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chrisb

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Everything posted by chrisb

  1. Great units, will add them to the collection. Thanks for your work s@ndbob.
  2. chrisb

    Legal violations by A3L: Arma 3 life

    Lets be honest, there are lots of sites, well, people in general, making money out of the Arma series. Its not new, is it. BI know this, they don't do much about it, because following along with legal action costs more than its worth. Threaten to take legal action, yes, actually do it, highly unlikely.
  3. chrisb

    A3 futuristic

    Those helmets wouldn't go amiss, in Space Engineers..
  4. Our new Enfusion engine has better multi-platform support, so it will be more feasible for potential future Arma games The way that line reads to me is. There maybe another Arma, but chances are it will be cross platform. That's if there is another Arma of course. Now I'm not saying that's the end of the world for the series. I played OFPE on the original xbox for a while, the editor, although restricted, was pretty good and easy to use. I didn't play the campaign, but I think it was basically what they had done already for pc. The real problem is the restrictive nature of the console (that may change of course). The game was very different on console, to the way I could play it on pc. But being cross platform would be a problem for those that really like to stick to pc gaming, because we all know, it will be geared around the one game, being able to play across all platforms, I would imagine its cheaper that way. That would mean a downturn for the pc game, imo. Its not really a surprise as such, it was plain that the series changed with A3, it moved itself from the niche game to a more mainstream game. That for BI was a good thing. For the pc centric, old series players however, not so good. The old has gone, the new is the shape of things to come. It will appeal to the more casual player, that is what was intended, it sell's more. I don't blame BI at all, if they took it cross platform, business wise it would be a good move I'm sure. I could even see a nice partnership between one of the 'big two', to have it as an exclusive, using the previous history of the series to sell it to new players, as 'ultra hardcore real mil-sim gaming' (which a new cross platform game, wouldn't be, of course). But I think it could well be a very good seller across platforms. But for me it wouldn't be something I would play, I don't play A3 now, so A4 as cross platform wouldn't be my choice. But that is not to say for gamers it isn't good. It would be good, it will get more players using the game (mainstream), but it would lose many of the players that played it previously (already has), as a mil-sim 'ish game. It has moved from that anyway, so why would that be a surprise to anyone. BI are simply aligning themselves, where the money is. Can't blame a business for doing that. Plus you have to think.. Why build a new engine that can only be used for pc, its not where the money is, is it. As a player, that loved the old Arma, it's disappointing. But as is life. They gave us the previous games to keep building on, that's a good thing.
  5. chrisb

    Air Missions: HIND

    I have TOH+Hinds, not played it for well over a year now. This looks sort of interesting, but just Hinds, not sure that would hold enough for me, although looks pretty good. Worth keeping an eye on it.
  6. I don't think PR got it right. In a realistic mil-sim (crossover game), you need AI, very good AI. The reason why, would take up a few pages. But in brief and only in my opinion, others have their own opinion on AI. Its gaming, humans know why the scenario was setup, they know generally, what's going to happen and most likely where it will happen. AI don't know any of these things, that's why, provided they are very good AI, the mission/scenario/campaign will always play out better and more realistically, when a really good AI is added as the opponent. The thing is, it has to be very good AI, and before anyone shouts 'restricted unavailable mods'.. Its already available publically from some mods and to a reasonable good degree and has been for years with this series. Its just that very few players persevere with it, to find an AI that plays to those strengths. Having an AI, that will do their own thing on a terrain during a mission, changes forever the way a player plays the series. Yes the setup is more complicated, although AI mods such as GL3/4/5 will make this much less so. But its worth the time to take to make the missions as surprising to the human player, as it is to the AI unit. That is where, I believe, BI have lacked for so long, not bothering about AI. But they do have a reason, really good/complicated AI, has a hit value, in terms or performance, that's why they don't bother as much with it. Its far more simple to run the vanilla AI they have (which is pretty good when compared to other games), than run a more advanced complicated AI system. Because to begin with, the player has to set it all up, that takes a lot of time, most casual players, more-so with A3, just don't want, need or have the time to do that. Then of course the system to run it, doesn't have to be the top end, just that the player needs to know his/her systems limitations, which unfortunately most players don't, or lets say, don't bother to find out. PvP can be very predictable, more or less totally. However, when playing with a decent AI, it becomes very different, especially when that AI has the whole terrain to use and the faction is given the equipment that befits its status. Then set out the AI to use their forces and equipment in a way they feel fit. The results will surprise most players. But the setup time can be much longer than a few missions to build, plus its very complicated to get right. Takes time and lots of testing. But the rewards are, you'll get the full experience of this series (imo). Regards the engine. You know, its surprisingly good at what it does. In-fact, I think its very underrated by many players and those in the review media. It deals with much more than many games bother with. It does it well, yes, there are optimization issues, but on the whole it supports the game very well. Its old, no doubt about that, but don't underestimate how good it is. Does it need upgrading, well yes of course. But it also needs to be built for the job its going to do, not just a job to cover many titles, that could be a mistake, in my view.
  7. chrisb

