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Everything posted by chrisb
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Vietnam: The Experience
chrisb replied to Snake Man's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
O.k. thanks..:) -
Vietnam: The Experience
chrisb replied to Snake Man's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Tree ladder doesn’t seem to work, first one I’ve ever come across.. Island is: 'VTE Ku Bao Tien Massiv', picture here.. Any idea, my end or your end the problem ? :) -
So is Podagorsk and the many, many others, now playable in A3 to varying degrees of success, even the old 'Ace' ones..
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This was taken from a general test of the ai. I often do random tests if new or updated mod/addons are used. This is part of a team caught under fire and using the ruin here for cover. They are fighting a lot of enemy forces based in the town just down the hill. The enemy is flanking from both sides, but really here we are concentrating on the side I can see best. I am just a team member not a leader. It’s the conserving of ammo, using cover, correct stances etc, that really helps ai become believable. This is a very configurable ai. Do we need mod/addons for ai, well yes, because BIS will never give us ai this good. Parts from mods here: GL3/4, SLX, Zeus, TPW_suppress. Only selected parts (pbo’s) from each were used, tested together many times. They will holdup in buildings the same way, firing from doors & windows.. This is why modded is so good it gives the player a choice, use it or don’t, make it the way you want it, its all possible.. I overlaid some info. http://www.youtube.com/watch?v=z-jfnAwHses There would be around 70ai at start, matched here in favour of the enemy, probably 30/40 not sure, was done a little time back. Sorry its only 720, was recorded in 60% or 75% msi, again not sure. EDIT: Original video: Video above, now upgraded to 1080, only took at 75% quality though, but its better than the original...
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TrackIR for Arma 3.. Really thinking about this for Arma 3 now, I have a few questions for those who already use it. Answers/opinions would be much appreciated. 1/ Is it only for looking around, similar to freelook, i.e. doesn’t control weapons/vehicles etc, or does it ? 2/ Does it lock into place when you bring the weapon up to the sights ? 3/ Are the functions analogue i.e. when you lean can you lean slightly (peep) ? 4/ Neck-ache, yes or no ? 5/ As Q1, if it does control weapons/vehicles etc, can you click between normal use and TIR in-game quickly ? 6/ What benefits would you say TIR has over conventional controls ? 7/ Are there any alternatives to using headphones/cap to mount the head sensor ? 8/ Does the head sensor use batteries or is it usb with a lead ? Might add some more later as I think about it, or if you think of anything in particular to point out, that would be great..:) Sorry if this has already been started as thread, I checked the 'Check If Already Posted' button, but nothing in the Arma 3 forum came up..
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Will-my-pc-run-Arma3? What cpu/gpu to get? What settings? What system specifications?
chrisb replied to Placebo's topic in ARMA 3 - GENERAL
Seemed about the right thread to put this: A few tests here. They are all using the ‘DVD’ mod/addon by ‘tpw’ from A2. I simply put the pbo and user/config in A3, nothing else. I didn’t alter the config, so obviously everything can be improved greatly from this test, if setup well. Initial fps and vd (view distance) are just seen at the start of each vid, just prior to the recording hit, which drops me down -30 odd fps usually, with msi.. Still, I put the vids on, really just to show anyone having problems with performance, that this may help. I have put a message out for ‘tpw’ in the ‘addons request’ thread, to see if he would consider porting it over from A2-A3, no answer yet. I know that he has put ‘houselights’ over, so hope he doesn’t mind me testing this for players to see. There are descriptions in the vids, but the thing to keep an eye on is the ‘dvd’ info panel on the right, near the top of the screen, this shows you what is going on fps/vd wise. Just a couple of things to mention: Flying; the view distance (vd) changes are choppy when flying, more so when recording, but even without recording they are a little choppy. I put this down to the fact I didn’t tweak the user config, having tested with this a good while ago in A2, it ran very smooth when setup properly in the user/config. Ground; the changes in everything are ultra smooth for me on the ground when not recording, does effect it some when recording, but that’s to be expected. But on the ground you don’t know its there, well for me anyway. I’m not using the mod, just testing it