nerdwing
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Everything posted by nerdwing
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ARMA 3 Addon Request Thread
nerdwing replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'd love to see a heavier-attack variant of the Blackfoot. Since the Comanche had the option to have EFAMS installed and provide the ability to carry more munitions (but pretty much negating its RCS reduction advantage), it'd be nice to see an AH-99A Blackfoot (hypothetically) with 8 ATGM's on installed stub-wings, while maintaining its weapons bay. Hopefully it'd use something else than this lame Scalpel, which just by the name seems like a Russian weapon and really doesnt make sense for NATO use :( Brimstone or Hellfire maybe? -
Let 6.5mm hit as hard as the current 7.62 and you're good to go, IMO.
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The seemingly overly resilient infantry are my biggest issue with the game at the moment, to be honest. Friends flying as my gunner in the Blackfoot I was piloting have reported direct hits on infantry with the 20mm at 1000 meters, and then not going down but sort of rubber-banding at the waist. I know thats a long distance to be engaging ingame, but still I'd think that would be totally sufficient to kill a person.
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Campaign Episode 1: SURVIVE - Feedback thread ** SPOILER WARNING! **
nerdwing replied to maddogx's topic in ARMA 3 - GENERAL
No game-breaking bugs during my run. Also enjoyed the dialogue throw-backs to OFP in the first few missions :P Still concerned about small arms weakness though, as well as grenades. -
Will-my-pc-run-Arma3? What cpu/gpu to get? What settings? What system specifications?
nerdwing replied to Placebo's topic in ARMA 3 - GENERAL
According to one of those Techspot comments, the game is already phenomenally optimized! :P -
Will-my-pc-run-Arma3? What cpu/gpu to get? What settings? What system specifications?
nerdwing replied to Placebo's topic in ARMA 3 - GENERAL
GPU it is then :) The lesser of two evils for bottlenecking I guess. Thank you, gentlemen! -
I understand what you're saying OP, but saying the only place where FPS issues are present are MP games isnt true in my experience. I'm having huge fluctuations in both SP and MP, with CPU activity that would suggest either the game isnt using the available resources properly, or 50% in Resource Manager's CPU chart is as high as it registers :P I've had FPS drops to single digits in the Dynamic Campaign user-made mission (which is a fantastic mission, I just wish I could fully enjoy it), and most Invade and Annex missions dont pass 20 FPS. While alot of the community may be impatient, I can totally understand their anger given that my comparatively feeble PC is performing in the area of that which they spent many more hundreds of dollars on, and that which performs magnificently outside ArmA.
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No discernible change on an AMD Phenom II X4 970 @ 3.5ghz.
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Will-my-pc-run-Arma3? What cpu/gpu to get? What settings? What system specifications?
nerdwing replied to Placebo's topic in ARMA 3 - GENERAL
I've currently got a AMD Phenom II 970 X4 processor, running in the 3.5 ghz range according to Dxdiag. 8 Gigs of ram. I've also got an ATI HD5770 card. My question is, am I in one of the rare-ish situations where a new GPU would offer better performance increase over a new CPU? The card is stock for my PC (prebuilt because Im a coward) I've been advised by a friend that the Geforce 660 is a very good card overall for the price-conscious. Also was advised to get a new case, and was advised the Cooler Master HAF 932 is pretty much totally sufficient for all my needs if GPU heat is a concern. Going from an ATI 5770 to Geforce 660 would be a big heat difference I'm told, and my current case may have troubles. CPU use seems to be evenly distributed across all 4 CPU's, and maxes out at 40-45% used at max. Does this mean the CPU is sufficent? Any input on the suggested changes would be appreciated! -
Seems to be the same stuff as the laast Beta build. Performance in the Showcases was good, totally playable. No Scenarios was a bit disappointing though.
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Not seeing any Scenarios. Were they meant to be in, or just the Showcases?
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Playing with a friend as a tank crew (Invade and Annex), and we expended an entire tank's AP load into 4 enemy armored vehicles without any kills. Two T-100's, and two ZSU's. Over 18 hits (some went short because ~magic~) Engagement was 200-250 meters. Highlight was an APFSDS round going through a ZSU's turret clean and destroying the civilian house behind it.
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The BTR in particular is just weird :\ They just obliterate my M2A1 Slammer in alot of missions I've ran with a quick 2-ATGM volley. They absolutely SOAK up 120mm fire from tanks, as Hellbeard has described. I'm personally not hugely opposed to the actual tanks being super durable and capable of soaking certain shots many times over, but there should still be a way to bypass that durability by hitting certain parts to trigger catastrophic results.
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Guess I'll keep verifying my game cache then on Steam, because I've only got the islands and mission editor from what you described.
