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=VG= SemlerPDX

VG Clan Member (Administrator)
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Posts posted by =VG= SemlerPDX

  1. um... I don't want to be a fly in the ointment, but I think we may need to consider pap a wip - as in, the MGO (modified to remove TWS) would be better than the PAP (modified to remove TWS). This point was brought up by Poffadder, and I'd like to get in on some tests, I know I haven't been present for these recent changes.

    Let's keep our minds open, at any rate. Keep our eyes on the end result and not get attached to the way things work in these testing phases. I will help with any heavy lifting, by which I mean scripting.

    MGO may be the way to go...
  2. referring to both - and not to correct or seem smarter than anyone, but it very well could be overheating because he is having performance issues relating to gameplay that formerly had higher frames per second than now.
    It very well could be a result of dynamic fequency scaling in order to prevent overheating.

    No worries, dman - with so many people here who've either ran PC Fixit businesses themselves, or simply years of experience, you can bet the direct cause and solution will be found.

    !cheers
  3. I'd like to know more about how the DB works (specifically, what it remembers, what not remembered). I suppose I'll crack open those scripts and do some reading, but mainly, I want to enable all objects built/constructed to be remembered on restart.
    (Including the "init fields" of those objects, if they have them)

    **EDIT: If that MGO thing is a script and not a mod, it would not be hard for me to remove the TWS options and keep the rest of it intact the way it is now. :)
  4. ...pretty sure there is some throttling involved before any shutdown would kick in.

    Not sure if I am reading first post correctly - do you mean that when you Exit a Game to Desktop and when you go back to the game it's FPS is crap?

    Or just this: Start PC, Start Game, Exit Game Fully, Start another game = Game FPS is Crap



    -Will be good to know OS and it's type (e.g. Win7 32-bit)


    Try Monitoring Performance during this process:
    Open Task Manager, click Processes - note the number at the bottom left, total # of processes.
    Now Click Performance, note the RAM Usage and CPU Usage, and leave it open (minimize it if you want).
    Now start up a video game, play it for a minute or two and note the FPS. Exit the game fully - now go back to Task Manager and check that your CPU and RAM usage has gone back to baseline - note any parts of the graph where it may have "maxed" out.


    HDD Info:
    What is your HDD configuration? If more than one, state size, speed, approx. age of each. What is max capacity/current free space? Are there any new noises coming from your PC case on a Cold Startup? If you have Windows 7, a defrag may not be necessary - Win7 is the best OS I've used to date, and I've read that it needs defrag far less than any older WinOS.



    *On heat - open the case, clear all the dust if you haven't already from fans, filters, etc. Careful with Compressed Air directly on fan blades - hold them still with your hand, they can spin too fast and break from air speed.

    **EVEN BEFORE NEW INFO: I am just about to "reset" my PC, as in, backup all data and reinstall Win7. I expect everything to run as well as it did when I first built this thing. If we do not discover a specific software/hardware issue, consider this kind of "factory" reset. It helps to have a second hard drive for backup, though.

    !coffee


    EDIT: "throttling" is correct word, not "stepping" -sem
  5. Once you get your AF game, install it, then download Falcon BMS and install it: http://www.veterans-gaming.com/download.php?view.134

    It will ask you where you installed Falcon 4. I suggest you train using BMS nowadays, as its tutorials are far better than the older game. You may not get out of training without reading a little bit, and you will find all the documentation you will need in the C:\Programs\Falcon BMS 4.32\Docs ((or your exact install path...))

    It's important to start with basics - takeoff, landing, etc. The interactive BMS Tutorials will walk you through most everything.

    Have fun and see you around! !cheers
    __________

    In the Land of Opportunity, "The American Dream" is up to the individual to define for themselves.
    My YouTube Channel | My Camping Photos

    The Art of War by Sun Tzu


  6. Arma Tactics in Development for NVIDIA Project SHIELD


    Prague, Czech Republic January 30, 2013 - Bohemia Interactive, the award-winning independent Czech
    development studio, proudly announces the development of a turn-based close-combat strategy game
    entitled Arma Tactics; planned for a Q2 2013 release for NVIDIA Tegra devices.

