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Found 10 results

  1. Hey, I was wondering if there was a way to do the following regarding artillery. 1. Disable the Artillery Computer on one or multiple artillery systems, but keep it on, on other vehicles. 2. Only allow artillery to fire on the mode: "Close" or "medium" if done via Artillery Computer (or any way really). ~PingWing
  2. I've built a compound that is required as part of the mission to have a narrow entrance coridoor. It's probably a little over 2m in width, maybe 2.5m - and should be perfectly navigable by an infantryman. However, the AI can't seem to make sense of how to use the route to get into the deeper pats of the compound. Is there any way of specifying a 'safe route' that AI will automatically follow? In the same sort of way that when driving the AI recognise a road and follow it in most cases. Thanks. Law
  3. I am looking for a laptop that will run arma three this one I found probably won't run it well but you never know. The link to the amazon page is https://www.amazon.com/Performance-A12-9720P-processor-Bluetooth-Platinum/dp/B074WFZJ1D/ref=sr_1_14?s=pc&ie=UTF8&qid=1510540602&sr=1-14&keywords=gaming+laptop. If you could reply to this telling me if it is good enough to run the game I would greatly appreciate it.
  4. I created a ballistic computer (spreadsheet) for artillery. The difference between what I created and what I have seen elsewhere is that I added a calibration function. The concept is that you provide the initial inputs and fire the first round, then input the coordinates of where that round impacts, and the sheet automatically updates the yellow cells for the adjusted bearing and elevation. This calibration is valid as long as you consider the following assumptions: 1. As you drive the vehicle, any change in position AND/OR change in elevation will throw off your calibration by the same amount. 2. The calibration value is most accurate at the bearing you used during the calibration process, and your results deviate more as your turret deviates from that initial bearing (if you target something 90° from the original target, don't get mad when it's not accurate). All of the testing was completed using the M4 Scorcher, however the M5 MLRS and the MK6 Mortar is included in the file. The equations don't change, only the muzzle velocity values, so if there is any issue with the results start by verifying the velocity values. Using the M4 Scorcher, I drove to a distance of 5.6km, entered my cords and the cords of the target, fired the first round, entered the impact cords, and put rounds on target consistently after that. Remember, the performance of the computer is dependent on the accuracy of the data entry. Calibration process: NOTE: ONLY CHANGE VALUES IN THE GREEN CELLS. 1. Enter your vehicle type in cell B6. 2. Enter your cords in cells B7:B9, using the 4-digit format. 3. Enter the target cords in cells B10:B12. 4. Adjust your firing mode according to the value shown in cell B17. 5. Adjust your bearing according to the value shown in cell B18. 6. Select an elevation value to use for your calibration shot; in theory the "high" value will result in a more accurate calibration (this isn't real life btw), although in practice the difference seems small. Fire your calibration shot. 7. Determine the impact cords of the calibration shot, either by watching the map (King of the Hill) or by utilizing a forward observer. 8. Enter the impact cords of the calibration shot as follows: a. If you fired the calibration shot using the "high" elevation value, enter the impact cords into cells E10:E12. b. If you fired the calibration shot using the "low" elevation value, enter the impact cords into cells F10:F12. 9. The calibrated bearing and elevation values automatically populate into the yellow cells B18:B20. Adjust your turret to the corrected bearing and elevation values and fire at will. Notes: -Re-calibrate any time the vehicle is moved, or if you change target cords and the bearing changes changes more than a couple degrees. -If you can't get the system to work and you are following the steps above, verify that you are in the correct firing mode by pointing at something far away and cycling firing mode until you locate the short range mode, then cycle forward from there. -The computer is set up such that: -You can keep the same calibration values in E10:F12 and change to different targets in cells B10:B12 without affecting the calibration. Remember the assumptions listed above when doing this. -You must clear all of the contents in cells E10:F12 before you can accurately RE-calibrate your firing. (Actually clearing the contents from cells E10 and F10 will remove the calibration effect from the yellow cells, if you are in a hurry). -The computer will return an error message if there are values present in BOTH cells E10 and F10 at the same time. Click on the link below to go to the (locked) public version of the spreadsheet, click on File, and Download As, then Microsoft Excel. If you want, re-upload this file to Google Docs and share the link with your friends, then you can all see the same data if you are in the same vehicle or working together as a crew. Link below. https://docs.google.com/spreadsheets/d/1rQhx9mfsRJQRfSk-24Sj2fH3Efh1zojJ-ErFZBqjwF8/edit?usp=sharing
  5. We are pleased to introduce you the team full of keen, enthusiastic people at BOHEMIA INTERACTIVE a.s.! These great people are looking for a new colleague who is familiar with C# and Unity, who is a passionate gamer and want to help with creating own worlds! Requirements Routine C# knowledge Ability to quickly learn and put to use new skills Teamwork and good communication skills Proficient in spoken and written English Welcomed Skills Experience with game development We Offer Participate in a great project Friendly atmosphere in a mid-size multinational team of passionate developers Work for the largest and most mature game development company in the Czech Republic Possibilities for skill-development and growth Competitive salary & benefits (semi-flexible hours, extra vacation, language courses etc.)