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AH-64D Apache Longbow for ArmA2 by Nodunit and Franze
nerdwing replied to franze's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Is there any procedure to attempt recovery if you lose tail rotor while in a hover in reality? Or are you pretty much boned? -
AH-64D Apache Longbow for ArmA2 by Nodunit and Franze
nerdwing replied to franze's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Loving the addon even more now that Hellfires work for me :) Just completed Hornet's Nest with all ZSU's dead, multiple dead tracked vehicles, and got the two Havoc's as well. 23 out of 24 Hellfires hit enemy targets. The one that didnt hit, hit a friendly DSHK pickup I'd accidently locked on instead :P Had a chance to see the damage model in action too. Got too close to the enemy airbase and ate a MANPAD, and lost tail rotor totally. Results were catastrophic, rather than relatively easy to salvage like vanilla ArmA and regaining control from a hover was impossible. Had I been moving beforehand, I imagine I could have just kept speed up and RTB'd and tried a runway landing :P -
AH-64D Apache Longbow for ArmA2 by Nodunit and Franze
nerdwing replied to franze's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yep, that fixed it! Thanks for your patience. Went 3 for 3 in two runs versus 3 Russian T72's at 2.3km. The taxpayers must be ecstatic :P -
AH-64D Apache Longbow for ArmA2 by Nodunit and Franze
nerdwing replied to franze's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Latest OA beta. It may be a Russian T72 now that I think of it. Either way, the helicopter is the only mod I'm running. -
AH-64D Apache Longbow for ArmA2 by Nodunit and Franze
nerdwing replied to franze's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
No sir, standard Takistani Army T72. Skill settings etc default. -
AH-64D Apache Longbow for ArmA2 by Nodunit and Franze
nerdwing replied to franze's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ok, used FRAPS free demo to make a video of me firing two Hellfires at a stationary T72. Both missiles fly over the target as you can see, and impact behind it. http://www.youtube.com/watch?v=oR76NO7MgoM -
AH-64D Apache Longbow for ArmA2 by Nodunit and Franze
nerdwing replied to franze's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I use Tab to select my target, and once the box is solid I fire. I'm not using Manual fire either, but the Fire command that I bound to my joystick's trigger. This is really odd! I'm not sure what I'm doing wrong, but its obviously on my end somewhere. -
AH-64D Apache Longbow for ArmA2 by Nodunit and Franze
nerdwing replied to franze's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
My engagement procedure is as follows. First I start with my aircraft (myself in pilot position) to the East of the Southern Takistani airport. I place 2 ZSU23/4's West of me, between 2500 and 2100 meters. I am airborne to start, facing them. When the mission begins, I get the "TRACKING" audible warning due to the AA. So that works fine at least :P 1) Press D to bring up the Hellfires in the WPN menu. 2) Enable the radar, and make sure its in ground mode 3) Press Z to cycle the radar categorization types to RAD, for the Shilkas. 3 appear as expected. 4) Enable LOBL mode on the Hellfire 5) Ensure that the guidance method employed is FCR. The dotted box around the target becomes solid as expected. 6) Confirm that there are no error messages on the display. Range etc is properly displayed. 7) Fire. Missile ToF is a strangely high number generally 8 to 12 seconds, and the missile impacts with roughly half of the ToF remaining. No hit is scored, as the Hellfire strikes several meters to the left, right, behind, or front of the vehicle. The vehicle was not moving at all during this period. Repeat using various LOAL modes, ensuring that the FCR is still employed during all engagements. Same occurs. No hits, and all vehicles remain active despite firing all 8 RF Hellfires. Changing view/render distance doesnt have any effect it would appear. I normally play at 1800 (not a very good PC :P) but going as high as 4000 (thus being able to see the missile impact next to the vehicle visually) had no change in accuracy. -
AH-64D Apache Longbow for ArmA2 by Nodunit and Franze
nerdwing replied to franze's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Oh I was using it from the waypoint provided, at 2km roughly from target :P I understand though if its not really avoidable due to engine limits though, you all have made an amazing unit nonetheless! -
AH-64D Apache Longbow for ArmA2 by Nodunit and Franze
nerdwing replied to franze's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yes, using the FCR as my targeting method on WPN. The missiles go up post-launch, and impact next to the vehicle. They're locking on, just not accurately guiding it would appear. -
AH-64D Apache Longbow for ArmA2 by Nodunit and Franze
nerdwing replied to franze's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Absolutely lovely mod! Reinstalled ArmA2 just to try it out in fact :P I'm having trouble with the Longbow Hellfires though. They seem very inaccurate versus even stationary targets on the firing range in free-flight. Does the game have issues hitting targets that are out of view distance? I've used all the different trajectories repeatedly, but the hit rate is still very poor (<20%). Lock is solid, as confirmed by the solid box around the reticule and the target is acquired and appears as a small yellow "H" on the FCR. Firing from within minimal range seems to be the only way to properly score hits, go figure! Hands down one of the most impressive addons I've seen though, fantastic work and much thanks to both of you gentlemen! :)