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About Scogol

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  1. Any updates on this? BlackAlpha, have you managed to get a permission from Drongo in the meantime? I really liked this mod and would appreciate someone maintaining it.
  2. Improve Artillery Handling: M5 Sandstorm does not get his ammo refilled when near Vehicle Ammo Box Advanced Artillery Computer: Multiple Targets for Multiple Units Would be very happy for feedback. :)
  3. Hi, tracker yesterday (sorry, MadDogX, brain wasn't on), I hope it is ok to post this in here. after I half-sleepingly wrongly posted this to the feedback My thoughts on how to improve the overall driving experience in ArmA III. Feel free to comment, review or to add your own thoughts. I will insert them, provided I remember to look here. :D Most thoughts refer to on-road driving with cars. Some could be/are duplicates. Improve sound. Sound specifically needs some work on those sections: Sound of quad at top speed is buggy: Constantly repeating accelerate noise. Braking sound is really bad and also quite general. (I actually think I have already heard the sound somewhere) The braking sound also occurs in certain cases when "drifting" at high speeds on the road. This sounds very strange. Add unterground-dependent sound. (asphalt, concrete, gravel, (rain), etc) Engine sound should have some random noise. (misfire etc) Currently it's always the same sound. Improve general handling and driving athmosphere. Driving over a bush does makes it "fall" (don't know the right word), but does not cause any damage. Because of that, you often don't even try to avoid them because you know they don't mean anything. Making them cause a scratching noise (causing the driver to notice it and think "oh shit, I have damaged the car") and some damage will do the job. Signs are too small, not really frequent and/or complete and too late and too difficult to read when driving fast. All this makes driving without looking at the map all the time or having a copilot. My suggestion: At crossings (or T-junctions), optionally have one early sign indicating that a crossing is coming and then signs for all possible ways. Generally, make the font size bigger. Fonts of real signs aren't that thin. Properly implement handbrake: A vehicle standing on a slope will roll if handbrake is not applied. Upon activation, handbrake stays activated. Upon deactivation, handbrake stays deactivated. Add wipers (Hugely improves atmosphere if graphics are done right) Some aquaplaning. (Really unimportant) Driving offroad should make the screen shake, create dust etc When driving slow-medium speed (e.g. 20 km/h), the engine makes a "accelerate" noise and the speed is almost constant, even driving on a gravel road. Add more friction and play the "roll out" noise, not the "accelerate" noise! It is not possible to brake without starting the engine, i.e. if you roll (w/o engine) and press S then the engine starts. Improve graphics. (Some details, most of it looks fine) Make streets more plastic. (especially gravel roads) Add some random noise to the roads. Hoping I've done it right Scogol PS: Indentation is a bit broken.
  4. Scogol

    Correct military ranks for ARMA3

    While having all "administrational" ranks in the game will probably make it way too complex, there is excactly one rank currently missing: a second NCO. I also don't see any major difficulties in localizing the ranks, i.e. have different names for the same ranks for each country (if multiple BLUFOR/OPFOR countries are actually introduced. [table=width: 500, class: outer_border] [tr] [td]Rank description[/td] [td]International NATO Name[/td] [td]Local name (as an example: in the German army)[/td] [/tr] [tr] [td]Soldier[/td] [td]Private[/td] [td]Gefreiter (also Soldat)[/td] [/tr] [tr] [td]Fireteam second-in-command[/td] [td]Corporal[/td] [td]Stabsgefreiter[/td] [/tr] [tr] [td]Fireteam leader[/td] [td]Sergeant[/td] [td]Feldwebel[/td] [/tr] [tr] [td]Squad Leader[/td] [td](Staff) Sergeant[/td] [td](Ober)feldwebel[/td] [/tr] [tr] [td]Platoon second-in-command[/td] [td]Lieutenant[/td] [td]Leutnant[/td] [/tr] [tr] [td]Platoon leader[/td] [td]Captain[/td] [td]Hauptmann[/td] [/tr] [tr] [td]Batallion second-in-command[/td] [td]Major[/td] [td]Major[/td] [/tr] [tr] [td]Batallion leader[/td] [td]Colonel[/td] [td]Oberst[/td] [/tr] [/table]
  5. So, this is slightly embarrassing: I just set up my demo mission (a lot of bullets flying around in there), and according to Fraps the avg FPS are actually lower with mentioned setting - but I could swear it was the other way! Maybe it's the demonstration effect... But still, I suggest to anyone with a nVidia Card to try it out, it has to have some effect on the FPS.
  6. Hi, I noticed a great performance boost when selecting "Single display performance mode" in the "Multi-display/mixed GPU acceleration" field. (NVIDIA Control Panel) Without it, I have severe lags, with it, I can play with everything on Ultra (except PIP) without any lags. So if you haven't tried that option already and are using a NVIDIA graphics card, try it! My system is: Intel Core i7 3770K (no OC), NVIDIA GTX 660 (Asus, I believe), 16GB RAM Regards Scogol
  7. Scogol

    Digital Deluxe Edition

    Hello, I think the contents of the Digital Deluxe Edition are unbalanced in comparison to the regular Alpha and the Supporter edition. This is also the reason why it recieved less poll votes on the "Which version will you buy?"-Thread. Arma: Cold War Assault costs 3.49 EUR/~ 5 USD on Steam, and the worth of the digital content is still unclear. (it is released with the actual release of ArmA 3) That does not justify 15 EUR/20 USD in my opinion. Even if I don't expect BI to change that so short before the Alpha, I still kindly request BI to change the medium-price offer. (BI, please don't feel offended by this post, you're the best.) Regards