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CatBook-Yi23332 started following tyler2
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All in Arma Standalone (AiA SA) - A1/A2/OA content in A3
tyler2 replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi Kju! Thank you for a great job! Will "AiA SA" (full version) in the program "Play withSiX"? I found it only Lite version. -
CBA - Community Base Addons - ARMA 3
tyler2 replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Why at each update uses a new key? Can use to sign the same key? Multiplayer players are forced to wait for an update on the server every time. -
RWCO: Rotor Wing Combat Overhaul
tyler2 replied to PVT Watt.J's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Missiles "Vikhr" no need manual control. Sighting system independently induces the laser at the target, and keeps this target. Sighting system also automatically searches for similar targets. This applies to the cannons, you just need to specify a target and press fire. On the Mi-28 and Ka-52 uses "Ataka-VN". -
East vs West (OFP inspired mod)
tyler2 replied to sudden's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Great job! I wish you and continue to evolve! My game crashes when you try to appear with grenade RPG-7 in the editor. -
Any news corrective multiplayer? Will reuploaded version of the last update, with the signature? Thanks!
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http://s5.hostingkartinok.com/uploads/images/2014/02/8e8b9c26144c9f1c4668ab678cfb185f.jpg (234 kB) Writes that the files are not signed
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After updating the players have problems when you try to join a dedicated server. Green server, but players kicked from server for no reason. Any ideas? The reason some files, maybe they are not signed.
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I'm sorry, and thank you very much, this is great news!
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If you are at a distance less than 100 meters from the sound source, define the position of the source becomes impossible. This is due to the very high volume of sounds "distance_xxx.pbo" at close range. Jitteriness is that these sounds do not come from the source, and of a spherical region around the source of approximately 100 meters, if you go into a spherical region, the direction of the sound source disappears. I recorded a short video demonstration of what is happening. If you disable "distance_xxx.pbo", then positioning is good, it helps to understand where the source of sound, even if you are next to him. If you enable "distance_xxx.pbo" and then go on a distance less than 100 meters from the sound source, "distance_xxx.pbo" begins to drown out the sounds of "zafir_xxx.pbo" (gun sounds): . Can you fix this problem? If you are at a close distance from the enemy, you do not understand where he's shooting.
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Played enough time with JSRS 2, and found a couple of problems for yourself: 1) Machine Gun "zafir" has a bad positioning. At a distance of about 50 meters and closer from the firing is impossible to determine the direction of where is the fire. 2) Sounds steps too quiet, and fade to a very small distance, I almost never hear that the enemy came close to me. I read in a book for training saboteurs following: Steps - 30 meters, the sound of a broken stick under the foot - 70 meters, Climb of -16 meters, talk - 90 meters, cough - 40 meters. LordJarhead, what do you think about this?
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Created ticket: http://feedback.arma3.com/view.php?id=16779
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Discovered another interesting fact: The first time I put the camera in the far west of the island at an altitude of 55,000 feet above sea level, at an altitude of 54,899 meters has been a sharp decrease in FPS. The second time I put the camera over the island at an altitude of 55,000 from the surface of the earth at an altitude of 54690 has been a sharp decrease in FPS. Height of land above sea level in the place where I put the camera for the second time is 209 meters, so 54690 + 209 = 54899, is the same as in the first case. This means that the distance at which water begins to boot the computer is always 54899, because of this great loss FPS! What do you think about this? I think that it is unnecessary to load water at a distance of 54,899 meters from the player, it leads to poor performance :) This range of load water need to bind to the overall visibility.
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I think it makes sense
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Discovered an interesting fact: Configuring visibility of 12,000 meters, then place the helicopter at an altitude of 56,000 meters, you get 200 FPS. After that the helicopter itself will fall. At an altitude of 55,000 meters below you get a sharp decrease FPS several times. Then do the same thing, only with a visibility range of 6000, at an altitude of 55,000 meters below you get a sharp decline in FPS. If I understand correctly, this means that all objects in the game begin to be processed on the computer range 55000 meters instead of visibility that you configure in the game. In this regard, I daresay, if this option (which is responsible for 55,000 meters) to make customizable, and bind it to the range of visibility, you can get a huge performance boost. But this theoretical conjecture, I would like to hear the opinion of the developers on this.
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I hope you do not think the image number 5 computer processes more information than the image number 6? I'm not just talking about the graphics, but also other complex things such as scripts. The fact that the image number 5 should only process computer graphics (by the way there is nothing to handle), and number 6 in the image processing computer graphics, scripts, and synchronization with 500 people. Type of game does not matter too huge difference in FPS. This difference is several times.