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b101_uk

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Posts posted by b101_uk


  1. find your ArmA2.cfg &/or ArmA2OA.cfg if you have OA or runing both as CO at e.g. C:\Documents and Settings\PC user name\Documents\ArmA 2\ArmA2.cfg

    open the .cfg file with Notepad and find the line in the .cfg file/s postFX=1; OR postFX=2; OR postFX=3; and change it to postFX=0;

    save the .cfg file (make sure "read only" is off in its propertys)

    run the game and postprocessing should be off

    it may be the files in C:\Documents and Settings\PC user name\ are geting set as read only


  2. How about fixing the fact the wheeled vehicles in game of any type can climb steeper grades than tracked vehicles

    It is silly that the bus or a FWD car can drive up steep slopes and restart from stationary on them wile all the tracked vehicles stop short with there tracks spinning.

    This affect A2 & OA

    dev-heaven.net - issues -12147 - Wheel adhesion (grip) vs. track adhesion & 4x2 drivelines vs. all wheel drive vs. tracked vehicles


  3. Mmm

    I use to upload wmv and played around with v7, v8, v9, v9ap (CBR & VBR) and found v8 VBR had the best results BUT it always felt jerky when played back on you tube at any size though its still like every other frame was missing even when the player was paused so it downloaded the file and I know its not its not the player because other peoples vids are ok when I plat them, d’oh

    Is there is some odd correlation between the audio track bit rate vs. compression/sampling of the video stream, I.e. 192kbps audio stream causes less compression of the same video stream than >96kbps <128kbps audio streams would, i will have to test this out :rolleyes:


  4. What container (mp4, avi etc) and what codec’s are you using for audio/video for uploading to youtube???

    Also what bit rates are you encoding at?

    I find youtube utterly crap at converting anything I upload, they take a perfectly smooth 1280x720 @ 30fps vids and turn it into a slide show almost as if they remove every other frame :rolleyes:

    I can even encode files into lots of different formats so they are smaller than what you download from youtube yet they play as smoothly as the originals and look batter than what you get you tube :confused:


  5. <70mph is NOT high speed! and as you should know the resistance of air has dose much more than double by the time by the time you get to 140mph yet alone going faster than that, its not just the tail fin but trying to present the side of the body and tail section and the tail fin, also the Comanche has one of the most powerful/efficient tail rotors for its size.

    also remember Arma has auto throttle and the tail rotor pitch automatically counters torque as it ramps up/down with collective changes, otherwise on takeoff etc you would constantly have to counter collective changes vs. torque or torque from changes in power setting vs. the collective.

    with respect to stuck peddle/failed tail rotor landings ~80kts is the standard approach speed for landing for "most" tail rotor helicopters as the tail maintains directional flight as it has enough authority to do so, if the ground is ruff or the skids or wheels are out of line with direction of flight you have to bleed off speed and wait for the tail to come around and drop it on the deck at that moment like below.

    e.g.

    vCTMgbX17ds

    Yes arma helicopter flight has compromises vs. reality but not everyone has a set of foot peddles (with trim change) and a collective + throttle at there PC desk! However at e.g. 140mph you should still be effecting turns mostly with the cyclic and using the tail rotor for a coordinated turn.

    The trouble is if you invoked a true “sim†like flight modal for helicopter it mostly wouldn’t get used to its full potential, it would quite quickly become tiresome constantly holding in some “ruder effect†on your joystick countering torque changes if you didn’t have some keyboard keys for trimming it out for a given speed or torque level unless you wished to go out and by peddles and a collective etc.


  6. Its worth remembering the MoD has lots of items there are not officially “in service†be that because they are new items being “tested†or old items held in “reserve†or “cast“ and held by third party’s on the MoD‘s behalf for X years before being sold, some items are procured for testing with the intent of eventual widespread deployment if they pass, other items are procured for “testingâ€/â€evaluation†as they are merely bought in low quantities and are known quantities with proven track records in service with other army’s and there is never an intention for widespread deployment or for them even to be included in the currant in-service inventory, they are merely used by the people that would need access to them and KNOW they are there.

