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KyleK29

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About KyleK29

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  1. Yes. If they kill your CO, it's over.
  2. KyleK29

    Terrain Improvement (dev branch)

    Wow. Excellent work. It's like night and day.
  3. Thanks for sharing that, I'll play around with it.
  4. Interesting. Have you had any issues with the AI not responding while using this?
  5. I do have another suggestion, not sure if it is doable or feasible. But since ARMA3 is so finicky, I figured I'd throw it out there, might really help people zero in on their graphic settings. - Each stage (currently, the stages are just flown through) is labeled when it is ran and given it's own set of FPS numbers for just that stage. Listed at the end on a stage breakdown. - Min/Max/Average FPS at the end? This would allow you to make each stage a test of certain settings. IE, the stages could be: - AI Movement (lots of AI / on screen battle fly-thru) - Night (tests dynamic light settings, etc) - Particles (test lots of particle settings, etc) - View Distance / Object Distance (a city in the distance, tests your view/object distance) - Ability to skip stages (or select on mission load which ones you want?), this would allow people to tweak the settings and see it in game more accurately. Just some thoughts. I noticed it already has the ground work, as a lot of sections already match up decently with these.
  6. This is likely related to the AI issues. For some of us (I have a somewhat beefy system), the AI just stops working after a few hours. For you, it shows up via framerates. Play on Stratis, it'll probably work fine. Altis is not optimized from what I can tell and/or there may be a memory leak. In testing the issue, I noticed my RAM usage for AIII went up to 1.9Gb (slowly climbed to that number from 1.2Gb) after an hour or so. Then, right around the AI not working issue, it dropped to 1.1Gb.
  7. Any chance to get a night/dark section, to test light performance? I figured, just some panning shots, a city block (dynamic lights) with vehicles (headlights), and maybe an explosion or two to kick it up a notch. ;)
  8. Pretty much. The AI issue is well documented in this thread. Kibot tried to address it, but it doesn't seem to be a scripting issue. I wouldn't expect BIS to fix it until they start campaign work on Altis and come across it - or it's accidentally fixed with another issue. Bummer too, as Altis is perfect for this mod. The flat lands make it easy to deploy FOBs and such. Stratis has all sorts of issues because of the hilly terrain. I know for me, some zones couldn't have FOBs because of it.
  9. Play the Stratis version. BIS hasn't addressed the AI issues with Altis.
  10. Look at this way. There's a lot of us who bought the beta and knew what we were getting on release day thru th3 dev - branch. Many others paid MORE (retail) for this title only to be awakened with what they got. Saying "it's coming"and "stop whining" is in no way a proper response to these paying customers. They have every right to be upset and vent. These are often people browsing the game store and coming upon ARMA3, they watch videos, look at images and decide to plop down $50. They aren't expecting to not be able to play. From a business perspective, releasing in this way was a colossal PR mistake. I can only assume they needed an influx of capital to continue development. It ranks up there with Duke Nuke Forever, Aliens Colonel Marines (Gearbox has made a habit of this) and even WarZ in terms of bad releases. People don't want to buy a retail game and wait three months to get what they thought they were getting. To be honest, the BI CEO needs to get out ahead of this and release an open apology, explaining the circumstances. It'd do a lot to stem the hate and start to rebuild the fractured appearance. Otherwise, they risk having all future releases suffer.
  11. Yeah. The sitrep only costs 1cp so people don't use it will nilly (adds a penalty to dieing / being careless). I do wish we could get a save & rest 6hrs via the support. Sometimes if you're going from cp to cp, you may choose to wait til night to attack - hate having to fly back to HQ to progress the time of day.
  12. Re: 1. ) You can get rid of them by adding them to "Yellow" team and then going to the Main Base HQ officer, selecting the squad manager, and "disband to high command". This will give them to high command, so you don't have to worry about them. I had a sniper that went ignore-mode on me, so instead of putting him down, I just put him into high command and forgot about him. Came across him many days later, lol.
  13. KyleK29

    All this buzz about the performence issue

    This. I have many issues with the Altis map on singleplayer that I do not have with the Stratis map.
  14. What's this going to be? Does it mean we can drive the tank like the driver (without the "commander" delay), but operate the main weapons (turrets)? Kinda like Battlefield? I've always wanted that for singleplayer.
  15. Just for the record, I to have performance issues on Altis that did not exist on Stratis. Intel i7 920 16gig DDR SanDisk Extreme SSD Radeon 7950 3gb Was running a mix of ultra and very-high with good (playable) framerates on Stratis. Had to drop to medium on everything for Altis. CPU utilization is only around 40%, ram usage is around 1.5gigs when running a mission. What's funny is that most developers reach the limitation of what they can do in their engine (or software), so they scrap it and start from scratch. A lot changes in 10 years of development, there's probably numerous ways to be more efficient for what they need to do but they overlook because they're still tweaking an outdated source. I'd assume it's a matter of capital over not wanting to do it. Look what DICE did with Battlefield. They scrapped Refractor and brought out Frostbite. This engine used to be state of the art. But sandbox engines have come and passed what this engine does. To claim this engine is state of the art now is a pipe-dream. It's good, but it could be great if it wasn't being held back by something/management(?).
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