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Everything posted by oktyabr

  1. Hi, I'm working on a chain of small islands and (in the real world) the only two ways of getting from one to the other is by boat or by float plane/seaplane (and helicopter)... The islands are too small, real estate too valuable, to make practical runways on each one. This got me thinking... and yes, I've searched the forums! Is it possible to have seaplanes and/or float planes in this engine? If the models existed is it possible to land and take off from water? It would be cool if it was... Thanks in advance.
  2. oktyabr

    Netflix: Special Ops Mission

    I'm really glad I discovered this six episode season on Netflix! Originally aired in 2009 on The Military Channel it's free to anyone with a Netflix streaming account. I also understand that it's available on iTunes, etc. as well. First episode (according to Netflix): "Operation Covert Canyon" August 27, 2009 A rebel force is acquiring weapons of mass destruction. Their camp is protected by five operators. Willis' mission is to infiltrate the camp, document the weapons, and upload the photographs to Central Command. Sweet! Se8A5wmei-o
  3. oktyabr

    [ MAP ] St. George Island

    Super nice work on this island! Play there?!? Hell, I wanna LIVE there! :D
  4. Downloading the newest version now! Haven't had a chance to try it yet... will it now or are you planning to incorporate the Jets DLC, etc?
  5. ~sigh~ I've been reading post after post, script after script, and I thought maybe it was time to see if anyone who has been down this road before might save me a bit of time and tell me the easy/best way to do the following: Mission: SP/CooP, player(s) is undercover as a civilian in a bad, bad place, and is given missions to complete. Looks like a civilian, gets along with the civilians, as long as he isn't caught holding a (prohibited) weapon in his hands. When this happens the civilians need to turn nasty, the mob (independents) need to engage, and any military (OPFOR) that happens to be in the vicinity should react with hostility as well. So far I've been experimenting with ways to "holster" weapons and I think I've settled on Arctor's "Sidearm Holster Script", which seems to work perfectly. NOW what I would like to know is how to get the player(s) sides to switch when a weapon is in their hands, and then perhaps revert to a neutral one when the weapon is gone (or concealed, in the case of a pistol). I know there are several options available, at least the ones I know about, and these would include setCaptive, setFriend and I'm assuming there must be a way to make a switch in a script using playerSide? I'm sure left to my own devices (until the real world calls me back for my 'free' time) I would eventually figure out something that worked. I'm posting because I am hoping maybe someone already has figured out the optimal solution and wouldn't mind sharing it? I plan to populate civs probably with TPW Mods, maybe with MCC/GAIA or even ALIVE, if that matters? Here is the code of the holster script I'm using: Thanks in advance!
  6. oktyabr

    AMD CPU Bottleneck?

    I'm not much for benchmarking... not that I don't believe in it, but rather that I don't do it myself obsessively. My comparisons were mostly done on all three machines using "Play without mods" --> the "Combined Arms" showcase and the Steam overlay for FPS, on a single monitor at 1920x1080@60Hz. While there may be differences in how the AI behave and approach their objectives between runs there is a consistent number of AI with similar starting parameters. The heli ride in to the AO, turning and running toward the village (before the player character comes under fire) is what I payed the most attention to.
  7. oktyabr

    AMD CPU Bottleneck?

    AMD FX quad core, water cooled and OC'd @4.41Ghz on an Asus Sabertooth 990FX Rev 2.0. That's socket AM3+ and the 990FX chipset. You can't get anything more bleeding edge in AMD than that, even today. 16GB (2x8) DDR3 1866 vs. Intel i5 6600K (no hyperthreading) @ 3.5Ghz on water, no overclock, on Gigabyte GA-Z170XP-SLI motherboard. That's socket 1151 and the Z170 chipset. 16GB (2x8) DDR4 3000. Same XFX R9 390 DD card on both systems, stable drivers (no beta). I built my skylake system after I built one for my son for Christmas. His is identical to mine but it uses the i5 6500 @3.2Ghz and reused his R9 280. Even with the 6500 and a 280, his machine ran circles around my AMD + 390 in Arma3*. That was all the convincing I needed. *specifically in ARMA3. Other games we play in common, my AMD +390 system was at least as fast and often much faster.
  8. oktyabr

    AMD CPU Bottleneck?

