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fambaa

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About fambaa

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  1. I was waiting fore more stable version and fired up A3 after the 230 MB update again. First thing I noticed, cause I wanted this for a looong time and it wasn't even in in the first A3 Alpha release is a lower weapon stance for pistols. YAY. Second I am not sure about seems more like a bug to me is. The rifle of the first infantry man you get to choose in editor to test or build stuff: When you shoot at distance the shot doesn't land where you aimed but like 15-20 cms above at 150m range. It seems to me as if the recoil comes to soon or the bullet is that slow which it shouldn't. Right now the bullet seems to leave the barrel while it is kickung up from recoil. That can't be right. This needs further testing with other weapons from more experienced testers. Sidenote: I wasn't standing and the aim didn't move cause I wasn't holding breath or anything, fired a few shots from prone with hold breath at a target roughly 150 meters away.
  2. fambaa

    Blood Mist

    I really like the idea of this mod. Infact it would be nice if this would become vanilla. Its a line between simulator and other shooters you can argue about that, but some kind of hit confirmation is highly appreciated. Does not need to be gore ish. Just so you know you hit the enemy and don't have to rely on the falling body animation which can be somewhat unreliable in multiplayer with a slow server and lags.
  3. fambaa

    J.S.R.S. 1.5

    I had some problems with signature matches playing on TimZ (DayZ mod) is that really the last 1.5 build?
  4. Thank you for that ChrisB. I was looking for info on that, but this is really hard to find. I hope that Arma 3 will support up to 8 cores then were most likely set to play at 10kms everyone :) When I first played Arma I had a "lousy" desktop version Opteron dualcore @ 2x 3,4 and that wasnt enough lol. Guess Ill just put in count 4 to not have to switch 1 core off all the time. Not much improvement to my old CPU then, 4x 300 Mhz more a little bit more cache. And ddr3 ofc. Well I guess its problem solved for anyone with a CPU with more than 4 cores. That issue really has to be added to all the Tweaking guides for Arma 2.
  5. I didn't tried that yet, but I think those freezes and hickups mainly originate from arma 2 engine and its use of multicores. When multicores came out they made a patch to support at least dualcores. Can still see that when you are in the serverbrowser that 2 cores run at 100% and the rest seems to be idle. I would have to reduce my cpu count and ex threads anyways, maybe the gun will run even better when you turn off 2 cores run with count 4 and ex threads 6. When you got an FX 6100 like me it should be posible to run the game at only 2 cores anyways.
  6. After playing Dayz+ since the time I posted (mod has to confirm my posts still ;) I can CONFIRM that switchin off the core which had the heaviest load when all cores are active REMOVED the problem for me. Constant playable fps even in Cherno now, its like a superhuge difference for me where I was dropping down to 10-20 fps every minute anywhere and 15 fps in any town. If you don't know how to find out which core to turn off, play windowed mode, go to the armory take a helicopter and fly to cherno. Have Task Manager or any tool open that displays each individual core load curve. Then rightclick the arma2oa.exe and disable that core. In TaskManager for XP cores start from 0-x like the first window is CPU 0 second CPU 1 and so forth. Good luck, and I don't take responsibility what happens to your CPU turning on and off cores ;)
  7. I am not really sure what exactly is going on with the newer AMD CPUs. Like I wrote everything was fine with my older 2008 build Phen II X4 940. Now that I got a Bulldozer something is holding back and I cannot find out what it is. I installed EVGA precision now to have all important things regaring clocks and temps as OSD, first I though my card jumps down 1 or 2 P States because the load went down. But EVGA tells me it does not (You can see that when you memorized the voltage tied to the different P-States) Clock and voltage is constant at maximum performance while Arma is running in focus. CPU is not even getting trouble, so I think something in the communication between CPU and GPU is the problem. In the Armory for testing this is almost not noticeable but there also is a drop in GPU load. GPU load seems to drop when you come close to buildings as such Cherno is the worst. and a quick edit: It seems I have isolated a problem. After testing in windowed mode I kep task manager open to see each cores load realtime. I noticed that my 4th core was doing almost all the work and was at 100% several times. Simple trick I deactivated core 4 for arma 2 and voila, game runs much more smooth GPUs temp is rising means it does more work, and even if GPU load drops a bit It seems that I dont get drops to 10 fps anymore, sometimes it can run at 50% load 35 fps but most of the time I seem to run at 50 fps again XD So find out if your core's loads are balanced if not deactivate the one who was the prime workhorse before.
