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rangerrambo

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Everything posted by rangerrambo

  1. What would be more beneficial for Arma 2/3 streaming? Or streaming in general? A Xeon E3-1231v3 which will have 2 threads per core but no iGPU? or A Intel Core i5-4690, which has only 1 thread per core, but has a iGPU? http://ark.intel.com/compare/80910,77656 http://cpuboss.com/cpus/Intel-E3-123...l-Core-i5-4690 I would really appreciate some feedback!
  2. What would be more beneficial for Arma 2/3 streaming? Or streaming in general? A Xeon E3-1231v3 which will have 2 threads per core but no iGPU? or A Intel Core i5-4690, which has only 1 thread per core, but has a iGPU? http://ark.intel.com/compare/80910,77656 http://cpuboss.com/cpus/Intel-E3-1231V3-vs-Intel-Core-i5-4690 I would really appreciate some feedback!
  3. Thanks for feedback guys. Keep them comming. Good idea Night, I could mix in some civilians so the breach team needs to really pay attention to PID.
  4. If you don't have racing pedals/wheel, but you have some other form of analog control, like a joystick throttle, you can achieve smooth driving/speed dynamics at lower speeds as explained in the video.
  5. Thats great to hear. For some joystick the dead zones have to be checked (basically people need to make sure that the engine turns on immediately, not at 50% in or something like that. Ya Slammer is basically like you described it. The arma 2 M1A1 and the other armor behave nicer at lower speeds. but the slammer doesn't. With the joystick I only use the axis for forward movement, for reversing or braking I can just simply hit S on the keyboard.
  6. That is interesting -=seany=-. I thought there was a pretty good pedal support in this game. One thing that is really good with the joystick throttle is that unlike some other forms of analog control, you can have it "locked" in a specific position and therefore keep the specific speed.
  7. rangerrambo

    Arma3 Videos

    Enjoy!
  8. rangerrambo

    arma3.swec.se is up and gathering statistics

    Hey Zyklone, are all arma2 server supposed to be updated on arma2 swec? http://arma2.swec.se/server/data/147473 is up, but for some reason swec is not reading it.
  9. rangerrambo

    Arma II & OA User Video Thread

    The first 2 of the video series created in order to help develop the abilities of players and improve quality of gameplay. Made by AC337 and myself. Feedback welcome and enjoy!
  10. rangerrambo

    Arma II & OA User Video Thread

    How a TVT looks like when you can observe both sides of the battle - excerpt [Dual Cam] Bradley Chaaarge:
  11. rangerrambo

    Arma II & OA User Video Thread

    Playing TVT and people walk into my gun for some reason.
  12. rangerrambo

    Arma II & OA User Video Thread

    Missions played: http://forums.unitedoperations.net/index.php/page/missionlist/_/co37-operation-duck-on-a-skateboard-v18-r794 Here is the highlight section, for a clickable version go to the YT page. Index&Highlights: 2:10 Radiocheck with my team leads (Crazysteve6547, Nova.-) we are 1'1 5:00 Boarding Duck 3 (VPope) 8:00 30s to insertion, possible MGs and RGPs nearby 9:00 Rpg explosion in the air to the N 10:30 Bounding my team to 1A 15:00 My team clearing north towards 1B, 1'3 has contact N 16:25 Red team (Crazysteve6547) calls a contact, patrol moving E to W, I decide to move my team into a better firing postion as we haven't been spotted yet 18:25 My team calls contacts, again opens fire, under technical fire 26:00 Final position before crossing the highway, we are being covered by other teams 28:30 Moving to get eyes on target buildings 30:30 Target building in sight 35:30 Incoming technical from N that is taken out promptly 38:20 Clearing southern target building, contact W
  13. rangerrambo

    Arma II & OA User Video Thread

    A quick montage of the UO biweekly event, TVT Session 17. o4xRwqdUqhE
  14. I am testing couple things for a radio thing i want to do. Basically I am attaching an object to the player that will say the sound and will be deleted when the player no longer wants to listen to it (aka jukebox). Problem I have it that the sound is very dim, IF the code below is executed, while being inside a vehicle (some weird positioning stuff). buba = "Radio" createVehicleLocal (position player); /make the object that will say the sound buba attachTo [player, [0,0,0]]; //attach it to the player buba say "highway"; //have the object say the sound in this case its music deleteVehicle buba; //delete it when you want it and stop the sound Problem sound is dim when the first 3 lines are run and you are in the vehicle. Any ideas? I tried with playing with the sound volume in description.ext but no luck, i dont even know if it works. class CfgSounds { sounds[] = {}; class highway { name = "highway"; // how the sound is referred to in the editor (e.g. trigger effects) sound[] = {"music\highway.ogg", db+400, 1}; // filename, volume, pitch titles[] = {}; }; };
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