kotov12345
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Everything posted by kotov12345
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7970 and eyefinity memory utilization
kotov12345 replied to houdiniact's topic in ARMA 2 & OA - TROUBLESHOOTING
how you check current vram usage ? I used win32 and recently changed to 64.I found under 64 bit game runs abit faster and smoother with same amount of ram(3GB).I bought 12gb of ram and not feel any better. -
I really doubt to be honest server have same performance with vd 2,3,4 km.Why we are not playing warfare with 6km or 10 ? Problem number 2 is I have 20 fps on chernarus with vd 4km and 60 with VD 2km,I haven't got weak computer (i7 930, 12gb etc),last days I'm noticing massive decreasing amount of players who play this map online and it could be reason.The problem is VD connected with tab to lock distance and if you not set up maximum vd(as server) ,you are not able to tab targets,which is problem in game on it own.So basically people only use VD 4KM to exploit with tab to lock targets,as you will not see actual targets and ai would not react. There is also AA not working properly on such distance. There is too many settings in game.I'd only keep 2, auto setting and manual.Auto included 4 mode ,easy,normal,hard,extreme ,which already preselected to settings.Let say,auto,normal.that it.
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may be - but I wasn't sure about it.ok,What is the point set 4km when even ai not react ?I'm not understand why we set big distances if game not working properly? I didn't see you anywhere playing on servers.Are you playing mp warfare at all ?
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as most servers not working properly at 4km vd (http://www.youtube.com/watch?v=XYcAg9-QYyc) I suggest do default VD 2 or 3km maximum.Same server lagging really much and no admin or anyone who can change default settings. There is also very be good to have light resistance occupation as default and may be other settings which help people to buy vehicles and go fighting against each other instead of unlimited spawning with mhq. As AA launchers not working properly https://dev-heaven.net/issues/53753 there is also default missile limitation should be 1km-2km maximum.High populated admin servers and coders can set it accordnings their needs.That also remove tunguska/m6 exploit and air vehicles needed to come closer to destroy targets..
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RHS: Armed Forces of the Russian Federation 0.1.6 Released!(Updated)
kotov12345 replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I remember you very well.I understand your administration position on these forums and not will do any more discussion here.I have 40 videos on my youtube channel with games and 40 more was deleted but I can upload them again for you. IC ARMA I managed to play only last campaign under squad commanding of Big G.Played most CF except may 2-3 before they close down.I understand that really hard for you as administration member read my thread about bugs in game.It is not simple I understand.If I will be in your position I will be not very happy that someone trolling and trolling about game problems.Unfortunately I'm not programmer to do mods,otherwise I'm not play this game due to lack of time.As programmer people very demanding these days :)I'm not see any problems with my posting.May be guys will do good model of metis (as russian army weapon) and will proud for it ?I'm more creative person then only user and always think if you create something the more popular your product the more proud you will be.Sorry if someone thinking another way around.I apologies if my messages bring you bad feelings.Will never happens again. -
RHS: Armed Forces of the Russian Federation 0.1.6 Released!(Updated)
kotov12345 replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
.........yes yes yes yes - I'm listening all of you very carefully.I only assume that you all mostly SP mod players as I never saw you in big battles in ic arma,charly foxtort,aas agw or other big events 100+ players ...most writers on this forums only play in forums :)...... Even make working model of metis or javelin will be great job good luck. -
RHS: Armed Forces of the Russian Federation 0.1.6 Released!(Updated)
kotov12345 replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Will be nice if you could do complete product - not only RU mod.With fixed bugs.As most weapons/vehicles bugged in a2/oa fixing bugs in weapons config(similar to BMP2) you can make great mod. I'm talking about official tickets in dev forum and may be not confirmed features.For example most common feature is enabling tank turret on electric engine, not using main engine give you possibility firing without being tab to lock.Or command engine OFF in action menu.There are many of them..... There a lot of players want to play realistic games with simple mod.Without tab to lock auto locking,locking behind view distance.SP9 underpowered,Tow too fast,metis/javelin not working as should etc...PR mod did some nice things but not many maps allowed and they not finished..... Dayz show example when even mod can be very popular if it will be attractive, simple and effective.... -
RHS: Armed Forces of the Russian Federation 0.1.6 Released!(Updated)
kotov12345 replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
If I able to do programming and wanted create mod I'd rather create separate complete mod with fixed errors based on tickets in dev heaven than create some appendix to full of bugs addons which suffering updates every week.Look example of dayz. People real missing addons where you can actually feel weapons and its usage.Go to dev heaven check out tickets and you can see what people want :) Good luck :) -
ARMA 2: OA beta build 98148 (1.62 MP compatible build, post 1.62 release)
kotov12345 replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
check Syria videos on yt - crew dead or live after attack.If they jump out of burning tank they perfectly fine,but normally try run away :) -
ARMA 2: OA beta build 98148 (1.62 MP compatible build, post 1.62 release)
kotov12345 replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
because they inherited information about your location :) -
RHS: Armed Forces of the Russian Federation 0.1.6 Released!(Updated)
kotov12345 replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Did you do it as same reloading time for vanilla model or other reason ? Real life reloading time around 20 sec.As far I remember was implemented already in your model.Strange that you changed it.Several sources tells that can fire up to 3 missiles per minute incl http://btvt.narod.ru/4/fagot.htm In game play 20 seconds reloading time looks a but longer than needed but acceptable.60 seconds is simply joke. -
ARMA 2: OA beta build 98148 (1.62 MP compatible build, post 1.62 release)
kotov12345 replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
chernarus with vd 4km fps sometimes drop to 20.Specially in towns.If BIS will keep such unrealistic unplayble VD they not able to do it.Looks like DAYZ play with 100m vd so shouldn't be any problems. -
I already suggested remove spawn of resistance ai at all or spawn small amount. You come to flag stay here 10 seconds and flag taken.AFTER resistance spawn in different direction near town eg in forest come and retake flag and camps.This automatically avoid air units trigger.
