HR4 Elite
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Posts posted by HR4 Elite
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A lot of hard work has been put in, well done it looks great...
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In the real world it’s a '1' maybe a '2'...
In the virtual world it’s a '10' or maybe a '9', I will wait for A3 to decide...
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I don’t find it dull or grey, I have my monitor set to photo quality picture wise, then tweak the brightness and contrast. Great depth of colours etc, also all the important in-game visual settings on very high other than terrain detail thats set to high as it won't let me have very high with video memory set at default..
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Just came across this mod, a little late maybe, it’s a fantastic mod RKSL, thank you for your great work..
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I use exactly that mix and it seems to run fine.Thank you, I will give it a go then..
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Can I use SLX with GL4 and ASR_AI, or would it be better to remove one of the other ai mods ?
I have removed the files that are mentioned in the bug list.
Ta
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I think it’s a problem with the game, I have the Sapphire 5850 2gb toxic card (OC) which will handle the game quite easily on VH settings, but recently have found occasionally that units I have set to player or playable have arrived with body parts invisible, not uniform or weapon just the body parts, I have the JSDF mod and that had the same problem with the 0.5ton V whichever 4x4 vehicle open top model, loaded the tyres and dash the rest was invisible even had the driver so looked really funny, however if I put another vehicle on first before placing the JSDF model I would not get the problem (who knows) but it has been sorted since last update from JSDF.
The problem with the other appears now and then but not very often., I don't have problems with the terrain that all seems to load fine just the occasional invisible unit, if I could get them to take the uniform off it would be really handy for covert missions…....
It’s the game...they can tinkle about with it a little too much.. imo...
'Beagle' don't bother to answer any of my posts, until you get some manners..
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Care you share the order that your mods are loaded?Also, don't you get "tearing" without v-sync?
NP
Firstly answer your second question, ’No’ tearing but that’s too simple;
I read up on-line quite a lot before turning v-sync off and the vast majority of people find it runs o.k. so I turned it off to see, my monitor is only 60Hz and I expected to get tearing, although to be fair I didn’t know what that would look like other than what I had read, but many people using 60Hz monitors had little or no trouble with it. Since v-sync was switched off the only time I have had any difference, slight staggering of the picture which must be tearing, was in City 34 on the pmc-51km desert map, I was very surprised as I had around 100 ai in the city in combat and would have thought the fps rate would have come down so much that tearing would be out of the question, however there is little to no clutter on the map and fps is very high so I was still achieving 45-75fps and good view distance with everything going on. The reason why I think I got the tearing there is that the city has been finished to around 85%, a dense city with great potential for urban combat missions i.e. small alley ways, court yards, masses of building, roof top positions etc (I might say put together very well indeed, butted up building to form blocks and designed as a city should be), but some of the buildings need a little tweaking as there is a little collision problem here and there with ai, maybe this is why the tearing occurred, I don’t really know, however no real problem as it soon went.
Sorry the reason for the answer is a little long but ‘no’ as said, would be the answer to your second question turning it off was well worth it.. If I did experience a lot of tearing I would simply bye a 120Hz monitor, but until it becomes a problem my little 60Hz Benq is staying..
My mod list; I will list how it works for me, I had long testing and wrote down results whilst changing load orders to get the best performance for my system. Maybe it’s the way your machine handles info, I really don’t know but I do know that there is a performance difference with my machine, perhaps it would depend on your mods.
My view is that CBA, ACE, ACEX want their mods as priority as these are game changing I assume, so using that theory I basically put my priorities as; ai intelligence firstly followed by movement mods, effects mods, terrain effecting mods, armies and or units, weapons/vehicles/ammo and the like, followed by terrain bits and lastly islands (40), I thought about islands, should they be first.. but if you think about it we load the island directly first before setting out a mission so that work is already done, well that’s my thinking anyway...:j:
BETA (if you run it)
CBA
ACE
ACEX
ACEX US NAVY
ACEX RU
ACEX SM
ACEX PLA
DVD
GL4
ASR AI
ASR MAP GRIDS
ST MOVEMENT
SMK
ST HUD
WAR FX PARTICLES
JTD
LANDTEX
SAP CLUTTER
JSDF
JSDF ACE
BB MERCS
BW MOD
BW ACE
AAW
FFAA TERRORISTAS
WINTER CAMOES
Followed by individual weapon, vehicle, ammo type mods i.e. swm weap etc, no particular order, although bundling them together for instance rhs, glt, asr mods, etc
These are then followed by other terrain items i.e. brg Africa , towns, plants, buildings, road, foliage ect, no particular order..