    Gulf Of Aqaba Map

    Good idea. Yeah, the AI have no problem following them. :)
  8. chrisb

    Gulf Of Aqaba Map

    Also, the roads marked in red are not put down as tracks. This my be intentional however, to give the effect of tracks that are used much less. Just worth a look at, to see if that is what you intended. Thanks. http://i1122.photobucket.com/albums/l538/triopalite/A2/ArmA2OA%202015-11-03%2019-44-19-092_zpsh8iksppl.jpg I'll keep looking around.
  9. chrisb

    Gulf Of Aqaba Map

    Having a look around. Loving the detail as always. Haven't seen it all yet, but what I've seen so far, hasn't had a problem, so fingers crossed. Its a great terrain this, highly recommended. Thanks for the update and your hard work on the terrain.
  10. I backed this early on. Now its on KS, take a look see what you think. The game/engine has been around a very long time, but the time seemed right for them to push the boat out. Realistic delivery date and it does look impressive, seamless, with seamless planetary landings etc. Which is what I like in particular, similar to Space Engineers in that respect. https://www.kickstarter.com/projects/309114309/infinity-battlescape
  11. chrisb

    Infinity Battlescape

    I'm really excited about this game. Its a long haul, as it has been already. But they have the foundation to a great space game. They just need to get a team working 'full time' on it. The new content they have just put out, is certainly showing the engine off well.
  12. Surprised I didn't see Space Engineers on there. With an open world of 1,000,000,000km without having to 'fake' jump anywhere. There is jump function in the game but you don't need to use it, although that's a big space without it ;). Soon huge planets are coming all PG, fully featured planets with various atmospheres, climates etc, plus aliens its rumoured. I've played in the github dev version (old version now) and the worlds are big, very big, with seamless planetary landings. Its a big open world, well universe. Great game, I really enjoy it.
  13. World of Warships, perhaps. Not in this series, me thinks. ;)
  14. I think I think many are former community. Within that may lay some of the problems, regards certain issues the game has.
  15. Not sure myself, probably not really. But to anyone that wants to re-begin, or just begin. Looks like they want to get it back up there. https://www.youtube.com/watch?t=1&v=P3-FAT4_GQQ
  16. Thanks for your work on this, its a great plane to fly, looks stunning. :)
  17. chrisb