    Arma Tactics is a turn-based close-combat strategy game, where the player takes control of a four-
    member Special Forces team. There are no given strategies, rails to move on, or paths to follow; it?s up
    to the player to decide how he will play through both the story-driven missions and generated missions
    with randomized objectives. Whether using stealth or a more direct approach, players will need to
    use their strategic thinking and use both basic and advanced weaponry while facing many different
    opponents - ranging from unorganized local militia to smart and skilled mercenaries.

    Arma Tactics is coming to mobile, taking the best from games like Jagged Alliance? and X-COM?. The
    finest assets used in the critically acclaimed Arma? series on PC now come to life on Tegra devices in
    one of the best looking mobile games to date.







    Arma Tactics takes full advantage of Project SHIELD?s console-grade controller, and when connected
    to a television, the game utilizes Project SHIELD?s unique multi-screen gaming, allowing the audience
    to experience entertaining vantage points that differ from the player?s. Optimizations for NVIDIA Tegra
    4, the world?s fastest mobile processor, include enhanced physics simulation, bloom post-processing
    effects and increased objects and geometry.
    With highly replayable missions, achievements, weapons to unlock and whole campaigns to be regularly
    added, Arma Tactics offers many hours of intense ever-changing action.


    Arma Tactics Key Features:

    ? Exclusive launch title for the upcoming NVIDIA Tegra 4, Project SHIELD
    ? Developed in close cooperation with NVIDIA
    ? Explore highly detailed environments that come to life with sophisticated particle systems and post-
    process effects
    ? See your men come to life with animations captured by a powerful motion-capture solution
    ? Lead them through a single player campaign or improve your skills in generated missions
    ? Gather experience points to level up your characters, upgrade weapons and unlock special
    equipment
    ? Choose your difficulty ? we make sure the game is fun to play for both casual players and hardcore
    gamers
    ? Play as you like ? by touching your screen or by using gamepad controls
    ? Potential future platform iOS, Android, PC, MAC, Linux expecting released date Q3 2013



    For screenshots, videos and more information, be sure to check out the official website:
    http://www.arma2.com/tactics/



    ________

    In the Land of Opportunity, "The American Dream" is up to the individual to define for themselves.
    My YouTube Channel | My Camping Photos

    The Art of War by Sun Tzu
  7. Spending that much time in the chute is not safe, it's suicide.
    Listen to what Calv said, it is good advice. People are trying to help, not contest.

    Here is the PJ Test with an MC-5. The goal is to land within a certain distance from the target (white X, red smoke) while spending as little time as possible in the chute.
    HALO - High Altitude Low Opening
    Walk up to the helicopter and on the mouse wheel Action Menu, select PJ Test - you will jump at 10,000 feet, and if you cannot see the ground, change view distance settings with the mouse wheel Action Menu "Settings".

    As I stated above, there is no one number for a correct Pull Time - you'll have to train. Around 200 meters from the ground will work if you get the feel for it. 600 meters above sea level on reshman is rediculously high, as I wrote above and the time spent in the chute is far from acceptable.
    Proof is in the pudding - see the pics, try the HALO Training Mission here and prove me wrong....


    demoae.parajumptest.utes.rar
  8. Calv LAN_WROTE ...


    The problem seems to be that the Altimeter apparently switches between ASL and ATL depending on what map it is used on (Takistan/Zargabad = ATL, Chernarus = ASL), which would be ok but it doesn't actually state which is being used.


    OMG! Really? Isn't that just lovely.....

