the vest still tried to disperse the impact but fails to halt the bullet as it was a 50 call cannon ball ...

    ps: yes and the commentator also talks about absorbing near the end of the video but take a closer look what happened with the bullet ;-) the difference with smaller caliber fire arms is that a smaller bullet will most likely have been stopped and flattened out or in other words mushroomed out "depending on bullet type and body armor type" it would have been more in the line like this ...

    jen

    right not absorbed :p

    best of regards


  10. Listen to the narration of your own video.

    People fall down when they get shot. It's unexpected, it hurts, and they're terrified in combat. With adrenaline pumping, they can't tell if they have suffered a fatal wound or not.

    That guy was shot under optimum conditions. He was expecting it, and the round hits the toughest part of the armor.

    So you're both wrong and right. Good body armor can allow someone to shrug off a rifle round while it's nothing, but you're just as likely to suffer a hit somewhere with bad or partial coverage, fall down from shock, suffer broken bones and internal bleeding, just like he says.

    The video is about "stopping power" and "knock-down ability" with large calibers and it is a myth and that is where Byku is referring too (I THINK :p) in reply on Yashamalu. If so Byku is actually right, There is no such thing like I am going to shoot a person with a M107 and that person will fly away for like several meters, I don't think the poster you are replying to is claiming that it does not hurt nor that it wont hurt when you receive a shot under certain conditions, he claims you will not get knocked down like in the movies.

    Not to mention that in real life a hit of 5.56 to your chest would knock you to the ground,

    No it wont, it will however drop you to the ground like a sack of potatoes :rolleyes: this is when you don't wear boddy armor, if the impact is stopped under certain conditions you will be most likely able to walk away alive, depends where you have been hit ...

    anyway

    As for internal bleeding whenever you are in certain conditions and the impact is even on boddy armor you may receive internal bleeding's ....

    If a bullet is stopped by the body armor, the impact of the bullet isn't absorbed by the armor. It spread over a larger area of the body...

    as has been posted, It can still do quite a bit of damage. imagine being hit, anywhere... with lets say a hammer or baseball bat. It's probably not going to penetrate the skin, but anything inside the skin like bones and organs is going to get the impact.

    best of regards ..


  11. ACE appeared with ArmA. It's predecessor was WGL. There are hundreds of mods that make those games what they are, not only uber realistic ones.

    You gotta love WGL and Furr85 :yay:

    anyway

    I wanna find a way to use my M16/M4 type weaps again. Not really into this whole craptastic future shiz.

    Now besides the fact that I like our current setting in Arma2 it is time for something a little different, personally my focus lies within the engine improvements first and secondly the content as a whole package, what they deliver is in my eyes far from futuristic most if not almost everything exist. I think some people need to be a little more open minded...

    There is no indication that no one of our modding community wouldnt do a few efforts to get us some M16's or M4's in Arma3 we have a vast and strong community they can make almost everything and this in a most realistic way.

    They can make tanks, light armor, small arms, heavy arms, whole armies and official army gear, fixed and rotor wings, sound modifications etc ...

    Let the community do what they have always don, have fun and make stuff ...

    So seriously I have no clue why people are jizzing them selves up, like little kids why they are not getting the candy :butbut:

    anyway if you ask me bring CWR3 ftw :p


  12. I don't understand, I don't have the same experience you are explaining. I can only fire the (With the AH-64C from the "beta") 38 hydra rockets on manual fire, if i don't switch to manual fire the gunner has control and will only fire if i aim the helicopter at the target. I am not having this problem with the Cobra in CWR2, i am not having this problem with the default cobra, i am not having this problem with the AH-64D, and i'm not having this problem in Eagle Wing. Could it be Mando Missile pack? Because that is the only mod i am running this "beta" with.

    As far as I know mando missiles uses its own custom controls, and I believe mando missiles wont have any effect on the AH-1S MC cwr² helicopter as it is not meant to be used as a modern gunship like we know it now.

    Mando only has effect on the more modern day gunships. I doubt that it will cause huge problems "tho" I tried it a few days back and it seems to work properly, even on the AH-64C from the CWR² beta 5 release but like said mando missiles uses its own custom key mapping and was made to be used on vanilla aircraft's or similar modded aircrafts build with the sole purpose to use the core settings of mando missiles.

    So mando might or might not conflict with the settings of the shoppers build for CWR², the only way to find it out is to disable mando missiles and test it I guess.

    edit: yes you can only fire the Hydra rockets your selves from the AH-64C with manual fire activated, even when mando missiles is not installed. I just tested it out, however I don't find it a huge problem to hit manual fire to fire them tho.

    the only issue I had with the missiles, "was" when I was firing the guided rockets the controls seemed to be different, after installing the latest beta patches I was not able to press just F to command my co pilot to switch weapon load out nor was I able to command fire to my co pilot with only one left mouse button press, now I need to Select weapon load out wit CTRL+F and to command my co pilot to fire I need to press CTRL + left mouse button. The guided missiles are not locking on properly nor do I get a lock on tone when I want to command my co pilot to engage those targets.

    anyway, it is different from when I used the normal 1.62 official update of Arma2, but I am able to evade that problem by just pressing manual fire :p, so all works out well for me after all ...

    best of regards


  13. That makes sense, glad i'm not the only one.

    Well I am not sure that I have the exact same problem however when on normal 1.62 without the beta applied I can switch targets and change my weapon load to the co pilot, the pilot will also say exact witch target is selected and then hit fire with the left mouse button.

    When I launch the beta patch the TAB switch target still seems to work but the pilot wont voice it out to the co pilot, to change weapon load out you need to hit CTRL + F, and to command fire you need to hit CTRL + left mouse button. This works only for the normal gun not the guided rockets.

    Also the pilot will get 38 Hydra unguided rockets to fire without the need of selecting manual fire.

    When you select guided rockets for the co pilot sometimes it switches back to normal gun without you ordering it and if the guided rockets finally are selected there is no lock on tone, if you commence firing the co pilot will fire but the missile will not guide toward the target, they fly strait away ...

    on the other hand If you select manual fire and select the guided rockets then you still wont get a lock on tone but the missile seems to guide it selves to the target without a problem. the hydra rockets can not be fired when you are in manual fire mode ...

    I just tested it out again a few times and when I finally got it under my knuckles I may think they changed it that way and it supposed to work like it works now "I only assume this I can not say that for a fact", so to use the guided rockets you will need to hit manual fire, the only thing that is strange I don't get a lock on tone when I select the target.

