Jump to content

bullhorn

Member
  • Content Count

    359
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by bullhorn

  1. I realize this is an intended mechanic, because by default Zoom is bound to RMB, and Ctrl+RMB is switching between Optics Modes, so when you're holding RMB to Zoom and then add Ctrl (in order to perform one of the many other actions that are bound to Ctrl+?, like changing stances, optics, etc), the game decides to zoom you back out. Years ago I had a solution to this problem but after losing my key-binds profile, I have no recollection on how to fix this without having to bind Optics Mode to anything other than Ctrl+RMB. Suggestions?
  2. I asked around on IRC and tried to find some YouTube tutorials but failed. I've managed to use the Splendid Camera, the Zeus camera and also the Spectator camera (wow so many cameras) but I couldn't figure how to have very precise and slow X+Y+Z+rotation/pitch movement. Preferably something with smoothing. Like they used for the Splendid Split karts DLC video, or how Dslyecxi used for his tutorial videos. The best I managed to get was with Splendid camera, if you hold the LMB and slowly move the mouse around, it will accelerate in the direction, but you still can't rotate/pitch/Z smoothly. All help is appreciated!
  3. One of the most fun, unexpected and dynamic situations that I've met while playing ARMA3 coop with a community of 50+ players is when the GM/MCC person is taking over an AI and suddenly the enemy can lean! or sprint! holy ****, mind blown. Unfortunately, so far I've only seen that only the person who's logged in as MCC can do it, even though our template has 4 GM slots. Is it possible to allow multiple players to take control of AI? If so, how? If not, we need this!
  4. Hi, everyone. From my own testing, I managed to raise my game's performance by making sure my CPU is giving its 100% while playing ARMA3. By default, running arma3.exe in Normal priority and Windows Power Profile set to Balanced. With these settings, your CPU cores might be parked for power savings and only unparked once the game is demanding more processing power. This means your CPU has to react to the request and then raise its clockspeed. To give it a real-world example, it's like having a race car sit on the Start-line with its engine turned off, waiting for the light to change and start it immediately as the light turns green. It works, but wouldn't you rather be sitting there, revving the engine in anticipation, already? So to solve this, I set arma3.exe process to High priority and whenever arma3.exe is running, I set the windows Power Profile to High Performance. This setting unparks all your cores and sets the CPU frequency to it's maximum possible. What Process Lasso does is just AUTOMATE THE PROCESS, so you don't have to do it manually every time. It's done automatically on my system with Process Lasso by Bitsum and what's even better - is that the software changes those settings back off once arma3.exe process is terminated. The software has a 30-days free trial but these features are going to remain available even after the time runs out Here's a guide on what you need to set: Load ARMA and then alt+tab to access Process Lasso Right click arma3.exe and make sure you 'Classify as a game' and set the Priority class -> Always -> High http://i.gyazo.com/dbb46621be91dcfdc23a58db9631cddb.png (131 kB) Make sure your 3 Gaming mode settings are enabled You can also add arma3.exe to a list of application power profiles That's it, you're done. Verify you've done correctly by making sure Process Lasso changes to Bitsum Highest Performance while ARMA is running and back to Balanced when it's not. If you actually follow through, let me know if you saw a performance improvement or not.
  5. Bug report: When using a Steam Controller, if you focus Arma3Sync, the SC stops working and you have to alt+tab or use the regular mouse to make it work again. A3S is the only Windows program that so far does it. I'll also report it with Steam, but I suspect it's an A3S issue.
  6. Totally worth the wait. <3 you guys!
  7. It's a little sad because DAC actually does it better with the DAC_Config_Objects.sqf. When creating objects, it allows you to set the probability of each object, but then this idea doesn't carry over to units.
  8. We're having a meta/oversight issue with DAC: When you create any group, it always takes the unit defined in the first row (So SL for example) and then chooses everyone else randomly. So in most cases you get seriously random (and unrealistic) fireteam and squad compositions like AT/AA/AR soldiers without anyone to resupply them or like numerous Grenadiers, etc. Any tips on how to avoid this? Perhaps reduce the randomness and use more pre-defined compositions?
  9. This looks promising, considering ACE3 BFT (ported from AGM) and F3 Map Markers have no proper support for JIP and respawns. Will definitely give this one a try, thanks!
  10. bullhorn

    Fatigue Feedback (dev branch)

