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Howler

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Everything posted by Howler

  1. Wow, what a difference this makes. From a fixed camera position: 15FPS on balanced; 12 FPS on improved; and 10 FPS on Best. Vsync on. Exited game and set Vsync to OFF. I get 18 /18/ 12. Configuration: Windows 7, Radeon 18.11, CMSF2 v2.01 (in-game Shaders ON) and, ReShade 4.1.
  2. I don't believe you. Prove just one exist and I'll be green as jade!
  3. Excellent post. As an AMD user, I too have been doing this recently save for keeping the V-Sync on. On my monitor (60Hz) this is a 60 FPS limit with V-Sync enabled which is adequate. ReShade provides my AA exclusively. I'm finding the larger maps more responsive. I'm setup as Best/Best with Tree Details set to low.
  4. Welcome to our forums, Sir! Where we try to never allow a thread to remain on topic past the 2 page...
  5. If it's not broken there's no reason to. It's a minor update from 4.0 to 4.1. It may help some get up and running. Thought I'd post a notice here just in case. I update in the hopes of getting access to the depth buffer as an AMD user. And, yes it's still broken...
  6. Yes. Easy to update, just follow your instructions above. It may fix issues some have reported.
  7. FYI. Release 4.1 is now available for download.
  8. Thank no regulation/deregulation. There's on oversight and no incentive for the financial industries to better protect citizens. We'll just bail them out again when the time comes... Straying off-topic. Apologies.
  9. If you've been using them according to @MOS:96B2Pexcellent post regarding information sharing [INSERT BOARD POST LINK HERE]then you have been using them effectively "given the game system's many abstraction". You're leading. Be it a team, squad, platoon, etc. or, everything. What, in your research, leads you to believe you haven't been using them effectively or realistically?
  10. I've seen deploy/hide on waypoints. Hide/OpenUp are two 'toggle' commands that have given me problems in the past by incorrectly reporting current state. Further, UK HQs (with mortar) tend to automatically set 'deploy' commands at every waypoint. All of which can lead to some consternation during playback. I usually check the unit visually and by referencing the unit status text display on the lower left. Hit the command at issue a couple of times (ie toggling) usual clears the state with the GUI button leaving the unit to behave as intended. Our post crossed. Thanks for the reference on command stacking.
  11. Is this because one can only stack one Movement, Combat, and, Specials command at any one waypoint time during play (outside of setup)? I can't find a reference in the v4 engine manual at the moment so, this could be my imagination. Also, Admin commands are done at a standstill as in no waypoint(s) on any team(s) involved.
  12. My apologies. Where did you get 400 rd/man for modern US troops? Standard is usually six 30 round mags plus one in the weapon.
  13. It's your plan. Depending on the situation, either is good. Your reserve is the part of your force that you will never need to call on if everything goes according to your plan. Your support is not your reserve. Maybe, I'm not fully appreciating your use of terminology but, nonetheless, as CO you decide the composition of the various elements needed to fulfill your plan. Don't make the mistake of loading your troops for imaginary situations. Always be prepared does not mean everyone is a pack mule. Six spare clips and one in the weapon suffices. And, *sometimes* it doesn't. Again, is there a need to supplement with AT/LAW? With Javelin? What's your objective? What does your plan entail? From your previous posts, you're quite willing to ignore norms by "loading up" as a matter of pre-battle prep. You've decided that the movement penalty incurred is acceptable. So, why concern yourself with points #1 and #3 if you are willing to ignore standard load outs? Again, what do you need them to be? Sometimes yes and other times no. It's not that complicated and entirely dependent on your plan and the elements needed to undertake your plan. What contingencies are you trying to mitigate?
  14. I have a low limit CC solely for online purchases. I'm surprised that one-time CC #'s have yet to be the norm. In the meantime, getting a new CC # every couple of years will need to do. Everyone's credit information is already in the wild. It's only a matter of time until bad actors get around to using it... Thank Equifax and others for that. We've become anesthetized to 100 million plus credit detail breaches reported every 3 months by some data broker or another. Blaming BFC may placate some because easy and immediate. The problem is big-data and privacy. In N-A, neither is adequately regulated.
  15. The pathfinding can be a little gnarly at times. Along with the posts above, I would add - don't force the AI to route around obstructions and instead plot waypoints around any. This may require more 'micro' handling than some would like but, it has lowered my blood pressure during play backs...
  16. Anything larger than a Raven is shot down right quick. Send troops out to spot the AA. Then send the UAV to spot the AT. Then - PROFIT! Easy, peasy.
  17. It would only result in different issues to contend with. Such as, with AMD, needing to have shaders ON to see hit decals and of not having access to the depth buffer which limits the use of ReShade (if that's a concern to you). As @rocketmanstates - tweaking customs settings and/or Nvidia inspector might be the way to go instead.
  18. The main takeaway of @IICptMillerII post, for me, was the importance of effective fire plans in modern titles. He also reminded us that tactics haven't changed that much. You seem to concur?
  19. @IanL, Agreed. If it was easy - it would've been corrected by now. Again, the AI generates withdrawal waypoints and paths reasonably well. The problem is WEGO, troops decamping early in WEGO and said decamping occurring in dense urban settings. When it's 20m on down to the ground floor - no problem. It's more noticeable when it's 50m away from any cover down alleys/streets... @Erwin, I'll try to play better.
  20. Unfortunately, it's all too common an occurrence to see troops running in the open in close terrain. I think this is a side effect of the more dispersed formation grouping taxing the pathfinding. Sometimes the retreat (slow/fast) displaces them in the same building resulting in either a SLOW or FAST down to the ground floor. This tends to happen when the troops are stationary. Other times this waypoint is placed 30-50m in the open which is where the problem is most acutely felt in urban/close fighting. This tends to happen during movement when the formation is more dispersed. The troops will ignore any intervening cover until they reach this waypoint (rally point?). Perhaps, the AI is keying a (standard) 20m 'withdrawal' point on the lead or trail element/man which appears to result in a 30-50m distance. I say pathfinding because we've all had issues getting teams into breaches and other tight spots. I also don't believe a fix is an easy one. Otherwise, we wouldn't be talking about this a year later... It's particularly frustrating when this occurs early in the WEGO playback. All we can do is hope the minute runs fast so we can save what's left of the element...
  21. You can add me to the list. Just got off the phone with my CC provider.
  22. Apologies for butting in but... Doesn't the planning you speak of (operation?) occur before we setup our troops on the map? Don't we essentially begin engaged? Or, very close to it? I'm struggling to understand what exactly can occur that would fall outside of training.
  23. Your Radeon drivers need to be updated. ReShade likes to have OpenGL 4.5 for the more exotic shaders. I'm running version 18.11.22 which is only a couple of incrementals behind the latest.
  24. Download this utility to verify your supported OpenGL version http://realtech-vr.com/admin/glview. Looks like it may be a version mismatch of some kind.
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