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duckmeister

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Everything posted by duckmeister

  1. duckmeister

    Are speed readouts in mph or km/h?

    I think it would help if absolutely everything was in metric. Of course, it would be ideal if it was changeable, where you could set everything to be imperial, but that would create numerous multiplayer problems, which would in turn make it less than ideal. :D Also, I need a refresher on the map's grid system. At 3 numbers per grid (zoom level), what is the length of each square? How does it relate to other zoom levels (4 numbers)?
  2. duckmeister

    ARMA 2: OA beta build 78927

    Interruptable actions are, of course, ideal. But trying to make up for non-interruptable actions by doubling their speed is far worse.
  3. duckmeister

    ARMA 2: OA beta build 78888

    This is the first beta patch I have ever used. It kinda freaked me out for a second when the installer gave the "if you want to uninstall, you must reinstall the entire game" and I was like, "But this is a beta!". I take it that's just a standard message with every patch installer? Also, Windows 7 threw a fit after it finished, saying "this program might not have installed correctly". I just told it that it did install correctly, but is that normal with these beta patches?
  4. duckmeister

    ARMA 2: OA beta build 78888

    Making an unprovoked Charlie Sheen reference is LOSING.
  5. Wait, when did it become standard procedure to: 1. Put in a very subjective change. 2. Offer a poll to let the community approve/disapprove of the change. 3. Wait until the community speaks out against the change. 4. Claim the change is permanent until next official patch and that the poll and "release candidate" status didn't matter at all. What a letdown. I really dislike these changes, and was under the impression that, since they are simply changes to the animation speeds, this "release candidate" was to "test the waters", as they say, and if the community did not approve of the "release candidate" then these changes would not be in the final patch. What was the point of even having a "release candidate", let alone a poll? I'm quite disappointed. How can you say "they will be looked at more thoroughly in the next patch" when everyone knows the real meaning of that is, "you're stuck with this whether you like it or not"? I think the way BI handled the recoil changes was much better, more transparent, and more professional. Maybe I'm misunderstanding the entire thing (as I usually do), but that's just my take. Of course, I'll still be downloading the patch anyways seeing as it fixes the VRAM detection that has plagued my game of OA since the beginning. Oh well.
  6. I am planning to buy BAF as soon as 1.58 comes out. But I don't think I will buy PMC. Sorry, but BIS doesn't really have a good track record for story/campaign singleplayer (see: harvest red *shudder*), and I really only want weapons/units/vehicles out of a DLC. BAF adds a whole new faction with brand new weapons and vehicles, PMC just uses the same weapons and vehicles, with one new (useless) automatic shotgun and a new helicopter. So it's a no-go for me.
  7. Sorry guys, but ENBSeries has always been a joke. It has not been supported by the original devs for about two years now, and people try to "port it" to different games that it doesn't really work on. 90% of the things ENB claims to be able to do are already being done by ArmA 2. On a lot of different games' forums, there's always some thread about using ENB, and the download usually either contains a virus or will screw up your game. The OP in each of these threads usually has a bunch of ridiculous jargon (parallax occlusion, real-time shading, etc.) in order to make it seem legit. Now, maybe I'm being too cynical, but let's take a look at some of these: ArmA 2 already does all of these things. Every single one of them. And what the heck is "sharper image" as a graphics effect? Doesn't make sense. They always say that. This is basically a warning sign, "won't do any of the things it is advertised to do". I've seen people say this when talking about ENB on an OpenGL game (ha!), it's a stock phrase. The game itself can barely run on a 9800, and if the "mod" actually did all of these graphic updates, you would be going into single digit FPS territory. Another stock phrase. The only way to get a "sharper video image" is to make sure your interface resolution is set at your monitor's native resolution, and then try to increase the 3D resolution. And again, ArmA 2 already does HDR effects. Really folks, steer clear of these ENB "mods". People try to use them for a lot of games, and it just doesn't do well. Even if it did work, the amount of effort needed to get it working isn't worth the graphical payoff (especially when the game itself does all of the things ENB claims to do).
  8. Okay, thanks for the answer and the recommendation, but does ACE do anything about FOV? Also, I tried out that TrueMod, and it was so close to being perfect. For me, the ideal situation would be this: 1. Have the wide (TrueMod/SLX) FOV normally 2. When you go into optics by clicking right mouse, automatically go to default (A2) FOV 3. When you hold right mouse, zoom to much narrower FOV, although not as much as A2, more like SLX SLX skips number 2, and TrueMod skips number 3. Would it ever be possible to make an FOV mod like I described above?
  9. Does ACE mod already change the field of vision? I'm using SLX's FOV .pbo, in order to get a wider FOV (I think vanilla has too small of an FOV), but it is almost as if it's too much when I use it with ACE. Just wanted to confirm. Also, on a related note, does ACE already add the ability to lie down when using AT launchers? Really, I just do not want to have any redundancies between ACE and SLX, which is why I only use about two .pbo's from SLX in the first place.
  10. So, I was recently having some stuttering and texture pop up issues, and searched around to see if I could find a solution. I've had my "video memory" setting on "default", seeing as my 5970 (which has 2GB of VRAM) would not be fully utilized under the "very high" setting (which, AFAIK, only goes to 1GB). So, I took a look into my CFG file, and, lo and behold, my local and non-local VRAM autodetection was way lower than 2GB. So, I deleted the CFG file (after backup) and started up the game to see if it would redetect the VRAM under the supposedly better detection system used in the latest non-beta patch (1.57). It didn't. It's still the same value as before, which is about 368 megabytes. [idiot]I thought this issue was fixed in a beta patch for 1.57 (and therefore, included in 1.57 final), so what is the deal? Am I doing something wrong?[/idiot] I'm using Catalyst 10.11, but that shouldn't be an issue. Any help would be appreciated. Thank you. EDIT: So I double checked when the "better vram detection" fix was implemented, and it was just AFTER 1.57 final, so I guess I'm waiting for 1.58. Sorry for any confusion.
  11. I really hope that 1.58 comes this week, I cannot wait!
  12. Whatever floats your boat, as they say. Although, I do take a huge offense at you saying that liking smaller missions makes you a "CODKiddie". With smaller missions, I find the gameplay much more realistic and tactical. Plus, there's much more of an opportunity to use stealth, which I love.
  13. SpetS15, I would suggest that the only recourse is to play smaller missions. In fact, I find smaller missions much more fun. No need for hundreds of AIs.
  14. duckmeister