    Maybe it is still up for improvements but I can say for a fact that this is certainly not mod related nor mission related.

    anyway I hope it helps a bit ..

    ---------- Post added at 05:31 PM ---------- Previous post was at 05:25 PM ----------

    Very interesting information. Thanks for this.

    Well I am still trying to figure it out, I am not sure if they meant to changed something along with the beta patch or not but I know for sure something is altered. I am not really a pilot player however I do like the EW campaign and I also know later on in the Cold war campaign you will encounter some air to ground missions and even when I am not a real pilot player I loved those missions.

    So I was wondering what is going on and started testing, at this point I might think that the beta patch has made some changes related to how the weapons selection work and how you fire, I need to recall on the TAB function tho this still seems to work however this is not voiced out anymore in command and no lock on tone is provided like it is supposed to be when you use the guided missiles.

    this is however only on manual fire mode, the guided missiles are not working when you select them on the co pilot, he still targets the target but the missiles are missing target every time you order the co pilot to fire, the main gun however does work properly on the co pilot ...

    the thing is I lurked around to see if something was reported about this and so far zilch zero nothing reports not on the forums here not on CIT so I am still wondering are there only a few that spotted this or is no one using those latest beta patches :p

    One a side not: "for what it is worth" I want to thank the entire CWR² team to give ARMA 2 this nice OFP experience, it will surely give us a lot more time in ARMA 2 even when ARMA 3 is close to release, anyway while we need to wait for those campaigns to be released we will have this ones to keep us occupied, I can say it is pretty close to the original one ;-) so any improvements you guys can make extra in addition what we already have gotten for free is a serious ++++ thumbs up :yay:.

    best of regards


  14. You're not playing a mod, you're playing a beta. The mod isn't out yet.

    Not only that, the shopper gunner control is not a fault of the CWR² beta mod. I have the same issue, however I firmly believe this happens when you install the Arma2 beta batch from ARMA2_OA_Build_101324 to ARMA2_OA_Build_108074 if I play the game without these beta patches I am able to switch targets and use weapon selections, if I play with the beta patches I am not able to do that.

    The issue is in no cases mod related as far as I can tell it happens on vanilla installation + beta patching the above beta builds. I have tried and tested several shopper missions including the EW campaign all have the same issue, hence the fact that I tried this on vanilla installation with the beta patches applied but with no mods installed.

    I use however some mods, this is how I spotted this problem at first the mods I use are in the need of CBA like the JSRS and blastcoreFX 2.1 and CBA needs at least beta patch ARMA2_OA_Build_100697, I also tried to roll back to previous beta patches from ARMA2_OA_Build_100697 to ARMA2_OA_Build_101245 the weapon selection and switch target seems to work but these beta patches do give a sqf or sqs script error on the communityconfigurationproject_e addon which CBA needs ...

    anyway from the moment when i install ARMA2_OA_Build_101324 patch the issue with the shopper gunner controls are applied.

    you are however still able to command fire with CTRL + left mouse click and you can do a weapon selection with CTRL + F but the weapon selection will roll back to plain gunner thus it has no effect, the TAB key to switch target doesn't seem to work and you don't have a weapon lock on tone eater, that is when those beta patches are applied ...

    I also tried to find a CIT about this but I couldn't find anything related to this issue, I first thought this problem was on my end, maybe a faulty update by my self but when I think this trough if it works without beta patching applied to it shouldn't it normally work with the beta patch applied too? there seems to be something different but I can not spot anything in the ARMA2_OA_Build_101324.log nor later beta logs which relates to changing gunner commands on shoppers/planes control which uses co pilot gunners ...

    If you have weapons selection issues or even target switch issues per my experience it is not mod related nor mission build related, I may be wrong tho. To solve it for now I installed mando missiles but I believe that mando missiles has no effect on the cobra shopper of the CWR² mod ...

    best of regards


  15. The problem is not Wasteland. That's not the only thing causing performance issues. How many times are you going to say that. If you don't have anything meaningful to add, then just shut up and don't comment. All of your posts are spam posts criticizing people who are having performance issues. Just because you run the game perfectly fine does not mean that there's no problem with the game, and it doesn't mean that user's PC are to blame for the engine's problems.

    And you and those that are actually reacting like this need to cool down a bit, because this is exactly ranting seriously. I can understand that others may have issues to run the game but those that run the game fine are also entitled to voice their opinion based on their experiences as you are, you might not like it that some people are running the game fine while you or others are not. Basically it means that the game is not running that bad and thus means that bis will need to optimize their game software towards the hardware still used.

    Best to do in this kind of situation is doing everything on your side to optimize the game.

    *Defrag on regular base

    *Shut down background programs not used

    *Dust out your pc and keep it clean

    *Fidle with your game settings (this may take some time)

    *If your system is stressing to hard test temperature

    *you may want to add a cooling fan

    * you may want to clean your processor more drasticaly,

    *buy cooler master its some sort of pasta to put on your processor

    If you do not know how to do that you have 2 options go to the pc store and let them do it or go to youtube and learn it your selves

    Also in stead of bickering like this game lags omg omg bis you suck! you might want to rethink how you approach this kind of issues, because seriously

    what we do not need around here is attention whores :j: and acting like that will not help at all.

    If you want to help bis to optimize the game:

    Post up your specs nicely whether the game functions well or not!

    Bis will be able to pick it up as they will see on which rigs the game runs fine and on which rigs not:

    Type in:

    DxDiag into your search box left bellow at your start button, the system will then gather all the info a box will pop up save it to your desktop and then copy paste.

    Game runs fine on my rig:

    ------------------

    System Information

    ------------------

    Time of this report: 3/25/2013, 16:01:29

    Machine name: KEVIN-PC

    Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.130104-1431)

    Language: Dutch (Regional Setting: Dutch)

    System Manufacturer: INTEL_

    System Model: DH77KC__

    BIOS: Default System BIOS

    Processor: Intel® Core i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2GHz

    Memory: 8192MB RAM

    Available OS Memory: 8158MB RAM

    Page File: 2377MB used, 13936MB available

    Windows Dir: C:\Windows

    DirectX Version: DirectX 11

    DX Setup Parameters: Not found

    User DPI Setting: Using System DPI

    System DPI Setting: 96 DPI (100 percent)

    DWM DPI Scaling: Disabled

    DxDiag Version: 6.01.7601.17514 32bit Unicode

    ------------

    DxDiag Notes

    ------------

    Display Tab 1: No problems found.

