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Michael Withstand

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Everything posted by Michael Withstand

  1. Michael Withstand

    Okay let's hear it does Arrowhead run better than ArmA 2 or worse?

    Using double core myself thanks for the information, appreciate it
  2. Michael Withstand

    Okay let's hear it does Arrowhead run better than ArmA 2 or worse?

    Saw a video featuring the FLIR in OA damn that looks sweet :bounce3: Ah reminded I still don't have my copy yet :p The waiting game . . .:)
  3. Michael Withstand

    Where/how/when to buy ARMA2:OA?

    Thanks ;)
  4. Michael Withstand

    Where/how/when to buy ARMA2:OA?

    What is the difference between the US boxed version with the Asia boxed version?
  5. I noticed noticeable stutter too in benchmark.
  6. Michael Withstand

    New Beta Build 71726 is up

    Thanks :)
  7. Michael Withstand

    Question about snipers

    The wind I was referring to was played with ACE 2 mod. ;)
  8. Michael Withstand

    New Beta Build 71726 is up

    The new beta patch doesn't come with uninstall exe. How do you uninstall it once new beta is out?
  9. Michael Withstand

    Question about snipers

    Shooting a standing man at 1300 is HARD. My longest kill is 1200m and that took several magazines. I used a TAC-50 SD then(using ACE 2). At that kind of distance windage plays everything. And often you can't see where the bullet hit to compensate or fix your aiming for the next shot. Unless another player takes the role of the spotter with the spotting scope(using ACE 2 mod) Forget about 1300m range kill, a 700m range kill if it was done with a single shot is cool enough lol. :D I'm just saying it's doable but if you wanted to hit it with only a single or double shot it would be very very hard. Engaging lateral moving target at that distance to me seems almost impossible too.
  10. How do use use the eye wear or head gear such as the balaclava in ace I already set the config file. Somebody mentioned self interaction menu but how do you get into that menu. Thanks.
  11. Michael Withstand

    Beta Patch and slow internet connection

    I thought people in my country are the most unfortunate when it comes to internet. You made me feel fortunate to have a 1.5Mbps / 1,500kb/s / 180kB/s connection(0.18Mbps upload) :) I thought I read somewhere Germany was going to upgrade their broadband speed to a faster one for the whole nation something like a 10Mbps connection as norm. as far as I know upload speed is CRUCIAL for the server while download speed is more crucial for the other players.
  12. Michael Withstand

    New beta build 71548 up

    This is insane I've never seen a developer and a publisher so dedicated to making their product as polished as possible even when it's already out by a year. I bought and own a premium Stell Beast Pro PE and even in that I didn't see such commitment that BI is displaying with ArmA 2 :bounce3:
  13. Michael Withstand

    [CAMP] Operation Cobalt

    You had it easy. I keep dying somehow mostly later though and I never encountered such bugs in the castle mission
  14. Michael Withstand

    [CAMP] Operation Cobalt

    You need to wait near the truck until all soldiers line up before the sergeant and only then you join them. Happnes all the time. Now I keep dying fighting NARPA in this caslte :D
  15. Michael Withstand

    [CAMP] Operation Cobalt

    Haven't finished it so far I like it very much :)
  16. Michael Withstand

    Arma 2 1.06 Patch Suggestions

    :pet11:
  17. Michael Withstand

    Arma 2 1.06 Patch Suggestions

    Buildings are not considered solid cover when it comes to a Main Battle Tank sabot round. :). So yes that's an intended effect too(that's the idea). And yes they would do that in RL I think. To shoot that tank hiding behind a house or building with its barrel sticking out. The sabot would go past the building walls and hit the son of bitches in that tank :D (Edit: woots BI forum is not self censoring!!! LOL) Anyway just an idea to improve some degree of realism with respect to tanking if BI couldn't care less I just go buy keyboard more often :D ---------- Post added at 11:23 AM ---------- Previous post was at 11:09 AM ---------- There's som interesting read here http://www.inetres.com/gp/military/cv/weapon/M256.html Scroll down to almost end of page to Weapon capabilities section a portion which I duplicate here The primary role of the tank cannon during urban combat is to provide heavy direct-fire against buildings and strongpoints that are identified as targets by the infantry. Only large earth berms and heavy mass construction buildings can provide protection against tank fire. The preferred main gun rounds in the urban environment are MPAT (ground mode) and MPAT-OR, which perform much better than sabot rounds against bunkers and buildings. Sabot is not intended to be used against buildings as it would just shot past through leaving only a small hole only but they do past through and would hit any armor behind most buildings and most probably render them disabled.:)
  18. Michael Withstand

