Jump to content

greywulf58

Member
  • Content Count

    43
  • Joined

  • Last visited

  • Medals

Everything posted by greywulf58

  1. Thanks Froggy. It has been a while since I posted anything to this forum and you know why. I will make sure that I post any technical questions to the General Discussions Forum from now on. If an administrator is reading this, please excuse my mistake. It will not happen again. Again, thanks Froggy.
  2. Good evening, After an eight year hiatus from ArmA I am about to purchase a computer that I hope is enough to run ArmA 3. Here are the computer specs: Intel i5 3470 @ 3.6 GHz, 8 GB ddr_3 sdram, 1 TB HDD, and a Nvidia GeForce GT-730 card with 4 Gb RAM. Would this be enough? I don't want to spend the money if it isn't. Any help would be appreciated. I hope all of you and your families had a wonderful holiday season. G'Nite, Chris.
  3. I am seriously considering doing the following Russian weapon systems for CWA. Migi and JohnJohn from the OFP Friends for Life FB page have offered to help me with the coding of these new weapon systems. BM-30 "Smerch" 300mm MLRS, 2S7 Pion SP 203mm (the version mounted on the T-72 chassis and with a box turret), and the BMP-T "Terminator" ubran fighting vehicle. If you have any suggestions of what would be good to add to this preliminary list, please let me know. Thanks. Chris (aka Greaser).
  4. greywulf58

    Building destruction

    Recently I have been playing with the CoC Unified Artillery mod which I feel is the best out there. However, I have been wondering why buildings that are within the blast radius or are hit by a large caliber round are not damaged, catch fire, or are completely destroyed. Last night I hit a group of four T-80s and Russian infantry in a small town (mostly single story masonry or wooden structures) with a barrage from a Paladin unit (4 guns). The initial fire mission was 4 rounds from each M109 and then the FFE mission was upped to 6 rounds from each gun. Okay, trees and signs got blown down, the infantry were wiped out, and 3 of the 4 T-80s caught fire. But the buildings were just as pristine as they were before the barrage hit. Now I know that buildings can be destroyed because I did so in I44. I shot point blank at a row of houses with a German SturmTiger and they were pretty much leveled (still looked like crumpled up paper). So my question is this. Is there a mod that reflexs damage done to buildings? If not, would it not be a good idea to make one?
  5. greywulf58

    Building destruction

    It is time for me to learn about scripting. I hate asking questions that I should be able to resolve myself, but thank you for the help.
  6. greywulf58

    Chain of Command Unified Artillery 1.1

    Kenoxite. No, I have not added that line but I will try it. Yes, I only use the Logic Obelisk since that seems to get rid of the Advanced Fusing message when you use the East or West Obelisk. Thanks for the help.
  7. greywulf58

    Building destruction

    The one that I destroyed the row houses with the SturmTiger was Oosterbeek. The ones I can't destroy houses on are the vanillia islands and some of the ones that I have used from the DVDcritic 80+island pack.
  8. For me, I have found that simply making a few changes will help you install most of the mods available for OFP so that they will work with CWA. 1) Using Windows Explorer, change your CWA directory from Program Files/Bohemia Interactive/Cold War Assault to Program Files/Bohemia Interactive/Operation Flash Point. 2) From your desktop, right click on your CWA icon and choose properties. Edit the Target Line Box from "C:/Program Files/Bohemia Interactive/Cold War Assault/ColdWarAssault.exe" to "C:/Program Files/Bohemia Interactive/Operation Flash Point/ColdWarAssault.exe". Also edit your Start In box from "C:/Program Files/Bohemia Interactive/Cold War Assault" to "C:/Program Files/Bohemia Interactive/Operation Flash Point". Then just click "Apply" and you are set to go. And as mentioned above be sure to add -nomap -nosplash at the end of the Target Line. Chris (aka Greaser)
  9. greywulf58

    Liberation 41-45 and CWA

    I have to agree with PuS. WW2MP is a great World War II mod.
  10. greywulf58

    Chain of Command Unified Artillery 1.1

    When I try to use the FED, I get this message "missing Resource CoC_DigFed". I have tried using both a West and East Obelisk or a Logic Obelisk but still no help. I am using CoC, which is a fantastic addon, with CWA and WGL 1.5. I have searched all the files associated with this addon and I can't find it. Where would one find this file? One other question. I have downloaded DKMM's Artillery addon (M109 Paladin and TOS-1 Burantino). Is there a way to use the Burantino with CoC, because that weapon system is pure hell on earth and it does require CoC in order to work? Again, any help would be appreciated. Thanks. Chris.
  11. Hello. I was wondering if anyone has given thought to doing some of the large hovercraft or landing ships that the Russian navy uses. Most notably of these is the Zurb class pictured here. The largest and most heavily armed LCAC in service. http://files.myopera.com/NikDaMark/albums/805965/NAVY_Hovercraft_Zubr_Landing_Tanks_lg.jpg I have seen that someone modded an American LCAC but not this beast. Might be an interesting project. Another Russian vessel is the Ropucha II Class landing craft pictured here. http://upload.wikimedia.org/wikipedia/commons/thumb/7/72/Russian_Ropucha_II_Class_landing_craft.JPEG/800px-Russian_Ropucha_II_Class_landing_craft.JPEG. I am going to be getting the software to do some mods and I might tackle these and some other modern naval vessels (I really like the Russian hovercraft frigate) for ArmA II or maybe even ArmA III. If anyone would like to discuss the possibility of lending a hand with these, please PM me. Thanks all. Chris.
  12. I do hope that I am posting this in the correct forum section. If not, I will apologize beforehand to the moderators. When I read the recommended requirements to run ArmA II, its expansions, and the forthcoming ArmA III, I have trouble finding a video card that will support them. I just found a complete computer system for $689.00, sans the monitor, that supports Shader 3.0. I have listed the specs below and would like to know if this computer would be what I need to run these fine simulations. Unlocked 3.6 GHz AMD FX-4100 quad-core processor (3.8 GHz with Turbo CORE technology; 8 MB L3 cache) 500 GB SATA hard drive (7200 RPM, 3.0 GB/s) with RAID 0, 1, 10, JBOD compatibility 8 GB of installed DDR3 RAM (1333 MHz; maximum) AMD Radeon HD 6670 graphics with 1 GB of dedicated video RAM Dual-layer DVD±RW drive Again, if I have posted to the wrong forum section, please excuse me. I am still learning. Thanks, Chris
  13. I am hoping that the title of this post will get someone's attention and maybe some much needed advice. I have only learned about ArmA II, its expansions, and the upcoming release of ArmA III. My problem (the headache) is this. Before I can purchase this excellent simulation, I also need to purchase a better computer. I have read through volumes of posts on different forums by people that thought they had a computer that could handle everything the sim could threw at computer only to experience terrible frame rates, crashes, and a host of other issues. Now I don't want to fork out two or three thousand dollars on a new computer and find that the hardware in it won't support this series at even its minimal requirements. I also notice that ArmA II and ArmA III require different video cards, in the way of memory. For the life of me, I can't find (and I have looked extensively) a Nvidia Ge-Force GTX 260 with the required 896 Gb of VDRAM. If by chance I do find one, will ArmA II work with it. Yes, that may be a dumb question but you have to remember that I am a 58 year-old geezer that isn't that computer savvy as far as hardware goes. If anyone can help me (the aspirin) with this headache, I sure would appreciate it. I just need to be pointed in the right direction. Thanks. Chris.
×