    [MIS]Tow Tractor

    Great, thanks for the update. :)
  18. I enjoyed most of your piece. However most all of the things you would like to see, are more than possible in this series, but you have to take the time yourself to make your 'war' gaming world, its not something that comes with the game. BI, well indeed the player made content side, supply most of what players want or need. The largest part though, is down to the player/group to set out that world and how it functions. What, where & why conflicts are taking place will need to be placed/set-out at the start. The Editor is a powerful tool to use and is a little wasted on simple scenarios. However, if simple scenarios is all you have time for, or want to play, then its not wasted for that player, its ideal. But its more ideal for the grand scale warfare player. It can be used to spread across numerous terrains. But how you 'join-up' those terrains and form your world, is for the player/group to set out. Open, fully militarised terrains. That is where, I believe, the series works its magic. But for that you need to think and set-out a complicated war-gaming world that suits what your looking for. If its WW2 type, then you will have to fit that into the vast amount of terrains available. After that you will need to join up your terrains.. Not easy when you want to deal with factual historic war, but more than possible to make a really good representation of it. Along with this you will need to use a great deal of the content available to fulfil your factions and everything that goes along with that. Also a great AI setup to help you achieve it. It can be done to a reasonably good level using available ones such as GL3/4, plus some others (A2 only really). Previously for years, we used GL3&4 ( plus a few others 'mixed') for that reason, they can be set-up to feel very independent. Our current AI mod however, was built for that exact style of play 'war-gaming' with very independent AI. As for the world, it needs to be joined up, which obviously differs from Battleground Europe. But there again this series is some way beyond BE, as you correctly point out. In-fact that is where this series wins out for me/us. Its the detail that can be put into the smallest skirmish, yet the large-scale battle can also be fought in as much detail. But this will have to be thought out by the player or group playing and done across as many terrains as you feel it should. It really is just a case of setting out your 'board'. Even here in this community there was/is an 'Armaverse', although it seems its died somewhat over the last few years. Many players want simple, quick, in & out type gameplay, now. There is nothing wrong with that, because it is very time consuming to set up a war-gaming world, also there are far less groups doing war-gaming now, which is a shame. But there are still communities that put the time in and play that way. Its the way to get the best from the series imo. Also you can play SP this way, it is just upto the player and the world he/she wants to make and play in. But regards the type of game, we probably differ here. I/we play fictional, not historical or present day 'fact' type war-gaming. Ours is current (modern warfare) and of the day, but the factions for our war-gaming are all fictitious, as are the terrains and locations. But all terrains are connected, supply routes, assets, reasons to fight and gain ground or whatever, are there for a reason. What are its assets, why should a faction want or need to fight for those, who are the domineering factions or indeed dictatorships, plus all the other varying factions etc. What and where are the supply routes, between which ports or territories, what terrain borders another and so on. All of that needs to be setup at the start and is the foundation for your game world to progress. But none of this comes with the game, a simple campaign is provided. But the strength of the game, is in the building you do within the sandbox. All of that however, is down to the player (you) to build/make. That after all, is what a sandbox is. __ Just a note regards A2 & A3. A2 is far more geared towards war-gaming, the amount of content available is huge. It plays far more stable than A3 when using A2 terrains (obviously). Also the AI, when modded, is far better in A2 (way more). A2, I believe is simply better for that style of play. A3 is more of crossover game, certainly for me anyway, but A3 is good at what it does though. I'm not saying you couldn't play a large war-game style game within A3. I just think that it would not be anywhere near to the same level as A2 with all its dlc's and player/group made content.
  19. You need an excuse to buy a new monitor ! :o Or are you married ? I certainly get the screen is getting old, will need a replacement.. line.. If that's the case. :P
  20. Community at its best. :rolleyes:
  21. Great DL'ing and will have a good look. Thanks for the release. :)
  22. chrisb

    Low FPS count on good specs

    Your 5850 is more than enough, I had the 2gb Toxic version, its a very underestimated card on the whole. It is as others have said down to ghz probably. I ran A2 on an Athlon 640 with the card I mentioned on the highest settings for quite a while, it ran great. But yes, VD has to be 1500-2000 max on the ground, a lot more in the air though ;). But my old Athlon was a 3.4ghz and ran like the wind to be honest, so I was very pleased, it was stock @3.0ghz but I oc'ed it just to make sure. I think do what others have said and that is to OC your 2.4 and go from there. If you can't OC it yourself, a savvy computer shop, or looking at the ads in the local paper, will usually find someone that can do it for you. I think do that and you'll be pleasantly surprised. ;)
  23. chrisb

    How do I find this?

    Under 'Support', there you will find: fuel, ambulances, ammo trucks etc. ;)
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