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ArmA II&III HQ

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Press middle mouse Brandon, and click "Viewing distances" of whatever it is called. I also like to turn everything UP! But this game is just like FarCry: If set to Far you will Cry :))))


- cleverly like all the clever Slavics, they added this option in game, so you can tweak on the fly! :)
 

brandonwh64

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Press middle mouse Brandon, and click "Viewing distances" of whatever it is called. I also like to turn everything UP! But this game is just like FarCry: If set to Far you will Cry :))))


- cleverly like all the clever Slavics, they added this option in game, so you can tweak on the fly! :)

View distance is set to 1K so it shouldn't be the issue
 
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THis is an epic ArmA III tweaking page with all of the options and settings etc including launch parameters and FOV. It even has recommendations for AMD/INTEL CPUs.

ArmA III Tweaks

I would get on TS but everytime I pop in, no one is on.

Also BattleGuns.net had this to say for tweaking ArmA III.

Arma 3 CPU Optimization // http://www.battleguns.net/

If this helps you please give thanks to BattleGuns

Remember we have Arma 2 and Arma 3 servers 24/7. Just filter BattleGuns and join our 1000+ member community!

1. Go to Steam Library
2. Go to "Arma 3" Right Click then select "Properties"
3. Select "Set Launch Options"
4. Copy and paste the correct launch command line below to what your system is setup for and click "OK".

For AMD CPU users:
AMD Dual Core with 4GB System Ram:
"-noSplash -cpuCount=2 -high"
AMD Quad Core with 4GB Ram:
"-noSplash -cpuCount=4 -high"
AMD Six Core with 4GB Ram:
"-noSplash -cpuCount=6 -high"
AMD Eight Core with 4GB Ram:
"-noSplash -cpuCount=8 -high"
______________________________________________
If your running more than 8GB Ram then apply this to the end of the launch line:
"-maxMem=8192"
This will allow your game to utilize 8GB system Ram instead of 4GB.
______________________________________________
Intel CPU:
For Hyperthreaded CPU's such as a Quad Core you will apply this:
-cpuCount=8
This will enable your Hyperthreads on your CPU so your CPU will act as an eight core when running Arma 3.
If you are running a Hyperthreaded Six Core then:
-cpuCount=12
If you are running a Hyperthreaded Eight Core or Eight Core Xeon then apply this:
-cpuCount=16
If you are running just a non Hyperthreaded CPU such as a Quad Core then select "4" instead of "8" same for a Dual Core you will select "2" instead of "4".
All AMD CPU's are NOT Hyperthreaded so Hyperthreaded options is highly not recommended as this can cause system failure or damage.
I will not be responible for system failure and damage if you choose to select more cores then you have on your command line!

-high:
makes your operating system prioritize services and processes to run your game better but this can cause system failure and instability if you dont have a good running system. If you Overclock this can cause system instability.
-noSplash:
disables startup videos and advertisements.
-cpuCount=#:
enables extra CPU cores and Hyperthreads.
-maxMem=#:
when set to "6144" (6GB) and up lets your game use more system Ram then 4GB.
Do not set to higher than 4GB if you dont have at least 8GB. You can set to "8192" (8GB) if you have 12GB+ Ram.
 
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"View distance is set to 1K" Oh man, that is miserable! I have it set to 5k. But have to test, maybe i am overkill : )
 

brandonwh64

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"View distance is set to 1K" Oh man, that is miserable! I have it set to 5k. But have to test, maybe i am overkill : )

5K would probably render me around 20-30 FPS on low pop servers.
 
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jsut came back, not ideal but good enuf in lone wolf scenario, 5k, and if you fly that is "just" enuf
 

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THis is an epic ArmA III tweaking page with all of the options and settings etc including launch parameters and FOV. It even has recommendations for AMD/INTEL CPUs.

ArmA III Tweaks

I would get on TS but everytime I pop in, no one is on.