    Sound Tab 1: No problems found.

    Sound Tab 2: No problems found.

    Sound Tab 3: No problems found.

    Input Tab: No problems found.

    --------------------

    DirectX Debug Levels

    --------------------

    Direct3D: 0/4 (retail)

    DirectDraw: 0/4 (retail)

    DirectInput: 0/5 (retail)

    DirectMusic: 0/5 (retail)

    DirectPlay: 0/9 (retail)

    DirectSound: 0/5 (retail)

    DirectShow: 0/6 (retail)

    ---------------

    Display Devices

    ---------------

    Card name: NVIDIA GeForce GTX 560 Ti

    Manufacturer: NVIDIA

    Chip type: GeForce GTX 560 Ti

    DAC type: Integrated RAMDAC

    Device Key: Enum\PCI\VEN_10DE&DEV_1200&SUBSYS_838B1043&REV_A1

    Display Memory: 4050 MB

    Dedicated Memory: 978 MB

    Shared Memory: 3071 MB

    Current Mode: 1920 x 1080 (32 bit) (60Hz)

    Monitor Name: Algemeen PnP-beeldscherm

    Monitor Model: PLE2208HDS

    Monitor Id: IVM560A

    Native Mode: 1920 x 1080(p) (60.000Hz)

    Output Type: DVI

    Driver Name: nvd3dumx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvd3dum,nvwgf2um,nvwgf2um

    Driver File Version: 9.18.0013.1407 (English)

    Driver Version: 9.18.13.1407

    DDI Version: 11

    Driver Model: WDDM 1.1

    Driver Attributes: Final Retail

    Driver Date/Size: 2/10/2013 04:25:27, 17987192 bytes

    WHQL Logo'd: n/a

    WHQL Date Stamp: n/a

    Device Identifier: {D7B71E3E-5140-11CF-8C76-86A31CC2C435}

    Vendor ID: 0x10DE

    Device ID: 0x1200

    SubSys ID: 0x838B1043

    Revision ID: 0x00A1

    Driver Strong Name: oem7.inf:NVIDIA_SetA_Devices.NTamd64.6.1:Section022:9.18.13.1407:pci\ven_10de&dev_1200

    Rank Of Driver: 00E02001

    Video Accel: ModeMPEG2_A ModeMPEG2_C ModeVC1_C ModeWMV9_C

    Deinterlace Caps: {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive

    {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY

    {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY

    {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch

    {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive

    {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY

    {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY

    {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch

    {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive

    {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY

    {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY

    {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch

    {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive

    {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY

    {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY

    {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch

    {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=

    {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=

    {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=

    {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=

    {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=

    {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=

    {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=

    {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=

    {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=

    {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=

    {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=

    {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=

    {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=

    {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=

    {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=

    {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=

    {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=

    {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=

    {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=

    {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=

    {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=

    {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=

    {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=

    {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=

    D3D9 Overlay: Supported

    DXVA-HD: Supported

    DDraw Status: Enabled

    D3D Status: Enabled

    AGP Status: Enabled

    -------------

    Sound Devices

    -------------

    Description: Luidsprekers (Realtek High Definition Audio)

    Default Sound Playback: Yes

    Default Voice Playback: Yes

    Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0892&SUBSYS_80862031&REV_1003

    Manufacturer ID: 1

    Product ID: 100

    Type: WDM

    Driver Name: RTKVHD64.sys

    Driver Version: 6.00.0001.6809 (English)

    Driver Attributes: Final Retail

    WHQL Logo'd: n/a

    Date and Size: 12/26/2012 03:37:24, 3269088 bytes

    Other Files:

    Driver Provider: Realtek Semiconductor Corp.

    HW Accel Level: Basic

    Cap Flags: 0x0

    Min/Max Sample Rate: 0, 0

    Static/Strm HW Mix Bufs: 0, 0

    Static/Strm HW 3D Bufs: 0, 0

    HW Memory: 0

    Voice Management: No

    EAX 2.0 Listen/Src: No, No

    I3DL2 Listen/Src: No, No

    Sensaura ZoomFX: No

    Description: Realtek Digital Output (Realtek High Definition Audio)

    Default Sound Playback: No

    Default Voice Playback: No

    Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0892&SUBSYS_80862031&REV_1003

    Manufacturer ID: 1

    Product ID: 100

    Type: WDM

    Driver Name: RTKVHD64.sys

    Driver Version: 6.00.0001.6809 (English)

    Driver Attributes: Final Retail

    WHQL Logo'd: n/a

    Date and Size: 12/26/2012 03:37:24, 3269088 bytes

    Other Files:

    Driver Provider: Realtek Semiconductor Corp.

    HW Accel Level: Basic

    Cap Flags: 0x0

    Min/Max Sample Rate: 0, 0

    Static/Strm HW Mix Bufs: 0, 0

    Static/Strm HW 3D Bufs: 0, 0

    HW Memory: 0

    Voice Management: No

    EAX 2.0 Listen/Src: No, No

    I3DL2 Listen/Src: No, No

    Sensaura ZoomFX: No

    Description: Realtek Digital Output(Optical) (Realtek High Definition Audio)

    Default Sound Playback: No

    Default Voice Playback: No

    Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0892&SUBSYS_80862031&REV_1003

    Manufacturer ID: 1

    Product ID: 100

    Type: WDM

    Driver Name: RTKVHD64.sys

    Driver Version: 6.00.0001.6809 (English)

    Driver Attributes: Final Retail

    WHQL Logo'd: n/a

    Date and Size: 12/26/2012 03:37:24, 3269088 bytes

    Other Files:

    Driver Provider: Realtek Semiconductor Corp.

