- User Since
- Mar 8 2013, 6:03 AM (560 w, 5 d)
May 10 2016
May 9 2016
Nice idea. You'd need to make sure players were still more visible from above (from the air or on a hill) than the side though.
If it's so cheap to implement it could be used in all stances, not just the two prone positions - partial hiding of the sitting position etc.
I'm not sure if this is the same issue. I think it's really related to the fact that setting a curve for analogue controller inputs doesn't appear to work.
Say you need an input value of 40 to hover, but stick neutral is 0. By altering the analogue input curve (exponential/logarithmic) you should be able to have the stick neutral position be a value of 40. I've tried to do this in the setup and it doesn't appear to have any effect.
It is possible to reassign the controls with some success, but mapping an analogue control (trigger) to a digital input (fire) doesn't seem to work.
Works fine for me using a Logitech G13. Analogue throttle/brake and steering.
Axes mapped to forward/fast, brake/reverse, left, right.
Phenom IIx4 @ 4GHz shows one core at about 80% and the rest at 25-50%. I get about 18-20fps in the helicopter showcase. Clearly CPU-bound as graphics options can be changed significantly without impacting FPS at all.
I know it's an alpha, but Arma 2 has the same issue so it's a clearly the same fundamental problem with the engine that they haven't bothered to fix in the past four years. The minimum specs should say Sandy Bridge CPU at 4GHz, because that's what you need to stay above 30 fps when anything is happening.
Releasing a game in 2013 which is so dependant on single-core performance is not acceptable when 90% of your customers will have 4-8 cores and expect you to be able to use them effectively.