Also BattleGuns.net had this to say for tweaking ArmA III.

Pretty much old news and most of it was around in arma 1 even, the issue most are having is due to engine limitations.

They all so and to update it too as arma 3 is 10GB, all though you could use symbolic links to make it possible for the most part of the game.

I do wounder how how arma 3 and it's 32bit .exe can get more than 4GB would it not work better if they actually made it 64bit ?( it's about time they did lol )
 
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Having fun with clanmates in ArmA III recently LOL
 
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ArmA 2 server admin logic Grinds my Gears!!!

So, I am playing on the Stalk & Strike Wasteland server and I notice the absense of my favorite CQB weapon the AA-12. Now, this ain't your BF3 AA-12, this is the real AA-12. This gun rocks at CQB but not so much anywhere else. You can fire Buck, Slugs, or HE rounds.

Turns out the Admins believe the gun is an anti-EVERYTHING gun.

I'm trying to think of a way that I can broach the subject of the reasoning behind the AA-12. It just grinds my gears with the logic. This is what I can gather from the Anti- AA-12 comments.




Or the AA-12 > EVERY GUN AND VEHICLE (Including jets) in the game.
Or the AA-12 = ARMY KILLER
AA-12 = INVINCIBLE
AA-12 = UNSTOPPABLE
AA-12 = WALKING TANK

All of this grinds my gears because they have TONS of TWS weapons including but not limited to: TWS AS-50, TWS M107, TWS M110, TWS M8 variants, TWS M249, TWS 240B, Tanks/Strikers/M2-HUMVEEs/Helos--All with TWS, TWS MK16.

So somehow, this weapon that has ONLY iron sights is so OP, it can defeat any of those guns in a fight. The iron sights are a tiny hole you sight through. Almost impossible to use. No sight attachments. Kicks like a mule. HE rounds are cool but not effective. Took 2 mags to kill someone in a HUMVEE. The Buckshot really are the most powerful ammo for the gun. The range is up to 30m. It WILL cut down almost any human or organic entity in the area. Slugs........not that effective. True, you can hit out to 300m with the HE and Slugs....but you are not gonna kill anything unless extremely lucky since the damage falloff is enormous at that range for those rounds. Yet, for some reason the Admins believe it is the AA-12 from the BF Friends videos.

Can someone layout their logic in a sensible manner?
 
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Well I can lay logic towards you.. play on a different server and don't argue with the people who pay for the server for the way they run it.
 
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Contrary to popular belief (and contrary to Halo) shotguns do not lose their effectiveness beyond 10 feet. Even the AA-12. Maximum effective range is stated at 100m with a slug, but with a halfway competent operator, I'd say 300m is achievable. Buckshot should be effective at way more than 30m. Another thing people don't realize is that even snipers are not taking 1200m shots every day in combat. 500m is a good distance to be safe at. With a competent operator, that's pretty safe to say you're going to hit. Those 1000m+ shots are necesarry at times, but to be avoided if possible, because the calculation required has just too much of an error margin to risk a miss.
 
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Well I can lay logic towards you.. play on a different server and don't argue with the people who pay for the server for the way they run it.

Actually the server is payee for by us donators.
 
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Why donate for a server that doesn't have what you want? That's retarded

I'm not a donator yet. They are coming out with a Taviana Wasteland server and we are hoping that they will add them to it. If they do, we will donate to the Taviana server.

For the main server there are over 30 donators donating $15 a month for Premium status where they get a spawn beacon every spawn, 2 primary weapons of their choice, a sidearm of their choice, $5k In Game cash, and 2 Rocket launchers of their choice. Yet with all that ordinance, the admins still consider the AA-12 to be OP. :banghead:
 

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Their logic is that they are still paying for it and if you don't like leave and go else were it's that's simple..


All ya can do is ask them to add it if not don't bother them and move on else were.
 
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Their logic is that they are still paying for it and if you don't like leave and go else were it's that's simple..


