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colonelhartigan

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Posts posted by colonelhartigan


  1. Just a quick notice for other communities - and maybe someone else can confirm. It seems having the latest Lingor or Isla Duala loaded along with all three CUP terrains packages results in the glorious dust effects no longer appearing.

    I personally don't consider this to be CUP's responsibility, but if requested I can prepare a proper bug report with more information on the site. 


  2. On 1/25/2017 at 2:22 PM, Pennyworth said:

    It's fixed in the next update, which you can expect soon™. If you're on your death bed and your last dying wish is to have dust effects on the CUP Terrains and Tanoa, then I can give you a small PBO that fixes it.

    I've been missing dust effects on Takistan for two years. No other single thing has displaced dust effects at the top of my Christmas list.

    Except now. Now, I need a mop and a bucket.


  3. 21 minutes ago, ineptaphid said:

    I had a GTX 760-changed to a 980 and it did not make a massive difference. It just meant i could up some of the fancier settings like PIP and clouds etc. If you plan on updating one of those components-I would choose the CPU. Biggest thing I did for performance improvements was get an SSD

    Completely agreed - one of my mates runs a 980 and an i5, standard clocks on both. I run a 760 and an i7, both decently overclocked; otherwise our setups are identical. My i7 is 1.1GHz faster than his i5 and in nearly every multiplayer mission I get around twenty FPS more than he does despite the fact that my graphics settings are higher.

    Quick edit to discourage beako from going to an i7 solely for ArmA: Unless things have changed incredibly since 2014, what hyperthreading does for ArmA is not worth a hundred dollars. As long as I've been playing this game, double digit FPS increases have come from clockspeed increases.

    • Like 1

  4. Been playing with RHS for ArmA 3 since the day it came out and every Christmas it is still a wonderful new present to unwrap, to fire up a quick flight in the Blackhawk or a brief gunfight with the lovely weapon models (by the way kudos on the pistols - only tried them recently). This team has a wonderful habit of releasing updates that don't scare me when they're announced and there is absolutely nothing I could ask from this mod. Gift that keeps on giving with every play. A late Merry Christmas for the whole team!

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  5. Surely this will join the ranks of Clafghan, Sangin, and Reshmaan immediately upon release, with an exception: what those masterpieces did for their times, this shall do for ours, and in that way provide such a desperately required addition to any realism clan's repertoire. ARC has always been a go to for apparel and gear in my group and we are all very eager to see this extended to terrains. The mixture between realism and playability is immaculate based on the pictures provided, and from the perspective of a mission maker, this is one of the few maps I very eagerly look forward to having some fun with in the editor. I am absolutely certain it will be worth the wait.

    • Like 1

  6. Due to the new update, it seems that when small arms are fired, in the vanilla game, the sound tail emanates from where the weapon was fired - thus, if you are moving, especially on an angle, such as to the front right, you will walk over the sound tail, and it will be abruptly shifted to the other speaker, or speakers in a 5.1/7.1 set up. This is very unpleasant and very irritating in infantry combat. You can test it quite easily, by firing in a tactical walk to the front right. It is more so apparent with higher pitched weapons, such as RHS' M4. I have tested this extensively with my Logitech G930 in stereo and in surround. 

    Someone please confirm.

    • Like 1
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