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I still not understand why we play with 4km if game not working properly with even with 2km.Vehicle,infantry sliding and teleporting ,aa launchers failed for more than 2km and object drawing distance 2km as well. I think you need set playable default setting with your next releases as 2km view distance and other setting which effect performance.I have 20 fps with my i7 930 with 4km on chernorus and >60 fps with 2km. Also can anyone set 3d enabled with driver position on xr server please ?thanks in advance
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Also can you make only 1 condition available either destroyable camps or taking town by taking all camps. Another words If taking town by taking all camps on,camps are not destroyable and If camps destroyable take town taking all camps option is not available.
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Really ? :) I thought you killed everyone and that it.Why should I go to every empty home and cut water supply. :) I'm talking about excising game and existing map ,not about something that bis might offer to buy over 2000 years.....Warfare 3990243 Thames Water version :) in order to win map you have to come to every house and cut water supply.... you make me smile man :) ---------- Post added at 11:14 PM ---------- Previous post was at 11:10 PM ---------- send it to XR admin to do it -I'm only user :)
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old story: 1. east have medic m113 for 750. 2.You come to enemy town - - looks empty get to depot and over couple of minutes spawn like 30-40 ais around you.not fun. 3.You have to wait in enemy town to take - even when you kill all defenders.Logically town need to be taken as soon as defenders killed.Camps allow you spawn so should take longer time. Generally much laggy than 071 - tank duel 200m distance both tanks died because server not register shots
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+1000 - but I don't think they will be removed so makes more solutions to play.
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situation 1 : ok you come to enemy town with 120 supply.You killed everyone.Can you make possibility take town within 5-10 seconds while you within radius if you alone or your ai alone.Instead of waiting minutes in empty town like now ? situaltion 2: You come to enemy town with let say 2 friendly ai or 2 players with you (may be tank or apc with crew).There is 1 enemy player in town,you kill that player - he spawn in next camp and kill you and your mates what ever. Can you make possibilities to give spawn in towns camp only for team/players who got more forces nearby? For example let say opfor have 3 players in town,bluefor 4 - so only bluefor can spawn in camps unless someone from opfor come and help them.This will be simulation of team work.
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lol what is wrong with tunguska :) it is bugged exact same way as all units :) There a lot of players(dot'n want to put names here :) ) found how to rid off from annoying Tunguska missiles.Once I'm firing rockets from 2 tunguska (mine and my squad ai )to target around 2km from me with clear view not close to ground or behind the hills and been killed enemy chopper was not even damaged.I waste all rockets and my ai 2.This player only have slight desync.
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I have dual i7 cpus and 4 graphic card 2 raids 4 hdd in each + ram drive and my fps are always good :) - because I play in xr :)
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how many tanks server will able to hold ? what happens if let say 10 players will have 4 tanks each ?why we cant have standard tanks friendly maps without $750 spawn vehicles by default ?
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Project Reality: Arma 2
kotov12345 replied to A.R.Mageddon's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
only because your commanders not play right,or dont know how to play correctly.There is thing called rally point can be build and allow you spawn with squad.You only need 2 or 3 players near to make it.It give you only squad spawn and limited amount of them. -
AI use MGuns vs tanks, apcs, why ?
kotov12345 replied to vilas's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
it is bug that sometime ai tank gunner uses mg instead of main gun.sometimes happens.I think related to fact that any target in game can be destroyed with mg. -
ARMA 2: OA beta build 96895 (1.62 MP compatible build, post 1.62 release)
kotov12345 replied to maddogx's topic in ARMA 2 & OA - BETA PATCH TESTING
even more realistically that he is not turning turret at all.But this is fine for me as well within game play.