All ya can do is ask them to add it if not don't bother them and move on else were.

they have the smoothest server so far. They are also the only ones doing a Taviana Wasteland. Besides, I will still play on it even if there is no AA-12. I just want to understand the logic. Is there something I don't know about the AA-12 in ArmA? I just tested it in Editor agains a variety of vehicles. If the vehicle had little to no armor, in general the HE rounds took it out. If it had armor it took many more than 1 drum of HE. It took 50 drums of HE and 2 rockets to take out the M1A1 Abrahms.
 
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they have the smoothest server so far. They are also the only ones doing a Taviana Wasteland. Besides, I will still play on it even if there is no AA-12. I just want to understand the logic. Is there something I don't know about the AA-12 in ArmA? I just tested it in Editor agains a variety of vehicles. If the vehicle had little to no armor, in general the HE rounds took it out. If it had armor it took many more than 1 drum of HE. It took 50 drums of HE and 2 rockets to take out the M1A1 Abrahms.

How about you ask them why they dont have it?:banghead:
 

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they have the smoothest server so far. They are also the only ones doing a Taviana Wasteland. Besides, I will still play on it even if there is no AA-12. I just want to understand the logic. Is there something I don't know about the AA-12 in ArmA? I just tested it in Editor agains a variety of vehicles. If the vehicle had little to no armor, in general the HE rounds took it out. If it had armor it took many more than 1 drum of HE. It took 50 drums of HE and 2 rockets to take out the M1A1 Abrahms.

I would not care if it all ran on a multimillion doller servers as it's all no good if your not getting what you want out of it.

And for $15 a month i think it should be frigging smooth.

Maybe if you actually started to pay they would allow it. Or ask if you started to fund the server if they would add it.

I play smooth games everyday and i pay shit lol.. Although i have some good old friends from the GR days, and in fact i could ask him if he rent you a server if you liked but although i don't know what he will say..
 
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How about you ask them why they dont have it?:banghead:

I did, but all I got was that it was an all powerfull, anti-everything, OP, Boss gun.
 
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So... What do you want us to do about it?
 
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So... What do you want us to do about it?

nothing. Im just trying to understand the logic behind the decision and see if I'm missing something about the AA-12 in ArmA 2. From my experience and testing, it can take out soft armored targets well. But not heavy/hard armored targets. It is not accurate at range, and it kicks like a mule. It is also not superior to any of the high powered rifles like the TWS AS50.

Have I missed something?

Plus Im ranting.
 
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nothing. Im just trying to understand the logic behind the decision and see if I'm missing something about the AA-12 in ArmA 2. From my experience and testing, it can take out soft armored targets well. But not heavy/hard armored targets. It is not accurate at range, and it kicks like a mule. It is also not superior to any of the high powered rifles like the TWS AS50.

Have I missed something?

Plus Im ranting.

They don't like your gun... no1 here cares that they don't like your gun... even if we did care we can't do anything..

/thread
 
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They don't like your gun... no1 here cares that they don't like your gun... even if we did care we can't do anything..

/thread

Thank you for clearing that up. I actually just had a nice long discussion with the main man there. We cleared it up and they will consider adding it in w/o HE rounds. On the side, my group has agreed to focus on "fixing" the Blufor faction from the backstabbing faction it is now, into a cohesive unit.
 

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Thank you for clearing that up. I actually just had a nice long discussion with the main man there. We cleared it up and they will consider adding it in w/o HE rounds. On the side, my group has agreed to focus on "fixing" the Blufor faction from the backstabbing faction it is now, into a cohesive unit.

 
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Since you seem to be "out of the loop", in Wasteland Blufor tends to never work together but instead tend to stab each other in the back. The group I play with is working on reworking the Blufor faction into a teamwork team. In other words that someone like you could understand.....no backstabbing and kill all the other factions. If that is not clear enough for you, Blufor will become the Zerg and the Borg combined.
 
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