    There are lots of weapons and ancillaries not in the currant in-service inventory that mealy are undergoing “field testing†or “in theatre testing†or have come out reserves, some of the item have been undergoing “field/theatre testing/evaluation†for over >20 years and will never pass a test that doesn’t really exist apart from on some papers at the Procurement Executive!

    ;)


  7. we just need decent tailrotor authority at all speeds, more effective collective and proper climb / descent relationship to airspeed changes (ie. chopper LOSING height when you reduce forward airspeed with no collective change is WRONG - is THE big difference between fixed wing and chopper flight dynamics

    :rolleyes:

    As speed increases tail rotor authority gets less due to the vertical tailfin which starts to get more authority, its not just there to e.g. mount the tail rotor on! Look up stuck pedal/failed tail rotor landings.

    forward airspeed has an effect on lift (e.g. 0mph vs. 25mph)


  8. Well I am right handed but I use my mouse in my left hand but set up as per RH mouse settings,

    I don’t and never have used the stupid WASD fad key settings, I use the arrow keys and the 6 keys above + scroll lock, this way I can use my mouse + joystick at the same time and have my keyboard in front of me

    arrow keys are obvious in there use.

    right shift is walk/run (inc x2 toggle).

    right ctrl is climb over.

    enter is use.

    Kpad ins (0) is optics/sights

    Delete/page down is left/right lean (inc x2 toggle).

    Home/end are kneel/prone (toggle).

    Insert is reload.

    Page up is toggle weapon up/down.

    scroll lock is change ammo type or weapon mode.

    I do miss the right mouse button “target†then left mouse button “command fire†of OFP rather than having to also press left ctrl in addition to the latter.

    don’t feel much need to move most other things


  9. im affraid to say ive died 4 times driving down a steep hill... why is this bug back again.

    Perhaps you should drive down a steep slope at a realistic speed so you can avoid hitting things like in real life! ;)

    In the real world “death†as a result of driving to fast down a steep hill and hitting something is a reality especially as things get heavier (ground shear) or speeds rise, it takes 16 times longer to stop at 10mph than it dose at 2.5mph on the same given level dry tarmac surface, if your adhesion factor is half that due to being on compacted earth and you are doing 10mph it effectively takes 32 times the stopping distance as it did for 2.5mph on level dry tarmac, if you add a 45deg downhill slope into the mix then your e.g. 10000kg vehicle effectively has an additional 50% of its weight trying to pull it down hill due to the affects of gravity, so the 16 times longer to stop & the 32 times the stopping distance above become 24 times and 48 times respectively (for each 1deg of slope gravity is in effect taking 1.11111111% of the mass and using it as a force trying to pull downhill).

    So really in ArmA # people don’t get killed or injured often enough in vehicles on steep hills vs. the real world :rolleyes:

    Trust me in real life I drive things off-road for a living traversing steep slopes and difficult terrain, and yes its fun! :)


  10. Oh yeah, I'd definitely take that instead because it seems the i7 users are having a lot of problems and it sounds like it can be traced back to bad utilization of the available cores.

    my game plays ok even if not using all the cores 100%

    so not all I7 users have problems even if there is room for improvement to better utilise more % of the CPU cycles more efficiently.

    most of the problems you see are mainly on peoples PC's which are running with there CPU/RAM/GPU at higher speeds than they should &/or beta vid card drivers or combinations there of.


  11. Well with my stock speed I7 920 with HT off my 4 CPU cores are seldom above 50% average use for hours on end for all 4 cores combined playing ArmA II, individual cores will be as high as <75% and as low as >25% with the middle cores at ~50% each giving a 50% average CPU usage.

    don’t know what load my single GTX275 (@ stock speed) is at but I play at the following detail levels in and attain 50fps in both benchmark 01 in ArmA II and the OA benchmark

    ArmA II/OA settings:

    Visibility: 3000m

    Screen Resolution: 1280x720

    3d resolution: 100%

    Texture detail: Very High

    Video Memory: Default

    Anisotropic Filtering: low

    Anti-aliasing: low

    Terrain Detail: Normal

    Object Detail: Very High

    Shadow Detail: high

    Post Process Effects: Disable


  12. So by disabling the page file and disabling this PagingExecutive setting, you are able to play ArmA2 and other games stably without a page file? Because as soon as I disable mine I start to get Out of Memory errors in ArmA2.