    HW Accel Level: Basic

    Cap Flags: 0x0

    Min/Max Sample Rate: 0, 0

    Static/Strm HW Mix Bufs: 0, 0

    Static/Strm HW 3D Bufs: 0, 0

    HW Memory: 0

    Voice Management: No

    EAX 2.0 Listen/Src: No, No

    I3DL2 Listen/Src: No, No

    Sensaura ZoomFX: No

    ---------------------

    Sound Capture Devices

    ---------------------

    -------------------

    DirectInput Devices

    -------------------

    Device Name: Muis

    Attached: 1

    Controller ID: n/a

    Vendor/Product ID: n/a

    FF Driver: n/a

    Device Name: Toetsenbord

    Attached: 1

    Controller ID: n/a

    Vendor/Product ID: n/a

    FF Driver: n/a

    Device Name: G500

    Attached: 1

    Controller ID: 0x0

    Vendor/Product ID: 0x046D, 0xC068

    FF Driver: n/a

    Device Name: G500

    Attached: 1

    Controller ID: 0x0

    Vendor/Product ID: 0x046D, 0xC068

    FF Driver: n/a

    Device Name: G500

    Attached: 1

    Controller ID: 0x0

    Vendor/Product ID: 0x046D, 0xC068

    FF Driver: n/a

    Device Name: Logitech Cordless RumblePad 2

    Attached: 1

    Controller ID: 0x0

    Vendor/Product ID: 0x046D, 0xC219

    FF Driver: n/a

    Device Name: Gaming Keyboard G110

    Attached: 1

    Controller ID: 0x0

    Vendor/Product ID: 0x046D, 0xC22A

    FF Driver: n/a

    Device Name: Gaming Keyboard G110

    Attached: 1

    Controller ID: 0x0

    Vendor/Product ID: 0x046D, 0xC22A

    FF Driver: n/a

    Device Name: G110 G-keys

    Attached: 1

    Controller ID: 0x0

    Vendor/Product ID: 0x046D, 0xC22B

    FF Driver: n/a

    Device Name: G110 G-keys

    Attached: 1

    Controller ID: 0x0

    Vendor/Product ID: 0x046D, 0xC22B

    FF Driver: n/a

    Poll w/ Interrupt: No

    -----------

    USB Devices

    -----------

    + USB-hoofdhub

    | Vendor/Product ID: 0x8086, 0x1E26

    | Matching Device ID: usb\root_hub20

    | Service: usbhub

    |

    +-+ Generic USB Hub

    | | Vendor/Product ID: 0x8087, 0x0024

    | | Location: Port_#0001.Hub_#0002

    | | Matching Device ID: usb\class_09

    | | Service: usbhub

    ----------------

    Gameport Devices

    ----------------

    ------------

    PS/2 Devices

    ------------

    + HID-toetsenbordapparaat

    | Vendor/Product ID: 0x046D, 0xC068

    | Matching Device ID: hid_device_system_keyboard

    | Service: kbdhid

    |

    + HID-toetsenbordapparaat

    | Vendor/Product ID: 0x046D, 0xC22A

    | Matching Device ID: hid_device_system_keyboard

    | Service: kbdhid

    |

    + HID-toetsenbordapparaat

    | Vendor/Product ID: 0x046D, 0xC22B

    | Matching Device ID: hid_device_system_keyboard

    | Service: kbdhid

    |

    + Toetsenbordstuurprogramma voor Terminal Server

    | Matching Device ID: root\rdp_kbd

    | Upper Filters: kbdclass

    | Service: TermDD

    |

    + HID-muis

    | Vendor/Product ID: 0x046D, 0xC068

    | Matching Device ID: hid_device_system_mouse

    | Service: mouhid

    |

    + Muisstuurprogramma voor Terminal Server

    | Matching Device ID: root\rdp_mou

    | Upper Filters: mouclass

    | Service: TermDD

    ------------------------

    Disk & DVD/CD-ROM Drives

    ------------------------

    Drive: C:

    Free Space: 415.4 GB

    Total Space: 476.8 GB

    File System: NTFS

    Model: ATA WDC WD5000AAKX-0 SCSI Disk Device

    Drive: D:

    Free Space: 368.0 GB

    Total Space: 476.9 GB

    File System: NTFS

    Model: ATA WDC WD5001AALS-0 SCSI Disk Device

    Drive: E:

    Model: TSSTcorp CDDVDW SH-224BB SCSI CdRom Device

    Driver: c:\windows\system32\drivers\cdrom.sys, 6.01.7601.17514 (Dutch), , 0 bytes

    --------------

    System Devices

    --------------

    Name: Intel® 7 Series/C216 Chipset Family SMBus Host Controller - 1E22

    Device ID: PCI\VEN_8086&DEV_1E22&SUBSYS_20318086&REV_04\3&11583659&0&FB

    Driver: n/a

    Name: PCI standard PCI-to-PCI bridge

    Device ID: PCI\VEN_1283&DEV_8892&SUBSYS_20318086&REV_30\4&134BECE9&0&00E7

    Driver: n/a

    Name: High Definition Audio-besturing

    Device ID: PCI\VEN_8086&DEV_1E20&SUBSYS_20318086&REV_04\3&11583659&0&D8

    Driver: n/a

    Name: NVIDIA GeForce GTX 560 Ti

    Device ID: PCI\VEN_10DE&DEV_1200&SUBSYS_838B1043&REV_A1\4&318723C4&0&0008

    Driver: n/a

    Name: Intel® 7 Series/C216 Chipset Family PCI Express Root Port 8 - 1E1E

    Device ID: PCI\VEN_8086&DEV_1E1E&SUBSYS_20318086&REV_C4\3&11583659&0&E7

    Driver: n/a

    Name: High Definition Audio-besturing

    Device ID: PCI\VEN_10DE&DEV_0E0C&SUBSYS_838B1043&REV_A1\4&318723C4&0&0108

    Driver: n/a

    Name: Intel® H77 Express Chipset LPC Controller - 1E4A

    Device ID: PCI\VEN_8086&DEV_1E4A&SUBSYS_20318086&REV_04\3&11583659&0&F8

    Driver: n/a

    Name: Intel® 7 Series/C216 Chipset Family PCI Express Root Port 1 - 1E10

    Device ID: PCI\VEN_8086&DEV_1E10&SUBSYS_20318086&REV_C4\3&11583659&0&E0

    Driver: n/a

    Name: Intel® Management Engine Interface

    Device ID: PCI\VEN_8086&DEV_1E3A&SUBSYS_20318086&REV_04\3&11583659&0&B0

    Driver: n/a

    Name: Intel® 7 Series/C216 Chipset Family SATA AHCI Controller

    Device ID: PCI\VEN_8086&DEV_1E02&SUBSYS_20318086&REV_04\3&11583659&0&FA

    Driver: n/a

    Name: Intel® USB 3.0 uitbreidbare hostcontroller

    Device ID: PCI\VEN_8086&DEV_1E31&SUBSYS_20318086&REV_04\3&11583659&0&A0

    Driver: n/a

    Name: Intel® 82579V Gigabit Network Connection

    Device ID: PCI\VEN_8086&DEV_1503&SUBSYS_20318086&REV_04\3&11583659&0&C8

    Driver: n/a

    Name: Intel® 7 Series/C216 Chipset Family USB Enhanced Host Controller - 1E2D

    Device ID: PCI\VEN_8086&DEV_1E2D&SUBSYS_20318086&REV_04\3&11583659&0&D0

    Driver: n/a

    Name: Xeon® processor E3-1200 v2/3rd Gen Core processor PCI Express Root Port - 0151

