- User Since
- Aug 2 2014, 4:36 PM (487 w, 14 h)
May 10 2016
that first person to downvote was me... I play only modded (ACE3,TFAR,STHUD,TRYK,HLC and freaking RHS on our server, every freaking day)
I downvoted because RHS intervention requires both RHS modpacks, including their mostly incompatible weapons/units with existing vanilla/dlc weapons/units. ever tried shooting an RHS russian with a non-rhs weapon? yea, try that.
RHS may be good in some instances, mostly when its rhs-only scenario... that makes it a NON-viable option for a "vanilla/dlc" arma3 module imo.
so... I do like "free" and "dlc" and both @Killzone_Kid, but there are other mods/scenarios out there which make more sense to be implemented as an arma official module.
and most of the people praising RHS in here seem to be affiliated anyways...
"If you are using 1920 x 1080 using FXAA is just useless"
FXAA =/= FSAA
OP: I recommend FSAA 4x plus CMAA in post-process antialiasing for better performance while similar quality.
other stuff may be more important...
and you really think ANY decent arma player cares about how good stuff looks in BF or MGS compared? you gonna write bug reports requesting proper bulletphysics in frostbite engine? or ask kojima why the enemy cant see a dead horse on a baloon taking off at 10m distance? probably not, but proper uniform design gotta be in arma, alright!
win10 user here too, but had nomore crashes since 2weeks. either latest windows updates or 353.62 and onwards nvidia-drivers fixed it for me.
I still observe fully filled graphicsmemory after few minutes of play, but it doesn`t crash anymore atleast =)
vsync and fps cap enabled on my end, still gpu usage spikes to max when scoping and when in map.
I get nearly 100% gpu core usage when opening map and zooming in, also when looking through scopes. 20-50% gpu usage is common at all other times.
on my end it`s the gtx760`s coils whining and fan getting loud, not the powersupply tho.
happens both on win7 64bit and win10 64bit (win10 offers abit more fps, but currently rather bad nvidia drivers and/or bad memory managment)
KIR is good and accurate.
I dont know what some people expect from a suppressed fiddy cal...
also with KatibaGL and MRCO
it still weird after 1.40, I use eyemeasure when shooting rpg, since 1.40 it "feels" rockets come too short (as in I shouldve aimed higher).
BUT, this is very subjective since I dont rangefind most times before firing rpg, Ive been playing around with personal mapmarkers before using rpg the past days, and I come up shooting short by roughly 100m.
resolution 1680x1050, scaling 16:10
just had this today with stationary titan aa launcher. respawn and relog did not fix, restarting game did fix it tho.
(might be related to frequent steamoverlay opening/closing, i.e. for steam-ingame-chat)
battle royale mod has that... and it`s obsolete imo.
there is enough (and good) indication both on screen and your abilities as to how hurt and/or fatigued you are.
OP, I apologize if my wording to get my point across insulted you.
OP is easymode-warrior and does not know ARMA is a milsim and not an arcade shooter like bf or cod.
check out his other tickets he opened today!
OP I suggest you stop trying here to have the game made easier for you and chose a game better suiting your needs. Or atleast PLAY MORE THAN A WEEK and MORE THAN SINGLEPLAYER please =)
ZAFIR does the triangle stuff too with DMS equipped but only if player seen 20m or more away
well first, are those vanilla weapons or mods? =P
second, with the vanilla weapons (rahim & abr) zeroing works fine. I do feel sometimes if some of those shots I take with those 2 weapons go missing, like some of the bullets I fire leave the magazine but not the barrel, because sometimes I cant observe a hit on enemy, smokepuff on terrain/walls... if that makes sense.