    The above has been the case for my P4 2ghz (1gb ram at the time) & P4 (550) 3.4ghz (2gb ram at the time - retired 16 months ago) both under win2kpro and xp 32bit, and with my I7 920 (6gb ram) both under xp 32bit with PAE on and now under Win7 64bit.

    ArmA II has crashed once since I had it since the day it came out on steam but I put that down to the beta Nvidia driver I had just loaded, my PC’s seldom crash and can be up for days between restarts, however I don’t over-clock CPU etc and only go as far as to just tighten the RAM timings at default speeds.

    I can say hand on hart I have had very few games crash over the years and when they have it has normally been traced to a beta driver error or a faulty bit of hardware like my last gtx260 which would heat up to much in 3d aps and lock up (forcing a higher fan speed would stop it but it shouldn’t do it in the first place!) though ironically ArmA II was the only game which it would work faultlessly on :rolleyes:

    e.g. I played the ArmA II “badlands†and “dogs of war†campaign missions consecutively last night taking my time so if there was to be an “Out of Memory errors†it would have happened then given my free RAM was at 0mb after a wile (taskmgr is always running in the background as I can alt-tab to look at the history) and i was playing hours


  13. It is quite unlikely this entry has any effect on ArmA 2, and I am quite sure if there is any effect it is not significant. This entry affects only paging for a part of the kernel and drivers.

    See Does the DisablePagingExecutive registry change have any actual effect? on Server Fault

    I would for the most part agree, it dose nothing amassing lol ;)

    Setting DisablePagingExecutive is mainly there because the HDD pagefile is totally disabled - thus its logical for the kernel/drivers to stay in the RAM ware they are rather than be move to another bit of RAM acting as “virtual memory AKA pagefile and it be paged back and forth within the RAM needlessly?

    But with it there are subtle differences you can pick-up on over time and with it there is more likelihood of all RAM being in use even if ArmA II is the only thing that has been run on the PC since its start-up ware only 900MB of RAM is used initially.

    With HDD pagefile disabled and RAM used in its place by windows/kernel/etc then an amount of “ArmA II†files/data will reside in there even after its exited (much like they would in the HDD page file), though ArmA II would release RAM directly used by its self.


  14. No way, try setting it to 2147483647 (byte), as ProfTournesol said.

    I believe "high"/"V high" is only 512mb but if localVRAM is set higher than what is on the GPU card then it would still try and address memory above what is not there on the GPU card to avoid fragmentation in ram, i.e. only 512mb will be used but it will span the localVRAM address space I think?

    Try making sure your ArmA2.cfg is not “read only†so it can write to the ArmA2.cfg

    Try deleting localVRAM=########; & nonlocalVRAM=#########; from the ArmA2.cfg so it gets replaced on next start-up.

    Add the correct localVRAM value


  15. The only bug I have seen is the “muzzle flash†3D modal/texture for the small MG on the LAV-25 and the main (only) guns on the ZU-23 is sometimes staying in place after firing (firing agene doesn’t remove it) and the 3D modal/texture is still semi-transparent but its NOT a bright texture like when firing but dull.


  16. I am running my PC with “DisablePagingExecutive†set to 1 in the windows registry and pagefile disabled totally as I have been doing for the past >3 years with xp 32bit with PAE on (now on win7 64bit)

    Under XP 32bit LAA 32bit applications would happily use RAM above 4gb though I cannot say if ArmA II was as I didn’t look.

    Am now using win7 64bit and ArmA II is using up to ~2400mb directly on the larger campaign missions when playing them for a number of hours however it is also using and additional >2600mb indirectly over playing time as windows is using RAM as a cache rather than it typically would putting the used data into the pagefile (there is no HDD pagefile) and the Paging Executive is not unloading code/data from the RAM until ALL the RAM is in use which it then unloads the oldest last used data/code, so there are times when all of my 6GB of RAM is in use and 0mb is left free wile ArmA II is runing.

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