Kydo
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Did that. I've done everything I possibly can, the only exception being experimenting with mallocs. PiP off, all filtering etc off, shadows off. Have gone step by step through every FPS improvement guide I can find. Adjusted settings meticulously and adjusted them while in game to note actual diffs. Have launch parameters set. All did very little. The extremely annoying part is that my GPU is only running at 30% load, and my CPU never runs over 60% load on ANY one core, OR as a whole.... derp? Something is terribly wrong there. As a last step I've over clocked both my CPU and GPU. CPU is an AMD 1055t hex core @ 2.8 and vid card is a GTX 560 ti 2gig @810. Have over clocked the CPU to 3.4 on all cores and the GPU to 920. This was a huge improvement to the current 15-20 fps in moded multi player, as it was only 10-15 fps before. I have no idea how the game can possibly run so poorly, especially considering the load percentage. It's a known issue that AMD cores run exceptionally poorly with ARMA 3. I really wish BIS would do some optimization, I know Im not the only one struggling with performance. Sorry for slightly derailing the thread, it's relevant however, as I spend most of my ARMA time in a heli and 15 fps is rather flakey.
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I agree. In a multiplayer match with mods, I get 20-30fps. As soon as I get in a chopper, that drops to 14-20 fps immediately. It's less than comfortable doing a confined space landing under pressure @ 15 fps.
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Have the values changed at all, or are they the same? Will the values to enter VRS be changed at all? If so, how so? Can we get the exact values as they stand now? Thanks! PS: I'm glad it's back too!
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OK, I made a mistake. I heard someone say "VRS @ 200fpm" and didn't look closely at the gauge. I've only ever flown aircraft using fpm gauges, so looking at it I assumed it was fpm x100. The gauge is m/s not fpm. That's my bad, and it brings the numbers slightly closer to reality... However, it's 2 - 2.5 to enter VRS, not 5. I've tested this many times. It's extremely predictable. hover at altitude, increase descent rate to over 2, you will enter VRS at the same spot every time. 2m/s = 392fpm 2.5m/s = 492fpm. Still very low.
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Yes, I understand that, but if you're traveling at 20mph at 45 deg up attitude the direction your vortex is traveling won't be directly in-line with your lift vector. My point was that the numbers are too linear / static to allow for aggressive maneuvers.
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Devs: PLEASE READ THIS GUY'S LINK!! I've never chimed in before. I love the effort being made here, but it needs a few changes to make it feasible, or even sort-of realistic. I LOVE that you've added VRS and added the AFM! Please continue giving it tweaking. Specifically, please increase the decent rate required to enter VRS. 200 feet per minute (EDIT: 2m/s) is absolutely minuscule (EDIT: is still very low). I understand you're not going for real life numbers here, but at least make it around 350 fpm decent. (EDIT: 650-750 fpm) Preferably dependent on the variables described in the above link. Please consider adding an "entering VRS" state. It shouldn't last very long, maybe 1-2 seconds, but if you're almost in VRS, you'll feel the wobble and a change in flight characteristics. This would be useful to identify an immediate danger, as there is no "feel" for the aircraft in a game. Last, PLEASE increase the max descent rate! I can only get 500 fpm descent in forward flight. That's not very fast. (EDIT: This seems to have gone up. Not sure if patched or if it was a controller issue. I'm happy either way) Currently, you can enter VRS while rapidly reducing forward speed. Come in on very shallow approach, begin aggressive speed reduction (hard back cyclic + full lower collective, raising collective as needed as your speed is reduced), once you're <20mph you immediately enter VRS and crash! Even though you're not actually descending. I'm assuming you're using the downward direction of the helicopter to obtain "descent"? These numbers don't transfer linearly between breaking and descending. If this is how you're obtaining "descent rate", then: Helicopter in aggressive breaking at 45 deg up attitude moving at 20mph = "descent rate" of 880 fpm. and "forward speed" of 880 fpm (or 10mph). With these numbers, aggressive maneuvering becomes almost impossible. This is the main reason why I'm requesting the tweak.
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@SGT M There seems to be 2 parts of the Nimitz that connect to eachother RIGHT where the 1st arrester cable is. If you touch down right on it it seems to stop you dead and damage you or make you explode... I found that either going a bit faster or even better just touch down closer or farther then the 1st cable will keep it from happening. @Eaglezero6205 Thats ace for sure man, I tested repeatedly and had no problem at all and i dont run ace.... ntm the error :p
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[WIP] AI Carrier Flight Operations
Kydo replied to panther42's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi again Panther :p As you know im not great with scripting lol, but i can hlp with testing for sure if you still need someone. I can run FRAPS at 1080p solid 30 fps on my rig too if u need someone to grab some more footage. Just let me know. This is defiantly an addon i want to see available so i'd be happy to hlp however i can. Kydo -
Frequently Asked Questions/Requests
Kydo replied to Rommel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ummmm.... isnt this it? lol. it says at the top of this page: and if i go to the link u posted this very thread is stickied at the top of the list?? :confused: -
Frequently Asked Questions/Requests
Kydo replied to Rommel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So I've been trying to use speed as a variable to terminate a script, and for the life of me i cant get it to work :confused: I've been using But it doesnt seem to be doing anything. I also tried: As per the Biki, but the editor is returning "Invalid Number In Expression" How can i use speed of an object as a trigger (for terminating a script in this case)?? I've been trying to find a list of checking commands "isEngineOn" etc etc, but i cant seem to find a full list or the proper syntax. Also, how can I check if a script is still running? To be used for calling another script. Ie: script 1 is terminated, call script 2 Please help a scripting n00b :o Thx in advance PS: Im not doing all my scripting in the editor, I just use it to see if it returns an error :) -
FRL Airforce Addons release thread
Kydo replied to [frl]myke's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Evil_Brownie You sir, are a gentleman and a scholar! Hit the nail on the head, the F-16 addon had a Box pbo, once removed everything is working perfectly :D thx again! -
FRL Airforce Addons release thread
Kydo replied to [frl]myke's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
'Ello So 1st, Great add on. :) Please excuse my nublieness when it comes to modding / scripting as i honestly don't have much (any) experience in it :o While using Missilebox in OA / CO with a few standard addons (CBA, Nimitz, F-14, F-16, F-18) I get error message "Cannot open object glt_missilebox\glt_gbu12\glt_gbu12flybis.p3d" at start up. Then once i load a mission into the editor i get error "Cannot open object glt_missilebox\glt_kab500l\glt_kab500se_flybis.p3d" And on the Nimitz if i approach an F-18 i get "cannot load texture glt_missilebox\tex\default_ti_ca.ppa." Many of the missiles dont show up on planes. Also, the MOAB doesnt show up at all :confused: What am i doing wrong?? Help would be greatly appreciated PS: With ONLY the Missilebox loaded up in CO i get no error. If i load Box and some jets (F-14,16,18) i get the glt_gbu12 error... Dunno if that helps