Lastly islands numbering 40 in no particular order.
I have just downloaded PRACS so this will be added to the armies section..:)
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Since turning my v-sync OFF…an eye opener..
Interesting reading regards FPS issues, I use the ‘dvd’ mod (dynamic view distance) and it works a treat. Now I have turned my v-sync off, in completely open area maps I can reach 155fps with a view distance 4000 seen here in the link (pmc 51km desert map), in Fallujah I get between 45-52 fps just standing or walking around, flying can reach daft proportions 6000vd and 160fps or more (‘waves’ map), however even with running a skirmish mission in Fallujah I will still get 38-42 fps at full combat with 50 infantry AI plus myself a heli and motorised enemy crew.
I find using the 'dvd' mod simply reduces the view distance to maintain fps, so a vd of say 2000 as in the Fallujah link, will drop to between 800-1300vd, but when your in a city and in combat you only need 500 or 600 max anyway so you don’t even notice the drop, unless you look at the onscreen readout… the fps does not lower much adding another 20-30ai, I may loose 4-5 fps and a little more view distance but I just don't notice it. In urban battles the fighting is not as constant as open areas its more sporadic, I get no lag just the occasional tear if the fps count is too high, but even that’s not really that noticeable.
So my advice albeit I know virtually nothing about PC’s is; turn off v-sync, use ‘dvd’ mod, make sure the mod’s are in an order you think works for you i.e. testing.. I have around 103 mods loaded of which there are around 40 maps, but the maps don’t really matter whichever load order they are put, but I have all the usual Beta, Ace, Acex, Cba etc plus GL4, ASR, landtex, sab-clutter, JTD, st-movement, warFx, SMK, etc, etc. but have taken the time in testing load orders and which mod overlays which, this helps, more for smooth game-play, not from the fps side you may gain 2-3fps but that’s it.
I only turned the v-sync off a few days ago, so I am going to test some of my own missions (thats all I play, design missions and play them), so I will come back and update the findings.
The in-game settings I have are linked at the bottom of post and are mostly all very high for visuals, the only difference now is the v-sync is off whereas it is shown on, pic was before I turned it off, but that’s the only difference everything else is the same.. don't forget I have the in-game vd at 10000 but the 'dvd' mod overides the in-game setting and continuously monitors the fps and vd..
May not work for all but worth a try...
Edit: forgot to mention triple buffering on..via the gpu card settings..
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Rib paddles (boat paddles), there are some great little shallow rivers/inlets in a few of the islands/maps available, first to come to mind is ‘Tigeria’. Night time spec op missions are great for designing, however the AI have a problem when the river narrows, they tend to stop, sit and wait with the engine running, what for who knows. I can get them quite some way in, but really its not feasible unless your playing the unit steering the boat, then you can get deep into the island, only problem is, no paddles and you need silent movement for obvious reasons, so being able to paddle in from the mouth of a river or just inshore would be very nice, even better if the AI could do it and not worry when the river narrows, they don’t seem to mind tree overhangs and the like, just when it gets too narrow, or as they believe too narrow, but still very navigable...
Of course it would mean alot of work for a mod maker, maybe a thing for Arma3 but I would have loved to have seen it for Arma2...
Or if someone knows the secret to how this may work please post it here..
I have searched for this type of topic but cannot return a result, so appoligies if this has already been discussed...
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Looks great, always remember the first time I was close upto a Harrier, watching it come in then hover before shooting off again, nearly blew my ear drums out. If you can get the sound I heard that day, I best get new headphones….
Lovely work...