    Arma 2 1.06 Patch Suggestions

    Actually as a commander you need to specify what ammo the loader should load. Press Ctrl-F to do this. In order to switch the main gun munition from HEAT to sabot or vice versa you need to select the gunner, press 6 then more(0) and select either reload HEAT or Reload sabot. The chosen munition will not change until otherwise specified or ordered changed. For your second question I'm assuming you experience that with T72 and BMP3. The T72 and BMP3 in vanilla ArmA 2 doesn't come with stabilized Commander sight so when the gunner move the turret the Commander view moves with it hence disorienting you. This is meant to be. And though rather annoying, it should not hinder killing enemy tanks. Once an enemy target is specified(targeted) through Right Mouse Button, just press Ctrl-Left Mouse Button to order the gunner to fire. And yes the gunner would rotate the turret in order to hit the target but you should not fight this as the target is about to be hit once the rotation is complete and the gun fired. Only make Commander sight adjustment after the gun had been fired instead to check the target condition again. ---------- Post added at 05:36 AM ---------- Previous post was at 05:32 AM ---------- No it's not :). I'm sure of it. In fact it might help with fps especially in large tank battles to have the sabot round to ignore trees and buildings as the calculation and processes would be reduced. Then again it might not(negligible effect) ---------- Post added at 05:39 AM ---------- Previous post was at 05:36 AM ---------- Exactly. Bang my head to the keyboard every time when the sabot kept being stopped by branches and the enemy BMP launched a guided missile at my tank killing it instantly :rolleyes:
  19. Michael Withstand

    Arma 2 1.06 Patch Suggestions

    Umm I have a knack(fascination) with Tanks. And sabot(anti armor slug) is a big part as it's the main anti tank munition of a tank. I'm talking about the 120mm or 125mm sabot round that MBT loads and not the 30mm that BMPs or M2 loads. It's other name is APDS: Armor piercing discarding sabot or APFSDS: Armor piercing fin stabilized discarding sabot. A Tank is basically a sniping platform. A precision sniping platform with the help of computerized fire control system, armored and tracked. Anyway this is not the thread to discuss it. I'm merely suggesting this because I happen to be more knowledgeable about tank in general so the experience in ArmA 2 with Tank's sabot round kind of bothered me :rolleyes:
  20. Michael Withstand

    Arma 2 1.06 Patch Suggestions

    Ummm I'm suggesting only the sabot round that goes through trees and buildings and NOT the AI sighting! So yes the effect would be possible engagement of enemy armors behind building(with tank's sabot round only) when we knew it's there. AI would still not able to see past buildings but if they knew that enemy armor is behind some buildings perhaps like moving to behind a complex of building the AI would still fire upon these targets based on last sight projection(just like suppressing guessing fire but only one or two shots fired) or shoot when enemy armor is partially hidden by buildings(such as in corners) or trees and NOT because they see past building. This would not be cheating and this is an intended effect that I'm suggesting so that sabot round could shoot past buildings or corners and trees. It's the sabot round that shoot through and not the AI sighting :) Umm on wind deflection and things like that the tank's fire control system compute(that means automatically and non human) for wind and humidity and transverse angle so that the shot hit the intended target. But wind, humidity are only critical for longer distance engagement and when firing at far targets while moving I guess. All I'm saying these stuffs should not be bothered in game.
  21. Michael Withstand

    Arma 2 1.06 Patch Suggestions

    Under 2,000 meter range??! No way it would not change anything. A sabot is not a bullet fired from some pathetic rifle. A deflected sabot round is considered spent and no longer be considered lethal for all purposes(since the penetrator is considered to have lost the duel). Only Rolled Homogeneous armor(RHA) or the likes in tanks such as Abrams(M1) or Challenger 2 or Leo 2A6 that could in RL environment hope to deflect a sabot round given sufficient range. There is no way a sabot being deflected under 2,000 m by mere ordinary buildings or trees. It's just tough rarest chance. Tank sabot engagement at 2,000m is like an assault rifle engagement at less than 150m. The engagement range of today's tanks is up to 5,000m or a little more. The normal engagement range is 3,000-4,500m. Under less than 2,000m a sabot round(slug) would certainly not be deflected except when it hits some advanced Main Battle Tank on the front side(head on).
  22. Michael Withstand

    Arma 2 1.06 Patch Suggestions

    A HE or HEAT rounds will detonate upon impact so even branches or trees will set it off but Sabot(APFSDST) round is not high explosive. It's more like a long thin nail or slug that works by sheer velocity to penetrate a tank armor and most often than not it could penetrate through a tank armor and hit the tank next to it(Happened in Iraq) The damage is brought about by the sharpnel(fiery burst of fragmented target tank's armor firing inward killing the enemy tank's crews and heavily damaging the tank systems rendering it disabled ). If lucky it could set a fire that could detonate the HE rounds inside the target tank setting it to explode and ripping off the turret which send it flying high into the air. So no, a wall(even reinforced concrete) or even houses or buildings aside from steel beams(assuming it's thick enough) would not hinder a sabot round. So will not tree branches and even sand berm up to certain thickness and depending on range. Perhaps a tree trunk would decrease the velocity of sabot round but not stop it outright. All I'm saying make sabot round to pass through everything maybe except the target(armors or tanks) at least under 2 km range. While at it tanks should also be able to move past through houses demolishing the building in effect.
  23. Michael Withstand

    Arma 2 1.06 Patch Suggestions

    Sabot round(AA round of a tank) should not be hindered by trees, tree branches or even houses.
  24. Michael Withstand

    Demo does not do this sim justice

    Well the game didn't capture my heart for the first three days but after that it's become my all time No. 1 favorite. My favorite is playing warfare(CTI mode, whatever that means) online. Commanding tanks, taking the chopper, you get to feel the powerful machines or if you like sweat it out as foot soldiers commanding a company supported by armors or sneaking around as a sniper. It's awesomeness in a DVD :D
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