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ScorpionGuard

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About ScorpionGuard

  • Rank
    Staff Sergeant

core_pfieldgroups_3

  • Interests
    Military Sc., Computing and Infomation Technologies
  • Occupation
    DTV Tech Support

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    I'm African American Male
  1. ScorpionGuard

    Map limits for A3?

    Has everyone forgotten about paging technology improvements? We're not talking about a single PC supporting the terrain, but a server supporting the objects and environment of the terrain. Letting the agent view the part of the terrain they would need to see. This takes the load off of the processor. Again: • Larger terrain (up to 500km x 500km) • Paging (streaming terrain) • Increased view distance up to 40km • Direct fire support from armored vehicles in support of an infantry maneuver • Support for shape data overlays • Scuba Diving • Increased terrain detail and dynamic grid • Fixed-frame support • Multi-core support • Particle effect improvements • Micro AI • Parallax Mapping • Parachuting All of the above are improvements in RV3. Now the question is how will RV4 handle terrain. At this time we don't know.
  2. ScorpionGuard

    Map limits for A3?

    In VBS 2.0 (witch is builded on RV3) they have gotten upto 500km x 500km. With paging improved. And the rigth LOD program. Who knows the limits. Now to the guys that ask why would you need a terrain that big. To run air and naval operations. I do not know what country you guys are from. But I'm realy worry of your like of warfare knowlege. If you can't see past your short sightingness about terrain size. And what it can open up for other operation besides Army. I will put my SSN up against your Platoon to Battalion any day.
  3. Here where I stand on the subject of modding for the ArmA community. The series has been around for over 10 plus years. You would think that someone has come up with a manual for this community modding sector. But every time someone points out this short coming. Someone knock them down for being logical. I'm enrolled in Computing & Information Technologies at my local Community College. Where I have to learn Hardware/Software of computing. And the basics of programming. Moving on to Beginning and Advanced C++ and GIS Programming. All do there is not a straight line from A to B. We still have guides to give us the basic concept of the subject. Now I understand this post started by speaking about the newbies not understanding how to enter the modding side of ArmA. But they like in some areas of technology knowledge. Modding first and foremost. Is not a one person undertaking. You have to have a team at minimum of five to really product a above good product. The team: Someone with the vision of what wish to be done. And the direction to be taken. Someone how has a coding/programming background. This has to understand object programming to add function to say a destroyer class ship. To have the ship weapons, radar, sonar, etc. to work as close as possible to the real thing, Someone how has a background in sound effects. To add that "Bang!!" to the modding. Someone has to have a firm concept of geography. With a background in GIS. To make maps to fit the modding subject purposed. And of course. Modelers how know 3D rendering and textural standards for the object at hand. What I have notice is that the newer members of the community are young and mostly gamers from BF and other platforms. And in so doing, they do not have any of the skills of the community members who started with OPF. You know the computer geeks like me. They have no idea of the specs of the RV series of engines. Are the histories of the series itself? ArmA being based upon a simulation platform for Defense Department around the world. It had to be govern for the mass population to play it. But at this point BIS is using the community to help in the dev of the game. And rightfully so. To get more of the newer member involved with the enter working of the sim/game. But the final analysts is that we as a community have to do a better job help people with the like of skills of modding coming up to speed. If not. ArmA will just become another console shooter for PC. Write the damn manual!!!
  4. ScorpionGuard

    ARMA3 Naval Question

    If you are correct, than I propose we (modelers, code writers, and alike) should start planning to construct the Dangerous Waters Project which includes the Freedom Class Littoral Combat Ship, Virginia Class, Akula-III Class, Kilo Class Fast Attack Submarines, P-8A Poseidon, C-40 Clipper, MH-60R Seahawk, MQ-8 Fire Scout, and MQ-4C Triton. Modeling will be the easy part (the 3D models from Turbo Squid are perfect). Coding to get everything up and running is going to be a beast. Also the Arleigh Burkr Class Destryer, and Ticonderoga Class Cruiser
  5. ScorpionGuard