    New skylake system at @3.5Ghz more than doubles my FPS over my OC'd AMD quad core @4.4Ghz with the same video card (R9 390). I'm even able to stick around 30 FPS at "Ultra" in Eyefinity @5760x1200. More FPS out of ARMA3? If you are running an AMD CPU your best upgrade path is to sell it and go with an Intel based system.
  9. It looks awesome! Any hopes of seeing it published in the Steam Workshop as well (all the CUP components are already published there)?
  10. oktyabr

    AMD CPU Bottleneck?

    I don't think anyone is arguing that *currently* AMD can't keep up with Intel on ARMA3. This >isn't< the CPU, this is how the ARMA3 game engine is coded. As I said a page back my son's new i5-6500@3.2 w/ an R9 280 gets almost twice the frames that my water cooled OC'd AMD FX4100 @ 4.4 Ghz does, and that's with a new R9 390! For all the other games I play, including Squad on "EPIC" and my beloved Assetto Corsa racing sim, on Eyefinity across five feet of monitors (5760x1200) with all the eye candy maxed out I still get 40-60 fps. Squad is an interesting case because monitoring CPU usage (Process Lasso Pro) shows it makes MUCH more efficient use of CPU cycles and threads than does ARMA3... So now, if I don't want my ARMA to look like a slide show I get to spend $700+ on a new skylake to be a home for my R9 390? I wish I didn't love ARMA3 so much... Was just hoping someone would have popped up and said "YES! Arma3 can make great use of 8 cores! Save a few pennies and upgrade your FX4100 to a FX8350..." :( Any benchmarks out there showing a broad range of AMD cpus with Arma3????
  11. oktyabr

    AMD CPU Bottleneck?

    Because you didn't qualify your statement. Is an Nvidia MX440 better for ARMA3 than an AMD R9 390? Your argument is invalid. I've had both, at the same time, many times.
  12. oktyabr

    AMD CPU Bottleneck?

    The Nvidia claim is unfounded. I've built a new computer every year (ok, sometimes every other year) for nearly the last 30 years. I used to use nothing but nvidia gpus, but not because their hardware was better... but because they had better support under a custom linux kernel. The AMD vs Intel claim is... something we already knew? ARMA3 is the *only* game that's pushed me into thinking about a new Intel (skylake) build. Are intel better under other games? That depends on the game. But no other game I play is making me think of breaking out the credit card for an upgrade.
  13. oktyabr

    AMD CPU Bottleneck?

    My son and I are both ARMA3 players. I just built him an i5-6500 skylake system (Gigabyte Z170XP SLI with 16GB of DDR4 3000) for Christmas and he's reusing the R9 280 he got last year for his birthday. Benchmarks are running the "Combined Arms" showcase @ 1920x1080 without touching a single thing beyond selecting the basic video quality setting and letting ARMA3 set everything automatically (helicopter insert and taking the first village): "Low" 39-42 fps "Standard" 29-36 fps "High" 26-35 fps "Very High" 24-32 fps "Ultra" 22-27 fps With ALL post processing turned off (everything on that page including trees and grass, AA, etc.): "Ultra" = 35-48 fps, "High" = 44-60 fps. I've watched him crank the view distance all the way up to 12,000m and still get playable frames on "High" (25+) with these settings on his system. Makes me jealous! My system, by comparison, is older except for the video card. Water cooled AMD FX4100 OC'd to 4.4Ghz on a Sabertooth 990FX R2 with 16 GB of DDR3 1866. I bought myself a new XFX R9 390 "DD" for Christmas thinking that might keep me happy in ARMA3 for another year. My son's benchmarks, with "only" a R9 280??? I get those, subtract 10 fps. All the other games I play can be maxed out at their highest settings and I consistently get 60+. Not ARMA3! "Ultra" on that showcase is a slideshow around 15 fps average. Crank the view distance up and it becomes a screenshot. In a nutshell, his "old" R9 280 on a 3.2Ghz i5 6500 system runs circles around my new R9 390 on an 4.4Ghz OC'd FX4100. :huh: Trying to figure out how to convince the wife that I need to build a second skylake system now... or a different AMD chip? Obviously the second choice is MUCH cheaper but it's money wasted if I can't get much better performance than I have with my OC'd FX4100...
  14. It *looks* like awesome work! I've followed all the CUPS project announcements with great interest and this one is high on my wish list (followed by Arma2 females and motorcycles). So only one question, before I ask my DSL, which is really not much better than a piece of wet string stretched between a couple of dial up modems.... "Clafghan"? I don't suppose it will work out "of the box" with this and I'm a bit apprehensive about downloading several gigs to find out... has anyone tried it yet, to see what it will take to get it up and going too? Thanks in advance!
  15. oktyabr