    Well, gonna do what I said, and transform the VG Warmup Area (Zargabad) into a multi-training module area with automated and manual training courses for a variety of procedures, actions, and maneuvers. Will adapt something at some point for "earned certificates" so that people can "prove" themselves in a variety of roles (inspiration taken from our friends at L.A.M.B.S.). Perhaps this will develop more when we get more database systems and website connection to our missions, including something more advanced using the Squad XML system. Who knows?

    First things first - I'm sure some people would love to throw themselves out of an aircraft over and over to try the above concepts out, and this ParaTraining script I wrote way back will do just fine once I polish it up for ACE. (attachment file coming soon.)
    !coffee

  9. P.S. used parachutes on the ground will not cause lag, or use up tons of server resources - but given that the proper procedure in ACE is to "interact" with your chute and re-pack it once you have landed, players might as well do it. This action creates a black parachute bag that is not flush with the ground, and you'd either have to hide them (in PvP) to make your insertion invisible, or deal with the open parachutes on the ground (which in all reality are flush with the ground, not as visible as a black backpack).

    Still, I always instruct players to take the time, when appropriate so as not to hold up the group, to re-pack one's parachute after landing.
    That being said, never feel that you must do so in order to assist the server in running fast - an object in the world is just that....an object is an object is an object - if you went by that notion, any FOB we build "causes lag" - it's untrue.

    Eventually, a world could only hold so many objects, but that number is so high we don't have to worry about it. Technically, the "_dead_chute" is added to the FIFO cleanup in ACE, and it's limit is 99 - this means (first in first out) the 100th chute on the ground would make the 1st chute disappear.
    No need to quote any crap about the dead chute not being added to the FIFO properly, and that mission makers should make their own little cleanup script...a cleanup script may use more "resources" than actually letting chutes litter the field.

    Just FYI for those "not in the know".
    !hi

  10. At one point there was a discussion about best altitudes to pull an MC-5 Rip Cord in a Parajump - a lot of numbers got thrown around, and of course, was a first time jump for many people. There is no exact "minimum" to pull the cord, it depends on your distance from the terrain, and the type of parachute, but it's certainly not 600m ASL.
    One of the key factors that could have helped with a coordinated "pull time" on our altitude would have been that map's altitude above Sea Level as the Suunto Altimeter Watch reads out in Meters Above Sea Level, and not above terrain level.

    Still, there were several casualties (perhaps from late pulls, and some from terrain and hills), but the sea level difference on that map, though notable, was not much, and a 300-400 meter pull time would have been sufficient if properly trained, or experienced.
    Poffadder goes by sight and feel, and landed just fine (though he said once was to late).

    Here is an example from my ACE Halo Training Mission on the map we were playing, at the same jump spot we used:

    (PULLED CHUTE DIRECTLY AFTER THIS PIC - <10 Seconds in Chute - Good Landing)


    You'll notice a bit of difference in the Above Sea Level and Above Terrain Level.

    Here is the same scenario on Utes, an island nearly at Sea Level:

    (PULLED CHUTE DIRECTLY BEFORE THIS PIC @ 200m ASL - <6 Seconds in Chute - Great Landing)

    In both scenarios, the shortest time in the chute is achieved by pulling ones Rip Cord at an altitude of ~200 Meters Above Terrain Level, and to correct for Sea Level Differences, you could add 50-100 meters for safety. After 4 seconds of free-fall, terminal velocity is reached, and once the chute is deployed, if it's not open in ~3 seconds, you've got a serious problem. You will travel ~150 meters at terminal velocity waiting for your chute to deploy - take these things into account and you can become some kind of Spec Ops pro. Just know that the update speed on the ACE Altimeter is kinda slow, so feel it out...

    Good games! We'll do just fine next time we jump!
  11. SavageCDN =VG= LAN_WROTE ...

    Yeah there is an ACE limited NV range module but none that I am aware of for IR/Thermal (unless the limited NV module also affects thermals??)