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I appreciate intelligent reasons not just sound-bites, lets leave that to the politicians. I don't know about the OP but I certainly think views I may have had myself have been answered, I know I have a better understanding now.
I probably use a mod from all the mod makers in this thread one way or another, and with not being able to make mods myself I find it quite inspiring that mod makers can turn a great war sim/game into The War Sim/Game to own.. so thanks very much for that..
I appreciate all your great skills & work, a lot of it may initially be for your own satisfaction, but it gives a great deal of satisfaction to others that perhaps can’t do it themselves...
Ta...
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As suggested, uniformity, for a number of reason is unachievable.
My answer to that would be ‘Why’, but your not going to give an answer because frankly there’s no reason.
Such as?I might not be the best scripter or config lad out there, but i have been part of ACE, worked on some configs and scripts, but there were still things i wasn't even touching because someone else worked there and was the only person that knew how to do some things.
Working together..
No one said that, on the contrary.The fact that you don't see it written down in those forums for you to read doesn't mean it's not happening
Read the thread, its been said, quote: “it just ain’t going to happenâ€, not my words..
Great to see you know to direct others to do their things...Old habits die hard...I had many people working together doing a whole raft of different tasks/jobs, one man doing what another “wouldn’t touch†to quote yourself, but when all the parts were brought together they formed a finished item that worked in harmony with each and every single part…because the job was done using ’Uniformity’. Very achievable IMHO..
There is a foundation already: it is called Arma2/OAFrom your point of view your right, however, from my point of view Arma2 could be the ground the foundation is built on…
You have broken down my post and the OP's post, but have still not really said anything constructive..
Uniformity? Big teams?My two cents...What I would like to see more of is creativity. ArmA2 offers unprecedented ability to do extremely creative and different ideas far beyond what the core game offers, outside of simply pure squad-based mission combat. Indeed, it's my opinion OFP had more creativity in its selection of addons.
Integrating anything makes things very complex, increasing workload exponentially - which often means dropping features and reducing capability. I can appreciate people want to play with ACE2, but personally I don't use it and as an addon maker I make the addons for myself first - this has got to be fun after all - so I don't really consider such addons when I am releasing something.
I would prefer 20 different builders working on different things - they will come up with a much more creative solution that 20 builders trying to work on one thing. Remember, people do this for fun ... if they disagree they just end up leaving the team and the mod never gets released.
I agree with some of what you say, other than you misunderstood my analogy regards the builders.
Its only a thread that the OP wanted aired, he mentioned 'Uniformity' but if it never happens then it never happens. But to air the idea and get shot down as was the case to begin with, without any reasons why, is a waste of time...
He only aired a view...
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I would say why bother to raise a thread when you get reactions like some of the ones here.
‘Uniformity’ IMO in this instance ‘Mod’s working together based on some foundation’, ACE is a sort of foundation many mod makers are trying to build with ACE compatibility in mind. Before everyone shouts, I am not saying ACE has to be it, it would be the mod makers to decide what, if & how it would work. I also don’t believe we need one large mod, Six Updater is in essence my mod folder, its so easy to add or remove a mod even for someone like me with no particular skill at mod organisation, so lots of small mod’s are just as good as one large one, provided they can slot together more seamlessly.
It has been said here that working together just won’t happen! Well that’s a shame because without doubt I think that the mod/addon makers on here are fantastic at what they do, and of course they do talk and contact one another, however you don’t have to physically work together to work together, if you get my drift…
When you build a building you don’t get 20 builders to put 20 different types of foundation down, better to work on the one sound foundation chosen by the builders coming together and discussing which and what would be the best foundation to build on…
ACE may have started the ball rolling...who know's...
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Uniformity in mods is what is badly needed in this community.I can see where your coming from, uniformity is probably what it needs. It would be great if someone could suggest a reasonable alternative, other than that, uniformity is certainly a reasonable suggestion…..