  6. BOHEMIA INTERACTIVE, independent developer of video games, is looking for a Senior Artist with passion for creating PC games for our Thailand office. Join the production team of the newly developed game franchise and work closely with design and other teams to produce high quality assets for ingame usage, setup and improve workflows. Successful candidates will be part of the small team when they will be responsible for junior members. Modeling and texturing of various kinds of assets Prepare assets for in-game usage Collaborate with other teams to define art needs and help to make decisions according to overall project vision Create, estimate, and maintain art production schedule Overview and assist other art team members Requirements Experience in game industry Exceptional knowledge of 3D SW (3D max/Maya/Modo, Zbrush/Mudbox) Exceptional knowledge of 2D SW (Photoshop) Good communication skills Ability to work collaboratively Passion for developing games Welcomed Skills Experience in creating game assets (especially with Real Virtuality) Moding experience We Offer Opportunity to work on the newly developed game franchise Possibilities for skill-development and growth in dynamic company Friendly atmosphere in a smaller team Competitive salary & benefits Guaranteed Sun and Sea Opportunity to work on the newly developed game franchise Stable job in amazing part of Thailand
  7. Black Element Software associated company of Bohemia Interactive a.s. in Thailand, independent developer of video games, is looking for a Senior Artist with passion for creating PC games. Join the production team of the newly developed game franchise and work closely with design and other teams to produce high quality assets for ingame usage, setup and improve workflows. Successful candidates will be part of the small team when they will be responsible for junior members. Requirements Modeling and texturing of various kinds of assets Prepare assets for in-game usage Collaborate with other teams to define art needs and help to make decisions according to overall project vision Create, estimate, and maintain art production schedule Overview and assist other art team members Welcomed Skills Experience in game industry Exceptional knowledge of 3D SW (3D max/Maya/Modo, Zbrush/Mudbox) Exceptional knowledge of 2D SW (Photoshop) Good communication skills Ability to work collaboratively Passion for developing games Advantages over other candidates Experience in creating game assets (especially with Real Virtuality) Moding experience We Offer Opportunity to work on the newly developed game franchise Possibilities for skill-development and growth in dynamic company Friendly atmosphere in a smaller team Competitive salary & benefits Stable job in amazing part of Thailand Guaranteed Sun and Sea
  8. This is a tactical HUD that is intended to "try" to be realistic to ArmA 3's specifications. Simply put it is a tactical computer system that displays various information about the environment and wearer. This is completely client side script it does not require mods other than installation, currently I am not going to release it just yet as I am still 1. Working out bugs 2. Improving it's performance 3. Adding features that break it's functionality the current capabilities of the HUD are the following. Compass Bearing in degrees Current elevation Current Task_force_radio long range and short-range channel Current Wind Direction Players current GPS position Current in mission time Compass 16 point heading. Town information (GPS position and current distance to town) (Range limited to 1000M) Nightvision and Dayvision town information modes. Here is some teaser screenshots of the HUD. DayTime data: Nightvision Mode:
  9. I created a ballistic computer (external Excel spreadsheet) for artillery. The difference between what I created and what I have seen elsewhere is that I added a calibration function. The concept is that you provide the initial inputs and fire the first round, then input the coordinates of where that round impacts, and the sheet automatically updates the yellow cells for the adjusted bearing and elevation. This calibration is valid as long as you consider the following assumptions: 1. As you drive the vehicle, any change in position AND/OR change in elevation will throw off your calibration by the same amount. 2. The calibration value is most accurate at the bearing you used during the calibration process, and your results deviate more as your turret deviates from that initial bearing (if you target something 90° from the original target, don't get mad when it's not accurate). All of the testing was completed using the M4 Scorcher, however the M5 MLRS and the MK6 Mortar is included in the file. The equations don't change, only the muzzle velocity values, so if there is any issue with the results start by verifying the velocity values. Using the M4 Scorcher, I drove to a distance of 5.6km, entered my cords and the cords of the target, fired the first round, entered the impact cords, and put rounds on target consistently after that. Remember, the performance of the computer is dependent on the accuracy of the data entry. Calibration process: NOTE: ONLY CHANGE VALUES IN THE GREEN CELLS. 1. Enter your vehicle type in cell B6. 2. Enter your cords in cells B7:B9, using the 4-digit format. 3. Enter the target cords in cells B10:B12. 4. Adjust your firing mode according to the value shown in cell B17. 5. Adjust your bearing according to the value shown in cell B18. 6. Select an elevation value to use for your calibration shot; in theory the "high" value will result in a more accurate calibration (this isn't real life btw), although in practice the difference seems small. Fire your calibration shot. 7. Determine the impact cords of the calibration shot, either by watching the map (King of the Hill) or by utilizing a forward observer. 8. Enter the impact cords of the calibration shot as follows: a. If you fired the calibration shot using the "high" elevation value, enter the impact cords into cells E10:E12. b. If you fired the calibration shot using the "low" elevation value, enter the impact cords into cells F10:F12. 9. The calibrated bearing and elevation values automatically populate into the yellow cells B18:B20. Adjust your turret to the corrected bearing and elevation values and fire at will. Notes: -Re-calibrate any time the vehicle is moved, or if you change target cords and the bearing changes changes more than a couple degrees. -If you can't get the system to work and you are following the steps above, verify that you are in the correct firing mode by pointing at something far away and cycling firing mode until you locate the short range mode, then cycle forward from there. -The computer is set up such that: -You can keep the same calibration values in E10:F12 and change to different targets in cells B10:B12 without affecting the calibration. Remember the assumptions listed above when doing this. -You must clear all of the contents in cells E10:F12 before you can accurately RE-calibrate your firing. (Actually clearing the contents from cells E10 and F10 will remove the calibration effect from the yellow cells, if you are in a hurry). -The computer will return an error message if there are values present in BOTH cells E10 and F10 at the same time. Click on the link below to go to the (locked) public version of the spreadsheet, click on File, and Download As, then Microsoft Excel. If you want, re-upload this file to Google Docs and share the link with your friends, then you can all see the same data if you are in the same vehicle or working together as a crew. Link below. https://docs.google....dit?usp=sharing
  10. First off let me state I am by no means a computer guy but let me assume I know what Im talking about I have and AMD Phenom II x2 processor 3.40 GHS 5GB RAM 64 Bit OS Windows 7 Nvidia Geforce Gt 520 I get under 15 fps on the complete lowest settings visibility down textures blurred objects like trees non existent from far away you name it I want to run Arma 3 on atleast high but I don't want to spend more than 200 dollars Will switching to a Nvidia GTX 960 2gb or 4gb get me high settings good resolution with atleast 30+ fps with a server around 70 players or am I asking for too much here Also if there is a cheaper method please let me know again I am not a computer guy so English please thanks
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