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xeno426

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Everything posted by xeno426

  1. I'm afraid that question is outside my area of experience. Although a 750W should be enough to power your computer, assuming you don't have a crap load of HDD's or aren't running SLi/Crossfire. I should note you want to make sure that's 750W true/sustained power, not peak power.
  2. Ah, true. I (again) hadn't considered CAD use.
  3. I'd get a K version. It's only about $10 more expensive, and gives you a lot more options in case you want to overclock in the future. That will work, but the i7 has a very minimal performance improvement over the i5. You get more bang for your buck with the i5 series.
  4. Lol, you're the first person I've given that advice to that actually is going to run AutoCAD. :D My primary concern then is that your processor may be too slow. You should be able to run ArmA2 fine, but you may want to get a faster processor to future proof yourself for ArmA3. I'm getting an i5 3570K (the K means it's unlocked and can be overclocked). Cost may be your primary factor here, though.
  5. I doubt you'll need 16GB of RAM. Unless you're running something like CAD, you'll do fine with 8GB.
  6. When testing a new mod to see if it works, always always always run the mod alone before you report problems with mod functionality. After you've determined that the mod works as intended, then add other mods to the mix. This way if the mod stops working, you know it's an interaction with another mod and this really helps the modmaker in pinning down the incompatibility problem. I'd also suggest that if the mod stops working after you've added other mods to the mix, go back to square one and test each added mod separately. This lets you tell the modmaker exactly what mod is causing the incompatibility problem.
  7. You'll have to create a separate mod that tells Vilas' vehicle to use the JSRS sounds. The other option would be for Vilas to release an update that has his T-55 models inherit from the BIS T-55, and not redefine the sounds.
  8. No AvP movie has had the USCM in it, so no sounds from those. I do, however, have lots of AvP2 sounds you could use, many taken from mod packs that used audio from the ALIENS movie.
  9. Ignore the AvP movies. They sucked and shouldn't be considered cannon. Besides, they were set in the modern-day, so there's nothing really USCM-based in there. BTW, did you get my PM?
  10. xeno426

    TGW Vehicle Fixes

    Auto-zeroing would mean setting the BallisticComputer value of the weapon to 1; BC set to 2 makes it manual only. For the weapon to properly auto-zero, though, the weapon also needs to be able to lock targets. The 2A70 inherits from the D81 cannon, which means is actually does have ballisticsComputer = 1, it just can't lock targets. The 2A72 does not have the ballisticComputer, so I'll include that in the future.
  11. Yep, the OEM variants cost about half of what the box ones do. It's just an option worth considering.
  12. What does Home and Pro regular cost in Poland as opposed to their OEM variants, though?
  13. One option to getting a cheaper variant of Windows 7 would be to purchase it OEM. This locks your version of Windows to your current motherboard, but you can usually get the software for far cheaper; I'm currently running an OEM version of Windows 7 Ultimate that I got for $100 USD.
  14. I sent you a PM regarding this. And the "disc-flying weapon", are you talking about the predator's disc or the Skeeter launcher from AvP Gold? If it's the latter, you can ignore it. It never made a whole lot of sense. :/
  15. Right now, I'd suggest avoiding an AMD/ATI graphics card. Their drivers are pretty crap and it takes forever for them to update. My personal experience hasn't been so great, and a friend even went back to an older graphics card because of constant crashes with his card; he RMA'd it and there was nothing wrong with the card itself, just the crappy drivers. :/
  16. xeno426

    TGW Vehicle Fixes

    Since it's defined in the vehicle config itself, by definition only vehicles with that code can be folded. If you allow for outside people to fold/unfold the vehicle, there's no way I know of to restrict what kind of people may do this, with the exception that people who are enemies to whomever is inside the vehicle can't use the script. Take a look at the values I have for the class UserActions. The sub-classes (e.g. "class HUDon6") is arbitrary and you can call them whatever you like. The "position" value tells the game what memory point to center the action on. The "radius" defines how far out from the "position" that people can use the script command; "1" is a good value for script commands that only people inside should be able to use. If "onlyForPlayer" is set to "1", then AI cannot use that command. To restrict what kind of people within a vehicle can use the command, look under the "condition" value. Adding "player==[pos] this" to part of the "if" statement allows you to restrict the script command to only people that are occupying the [pos] position. The only values I am aware of for [pos] are driver, commander, gunner, and and another for crew (though I forget the exact name). There may be others that I am not aware of, though.
  17. xeno426

    TGW Vehicle Fixes

    No, but I have no objection to anyone else making the effort. I'd be willing to post links to any such mods in my first post as well.
  18. xeno426

    TGW Vehicle Fixes

    I do not know. I have not tested this mod with ACE, so there may be unforeseen compatibility problems. The mod uses the class UserActions to allow you to fold the rotors, so if ACE has its own UserActions defined one may overwrite the other. Of greater concern, however, would be the changes I made to the class Turrets of the AH-1Z, which I am sure conflict with ACE changes.
  19. Pretty much this. I should note that if you don't set these penetration materials in the Geometry LOD, impacts on your vehicle will look like you're impacting dirt. This is one thing I had to fix on the RAH-66 Comanche model.
  20. They do both. Some materials will allow rounds to penetrate, e.g. the wood material will let higher-velocity bullets (like the 7.62 NATO) to penetrate, but tends to stop stuff like the 9mm Makarov round. It's not true "penetration" when it comes to things like vehicle armor, though.
  21. The different types are under "data/penetration/" in the ca.pbo file. A handful of extra types have been added with OA (ca_oa.pbo) and the DLC's, but the vast majority are defined from the regular game. You apply them in the Geometry LOD.
  22. Nope, you can remap that key to the same one as the BIS CM systems. Just follow what it says in the readme.
  23. Make sure you've read the readme. The problem you are having is addressed in the HUD Systems section; basically, you're using the wrong key to select the missile.
  24. Are you talking about the ability to freelook in 3rd person?
  25. Updated 30 July, 2011 This mod changes the default small arms loadout of the US Army force in Operation Arrowhead. No longer do they carry Mk.16 and Mk.17 weapons; instead it's a mix of A2/OA M4 and M16 rifles (primarily M4A1). ----Known Issues-------------------------- Since the range of attachments available to the M4/M16 in the vanilla game are far more limited than the options for the SCAR (no holo sights on any M4/M16 that do not also have a GL, no TWS sights), substitutions with rough equivalents had to be made (aimpoint instead of holo, etc). Changelog: Mirrors: - MediaFire: TGW US Weapon Replacement v1.0 - Armaholic: TGW US Weapon Replacement v1.0
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