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I'm sick and tired of this crappy ai..i use asr ai+zeus ai together and the ai find me even when i shoot and move to a far different position talking like in side a house at least 100 m away where i last shoot...then i decided to try asr ai+glx really crappy same thing happened. So then finally tried asr ai by its self well it was said in description that ai could see poorly at night tried a night mission i made and still was seen from at least 300 m out. So i want to see in the next ai mod made ...no all seeing ai and hearing should be human like and behavior. If im wrong on this please help me with this problem....what really pisses me off most is the ai finding me even when i shoot and move some how they know exactly where im and lay down fire in the house or object im near till they finally hit me. Please for the love of god fix the ai,because ultimately that's what makes or brakes this game and right now it brakes.
As corporal Jones once said, ‘Don’t Panic’!!:butbut:
Could it be that you need to set your AI skill level a little lower…
I use GL4 and I run the ASR ai with it but the GL4 seem to do the best job, they act and behave very realistically, you can attack, move, and provided you keep cover they will still fire at your previous location with the aim of suppressing you allowing you to flank or whatever. The GL4 mod has been very good in my experience, they will use clever tactics to try and kill you, but playing well you can do the same to them, they also carry out house searches and will garrison etc, etc, I have been in the same house as an enemy AI and not been caught, so they can definitely not see through things as some believe, provided you set your AI level to suit your playing then you should have a good equilibrium. Try setting the AI level at around 0.25 to begin with then move it up and do some testing to see where you like to have their level of skill set to, set the level in the 'Game Options', not with the slider in the pop-up window (that’s if your using the mission editor), just edit your playing level, you can customise your AI levels and plenty of other things in the ‘Game Options’, from there go into ‘Difficulty’ then ’Edit’ from the drop down menu click ’Custom’ the friendly and enemy AI settings can be customised from there….
My enemy AI is set to full 1.0, friendly AI to 0.80, but it did not start out like that, I found after the first few times on Arma2 that the AI, even without a mod, were pretty good, so I started by customising the levels and moved it up gradually as I got better at completing missions...I wanted to play at max AI settings, its one of the main reasons I got this sim/game, I wanted as much realism as pos, but you have to get practise before you can jump in on max levels and expect to win, practice, because when your really good you will be glad the AI are the best your going to find in any sim/game...
All that writing just to see the thread closed, which no doubt it will be..:(
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Hello,I have the option to change the skillsets of the friendly and enemy units in the
difficulty menu.
How does it effect the skillset I set in the editor for the units I place?
Does it override it?
When I place a unit with full skillset but the difficulty is on recruit,
will it still be the full skillset as I placed it in the editor or will it behave like
in the difficulty options?
In the Editor, when you place a AI on the map you have the option to alter its skill bar in the pop-up window, this will only be a percentage of the skill setting in the main ‘Game Options’, ‘Difficulty ‘ settings, so if you start your mission with your AI set to 100% in the pop-up, it will not be 100% if your not playing in the ‘Expert’ mode. Do this, set your AI level in the pop-up to 100% then start your mission, pause via ‘Esc’ then go into ‘Game Options’ then ‘Difficulty’ then whichever skill level your playing at click ‘Edit’ at the bottom and have a look at the overall skill level your playing with. I believe the level in the pop-up is governed by that settings, i.e. if you alter the main setting to high in the main ‘Game Options’ section then that is the true AI skill level, 100% in there and 100% in the pop-up window and your most likely to loose the battle, you will have to open the drop down menu and click 'Custom' to open the skill bars in the 'difficulty 'Edit' section. I set mine in the custom mode so that you can control the skill levels much more.
Hope this helps..