    Cold we loved that mission.. just cause we died a lot does not mean it sucks :)

    OK so if we are having a few people making missions (which is awesome BTW) then I think we need to get some standards down which mission makers can follow. The biggest one being required mods... what I personally don't want to see is 40 different mods each week to download and install. We need to come up with a core VG set of mods and stick to them when making missions. A good place to start would be the mods we use with MSO. Obviously there will exceptions to this rule (like an I44 weekend or something).

    Any thoughts?? Do you think this is a good idea?


    Also I'm working on a VG mission template (totally re-doing the one I did last year as it now sucks) which others can use to create missions without having to re-invent the wheel each time. It will not be fancy... it will include a core set of features like:

    Template for briefing notes, tasks, etc
    Join In Progress compatible stuff
    ACE revive and respawn script
    UPSMON script
    Garrison and house patrol scripts

    At it's core will be the F2 Mission Framework.. which I use constantly now.. check the link for a features list:
    http://ferstaberinde.com/f2/en/index.php?title=Main_Page




    Good idea with the Mod Set - obviously there will be exceptions like i44.

    F2 is the way to go, has everything in one package.
    Should make it simple for new mission makers to have a reliable foundation to work with.

  12. Wow! Thank you! that abandonia is amazing! Already found 3 lost titles from ages past - great links!
    And, Desura indeed rocks! It downloaded and installed that EoD mod for me in less than 20 minutes (true story: it installed while the manual-installation mod was still slowly downloading from a popular game site. Desura won the speed test!)

    !2cool
  13. It has been suggested that LEA loadout manager may be coming soon to the VG MSO server per Poffadder. I think it may help people set up a basic structure of essential gear for different roles they may choose in the Main Lobby menu. On top of that, they should then adapt and change minor items needed depending on the situation, time of day, style of play to be used, and specific objectives. Just the other day, my demo team fell too far behind of the fireteam in an attempted ambush of a convoy. Because of the redundant weight, the plan was a fail. (Sorry, Poff)

    A simple solution: ditch all gear to backpack, except a few mags and one primary weapon, and the satchel charge each of the 3 of us had one of.
    This would have allowed our team to keep up and not pass out on the swift march to intercept the convoy and place our demolition charges.
    I personally had one satchel charge, a primary rifle and 3 mags, and one smoke grenade. I kept up with the rear member of Poff's fireteam, but each time I looked back, my other two members were so far back, even after the order to "lighten up", that it was a fail before it had a chance.

    Sure, shit happens, but you and your backpack/gear are not alone in MSO - soon, with training and promo videos, this may become more noticeable. People will rely more on the game and support systems and feel confident to go out into the MSO world with appropriate gear and setups that will maximize both fun and lethality in the field.

    !eatmyuzi

  14. What do you mean "most ARMA players don't play ARMA for its realism.... If you would why not play VBS2?"
    I just don't know where you get some of these nuggets that come out....
    Perhaps because no large numbers of gamers have $2,320 to spend on a piece of software? Hell, to set up a full system, a group could end up paying well over $100,000.

    ARMA 2 is "THE MOST REALISTIC FPS ON THE PLANET" (written right on the box, by -PCGAMER)
    If people aren't playing ARMA for the realism it brings to the genre, then I am not sure what they are playing it for. Certainly not the "fluid controls that never feel boxy or slightly delayed actions" and I'm sure it's not for the flight physics which are far out of reality. That pretty much leaves the mulitude of realistically portrayed gear, items, weapons, and vehicles in a combined ops open-source MMO FPS.

    Familiar gear is not going to make anyone play better or worse - in that, you only have one useable item in your hands at any given time, and carrying a bloated backpack filled with gear that was not picked with an MSO op in mind, but one of that "personal standard loadout for all situations" style mindset, is not very adaptive at all. We RTB plenty in MSO, why carry overly redundant gear to such extremes? If it's noon, why have NVG? (the answer I hear too often for such examples is "Because I always carry it.")
    Different game modes require a different ways of doing things. That is what I apparently failed to communicate above.

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