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onetwo

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Everything posted by onetwo

  1. Is there goint to be a Beta before launch?
  2. Hey its fixed. Your April fools..
  3. Furthermore IntrebuloN is not recognisable as a member of the BI staff so to rephrase: "One year later - not fixed by BI" wich I am sure is what FlayeR ment. In the accompanieng bugtracker feedback tracker ticket someone put it quite well. https://feedback.bistudio.com/T124112#1654755 Schuss in den Ofen!
  4. But we got multiple DLC we paid for but cannot play properly.
  5. Hi mifel, there is a Ticket on the bugtracker or whatever they feel it needs to be called. https://feedback.bistudio.com/T124112 Dev's do give feedback there.
  6. So I predict at some point in the next year BI will cease the 32 bit support and this issue will still not be resolved? Good thing I bought all them new DLC's really glad. -.-
  7. That does not work for me since Logitech does not give me a Stereo option.
  8. Sadly no fix in RC 1.70
  9. onetwo

    FPS Drop when Flaring/Firing Tank Cannon

    Well, in that case I'd like point your attention to the links below. It might also be a soundissue not a graphics problem. There you find a similar issue and a bugtracker featuretracker feedbacktracker ticket. https://feedback.bistudio.com/T124112#1597423
  10. I was able to replicate the issue with the voicemeeter freeware set to 7.1 and 5.1 surround windows speaker setup even without a headset involved. Maybe that helps for a first look at the issue.
  11. Sadly it does not fix this: https://feedback.bistudio.com/T124112#1597423 issue.
  12. Did that just now and it does not fix it. You are sure your friend didn't accidently disable 7.1 Sound with his tinkering? As a bad temp fix you Logitch users out there who are unable to swicht from 7.1 surround to 5.1 try VoiceMeeter as an intermidiate between WIndows and your Headset. There you can set 5.1 surround wich does not cause the shutter for me. Sadly you loose 2 Speakers that way.
  13. Someone suggested in the Ticket its working for him with the dev build. I still experience massive FPS drops with the 64x Executeable and Dev.Buiild 1.69.141279, just not inside planes, but tanks, cars, houses, heicopters....
  14. I suggest subscribing to the ticket. The more ppl do the faster they will get on it. https://feedback.bistudio.com/T124112
  15. So.. there is a new ticket. Dwarden asked revengeukl to open it. https://feedback.bistudio.com/T124112 Might help if you guys share our details there.
  16. onetwo

    FPS Drop when Flaring/Firing Tank Cannon

    Does it only happen in 1st person but not in 3rd person?
  17. Well take a look at these two links: https://feedback.bistudio.com/T122385 There is a lot more ppl having this issue.
  18. Okay found some Tickets, this problem was allready there in Dev-Branch for some people, so its known to BI at least since January. https://feedback.bistudio.com/T122385 https://feedback.bistudio.com/T123925
  19. I got it too. Is there a bugtracker ticket on this? Using LG G930's and its only happening in 64 bit Version. Did not happen in Dev-Branch.
  20. Well I got a slightly better rig then Goro to play on but still get shuttering sounds and 1 FPS from when there is a lot of sounds inside vehicles or even in some situations buildings with the 64-Bit Version. Is there a ticket in the bugtracker since I did not finde on jet.
  21. Dear b00ce, keep going this mod has much potential to bring Arma away from that all so serious stuff. But might i sugesst doing one thing 1st? And then the next part of the mod. do the rifle propper* :) ANd if you like with a unique project like this it should not be too hard to find supporters. bst regarts 12
  22. Its a game so ammo does not cost any money and having to manage supply chains enriches most gamplay. Thats verry debatable :) and not a fact most of the presentet "facts" to that topic are more rumors. The strengt of the spring behind the bolt or the lack of it makes the gun shoot faster not the bolt... The bolt was just fitted with a delaying mechanism "NATO-Bremse" to make it safer to shoot the gun. Cannot have the bolt open too early and its gases is still in the barrel...
  23. Sadly I cannot answer that question to my satisfaction. *onetwo setNerdMode 1* To answer that I would need to find out where the ACE3 Devs define this variable: QGVAR(vLoad) Its the only thing in this script I could not explain: https://github.com/acemod/ACE3/blob/98da86b74d4089bc3403d0b0c0074e6a46ce35d8/addons/movement/functions/fnc_getWeight.sqf But I found another explanation and in short it is because it works. ACE3 manages to display a weight. Maybe not an accurate one but most of the time those devs are quite spot on with their stuff. If I had to gues it has to do something with the BI variable maxSoldierLoad (total mass of the entire inventory bar is defined to be 1000 mass units) and then someone at BI told em what the maxSoldierLoad is in their minds or ACE3 Devs put their maxSoldierLoad at ~45,35 or 45,36 kg. From there ACE3 Devs startet their calcualtions. ACE3 Calculation for KG is this: (mass * 0,1) / 2,2046 = weight in kg rounded to two decimals | (254 * 0,1) / 2.2046 = 11.52136442 <-- that is also the mass and wheigt I used for the MG3 just another way to calcualte To be as accuarate I need to rephrase my answer. I found a way to calculate the mass value to a disired wepon or equipment weight acording to ACE3 weight calculations. After all I dont think it is possible to get one representative measurement from a value that in the mind of BI devs represent two physical attributes at the same time wich could but dont have to be linked as long as you dont break it down into molecules and then perfecly arrange it. BI mass = weird combination of weight and the actual physical size of the object but I will keep looking. Thx for showing me the flaws of my logic :) *onetwo setNerdMode 0* Have a good night!
  24. For the weight I also tried to do some math. Result: empty unloaded MG3 comes im at 11.52 kg according to ACE3 with a "mass=254" value put into the config. For the MG3 KWS I went with 10.02 kg summing up to "mass=221", wich means rheinmetall-defence figuerd out some magic way to make the gun in the KWS version a little less heavy or something (in the end its just a game) So x is 144/3175. If you plan to calculate the mass value for the gun here is a formula that might work: for example 15KG/(144/3175) = ~331 | weight in KG / (144/3175) = mass From a game balancing position I feel those values are resonably fair against vanilla guns. (Wich are still slightly more heavy.) I also did change mass and ammocount of the magazines to only 75 and 150 drums (I know they are not made that way by H&K). So for me now 150rnd 7.62 Zafir ammo = 150 Rounds 7.62 MG3 < 2x 75 rnd 7.62 MG3. Peace
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