    Device ID: PCI\VEN_8086&DEV_0151&SUBSYS_20318086&REV_09\3&11583659&0&08

    Driver: n/a

    Name: Intel® 7 Series/C216 Chipset Family USB Enhanced Host Controller - 1E26

    Device ID: PCI\VEN_8086&DEV_1E26&SUBSYS_20318086&REV_04\3&11583659&0&E8

    Driver: n/a

    Name: Xeon® processor E3-1200 v2/3rd Gen Core processor DRAM Controller - 0150

    Device ID: PCI\VEN_8086&DEV_0150&SUBSYS_20318086&REV_09\3&11583659&0&00

    Driver: n/a

    ------------------

    DirectShow Filters

    ------------------

    DirectShow Filters:

    WMAudio Decoder DMO,0x00800800,1,1,WMADMOD.DLL,6.01.7601.17514

    WMAPro over S/PDIF DMO,0x00600800,1,1,WMADMOD.DLL,6.01.7601.17514

    WMSpeech Decoder DMO,0x00600800,1,1,WMSPDMOD.DLL,6.01.7601.17514

    MP3 Decoder DMO,0x00600800,1,1,mp3dmod.dll,6.01.7600.16385

    Mpeg4s Decoder DMO,0x00800001,1,1,mp4sdecd.dll,6.01.7600.16385

    WMV Screen decoder DMO,0x00600800,1,1,wmvsdecd.dll,6.01.7601.17514

    WMVideo Decoder DMO,0x00800001,1,1,wmvdecod.dll,6.01.7601.17514

    Mpeg43 Decoder DMO,0x00800001,1,1,mp43decd.dll,6.01.7600.16385

    Mpeg4 Decoder DMO,0x00800001,1,1,mpg4decd.dll,6.01.7600.16385

    ffdshow Video Decoder,0xff800001,2,1,ffdshow.ax,1.01.3882.0000

    ffdshow DXVA Video Decoder,0xff800002,2,1,ffdshow.ax,1.01.3882.0000

    ffdshow raw video filter,0x00200000,2,1,ffdshow.ax,1.01.3882.0000

    MPC - MPEG Audio Splitter,0x00400001,1,1,MpaSplitter.ax,1.05.0002.3236

    ffdshow Audio Decoder,0xff800001,1,1,ffdshow.ax,1.01.3882.0000

    DV Muxer,0x00400000,0,0,qdv.dll,6.06.7601.17514

    MPC - Mpeg Source (Gabest),0x00400000,0,0,MpegSplitter.ax,1.05.0002.3236

    Color Space Converter,0x00400001,1,1,quartz.dll,6.06.7601.17713

    WM ASF Reader,0x00400000,0,0,qasf.dll,12.00.7601.17514

    Audio Source,0x00200000,0,1,wmprevu.dll,9.00.0000.2980

    Screen Capture filter,0x00200000,0,1,wmpsrcwp.dll,12.00.7601.17514

    AVI Splitter,0x00600000,1,1,quartz.dll,6.06.7601.17713

    VGA 16 Color Ditherer,0x00400000,1,1,quartz.dll,6.06.7601.17713

    SBE2MediaTypeProfile,0x00200000,0,0,sbe.dll,6.06.7601.17528

    Microsoft DTV-DVD Video Decoder,0x005fffff,2,4,msmpeg2vdec.dll,12.00.9200.16426

    Corel Camera Plug-in,0x00600000,0,2,,6.06.7601.17713

    MPC - RealVideo Decoder,0x00600000,1,1,RealMediaSplitter.ax,1.05.0002.3236

    MONOGRAM AMR Splitter,0x00600000,1,1,mmamr.ax,1.00.0001.0000

    AC3 Parser Filter,0x00600000,1,1,mpg2splt.ax,6.06.7601.17528

    StreamBufferSink,0x00200000,0,0,sbe.dll,6.06.7601.17528

    MJPEG Decompressor,0x00600000,1,1,quartz.dll,6.06.7601.17713

    MPEG-I Stream Splitter,0x00600000,1,2,quartz.dll,6.06.7601.17713

    SAMI (CC) Parser,0x00400000,1,1,quartz.dll,6.06.7601.17713

    VBI Codec,0x00600000,1,4,VBICodec.ax,6.06.7601.17514

    MPEG-2 Splitter,0x005fffff,1,0,mpg2splt.ax,6.06.7601.17528

    MPC - MP4 Source,0x00600000,0,0,MP4Splitter.ax,1.05.0002.3236

    Closed Captions Analysis Filter,0x00200000,2,5,cca.dll,6.06.7601.17514

    SBE2FileScan,0x00200000,0,0,sbe.dll,6.06.7601.17528

    Microsoft MPEG-2 Video Encoder,0x00200000,1,1,msmpeg2enc.dll,6.01.7601.17514

    MPC - FLV Splitter (Gabest),0x00600000,1,1,FLVSplitter.ax,1.05.0002.3236

    Internal Script Command Renderer,0x00800001,1,0,quartz.dll,6.06.7601.17713

    CorelScreenCapture,0x00200000,0,1,,6.06.7601.17713

    MPEG Audio Decoder,0x03680001,1,1,quartz.dll,6.06.7601.17713

    WavPack Audio Decoder,0x00600000,1,1,WavPackDSDecoder.ax,1.01.0000.0484

    DV Splitter,0x00600000,1,2,qdv.dll,6.06.7601.17514

    MONOGRAM AMR Decoder,0x00600000,1,1,mmamr.ax,1.00.0001.0000

    Video Mixing Renderer 9,0x00200000,1,0,quartz.dll,6.06.7601.17713

    MONOGRAM Musepack Decoder,0x00600000,1,1,mmmpcdec.ax,0.09.0002.0000

    Haali Media Splitter,0x00800001,0,1,splitter.ax,1.11.0096.0014

    Haali Media Splitter (AR),0x00400000,1,1,splitter.ax,1.11.0096.0014

    MPC - MPEG Audio Source,0x00400001,0,0,MpaSplitter.ax,1.05.0002.3236

    Disk Record Queue,0x00200000,1,1,wmedque.dll,9.00.0000.2980

    Microsoft MPEG-2 Encoder,0x00200000,2,1,msmpeg2enc.dll,6.01.7601.17514