out, I really haven’t had a problem with performance, yet. But I have to bare in mind I haven’t really made a heavy test mission for the island, so may need to use it later, who knows. But its nice to know its there, should I need it. However, for those having problems, now, with performance, set your settings to where you want them in-game, preferably in the editor to begin with. Then have a look to see if it helps anywhere. Look at the user/config and set the fps etc, there is a little guide in there, have a play to see which works best. There is another I am going to look at ‘VFFPSS’ mod/addon by ‘Victor Farbau’, I tested it a long while ago, but have never really used it to any degree, may help, again will see how it performs coming over from A2.. N.B: View Distance is a killer for many players, quite a few set it too high, why not just try this out and let it do it for you. Lets be honest, some players may find a playable frame rate even though the vd reduces down some way. It will soon adjust automatically back to a better vd, when it’s a less heavy area or scenario.. Won’t hurt trying. Anyway all these videos should give players a good idea how ‘dvd’ works, all done on the dev version..:). Best in 'Full Screen 1080'.. http://www.youtube.com/watch?v=SDb1NShVomM http://www.youtube.com/watch?v=peXxTAduRYc http://www.youtube.com/watch?v=iCa6w5HM4LY http://www.youtube.com/watch?v=noiHeNMBwJ8 http://www.youtube.com/watch?v=xFMKyKg0CmU 'DVD' mod/addon -
Aspect ratio 21:9 for Ultrawide monitors
chrisb replied to Forrest's topic in ARMA 3 - BETA DISCUSSION
Could try around: fov top = 1.357 not sure, may make it look worse, but worth a try..:) -
All I can use are my observations, being that I use lots of ai mods or parts from mods along with huge amounts of other mods. They (the ai) are cpu heavy, however, I have never found it a problem for my A2 pc, handles all my mods very well. I think provided you have a lean/clean modern pc, you can expect that the game be pushed to its limits, should there be any.. ___ Regards balancing the game, BIS just make it as you have the others, its for pc, you can't pander to all, which I'm sure you know already, all too well.:p
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Yes, why, have you got one..:D I know there are a few similar type terrains for A2, I use. They can be a little heavy, but not beyond a settings reconfig..
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We know in vanilla the ai is not good. But that has more or less always been the case. They have gotten better over time, but you need ai mod/addons to make the difference, for instance, your example (scene from A2) would not happen in my modded game, if there were enough of them in a vehicle and they thought they could engage with a more or less certain chance of winning the engagement, they would drop off units to engage, they do the same in vanilla in A2, but you need certain mods to add more intelligence to ai, for them to make that decision and others, GL4/Zeus/SLX/TPW Sup etc. The example I put up is one unit, it would look completely different if it were a truck full of troops en-route. Same could be said for any vehicle with any amount of ai, they need to think before getting involved. A good pbo: 'SLX_noautoengage', when mixed with others, it really works well, ai decide if they should engage or avoid, simple as that. Engage to win and move on, or avoid if they think the outcome could be the opposite.. This is if they have a WP to go to, obviously different for garrisoned units etc. So yes I understand your frustration at the fact A3 ai is not like that, but at this stage in the games production, its not going to be expected. It won't be great when released proper, you will find that you need to use mod/addons to get it to where you want it, after say a few hundred hours testing..:butbut: I know it shouldn't be like that, but thats the way it will be..:p Its not that bad really, if BIS said later, "we have a fix here, that will make the ai better, just download it", then you would, there's no more work in downloading a mod. I know we shouldn't have to do it, but really the game is what you make of it and its a fact, your going to need ai mods. Its never going to be perfect in every way, unfortunately..:)
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Always has been an fps eater, still its not too bad..:) _______ Only thing I really want is a complete core given to ai, please, or two cores even better..:D