Long story short, devs cant fix mod weapons for you, but still there seem to be a problem with vanilla 7.62mm marksmen weapons, zeroing is fine, just some shots go missing or so far off-target that I can`t observe bulletimpact anywhere.
have not experienced this glitch anymore since a few days now
I had this on invade&annex coop servers, but now its gone.. I assume most of the serveradmins disabled the camerashake in the options as temporarly fix?
pls fix (*bump*)
sometime it wont happen for 60-90minutes after server has restarted, but then it start, everybody gets the shake, nothing help anymore... until next server restart everyone has the shakes. (additional to the shakes there are lagspikes/freeze-frames like every second, fps and ping are stable tho)
in real-life, after 1hour sitting at ammobox in base or in battle... soldiers get parkinson, I really like how arma3 is that good sim :D
yes, I experience this too since 1.38 patch.
after you leave a chopper, it starts, it won`t stop until you close to grenade explosion or jet/chopper flying close to you overhead. (so essentially it wont stop until a "new" shake-effect is triggered)
pls fix =)
enable your pagefile for when you want to play arma3!
I monitor physical and virtual ram usage during play, phys is never over 4GB, virt is at 7.2GB 5minutes after joining AW I&A coop server, phys stays stable, virt goes up to 7.7GB at 6h playtime.
when I had pagefile disabled (only accelerated gamestart from 20sec to 8sec mapload from 5sec to 4sec), virtual memory would hit 7.7GB within first hour of play, first "low memory warning" after 90min, game stable up until 4,5h playtime.
I have 8GB ddr3-1866, i5-4670k@4GHz and 3 60GB ssd in raid0 (obviously pagefile on there)
... and I wish my physical ram would be packed with 7.7Gb usage during play and pagefile only be the 4GB... but its the other way around currently =/
in 2035 I expect to NOT one hit kill a combatant with 5.56mm, 556 is powerful enough against vest&helmet, 6.5 is aswell, only the 7.62mm is too weak for that matter.
the 5.56 could be abit faster compared to the 6.5mm (imo) tho, like 30-50m/s more than currently =)
I think adding a kickdown effect to the vehicle turbo could help. similar to shifting down a gear to rev up the engine just before an overtake irl.
so, whenever you push the vehicle turbo button while driving/accelerating, engine would be disconnected from drivetrain for a very short time to allow engine to build up more rpm and more torque when it connects back together again.
this would make the use of the vehicle turbo button more authentic/realistic while driving roads, but also help climbing terrain by being able to downshift/kickdown manually (to keep higher speed/traction) before the vehicle itself would do a gearchange itself.
my 5.1 works fine in ARMA3, but its analog, oldschool style (3x 3.5mm audiojack) :D
I remember tho that there was a little neat 3rd party proggie for the xonar hardware (similar to nvidia inspector for nV cards) but I cant recall the name. If I remember or find it I edit here or repost.
there is alot of women playing arma3 and its mods, most you find in life-mods (RPG) and AW I&A (coop).
and yes, most of them dont talk, or tell that they`re female... as for why scroll up and read through the comments above or be happy with explaination: "OMGOMGOMG A GRILL :o I HAVE TO SHOW HER MY PEN.."
FYI: there are 6 women in my 38people counting preferred to-play-coop-with group, but only 1 would choose to use a female character to play, while 12 of the group (males) would choose to use female avatar.
I personally would want to see female characters ingame aswell, but I also believe it would be greatly exploited for trolling and sexist purposes as I learned when playing PlanetSide2.
proper flashlight: yes please.
battlefield3/4 flashlight: NO PLEASE NO
on a sidenote, I´d like a light-mode-switch if you bring in proper flashlights :D
"modifier-key + L" switches flashlight to full mode (white light, much light, much exposure) and combat-/stealth-/whatever mode (filtered lens, only illuminates very close by; very low exposure... basicly just to see infront of your feet)
I`d like to have a SMG in pistolslot sometimes
May 9 2016
arma NEEDS this!
only the scope (or rather the sightpicture of it) should be magnified, and not the periphal vision around it aswell
this is sometimes very annoying, allthough for me this issue is already a feature of the game :D
so I when I lead squads (77th JSOC coop) and we set up position, I always tell the squadmembers to stay away 1m/3feet away from any wall/fence when they engage in firefights... if the wall is down I have to risk another player`s virtual life to pull the body to safety where the medic can do his magic, with wall up, the medic can do his magic instantly with somewhat still intakt cover.
and/or allow walking during weaponswitch, like similar to when inventory is open. if allow walking during weaponswitch, then only for pistol&rifle switch, pls not binos/laz0r/rocketlauncher =)