    Zero Dark Zero

    THIS is the mod I've been waiting for! I'm a huge fan of the tv series (Cinemax) "Strike Back", about a fictional covert ops team and their missions. One thing I'd still like to know how to do is how to get the AI opfor to treat the players as neutral civilians, as long as they have no weapons visible (in hand), and yet be capable of forcibly preventing entry into buildings and compounds and the like... Ex: Players look like civilians and have no weapons in hand so the opfor doesn't shoot them. Players get close to embassy or whatever, guards stationed there still do what guards do... Probably more complex to resolve is the rapid spread of intelligence. Ex: Players pretending to be civilians approach guards and shoot them, then shoot their way into the compound. Alarm sounds, radio messages go out, players are now targets, whether they have weapons in hand or not. Any suggestions?
  16. oktyabr

    [SP] Randomized Combat Patrol

    Why not the Steam Workshop?
  17. Good frames, well developed (the parts you have been working on), love the altitude variation. Sat mask? Make your own :) I also see you have the infamous "Tartan bug", a problem I've been fighting for awhile. Hopefully BIS gets around to fixing it. What, if I may ask, are the sampler settings you are using in TB? http://forums.bistudio.com/showthread.php?191372-Weird-bands-of-disappearing-texture-in-game&p=2929634#post2929634
  18. Looks good! I'm looking forward to giving it a go!
  19. As a medic that plays with AI I'd love to be able to get a wounded one to hold still so I can patch him up! Is there any way to do this ("tap shoulder" perhaps?) or do I just have to wait until he drops unconscious?
  20. VERY cool! Thanks for all the hard work of everyone involved!
  21. Thanks spirit6! You are exactly right, of course. I actually feel quite embarrassed as I earlier quoted the obvious answer from you a page back! "Helicopter transportation has been disabled by me on GAIA system." You are right about my expectations. I typically work with ARMA3 and MCC in my "free time", usually when I'm pretty tired. I don't know how "disabled by me" didn't click in my brain the first half dozen times I read it :j: Watching your videos made me think that transport, both wheeled and helicopters, were more versatile than that. After all they DO work to a point in editor scripting and other mods and I guess I'm just used to seeing transport helicopters and transport trucks actually transport people where they need to go. The whole map? What happened to GAIA wanting to use three times the points to engage inside the zone, two times outside it? :( Thanks again for the work you have done with MCC.
  22. The only other variable that I have considered is the version of MCC I'm running. Lately I've been trying to explore how usable the Steam Launcher is (or will become). The version of MCC I am using in that video is this one, from the Steam Workshop, launched using the Launcher. MCC Sandbox 4 "Mission Making the Easy Way" is the *only* mod that is loaded... and yes, it's the current version (auto updates enabled): http://steamcommunity.com/sharedfiles/filedetails/?id=338988835&searchtext=MCC Although this is curious... I see in the Workshop that it's described as 24.517 MB in size... in my installation directory (Program Files (x86)/Steam/SteamApps/common/Arma3) @MCC Sandbox - Mission Making the Easy Way is reported as being 44.2 MB??? I just unsubscribed from it, deleted the local files, and resubscribed and get the same result?
  23. Here you go! I'd love to learn that this is something that I am doing wrong...
  24. Wow! Those screen caps look VERY good for only having a few weeks with Blender! I've been playing with Blender for years and have never even thought about trying something like an ARMA model! Are you already familiar with the Arma Toolbox for Blender? http://forums.bistudio.com/showthread.php?154289-Arma-Toolbox-for-Blender-Arma-2-3-exporter-script
  25. oktyabr

    RHS Escalation (AFRF and USAF)

    Any info on RHS + MCC? Particularly the helicopters... I'm having a hard time getting them to spawn inside an MCC zone?