    MPC - MP4 Splitter,0x00600000,1,1,MP4Splitter.ax,1.05.0002.3236

    Color Converter,0x00200000,1,1,declrds.ax,9.00.0000.2980

    File Source (Monkey Audio),0x00400000,0,1,MonkeySource.ax,

    RadLight OptimFROG DirectShow Filter,0x00600000,0,1,RLOFRDec.ax,1.00.0000.0001

    ACM Wrapper,0x00600000,1,1,quartz.dll,6.06.7601.17713

    madFlac Decoder,0x00600000,1,1,madFlac.ax,1.10.0000.0000

    Video Renderer,0x00800001,1,0,quartz.dll,6.06.7601.17713

    MPEG-2 Video Stream Analyzer,0x00200000,0,0,sbe.dll,6.06.7601.17528

    Line 21 Decoder,0x00600000,1,1,qdvd.dll,6.06.7601.17835

    Video Port Manager,0x00600000,2,1,quartz.dll,6.06.7601.17713

    Video Renderer,0x00400000,1,0,quartz.dll,6.06.7601.17713

    Haali Video Renderer,0x00200000,1,0,dxr.dll,

    MPC - RealMedia Source,0x00600000,0,0,RealMediaSplitter.ax,1.05.0002.3236

    VPS Decoder,0x00200000,0,0,WSTPager.ax,6.06.7601.17514

    WM ASF Writer,0x00400000,0,0,qasf.dll,12.00.7601.17514

    VBI Surface Allocator,0x00600000,1,1,vbisurf.ax,6.01.7601.17514

    File writer,0x00200000,1,0,qcap.dll,6.06.7601.17514

    iTV Data Sink,0x00600000,1,0,itvdata.dll,6.06.7601.17514

    iTV Data Capture filter,0x00600000,1,1,itvdata.dll,6.06.7601.17514

    Haali Simple Media Splitter,0x00200000,0,1,splitter.ax,1.11.0096.0014

    DirectVobSub,0x00200000,2,1,vsfilter.dll,2.39.0005.0003

    MPC - RealAudio Decoder,0x00600000,1,1,RealMediaSplitter.ax,1.05.0002.3236

    DirectVobSub (auto-loading version),0x00800002,2,1,vsfilter.dll,2.39.0005.0003

    MONOGRAM AMR Encoder,0x00200000,1,1,mmamr.ax,1.00.0001.0000

    DVD Navigator,0x00200000,0,3,qdvd.dll,6.06.7601.17835

    Overlay Mixer2,0x00200000,1,1,qdvd.dll,6.06.7601.17835

    Haali Matroska Muxer,0x00200000,1,0,splitter.ax,1.11.0096.0014

    AVI Draw,0x00600064,9,1,quartz.dll,6.06.7601.17713

    MONOGRAM AMR Mux,0x00600000,1,1,mmamr.ax,1.00.0001.0000

    RDP DShow Redirection Filter,0xffffffff,1,0,DShowRdpFilter.dll,

    DC-Bass Source,0x00400000,0,1,DCBassSource.ax,1.03.0000.0000

    Microsoft MPEG-2 Audio Encoder,0x00200000,1,1,msmpeg2enc.dll,6.01.7601.17514

    WST Pager,0x00200000,1,1,WSTPager.ax,6.06.7601.17514

    MPEG-2 Demultiplexer,0x00600000,1,1,mpg2splt.ax,6.06.7601.17528

    DV Video Decoder,0x00800000,1,1,qdv.dll,6.06.7601.17514

    ffdshow Audio Processor,0x00200000,1,1,ffdshow.ax,1.01.3882.0000

    Screen Capture filter,0x00200000,0,1,wmesrcwp.dll,9.00.0000.2980

    SampleGrabber,0x00200000,1,1,qedit.dll,6.06.7601.17514

    Null Renderer,0x00200000,1,0,qedit.dll,6.06.7601.17514

    VP7 Decompressor,0x00800000,1,1,vp7dec.ax,7.00.0010.0000

    MONOGRAM Musepack Splitter,0x00600000,1,1,mmmpcdmx.ax,0.04.0000.0000

    madFlac Source,0x00600000,0,1,madFlac.ax,1.10.0000.0000

    MPEG-2 Sections and Tables,0x005fffff,1,0,Mpeg2Data.ax,6.06.7601.17514

    Microsoft AC3 Encoder,0x00200000,1,1,msac3enc.dll,6.01.7601.17514

    MPC - FLV Source (Gabest),0x00600000,0,0,FLVSplitter.ax,1.05.0002.3236

    StreamBufferSource,0x00200000,0,0,sbe.dll,6.06.7601.17528

    Smart Tee,0x00200000,1,2,qcap.dll,6.06.7601.17514

    Overlay Mixer,0x00200000,0,0,qdvd.dll,6.06.7601.17835

    AVI Decompressor,0x00600000,1,1,quartz.dll,6.06.7601.17713

    AVI/WAV File Source,0x00400000,0,2,quartz.dll,6.06.7601.17713

    MPC - MPEG4 Video Splitter,0x00600000,1,1,MP4Splitter.ax,1.05.0002.3236

    Wave Parser,0x00400000,1,1,quartz.dll,6.06.7601.17713

    MIDI Parser,0x00400000,1,1,quartz.dll,6.06.7601.17713

    Multi-file Parser,0x00400000,1,1,quartz.dll,6.06.7601.17713

    File stream renderer,0x00400000,1,1,quartz.dll,6.06.7601.17713

    WavPack Audio Splitter,0x00600000,1,1,WavPackDSSplitter.ax,1.01.0000.0323

    ffdshow subtitles filter,0x00200000,2,1,ffdshow.ax,1.01.3882.0000

    Video Source,0x00200000,0,1,wmprevu.dll,9.00.0000.2980

    MPC - Mpeg Splitter (Gabest),0x00400001,1,1,MpegSplitter.ax,1.05.0002.3236

    Microsoft DTV-DVD Audio Decoder,0x005fffff,1,1,msmpeg2adec.dll,6.01.7140.0000

    MPC - RealMedia Splitter,0x00600000,1,1,RealMediaSplitter.ax,1.05.0002.3236

    StreamBufferSink2,0x00200000,0,0,sbe.dll,6.06.7601.17528