    ARMA3 Naval Question

    Sofar that i have seen. There aren't any large naval surface assets in ArmA 3. The large British submarine is a static prop to be used as a scuba platform. Being ArmA 3 is focus on the Army, Air force, Special Operations side of warfare. Very few people in the community wish to have it any other way. For you see most countries ether have small navies are none at all. So most of the players have no idea of what modern navies do. You have a concept problem. Me being from the United States, knowing that the navy plays a big role in the countries warfare scheme. I have a holistic view of warfare that includes the Navy, and Marine Corps (Sea Infantry). But due to most people resistance for including navy assets. And BIS trying to figure out how to make large naval assets work properly in the gaming side of the platform. It will take a very high demand for large naval assets to be added to this platform. But due to demand in VBS 2.0 for working maritime platforms. The submarines can navigate through the water. But there's and issues with the weapontry. The up side here is modeling. You can model large naval ships, and submarines for add-ons. But to have them navigate you would have to know object coding/programming. In this way you can have the object function as close as possible to the real world object. Sofar as parachuting goes. Yes, this feature has been available sense ArmA 2. Static, HALO and LALO.
  6. ScorpionGuard

    ArmA 3 terrain Size in to the Future

    Yes. But what I'm saying that persons in the community can also write the same code.
  7. ScorpionGuard

    ArmA 3 terrain Size in to the Future

    When I started this thread. I should have informed you guys on where BIS is in it's technology. 3.1.1 VBS2 v2.0 – the future of game-based training, mission rehearsal and IG Bohemia Interactive has commenced development on VBS2 v2.0, based upon the Real Virtuality 3 (RV3) game engine. The game engine behind VBS2 v2.0 is four years more advanced than VBS2’s RV2, and is used as the basis for both the highly successful ArmA2 and ArmA2: Arrowhead computer games. The engine alone is much improved, with significant enhancements in graphics, efficiency (through multi-core exploitation) and AI. VBS2 v2.0 will include all VBS2 capability, plus exciting new enhancements funded largely by the US Army. VBS2 v2.0 is presently scheduled for limited release to US customers in March 2012, and wider release in the summer of 2012. The most exciting engine enhancement in VBS2 V2.0 is the implementation of paging terrain. Paging terrain refers to loading terrain ‘on-the-fly’ from a data repository, such as a hard disk drive. This and other IG enhancements have been sponsored by the US Army, including: • Larger terrain (up to 500km x 500km) • Paging (streaming terrain) • Increased view distance up to 40km • Direct fire support from armored vehicles in support of an infantry maneuver • Support for shape data overlays • Scuba Diving • Increased terrain detail and dynamic grid • Fixed-frame support • Multi-core support • Particle effect improvements • Micro AI • Parallax Mapping • Parachuting Streaming terrain witch was dev by the US Army made it possible to have 500km x 500km terrain that populated due to the piecing togather of smaller terrain. My bad. But from a personal point of view. I just went through a interduction to programming course. In asking my instructure. He informed me on what needed to be done to resolve some of the issues to make it work has to do with calculus algorithms. Witch the Army has. While BIS doesn't request thier employes to. Just take a look in careers at the ArmA 3 site. So, so far as BIS take time to do, I'm not asking for that. For it would mean that someone would have to go line by line in the code and rewrite using calculus to condense the code. So the processor can handle more functions to resolve physic issues. My goal is to bring togather people from the community who have the know how to do so. Willing to heir your responces. ---------- Post added at 03:44 PM ---------- Previous post was at 03:13 PM ---------- Here is a link on the formulas you would need for Paging (terrain streamimg): www.cs.virginia.edu/johntran/TerrainLOD.ppt
  8. ScorpionGuard

    ArmA 3 terrain Size in to the Future

    That's easer than you think. But I have to finish my cyber security and C++ homework now.
  9. ScorpionGuard

    ArmA 3 terrain Size in to the Future

    Ok. Lets do the math. Example: 10 miles by 10 miles (16.09344 km by 16.09344 km). multiply 10 x 10 =100. Witch is 100 miles square (258.99881 kilometers square). So if 100 miles square is 259.0 km square, and the terrain of Altis is 270 kilometers square. That means the island is little over 10 by 10 miles. It does not state how big the map (terrain) is in the specs of ArmA 3. But we are still talking about a small space for and engine that can do larger terrain (up to 500km x 500km) with a increased view distance up to 40km. With the same graphic "fidelity" to play the simgame at ground level. Lets look at the Green Sea making up five countries (Chernarus, Russia, Takistan, Ardistan, and Karzeghistan). The terrain is 200 miles x 200 miles (322 km x 322 km). Not all land mass, witch is divided up with forest, desert, mountains, and water. Being most of the land scape is bare desert. Over 20% of it. And water making another 20 - 25 % of it. With this scheme you can product a large terrain with balance in mind.
  10. ScorpionGuard