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Most all of what you would like to see is already available in A2, mostly in mod form. BIS are never going to do all these things as standard, the game is what you make of it. At some stage in the future, most of what you list will be possible in A3, I’m fairly sure that this will be the case, however its going to be upto the player, via testing and experimenting, to find the best way to implement what they want to see (implement via mod, script or clever mission design, etc), to make this happen for them. (In the answers I have given a ‘see vid example’ its via the ‘smart ai’ in my sig) Anyway, answering using A2 as an example, because it will happen in A3 later: 1/ As said already, is probably never going to happen the way most of us would like to see it. However maybe a mod/addon maker will try to go someway towards it, who knows, they have with breaching already. But the ai do use buildings and engage from within buildings using correct stances etc, and reasonably well, for this game anyway (example in vids) _________ 2/ This would be great as a module or something rather than a script, very possible to do now, but could be easier. _________ 3/ They do this already, if modded they do it very well. Don't forget, there should always be a medic in your and other squads (example in vids) __________ 4/ They do this already, again if modded they are pretty good at it. They will cover whilst a unit drags the injured into cover inc buildings etc. (example in vids) __________ 5/ They do this in a couple of mods quite effectively already. ___________ 6/ They do this already, but its down to the ai pilot, of course seeing this happen is not easy unless you follow a heli around. ____________ 7/ Popping smoke in a designated area, well ai do use grenades very well inc smoke grenades, again if modded its better, they tend to use smoke when needed (again example in vids) ____________ 8/ This is already in the game, either via ordering your squad in-game, or in the editor during mission build via the waypoint instructions. Also some very simple script commands can be used, but not really necessary. ____________ 9/ The ai are really good at taking cover using great tactic’s of cover and move. Again, unfortunately, only in modded mode. The A3 concept of ai taking cover is not great. (again see vids for modded version example) _____________ 10/ Well, if by seeing through things you mean he shoots you having tracked your movement.. The ai has to be made to do, as near as pos what it can be, like a human. So if a human see’s a unit running for cover behind a wall, or just running behind something during an engagement, our natural reaction is to see if they keep running, so we keep an eye on the other end of the item they were running behind. Of course this isn’t always the case that they reappear, but they are giving ai a human reaction to that behaviour the best way they can ‘tracking’. Best way to see this is have target markers enabled in A2, when a target is put up for you it will have a red reticule type marker put over the enemy unit, if the unit runs behind a wall the marker will travel along the wall, but the owner may not reappear at the other end, but the marker keeps moving, that’s the tracking mechanics of the game, its not an advantage as the owner of the marker may not follow what the marker does. The fact it travels along and the owner doesn’t reappear, simply means the ai are better than we think, but it tracks as a standard in the game mechnics. Without that mechanic the game would be really bad, so we need it, it’s a good thing. They don’t see through walls etc (again see vids for example) ______________ 11/ Already in. _______________ As I said, all the examples are in A2, thats because A3 is a baby at the moment and it takes time to get these things into game (mod wise), especially as most all of it will not be standard. Indeed its very interesting to see what ai can actually do, with the right mix of mod/addons, they are really very good at much of what you want to see, only in A2, at the mo. Just have to find it and test/experiment to get what you want, will be the same for A3...:)
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;).. Still its fun..:D
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WIP Sahrani Arma2 Port / Arma 1 Buildings Project
chrisb replied to cifordayzserver's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Thanks.:) -
Not being a SLI person myself, why do you feel the need to use more cards than one to run this game or indeed any games.. What are the benefits above one card that runs a game really well ? Also I would think its more down to the card manufacturers to ensure that SLI works well, seeing that its them that advertise the SLI capability of their cards, not the devs.. Not sure, as said, I don’t, and never have run more than one card at a time, good ones mind..;)
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I think there is a really good array of terrain types, mostly all community made though. BIS have done a pretty good job with varying their terrains, but are restricted, they are so time consuming to make. But I’m pretty certain we will see some great new terrains made, over the next 3-4yrs. Oh, and yes its most likely we will see Chernarus style terrains again, but only community made ones, I should think..:)