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I'm a bit of a noob :/ How do I do this?Load the game, then follow first screen to ‘Singleplayer’ then ‘Editor’, pick your island/map, when you see the main editor screen for the map, you will see down the right hand side there are options i.e. Unit, Groups, Triggers, Waypoint, Synchronise’ etc, for a single unit/man click ‘Unit’ to highlight it then double click on your map wherever you want to place your unit, if you want a quick squad i.e. not making your own up (best to do this if your not too sure how to make a squad up yet), highlight the ‘Group’ option on the right hand side then double click on the map to place the squad, don’t forget each window that pops-up gives you a choice of options i.e. side you want to play as, group or unit type etc so have a good look to see what’s in there, once you have choosen your unit/squad and got them on the map, click and highlight the ‘Module’ option on the right hand side, double click on the map anywhere near to the unit/squad (you), in the pop-up go to the drop down menu (marked Unit), scroll down to find ‘Ambient Combat’, click that then 'OK' and the module will be placed on the map (its basically just an icon), then double click the map again still with the ‘Module’ option to the right highlighted and scroll to find the ‘SecOp Manager’, doing as before. Now if the two modules are close together they will group themselves i.e. you will see a thin light blue line that goes from one to the other, you will have to ungroup these, so highlight the ‘Group’ option to the right and going over one of the modules/icons press and hold your left mouse button and drag from the module into a clear area on the map, when you release the mouse button the line should disappear.
Once you have done this all you have to do then is click the ‘Synchronise’ option on the right hand side to highlight it, go over with your curser a module/icon and holding down with your left mouse button on the module drag a line (which will appear when you start to move your curser) to you or your squad leader then release the button, you should see a darker blue thin line, do the same with both modules, you should then have the line from both the modules on the map to your player or team leader, so that’s it. If you want to set weather details etc click the larger ‘Intel’ box to the right hand side near the top (the one with the cloud/sun icon in it) then set the weather, time, date etc in the pop-up window. Its basic but you have a mission that you have made yourself using the main Mission Editor, it can produce virtually any type of combat scenario you want just takes a little time to work things out (trial and error is usually the best way). Now just click ‘Preview’ on the right hand side to begin your mission.
That’s the simplest and most basic way to do it, from there, after playing a few missions, you will be able to add more and more detail and configure a huge amount of different options in the Editor… you do not need scripting skills to produce really detailed missons from the Editor, its just down to you and having some time..
Any problems come back...
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Project reality is not out yet, so no no one can play it.check out the squads theirs plenty of them.
I think ‘Project Reality’ is a squad as well as an idea….;)
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Bound to get shot down a few times with the comment, however I see you have been on here a really long time so you should and will know by now a simulation requires tactics and commands and in the case of controlling an army or parts thereof, it tends to be a lot of commands, but that’s what a sim is about isn’t it….
To get simple but great game-play is also just as easy with A2, mission editor a couple of squads for each side inc yourself, fight for ground etc you have simple but great game-play, throw in some mods and you have better game-play than a lot of so called war games out there..
The sim/game is what you make of it....
Only my opinion...
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If you gave a little more info regards the problems you have running A2 with your set-up (graphics, fps, lag etc) someone on here might be able to point you in a direction that gets it working a little better for you, rather than going down the A1 route....
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Don’t know if this will help but these are my settings:
With things on high as you suggest there should not be a problem, try setting your 3D res to 100% or your monitors natural res, my monitor is a 1920x1080 res and I have it set at that with great results..
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Is this where you put in requests for mods to be added to SU..:confused:
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Zeus AI Combat Skills
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
Agreed, some of it is also mod load order I think..
I used Zeus AI with GL4 and thought they were quite good together, dropped Zeus however to move onto ASR_AI and GL4 mix instead. The GL4 does a great job i.e. house searches, garrison buildings, smoke granades galore etc, if they hear a twig break they out a smoke grenade…..but its all good and works very well. ASR_AI are a little more subtle when mixed with GL4 I think, you have similar things in both mods so whichever order you have them loaded can alter the way they act, I assume one tends to cancel out the other a little here and there, however since loading ASR_AI I have found the AI are more accurate and tend to heal each other a little more, so its all good. The SLX mod I tried for a few days dealt with that side fantastically well, dragging injured comrades out of the line of fire more often and healing each other, also had loads of other stuff in there that was inspirational, plus great effects and combat modes, touble is you spend more time removing bits of it, things that course odd effects like bouncing weapons etc, so obviously that kind of spoils it. I must admit though I stuck at it for a few days taking out bits, but all in all I have put it to one side for now. GL4 and ASR_AI together, seem to stand up very well and do a great job..
I understand that there is a sort of SLX lite (not an official name) a re-worked version, may try that..
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