    Still poor VRAM detection? ATI 5970

    Yeah, I was mistaken as to when the vram detection was fixed. My memory has not served me well, heh.
  15. @stk2008 I thought the motto of ACE was "realism where it counts" or something like that. Adding "realism" (complexity) just for realism's sake just produces frustration. That's why I like ACE, it doesn't go over the top in making trivial things complicated to produce a "realistic" experience. Instead, it adds where it can, providing more functionality, not just more complexity. I think that's really what it is. ACE changes things to provide complexity WITH extra functionality, not just complexity. But this is all totally irrelevant, seeing as how we were discussing how clumsy the current satchel system is. My point is not to "dumb it down" (which is a terrible generalization, by the way), but that there was a lot more complexity than there was added functionality, so it isn't "worth it", I guess. Props to rocko, though for making it the day before release. Good work. Can't wait to see what you guys are going to do for 1.9 stable!
  16. Thanks for figuring that out. I have to say, though, how clumsy that is! Hopefully it will be changed to a more intuitive/simplified system later. Detonating satchels individually is not that important to me, but it could be useful if paired with an appropriate system.
  17. duckmeister

    All hope is lost! Or is it?

    The classic way of finding out just how good the ACE mod is, is starting up a mission like "laser show" or "hike in the hills" on vanilla, playing it through, and then playing it again through ACE. I don't even use SLX (at least, not the AI) or Zeus AI, and the difference was absolutely stunning. On hike in the hills, the enemies stayed up in the mountains like they should, my squad's humvee actually FIRED (gasp) and got most of our kills, seeing as it was actually hanging back and covering our squad as we moved through the town, taking potshots at the enemies above. Much better.
  18. That's just it, it doesn't say that in the scroll menu, or the interaction menu.
  19. How do I set off the satchel charges? I'm in the middle of a mission right now and have them all planted, heh.
  20. duckmeister

    How do you realistically call in close air support?

    Which is how it should be. The main part of the game is infantry, we could basically have BF2 vehicles in, for all I care, the important part about vehicles are their ballistics and requiring multiple people to operate. Everything else, IMO, can be unrealistic, as long as those two things stay true.
  21. duckmeister

    ArmA2 1.08 + OA - in game benchmarks

    I have an i7 920 @ 3.5ghz, with an ATI 5970, and get almost exactly the same results as you do, however, I usually do a bit better seeing as I'm using OA 1.57. I have the same setting as you, except for post-processing (low), and visibility (2400), and resolution (1600x1200). That benchmark 2, though, is a doozy. It really doesn't matter what system you have, you are never going to get above 30 fps on that one. Talk about overload. :D
  22. I am getting periodic "IOError The device is not ready" messages while using the latest version. Hopefully this isn't interfering with the download of mods, since last night I downloaded a ton. Also, you should probably try to put in some explanation for the different colors next to mods in the preset list. It would help a bit, especially in converting already-present mods to the six updater version. As an example, I have the mods @sthud and @stmovement. I saw they were in the list of available mods on six updater, so I put those into the "dynamic" preset, chose the option "convert to six updater", and let it run. Then I hit "install or update", and they turned green like the rest of the mods I have downloaded straight from the updater. Did I do this correctly? The two mods changed colors about three times, and while common sense told me they were going from "unrecognized" to "recognized but not updated" to "updated", it would still help to know what the colors mean. Thanks for all of your work on this, it is now very easy to use, and I love being able to keep other mods (besides ACE) up to date. Great work.
  23. I have a 5970, so I have more than enough VRAM for "very high" at 1600x1200. Also, I'm not one for trying the beta patches, so I guess I'm waiting until the next official patch comes out. I'm very glad to know that it's fixed in the beta patches, though.
  24. 5133p39, the issue isn't that the game isn't fast enough, the issue is the huge amount of LOD trashing or otherwise low-quality, slow-switching texture LODs that is an issue only present on ATI cards using drivers later than 10.4.
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