Boomotang
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I'm not sure if I'm doing it right though. See this thread: http://forums.bistudio.com/showthread.php?162730-Arma-3-RAMDISK
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I'm trying to get all of ARMA 3 running on a RAMDISK to see if it will fix some of the stuttering issues I'm having on Altis. I've never done it before, so I'm not sure if I'm doing it right. The only tutorial for Arma 3 I found had it's youtube video removed. The rest are for Arma 2. I have 32 GB RAM all available with Windows 7 Pro. So I'm using a trial version of Primo Ramdisk to create a 16 GB RAM drive. I copy the "Arma 3" folder from the steam apps common folder to the RAM drive. Then I just launch the game from the .exe in the RAM drive. It plays even when I rename and move the original "Arma 3" folder from the steam apps common folder, so I think it's working. But I'm not seeing much speed increase in loading screens, but I am usually running from an SSD so that may be why. Is there something else I should be doing to run it properly from the RAMDISK? The stuttering is still there the same as before. It's the worst when flying fast (400 km/h+) over the eastern side of Altis. The weird part is that it seems to run smoother after I have flown over an area already, as if it's running smoother because it was loaded into RAM. But I thought I had EVERYTHING loaded into RAM? Or maybe the stuttering is more related to a CPU bottleneck? I don't know.
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Yeah, you especially see the white patches being replaced at the beginning when starting flying in a helicopter or jet. I have 32 GB RAM and still get stuttering when flying fast, especially bad over the eastern side. I even tried moving the entire game into a 16 GB RAMdisk and still get the same stutter, which makes me think it is something CPU related?
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When I fly a jet faster than 400 km/h over the eastern part of Altis I get a lot of stuttering. My frame rate says it's from 40-50 fps when I check it in the video settings. I tried moving the whole game to a RAMdisk and still got the same thing. If it was my graphics card wouldn't it lower the FPS? GTX 680 5GDDR 2GB. Maybe it's my CPU? i7 6 core @3.2 GHz stock. I haven't tried turning object textures or anything down, and they're set to highest at the moment. View Distance is 7.5 km, Object Distance is 2.5 km.
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Altis and Stratis on one physical map. What do you think?
Boomotang replied to mr.g-c's topic in ARMA 3 - BETA DISCUSSION
I hope a mod can put the two maps together. It wouldn't have to be real life distance, but not right next to each other either. It would be cool to get air support stationed on the other island. It would also be nice for when people start adding things like bigger naval ships. -
http://www.armaholic.com/page.php?id=21428 I use this addon. It gives control of the rockets and missiles to the pilot, while the gunner controls the turret. I think manual fire switches it around.
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Game Updates And The Build Environment
Boomotang replied to Boomotang's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I know it won't update automatically. I'm asking what files or folders do I have to update for it to work properly. Are you saying that I have to completely reinstall the P drive every time the game updates? -
Game Updates And The Build Environment
Boomotang posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
The Dev Branch of the Beta updates the game almost every day. Are there certain files or folders in the P drive that need to be updated along with the game updates to work properly? Specifically, do I need to update the product.bin file, or the bin/core/languagecore folders? Do I need to rerun Mikero's Arma3Alpha2P.cmd? And do I need to update all of the .cpp's inside of P:\NAMESPACE\a3? -
I'm trying to make a very basic sound replacement addon for the MX rifle. I'm starting here just to try and get a handle on the basics of config editing as this is my first attempt. This is the tutorial that I've been going from. http://tactical.nekromantix.com/wiki/doku.php?id=arma2:sound_config_tutorial All I'm trying to do is replace the MX firing sounds with a laser sound effect. Something not too subtle, so I can easily tell when the mod is working properly. The only two files in the addon are the config.cpp and lazer.wss converted from a WAV in the same root folder. Here is how I've set up my P drive: P:\BOOM\BOOM_Lazers - addon project folder P:\BOOM\a3 - All of the .cpp's in their folders from the Arma 3 "Addons" folder. P:\BOOM\bin - The unpacked bin.pbo from inside the Arma 3 "dta" folder. This is my config.cpp: class CfgPatches { class BOOM_Lazers { requiredaddons[] = {}; requiredversion = 0.1; units[] = {}; weapons[] = {}; }; }; class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class cfgWeapons { class arifle_MX_Base_F { class Single: Mode_SemiAuto { begin1[] = {"BOOM\BOOM_Lazers\lazer.wss",1.4125376,1,1200}; begin2[] = {"BOOM\BOOM_Lazers\lazer.wss",1.4125376,1,1200}; soundBegin[] = {"begin1",0.5,"begin2",0.5}; }; class FullAuto: Mode_FullAuto { begin1[] = {"BOOM\BOOM_Lazers\lazer.wss",1.4125376,1,1200}; begin2[] = {"BOOM\BOOM_Lazers\lazer.wss",1.4125376,1,1200}; soundBegin[] = {"begin1",0.5,"begin2",0.5}; }; }; }; I'm getting lots of errors when packing it with binPBO, and the mod isn't working in Arma 3 Beta Dev Branch. Is there something wrong with my P drive setup, or with my config.cpp? Any help is appreciated.
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Well that helps me understand it better, and what it's needed for. Thanks. I'm trying to learn this stuff from a beginners perspective, and it's hard when looking at stuff that isn't necessarily supposed to be a tutorial and doesn't explain WHY we're doing some of these things.
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Ok, so I'm pretty new to Arma and modding in general. Can someone please explain why we have to do step #6? Right now I just want to get started making simple addons, modifying a few things so I can get the basics of config editing down. If this is just for making terrains and I'm not interested in that at the moment, do a have to do it? I've run Mikero's Arma3Alpha2P.cmd and it's unpacked all of Arma 3's pbos into an "a3" folder instead of "CA". Does this mean that when inheriting from BIS content, I should put the .cpp's in "P:\TAG\a3" instead of "P:\TAG\CA"? It's a little hard trying to figure out how to do this reading from different sources, some of which are referring to previous versions of Arma, and others that are referring to Arma 3. Thanks in advance.
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Why aren't the wreck models used as "destroyed" models?
Boomotang replied to barakokula31's topic in ARMA 3 - QUESTIONS & ANSWERS
The same principle applies to any type of 3D model, whether it's a vehicle, building, tree, whatever. Replacing a working model with a predefined "damage" model when destroyed will never look right. Even if the "damage" model looks sweet. -
Why aren't the wreck models used as "destroyed" models?
Boomotang replied to barakokula31's topic in ARMA 3 - QUESTIONS & ANSWERS
They COULD be. But it wouldn't be realistic if a Comanche's rotors got destroyed, and then the "damaged" model was used to represent the destroyed Comanche, because the "damaged" model has the rotors still there. It wouldn't meet the standards of ARMA 3. But these models ARE great for decorating a warzone that has happened before. Or for a crash site you're supposed to go to. -
bad texture or particle effect of light
Boomotang replied to sofianebilal's topic in ARMA 3 - BETA DISCUSSION
Yeah, I was using a script to get the AI to keep helicopter lights on, and noticed that the light interacting with the dust from takeoff was flickering on and off like in your second picture. I don't know if it's an issue with the script or the game. This is the script I'm using. null=[] spawn { while {true} do { player action ["lightOn", heli1]; player action ["collisionlightOn", heli1]; sleep 0.01};};