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Post related to feedback tracker ticket number 3002 "better wounding system"
chrisb replied to bez's topic in ARMA 3 - GENERAL
I can see you have thought this through. I have voted it up. However to be honest, I can only see this coming into A3 via a mod, maybe CMS will come over from A2 or a similar mod made for A3. Still good luck with your ticket..:) -
WIP Sahrani Arma2 Port / Arma 1 Buildings Project
chrisb replied to cifordayzserver's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I think its great what your trying to do here, only thing that might be a concern is the performance side. With Sahrani there is pretty good performance, how will performance be, do you think, with the new sahrani, I know its early to tell probably, but any idea.:) A few pics with counter to illustrate: (running a lot of mod/addons here too) http://imageshack.us/a/img838/832/arma2oa2013060823131536.png http://imageshack.us/a/img7/5456/arma2oa2013060823124162.png http://imageshack.us/a/img834/174/arma2oa2013060823121317.png http://imageshack.us/a/img706/4224/arma2oa2013060823110324.png http://imageshack.us/a/img832/9596/arma2oa2013060823093328.png http://imageshack.us/a/img20/4281/arma2oa2013060823084262.png -
Its not what I would want him to do. Different for foot units, provided there are a number of them and judge the situation first before jumping in, also units in cargo, en-route etc, yes perhaps, again after some thought. But one unit on a quad, on his own, when he has a fast off-road vehicle, easy to get clear and take alternate route, so that he can complete his order/wp. Instead jumps off his quad on first sighting of the enemy and turns into Rambo. Not the way I play the game really, or indeed want the ai to play it..;)
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Pester as much as you like, we're all willing to help, if we see your post..:)
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Post Processing - What setting to really use?
chrisb replied to DaRkL3AD3R's topic in ARMA 3 - TROUBLESHOOTING
Never use PP, don’t like the blur. It hits a little fps wise, but not game breaking by any means.. I just like sharp, but its personal pref..:) -
Basic test, low quality video, sorry.. Info on screen.. http://www.youtube.com/watch?v=qOhR9EPQr1E Thats what should happen..;) Does in A2, will in A3 shortly..
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Why not design your own missions.. First before anything, I would go into the 'Editor' and try some simple scenarios, very easy to do, place as many or as few units as you want (few really first). Short simple 5min scenarios to make, will really help get you trained you up in the game mechanics. Also have a look at the different units, vehicles, aircraft, armour etc, etc.. Fly, drive, test etc, get used to using everything you feel you may want to use when playing. It will get you very familiar with the game prior to playing with a group/clan etc.. When you do get into a group at least you'll have the basics..
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The modded ai I am testing at the moment will, when they spot you whilst their driving towards you down the runway, alter their course quite some way short of you, drive off in another direction to plan an alternate route to their waypoint. If you happened to be standing at their waypoint they drive off and wait.. They do the same in A2.. Should all be standard of course, but it won’t be.. So we’re going to need modded ai for A3, thats more or less guaranteed..;)
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ARMA 3 Addon Request Thread
chrisb replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Dynamic View Distance.. This is really directed at the very talented mod/addon maker ‘tpw’ regarding his great ‘dvd’ mod from A2. _________ Tpw: I have just tried your ‘dvd’ mod in A3, just as it is, dropped in the pbo and user config, didn’t alter anything. Now there are so many players having problems, I get asked how I’m getting good fps etc on my old A2 system, not sure myself why. But I’m sure your great dvd mod might help some players out. It ran really smooth on the ground but a little choppy in the air with the vd changes, however as said, I didn’t alter any user configs, so may well just need that. Would you consider porting it to A3 if its possible, I think it would be a big help to quite a few players.. _________ I will pm him too in a few days if no reply, but thought it proper to post here first and wait.. EDIT: Tpw don’t worry I’m not using it, just took it back out, I don’t need it myself (yet, but who knows). It was just a quick thought that it might really help some players out with performance..:)