    AVI Mux,0x00200000,1,0,qcap.dll,6.06.7601.17514

    MPC - MPEG4 Video Source,0x00600000,0,0,MP4Splitter.ax,1.05.0002.3236

    Line 21 Decoder 2,0x00600002,1,1,quartz.dll,6.06.7601.17713

    File Source (Async.),0x00400000,0,1,quartz.dll,6.06.7601.17713

    File Source (URL),0x00400000,0,1,quartz.dll,6.06.7601.17713

    Haali Video Sink,0x00200000,1,0,splitter.ax,1.11.0096.0014

    AC3File,0x00600000,0,1,ac3file.ax,

    Infinite Pin Tee Filter,0x00200000,1,1,qcap.dll,6.06.7601.17514

    Enhanced Video Renderer,0x00200000,1,0,evr.dll,6.01.7601.17514

    BDA MPEG2 Transport Information Filter,0x00200000,2,0,psisrndr.ax,6.06.7601.17669

    MPEG Video Decoder,0x40000001,1,1,quartz.dll,6.06.7601.17713

    WDM Streaming Tee/Splitter Devices:

    Tee/Sink-to-Sink-conversieprogramma,0x00200000,1,1,ksproxy.ax,6.01.7601.17514

    Video Compressors:

    WMVideo8 Encoder DMO,0x00600800,1,1,wmvxencd.dll,6.01.7600.16385

    WMVideo9 Encoder DMO,0x00600800,1,1,wmvencod.dll,6.01.7600.16385

    MSScreen 9 encoder DMO,0x00600800,1,1,wmvsencd.dll,6.01.7600.16385

    DV Video Encoder,0x00200000,0,0,qdv.dll,6.06.7601.17514

    ffdshow video encoder,0x00100000,1,1,ffdshow.ax,1.01.3882.0000

    MJPEG Compressor,0x00200000,0,0,quartz.dll,6.06.7601.17713

    Cinepak-codec van Radius,0x00200000,1,1,qcap.dll,6.06.7601.17514

    ffdshow Video Codec,0x00200000,1,1,qcap.dll,6.06.7601.17514

    Fraps Video Decompressor,0x00200000,1,1,qcap.dll,6.06.7601.17514

    Huffyuv v2.1.1 - CCESP Patch v0.2.5,0x00200000,1,1,qcap.dll,6.06.7601.17514

    Intel IYUV-codec,0x00200000,1,1,qcap.dll,6.06.7601.17514

    Intel Indeo® Video 4.5,0x00200000,1,1,qcap.dll,6.06.7601.17514

    Indeo® video 5.10,0x00200000,1,1,qcap.dll,6.06.7601.17514

    Intel IYUV-codec,0x00200000,1,1,qcap.dll,6.06.7601.17514

    Lagarith Lossless Codec,0x00200000,1,1,qcap.dll,6.06.7601.17514

    Microsoft RLE,0x00200000,1,1,qcap.dll,6.06.7601.17514

    Microsoft Video 1,0x00200000,1,1,qcap.dll,6.06.7601.17514

    VP70® General Profile,0x00200000,1,1,qcap.dll,6.06.7601.17514

    x264vfw - H.264/MPEG-4 AVC codec,0x00200000,1,1,qcap.dll,6.06.7601.17514

    Xvid MPEG-4 Codec,0x00200000,1,1,qcap.dll,6.06.7601.17514

    Helix YV12 YUV Codec,0x00200000,1,1,qcap.dll,6.06.7601.17514

    Audio Compressors:

    WM Speech Encoder DMO,0x00600800,1,1,WMSPDMOE.DLL,6.01.7600.16385

    WMAudio Encoder DMO,0x00600800,1,1,WMADMOE.DLL,6.01.7600.16385

    IMA ADPCM,0x00200000,1,1,quartz.dll,6.06.7601.17713

    PCM,0x00200000,1,1,quartz.dll,6.06.7601.17713

    Microsoft ADPCM,0x00200000,1,1,quartz.dll,6.06.7601.17713

    DivX WMA Audio V1,0x00200000,1,1,quartz.dll,6.06.7601.17713

    DivX WMA Audio V2,0x00200000,1,1,quartz.dll,6.06.7601.17713

    GSM 6.10,0x00200000,1,1,quartz.dll,6.06.7601.17713

    DV Audio -- NTSC,0x00200000,1,1,quartz.dll,6.06.7601.17713

    DV Audio -- PAL,0x00200000,1,1,quartz.dll,6.06.7601.17713

    CCITT A-Law,0x00200000,1,1,quartz.dll,6.06.7601.17713

    CCITT u-Law,0x00200000,1,1,quartz.dll,6.06.7601.17713

    AC-3 ACM Codec,0x00200000,1,1,quartz.dll,6.06.7601.17713

    MPEG Layer-3,0x00200000,1,1,quartz.dll,6.06.7601.17713

    PBDA CP Filters:

    PBDA DTFilter,0x00600000,1,1,CPFilters.dll,6.06.7601.17528

    PBDA ETFilter,0x00200000,0,0,CPFilters.dll,6.06.7601.17528

    PBDA PTFilter,0x00200000,0,0,CPFilters.dll,6.06.7601.17528

    Midi Renderers:

    Default MidiOut Device,0x00800000,1,0,quartz.dll,6.06.7601.17713

    Microsoft GS Wavetable Synth,0x00200000,1,0,quartz.dll,6.06.7601.17713

    WDM Streaming Capture Devices:

    Realtek HD Audio Line input,0x00200000,1,1,ksproxy.ax,6.01.7601.17514

    Realtek HD Audio Mic input,0x00200000,1,1,ksproxy.ax,6.01.7601.17514

    Realtek HD Audio Stereo input,0x00200000,1,1,ksproxy.ax,6.01.7601.17514

    WDM Streaming Rendering Devices:

    Realtek HD Audio output,0x00200000,1,1,ksproxy.ax,6.01.7601.17514

    Realtek HDA SPDIF Optical Out,0x00200000,1,1,ksproxy.ax,6.01.7601.17514

    Realtek HDA SPDIF Out,0x00200000,1,1,ksproxy.ax,6.01.7601.17514

    BDA Network Providers:

    Microsoft ATSC Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.7601.17514

    Microsoft DVBC Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.7601.17514

    Microsoft DVBS Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.7601.17514

    Microsoft DVBT Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.7601.17514

    Microsoft Network Provider,0x00200000,0,1,MSNP.ax,6.06.7601.17514

    Video Capture Sources:

    Corel Camera Plug-in,0x00600000,0,1,,6.06.7601.17713

    CorelScreenCapture,0x00600000,0,1,,6.06.7601.17713

    Multi-Instance Capable VBI Codecs:

    VBI Codec,0x00600000,1,4,VBICodec.ax,6.06.7601.17514

    BDA Transport Information Renderers:

    BDA MPEG2 Transport Information Filter,0x00600000,2,0,psisrndr.ax,6.06.7601.17669

    MPEG-2 Sections and Tables,0x00600000,1,0,Mpeg2Data.ax,6.06.7601.17514

    BDA CP/CA Filters:

    Decrypt/Tag,0x00600000,1,1,EncDec.dll,6.06.7601.17708

    Encrypt/Tag,0x00200000,0,0,EncDec.dll,6.06.7601.17708

    PTFilter,0x00200000,0,0,EncDec.dll,6.06.7601.17708

    XDS Codec,0x00200000,0,0,EncDec.dll,6.06.7601.17708

    WDM Streaming Communication Transforms:

    Tee/Sink-to-Sink-conversieprogramma,0x00200000,1,1,ksproxy.ax,6.01.7601.17514

    Audio Renderers:

    Luidsprekers (Realtek High Defi,0x00200000,1,0,quartz.dll,6.06.7601.17713

    Default DirectSound Device,0x00800000,1,0,quartz.dll,6.06.7601.17713

    Default WaveOut Device,0x00200000,1,0,quartz.dll,6.06.7601.17713

    DirectSound: Luidsprekers (Realtek High Definition Audio),0x00200000,1,0,quartz.dll,6.06.7601.17713

    DirectSound: Realtek Digital Output (Realtek High Definition Audio),0x00200000,1,0,quartz.dll,6.06.7601.17713

    DirectSound: Realtek Digital Output(Optical) (Realtek High Definition Audio),0x00200000,1,0,quartz.dll,6.06.7601.17713

    Realtek Digital Output (Realtek,0x00200000,1,0,quartz.dll,6.06.7601.17713

    Realtek Digital Output(Optical),0x00200000,1,0,quartz.dll,6.06.7601.17713

    ---------------

    EVR Power Information

    ---------------

    Current Setting: {5C67A112-A4C9-483F-B4A7-1D473BECAFDC} (Quality)

    Quality Flags: 2576

    Enabled:

    Force throttling

    Allow half deinterlace

    Allow scaling

    Decode Power Usage: 100

    Balanced Flags: 1424

    Enabled:

    Force throttling

    Allow batching

    Force half deinterlace

    Force scaling

    Decode Power Usage: 50

    PowerFlags: 1424

    Enabled:

    Force throttling

    Allow batching

    Force half deinterlace

    Force scaling

    Decode Power Usage: 0

    I hope it helps ..

    Kind regards

    Kevin


  16. I think he's talking about mission files ie. User made missions, and how they would port from Arma 2 into Arma 3. However, they would require content from previous games, which would violate the terms.

    Ah o.k. in that case it will violate the terms and that's a no go unless bis will do it for them selves for the community ....

    kind regards


  17. I have not found this anywhere else after looking, so I'll ask here: what is known about importing Arma2:OA (or CO) missions into Arma 3? Will .sqm files work? Will A2 units be possible in A3, without addons? Will it be a possible but difficult "translation"? Or just impossible?? Will map elements be copy/pastable, even in a script editor, working with .sqm files?

    I don't think it is allowed to do so, as per the Aula of bis, I think it will be somehow in the line of Arma armed assault and Arma2, in this case Bis will most likely release some sample models to use for modelling and editing units in arma3. However it would be great that Bis decides to make DLC's with Arma2 conversions or maybe integrate parts of Arma2 to Arma3 but this might be wishful thinking from my part, on the other hand we have also the community for that to do so in the end... so aether way we always have options to have conversions one way or the other as long if the rules are applied ..

    kind regards


  18. Personally I still find it odd when we draw our pistol that the main weapon is taken over the shoulder. This is not seen only from the CQB perspective because I don't think a soldier will draw a side arm after he shouldered his main weapon when it malfunctioned .. I think it should be more like this, however this might take it a step further in newer animations I do not know if this will improve the CQB in the game however it will give it most likely a more realistic feeling overall. Ive also seen that the main weapon is muffled away behind the soldiers back when he/she draws a side arm ...

    7IEOtvupVnE

    I know it can be don as in arma2, the animation is don when we take our binocular however when we walk the anim seems not complete ..

    kind regards


  19. "CQB" is an acronym for Close Quarters Battle.

    Kinda of topic but,

    As per information both CQB and CQC exists from ancient times way before Captain William Fairbairn introduced the technique as we know it now. Fairbairn's role was to analyze the methods and practices from the late 18 hundreds as such he became well versed and proficient in many Eastern systems giving him a vast knowledge in the mastery of fighting arts of the world. It was with this knowledge that Fairbairn, Sykes, Apple-gate trained the most elite operatives of the 2nd WW.

    However I don't want to argue the fact that it was coined by the brits from the start, but I do believe it is evolved from ancient techniques and without that knowledge CQB and CQC would not have existed.

    http://en.wikipedia.org/wiki/William_E._Fairbairn

    http://www.cqcsa.co.za/history.htm

    Kind regards


  20. well i play both arma2 and iron front with high settings, on a medium core pc I am not even going to upgrade for arma3 because i am pretty sure this rig is still up to it .. the only problem I had was lag with the trenches on iron front but this seems to be better after a few patches or at least that is my experience. I reach 60 fps easily sometimes drops between 50 and 40 when the battle gets fearsome but this is the same in Arma2 ... I cant tell about multiplayer I am more a editor guru and on occasions i do single player. Multiplayer isn't my thing anymore ...


  21. Go in the editor and get my self frustrated why I cant get something to work properly from the first time :p and hopefully bring it to the public ;)

    oh and fire up fraps and do some video editing with it in sony vegas. and not to forget try the single player campaign which I hope to give me the same feeling as resistance ...

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