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TSAndrey

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Posts posted by TSAndrey


  1. -PhysX, I'll admit, it needs some TLC, still, I'm glad vehicles don't just slide away from the rock you just ran into. Also, as far as vehicle physics goes, It's just about spot-on (in terms of actually being able to believably simulate) wheeled vehicles.

    Vehicle physics are broken. A car exploding after barely touching a rock is unacceptable!


  2. Yeah I noticed that those explosives now really hamper both allotted room and movement and I think thats a great thing. Now YOU, the special man with the special job of placing an extremely lethal Satchel Explosive, has to now really think out how to go about getting to his target with:

    A. The ability to carry other weapons and REALLY be impaired.

    B. Maybe grab a vehicle to hold the heavy armament until extremely close.

    C. Landscape will now play a very large factor and must be studied pre-op.

    This makes for fantastic gameplay. Consider the alternative in which you load up that satchel, sniper rifle, handgun and 10 grenades sprinting and blasting your way up that sheer rock face while whistling Megadeath in G# -not a care in the world :jump_clap:

    That part I kinda agree with (although annoying). But the fatigue for "standard" gear is still way overdone.


  3. Please BI, for Gods sake, nerf this fatigue, this is insane! We're playing a game not a fat soldier simulator! Carry an explosive and you won't be able to move or shoot normally, even when you carry just a rifle it gets way too annoying. What do you want from me?! To run naked?! I lower my rifle, run standing up and my character still gets tired as hell in 10 seconds!


  4. Since always? It does calculate some pathfinding but only of units local to the client. Typically this is only the group directly under the player's control.

    All other AI calculations are done on the server or other clients if the AI is local there. Hence why a Headless Client local to the server helps with server fps, the AI calculations are offloaded to seperate threads on different cores leaving the server with game related operations.

    Then why does server lagg cause low FPS?


  5. I see 57 comments from devs here. Nothing too helpful though, just acknowledging the problem but no claims that anything has improved or that they're planning to do any extensive "fixes". :(

    Well, at first, Dwarden said that there is a bug in the A3 engine causing poor performance. Not sure what happened to that. A few months later, a detailed blog about performance was supposed to come out, but it never did.


  6. It's also unfortunate that fatigue is difficult to assess when you have stopped to rest. How rested are you, who knows? You can only hope you've stayed still long enough but good luck paying attention to that while you're being shot at.

    A stamina bar like in Wasteland would be nice. Optional, of course, in case some people don't want it.


  7. http://setuprouter.com/router/thomson/tg782/manual-1277.pdf

    The Thomson Gateway comes with an integrated firewall. This firewall has a number of predefined levels to

    allow you to adjusted the firewall to your needs.

    The Firewall is disabled by default

    port forwarding on the Thomson TG782:

    if you still have problems ask your ISP for help

    I'm not going to disable my router firewall. And as I said, I already opened the Arma 3 ports.


  8. sorry to be now a little rude ...

    if you are too stupid to setup a port forwarding

    do not blame BIS for that

    read this:

    http://forums.bistudio.com/showthread.php?179258-Cant-host-MP-game-%28v-1-22-125300%29&p=2720890&viewfull=1#post2720890

    and follow the steps

    if you have a crappy router

    buy a new one they aren't expensive today

    As we said, we already opened the ports and it still doesn't work. And getting a new router and screwing around with ports is something I don't want to bother with just to get the game working!


  9. anyone else having bad performance with multiplayer at King Of The Hill ? my rig is just struggling to keep framerate at least 25fps in citys but in open areas like deserts,fields and mountais ect. frames are just and just playable over 40.

    my rig:

    i7 4770K 3.5Ghz

    Nvidia GTX 670 2Gb

    8Gb of ram

    Windows 7 64bit

    hdd harddrive

    no matter what settings i play with, doesn't impact frames that much. texture & objects are giving most of the performance impact when dialing them all the way up with visibility distances at overall 2500 object 1500 and shadows 100.

    is this problem with engine,serverside,server used mods or what and is there anything to do about it ?

    MP isn't a realible way to test FPS. FPS in MP depends on server, server uptime, mission, mission optimization and etc.

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