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=VG= SemlerPDX

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

  1. We appreciate input, and criticism if it has a constructive purpose. Thank you for your report.

    I hope you can understand that we play COOP PR and try our best to have easy to understand rules, but sometimes enforcing them takes a little bit of patience, understanding, and interpretation given the current situation.

    I trust all our admins to be as fair as possible, and on a personal level.
    And like the boss said, if you need to, send him a private message. I hope you can give us and our admins the benefit of the doubt as we give the same to you players.

    !cheers

  2. Castor =VG= wrote ...
    I was going to restrict the heavier vehicles to verified people as well but that kinda changed my mind.
    I still think there should be atleast 1 static base, but the assets should be restricted to 1 Stryker/LAV, few humvees, trucks and a apache/cobra. also 1 plane should be available. for transport we should have 2 hueys and 1 chinook (airlift).

    is it possible to get 1 MHQ as well? there should be a way to teleport and spawn either on MHQ or the base.


    Not too keen on turning Insurgency into Domi - heavy vehicles don't really belong in an infantry mission. Maybe one, thats why we have the option to have the heli be a LAV instead, or Stryker, etc.

    Flying to the AO is big in Takistan Vanilla Insurgency, but in ACE/ACRE Fallujah Insurgency, it's not advisable.
    Think "Blackhawk Down".

    Besides, it already has 1 MHQ - that's what Insurgency is all about. A flowing, changing frontline as infantry searches hotzones for insurgent weapons caches. We have all the HMMWV's we need, and even ATV's for a single person to get back to the front without tying up squad sized vehicles.

    A heli call in such as in PITN's SOAR Insurgency would not be so helpful in Fallujah, being a true MOUT map, and CAS is actually OP at times. A fixed wing air asset has no business in Fallujah ACE Insurgency in my opinion. The map is rather small, and the patrol vehicles that are supposed to add excitement and danger all get blown up as soon as they roll on the map. Way too over powered...

    Also, like Savage said, this mission is not exactly easy, like some, to script or code - it's some advanced stuff even for me, and I've been working with Arma scripting and editing for nearly a year.

    What do I think will get ACE/ACRE Insurgency populated?

    1. Regular people playing it, often

    2. Online promotions including screenshots, videos, and tales of good times on VG Social Networks, and other community sites like BIStudios.com, and others.


    Do I like asking myself questions and then answering them in text format?

    1. Yes

    2. Yes, I do.


    !sarc
  3. Castor =VG= LAN_WROTE ...

    LOVE IT! I remember someone doing those tags (exactly same) with the player name once, we are they? we could use them as well!

    characters too skinny to show in game, and they were incomplete with plenty of spelling errors - player names would require a separate squad xml for every single member. This is how it will be till we have a web plugin for it (think free public XML hosting for Arma players via website signup here). Patience...

  4. We are pretty much sold on the very high-resolution Rangers as our BLUFOR Team. Here's Poffadder (on left) and SavageCDN (on right) sporting the new skins. Note the new VG XML Profile Patch on Poffadder's shoulder (that's not photoshop - thats what it looks like in game!)
    !2cool

    [click for full size image]



    and on the vehicles too (see the small =VG= below the pic):



  5. seems to me the ACE/ACRE Insurgency at Fallujah mission works just fine as is. Sure, it's annoying that when the mission starts, the MHQ is somewhere you may not want it, but like Outlanders said, it's not hard to move it real fast.

    Made so many raids into the city from that MHQ. I usually like it in the East, South of the MSR.
    Changing the skins to another faction is more of a cosmetic thing, I suppose if someone were bored with the skins, we could implement the hi-res Rangers.

    Flying in Fallujah is pretty risky, but other maps it's not as bad. ACE adds very nice counter measures for some helicopters. We've used an LAV in it's place with good success.

    I really love playing ACE/ACRE Insurgency in Fallujah. It could use a touch of our MSO Project - in a few areas. This could be rather difficult, if not impossible. But since we're talking about wild ideas, I thought I'd throw it in there.

    Nothing big, maybe just saveable player loadout or player state and location. Trust me, it's not easy to work with either MSO or Insurgency on paper, so don't get your hopes up.

    !hi
  6. Since the Arma 2 OA 1.62 Patch getting best graphics and video card settings just right for a good FPS is easier in my opinion. That AtoC setting - wow!

    Try walking up to some trees and bushes, and play with it a bit - at max, it bushes out everything and barely looks like a "video game". I get a slight drop in my FPS, but still - it looks amazing! Surely one of the things to turn on if you're gonna hold still and take a good photo quality screenshot!

    !2cool

  7. *view distance should be a user setting - whatever you want. I roll with 3000-5000 by default, but when I'm in a mission that is dropping my frame rates, I choose it by what I am doing:
    Infantry = as low as 1600-2000
    Flying Helicopter = as low as 2500-3500
    Flying Jets = as low as 4000-6000

    If you could find/build an Arma 2 PC (and an Arma 2 mission) that could run at 10,000 view distance at all times, with a playably high FPS, you will have found the Holy Grail of Armaholic gamers.

  8. It's like this: Poffadder, Savage, and I - even Solar now, seem to be heading up the Arma sector of VG, and I'm not joking that now is when we could really use someone with your experience and insight. Even if you're not gonna wear the tags, please feel free to drop in here and there. I'll drop a line when we have something worthy of testing, or an event I think we may enjoy together.
    We so respect and even envy other successful groups who have paved the way such as ShackTac, UO, and 7th Cavalry. You, more than I, have played with them - have experienced "Arma the way it was meant to be played". Your input has always stuck with me.

    I will always remember this, and that you taught it to me:
    "Keep the MG at the rear of the column, that way no matter what contact you engage, he is in a better position to move right or left to set up and engage with his MG."