    What I'm trying to understand is why BI, having such limited manpower resources, spends all this energy on 'fixing' what's not broken while the things that the player-base has been complaining about for years appears to rarely be solved. I have to agree with pretty much everyone; the new fatigue system is an absolute deterioration.
  11. Thanks, that fixed it. We are having another problem though with both the previous version and the new versions: Even though connections are set to 10, it never allows more than 1 connection. We even rebuilt the repo from scratch to make sure it's not a mistake on our part.
  12. I'm not sure what's wrong but since 1 or 2 A3S updates, our repo has become extremely slow - It sometimes downloads normally, but then it just hangs for 2-3 minutes at a time. It's worse with many small files and less prominent with bigger files. The FTP runs perfectly fast when using FileZilla. Ideas?
  13. Having 2 folders with the same name in subfolders - always loads the 1st alphabetically. This is a huge annoyance when you have for example \Arma III\@CBA\ with one signature and \Arma III\Other\@CBA\ with a different signature. A3S always loads the first, even if you intended it to load the 2nd one. The only workaround is having to manually rename mod folders that share the same name or cut-paste them away and rename/put them back before every repository update.
  14. bullhorn

    RHS Escalation (AFRF and USAF)

    Something broke with 1.48 - RHS vehicle a seats (specifically the 4-seaters with a MG on top) behave like a fully armored vehicle whe trying to talk with passengers while outside using ACRE2. Anyone else noticed this?
  15. I wasn't around when the mission was tested. Unless there's nothing unique between listen and dedicated server, I'll take a look at the mission in about 9 hours and report back.
  16. I made a mission with the Script version, tested it and it worked. Uploaded it to dedi server and it never spawned the waypoints or units... What am I missing?
  17. bullhorn

    ACRE2 Stable Release

    We had severe issues on our first 30+ player ACRE2 training mission where people were stepping each other over direct speech. You had like 3 guys talking about combat and contacts, 3 guys talking about their pets and lunches and 1-2 guys trying to communicate commands over the radio. It was a mess... I tested the direct speech ranges to get a better idea of which setting out of the 9 should be used for which situations. For testing purposes, I disabled all game audio and my Post-Mix slider was set to x3 (the setting that myself and many others in our community use): "LOUD" stands for where does the voice sound identical to how it did from point-blank "QUIET" stands for where did I notice a severe drop in volume so that anything beyond it means that speakers no longer interrupt. "BARELY AUDIBLE" stands for where you last hear the speech, a few steps beyond this range and you can't hear the speaker at all. Measured with a Vector. 1/9 is good for radio silence or private discussions, sometimes in PVP. 2/9 is good for quiet private or small talks, especially things that aren't really important for anyone else. 3/9 is identical to TFAR except the audio doesn't magically disappear at 20 meters, it gradually fades out but quiet enough not to bother anyone. This is a good setting to use when talking about general things and when outside of combat. 4/9 and 5/9 are very different but I can't really define anything specific for it. 5/9 all the way to 9/9 is almost identical. Basically, I'd say that 5/9+ should be used only in emergencies like calling out contacts, calling for help or a medic, giving orders to a somewhat far buddy team, etc. Use common sense.
  18. bullhorn

    RHS Escalation (AFRF and USAF)

    I definitely remember CSAT dying from 3-6 hits in the past and I can't find any changelog that describes anything that might've changed it. Perhaps me seeing the animation that happens when AI is being hit was only played client-side while it was ignored by the server due to poor net-code? Something is really weird, I can't explain it. It's weird but it's good. :p
  19. bullhorn

    RHS Escalation (AFRF and USAF)

    I just tested and my assumptions were based on 0.3.6/7/A31.42-1.44(maybe?) CSAT infantry die from 1-2 RHS M16 shots which is awesome. RHS MSV die in 1-3 shots which is also quite good. I tested again with ACE_Protection.pbo and it was pretty much the same thing. I'm assuming that BI made a big change with damage/protection values with 1.44 or 1.46 and I just didn't notice...
  20. I like this, very nice. I'll test it later this weekend! :)
  21. bullhorn

    RHS Escalation (AFRF and USAF)

    I was shot and killed by RHS Russian AI roughly 10 times, most of the times by one-shot, once or twice by 2 shots. I never went unconscious. Then we removed ACE_Protection.pbo and all issues were solved. However this means we're unable to use other mods in conjunction with RHS, not even vanilla because for example, CSAT then take 4-7 bullets to kill with an RHS M4/M16. I'll try to provide more numbers by the end of the week.
  22. bullhorn

    RHS Escalation (AFRF and USAF)

    RHS platecarrier values are broken with ACE3. Actually, now that I think about it, all RHS defensive values including vehicles are unbalanced compared to vanilla and/or every other mod.
  23. bullhorn

    ACRE2 Stable Release

    After a few months of testing, I came up with a video to help you guys implement ACRE2 in your community.
  24. bullhorn

    Arma3 Videos

  25. Oh boy oh boy oh boy. We held a 3h test with 3.0.1 a week ago, we now know what we need to test so we'll try to repeat it during the weekend and then report our results. Thanks, guys!
×