  8. Same thing Well Before I had a AM2+ Pehnmo II X4 940 CPU DDR2 RAM 2GB and a GTX 260 I could play really well with medium settings and 4K view range My motherboard died and I had to buy new stuff so I got a new AM3+ board and a AMD FX 6100 and DDR3 RAM still using my GTX 260 though. What happens now is that I play with my settings ato 40-50 FPS even with 10K view range. At first I thought my CPU is running wild and I turned off Cool and quiet to make sure all 6 cores run at 3,3 Ghz. I installed MSI Afterburner to watch what the hell is going on and I noticed that GPU load and framerate drop goes hand in hand. I tried every tip I could find. Windows Power management, Nvidia Inspector for setting the power for the graphics card to ensure it doesnt throttle down or anything. My CPU is stable during playing at aroun 40 C and my GPU at 55-60. I got 3 120 mm fans in my ATX tower, 1 sucking air out at the back, 1 is directly blowing from the side to the graphics card making sure the card fan gets very cool air. So all my temps are in the green, everything should run great but it doesn't. It seems that whenever I get close to bigger towns the GPU load drops. Playing with settings doesn't really help either. For those who might say it might be lack of power I got a 700W block in there to make sure that will never happen unless I put 100 HDDs and 4 cards in. Also tried different drivers for the graphics card while deinstalling the one before as clean as possible. It really makes the game unplayable but it should run like a charm with this equip. HALP!
  9. Hmm that looks so complicated to me that I think you solution will work fine Demonized ;) My Triggersolution did not work btw. Anyone who walked into the tent got shortly control over the squad he was in but then lost it again. The recruited soldiers however stayed in formation. It was very strange. Im going to use you script now Demonized, and then I report back if it works, and this time I have a good feeling, unless Xenos scripts do something similar...
  10. Thanks for the input F2k. Unfortunately the radio trigger caused a ton of scripterrors from the beginning, the isledefense script was inactive all domination features (grey actioncommands) were gone, and to all of that you were right. Since we are kind of RPing Im gonna use a walk-in trigger with the condition and the selectLeader, that way I have an RP way of doing it, and it shouldnt cause any JIP problems. Im going to report back if that works anyways, because many COOP maps and even Bennys warfare had/have this problem sometimes.
  11. The groupchange works when I put this: Group player selectLeader player; but like I wrote in the above post, the "Group" command doesn't work in MP. And since noone is anserwing, just reading noone came up with a solution yet I guess? edit: Anyone tried to make a trigger and simply activate it by a radio command and in the init: group player selectLeader player; ? It seems to work when I host it, but Im not sure if its compatible with MP .
  12. So me and a couple of friends started to play Arma2 OA ACE with our own version of Domination 2.54 West AI Ace which we are horribly editing and modifying ;) (Thanks to Xeno for the map) Thats my problem: We want to be able to be in a Group together, but since we are so few we also like to use AIs. Whenever the Teamleader dies the lead gets switched to the second player in that group, but I want to be able to give the command back. In the init of the original Teamleader I have this: this setGroupID ["Alpha"] ;player addAction ["Teamleader", "Leader.sqf","alpha_1"] alpha_1 is the name of the unit. and this is my Leader.sqf so far: _host = _this select 0; _caller = _this select 1; _id = _this select 2; _string = _this select 3; And now Im kinda stuck, I tried setLeader, selectLeader with _this , _string and all kinds of crazy combinations. I think I need to pass the group and the name of the unit somehow but the group object is non-functional in MP the wiki says. Thanks in advance.
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