    Will always consider you my buddy, even if you don't wear these tags. And I look forward to playing some Arma with you again, regardless of any of this. I don't need to "like" your decision to accept it. We'll be here, and I'll see you around, bro. We all will, I'm sure. And I don't think I'm alone when I say that the door is always open to good people like you.

    !pals

  9. Hey, thanks guys! Say, we sure want to use that Upcoming Events more. If you have an idea for an all day event, or even a specific "op" for an hour or two, talk with the guys, find a game and some players, and we'll post up an event - perhaps even attract more players to the event.

    Just send me a PM through the site and I'll write one up on the calandar.

    See you all around!
    !fans
  10. Arma 2 OA 1.62 Video Settings Explained


    Anti-Aliasing is basically a setting to remove jagged edges on objects. Like a wire or fence, or edge of something straight. Try turning off and on to MAX and see the difference.


    Postprocess Effects is another way to smooth out the edges. In Arma it used to be like an interview with Barbara Walters - as in, like vasaline petroleum jelly smeared all over the camera lense. Very blurry with a lot of light bloom - but doesn't she look real and almost alive?
    Now with 1.62 Patch, they have separated out the "blurry" effect to it's own setting: PPAA

    PPAA has several settings from FXAA to SMAA. These attempt to apply Post Processing AA techniques to a larger degree, and separate from the Post Processing setting. Not sure what FXAA stands for - FSAA is Full Screen Anti-Aliasing, and MSAA is Multi-Sample AA. Set as appropriate to your specific video card, if desired. I don't use it.


    AtoC is Alpha to Coverage - which applies AA techniques to foliage - grass, trees, bushes, etc. It governs when you can see through them, which layers, to help with the appearance of a multi-layered piece of vegetation.

    Therefore, the settings of Post Processing, AtoC, PPAA, and even Shadows and General AF/Anti-Aliasing come down to the users preference. Although they each will use more and more of the video card's memory respectively, and sometimes lower FPS in some cases, they are responsible for the refined look and feel of the game. I do not use any PP, but I have my General Anisotropic Filtering and Anti-Aliasing settings to MAX. I use the XFX Radeon HD 6770.


    Video Memory should always be set to DEFAULT. At it's "Very High" setting, it will use only 512MB of VRAM - usually much lower than an average gamer's graphics card memory.


    Anisotropic Filtering helps make textures look correct at odd angles, as they go away from the player. Along with the Mipmap detail level on most video cards, they make a solid surface with texture detail keep that detail even at distance from the player.


    Your Texture Detail, Terrain Detail, and Objects Detail dictate the various levels of visual look on their respective items. You can get a very blurry looking cockpit, gun, or ground if you lower these too far.

    *NOTE: The lower you set these three core settings, the more the game forces their "rendering" onto the CPU and off of the graphics card. For best performance with a good graphics card, keep all three set to their highest level!


    HDR Quality is for light bloom effects - down to user preference.


    VSync is not recommended for most users. We often do not ever have FPS higher than our monitor's refresh rate in Arma and therefore experience little to no tearing as a result. It will lock the framerate in an undesireable way.


    Finally, your Interface Resolution and 3D Resolution should always be the same - set to your monitor's native output.
    I have a 1600x900 monitor, therefore both these are set to that. Also, for ATI users, be sure you set your performance settings to "Application Controlled" wherever able. This is particulary important with Anti-Aliasing settings.
    Arma, like many other games, does not like it's AA being forced by the video card. Use in-game settings for that.


    !cheers
  11. Though we don't participate in PvP tournaments, we are starting to host a number of gaming events to bring people together.
    Coming soon is the Forgotten Hope 2 Event, as well as another of Charry's ACE-ACRE Arma Missions (no respawn - a full mil-sim experience).
    !fans

  12. I don't get it - there have been times lately that we've been engaged in long discussions about one thing or another. Seems to be then that you choose to jump into ts3.

    If you were in more often, I think you might get more of a chance to play some games, at least in the Arma servers.
    We're finally trying to break into the ACE/ACRE side of Arma, and you're not around so often. We have some great ideas, and have found some great mods.

    You have more ACE experience than many of us. Would be great to see you around in some more missions. I thought you were in this for the long haul, but I never see you on TS3 lately. Playin Mount and Warblade for months.....

    !huh

  13. With any game, you have different groups of players. The mod user group vs. the vanilla group is what we see here.

    No point comparing apples to oranges. Players who use ACE mods and play in those servers usually stick to it. Same with Vanilla players - if they don't have anyone to push them into playing mods, they may just continue to play Vanilla.

    There is a percentage of the current players in either catagory that we can expect to attract to our servers. They don't come from nowhere - as in, they are already playing these games somewhere. It takes more than another copy of a popular mission to fill a server full with people who play that game mode. With Vanilla, you can bet to a certain degree that "if you build it, they will come", but with Mods, it takes a bit more. They only fill up once they already have players, usually.

    Unless, or until, we happen upon a Mod set and Mission we can all play often, we can expect to always be struggling for player base on a modded server. Promotion may help, but you see the difference in running a Vanilla server vs. Mods.

    This is why we will always have, as long as we can, the Vanilla COOP Insurgency. It is a place where people can really play - 1 man, 1 squad, or however many wish to work with a plan. Small improvements should be implemented, again, carefully.

    COOP Ins is popular in part because it's often highly populated. If that changes, many of these points will become moot. Just gotta go with the flow of the players online at the time - which is why the server rotation and default config are already set to a formula we've found to be popular. While in game, an admin can get popular vote and change these parameters to suit the crowd.

    Just be sure to run the next map before abandoning an altered parameter COOP Ins server to the public.
    !coffee
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