    ArmA 3 terrain Size in to the Future

    I have to inform you that BIS and the US Army have "crafted a high level of fidelity" at 500km by 500km. Army being a centered on land warfare and all. Guys try reading about technology break through that BIS has already done. This makes no sense informing people in the community of things they should know about the RV3/RV4 Engine specs. And what it can and can not do. To johncag. It's up to the person/group to use all the terrain are not. But if you like small terrain. Would it be batter to play Battlefield 3 style game and beyond. Are am I to believe that a portion of the ArmA community wish to drag the simgame down to the level of other FPS?
  11. ScorpionGuard

    ArmA 3 terrain Size in to the Future

    This is a point i'm trying to make. The RV3 Engine can exspane up to 500km by 500km of terrain. Witch would be 310 miles by 310 miles. 270km2 is about 10.2+miles by 10.2+ miles. This is smaller than one of the maps in Operation Flashpoint. Witch was 60 miles by 60 miles. Is BIS taken steps backward?
  12. ScorpionGuard

    ArmA 3 terrain Size in to the Future

    I’m not saying BIS has to add maritime content to the out-of-box product. The community has persons that can model/code ships and subs already. We would just like the chance to exercise maritime warfare. And persons have forgotten that maritime elements where added to ArmA 2, i.e. Arleigh Burke Destroyer, and Wasp Amphibious Assault Ship. We to build upon does platforms that already there. By adding codes for sonar, FC radar, working guns and cannons, torpedoes, deck landings, etc. Also, some persons in the community seem to be living in the past when it comes to maritime warfare. They forget or do not know that amphibious warfare is part of maritime warfare. All I’m saying to complete modern day warfare. You have to include maritime warfare into the operation. From the fighters off the decks of aircraft carriers to provide CAS for the Marine Corps and Army. To the off shore gun fire to cover the beach landings. To the submarines delivering special force (Navy SEAL's, Marine Recon, and Army SF’s). The maritime platform has become a center piece of overall warfare.
  13. Hello to all As I have been reading about the last upgrades to VBS 2.0 +. I wonder if we (the community of terrain builders) will have the chance to max out our terrain editing boards to 500km by 500km (310 miles by 310 miles) just as allowed in VBS2 with terrain cell size between 7 - 10 meters. If so, with the new RV4 engine transferring some of the technology from VBS 2.0 to ArmA 3 whom would take on the task of say, creating the Green Sea World? I can see possibilities of more intergraded military operations. Such as Army, Air Forces, Marine Corps, and Navy interoperation in-game. I know in the past post people in the community have said that naval operations have no place in ArmA. But with know elements such as the diving feature with mini subs coming in the next phase of the ArmA Universe. Why would we limit the community from more development of naval forces to enrich the content of the simgame we love so much? Your thoughts, Thanks
  14. ScorpionGuard

    ArmA 3 System Requirements

    OK how about this •Windows 8 Pro 64 bit •Intel Core i7-3930K Sandy Bridge-E 3.2GHz (3.8GHz Turbo) LGA 2011 130W Six-Core Desktop Processor •Asus HD7850-DC2-2GD5-V2 Radeon HD 7850 2GB 256-bit GDDR5 PCI Express 3.0 x16 Ready CrossFireX •Corsair Dominator Platinum 32GB (4x 8 GB) 240-pin DDR3 SDRAM DDR3 2400 Desktop Memory •Western Digital WD VelociRaptor WD1000DHTZ 10000 RPM SATA 6.0Gb/s 3.5 Internal HDD •CORSAIR Hydro Series H80 (CWCH80) High Performance Liquid CPU Cooler •ASUS Black 12X BD-R 2X BD-RE 16X DVD+R 12X DVD-RAM 8X BD-ROM 8MB Cache SATA Blu-ray Burner BW-12B1ST/BLK/G/AS •ASUS Xonar DSX 7.1 Channels 24-bit 192KHz PCI Express x1 Interface Audio Card •Corsair Vengeance K60 Black/Metal USB Wired Gaming Performance, FPS Mechanical Keyboard & Corsair Vengeance M60 Black 8 Buttons 1 x Wheel USB Wired Laser 5700 dpi Performance, FPS Gaming Mouse All in all, a little under $3,000.00. I have all ways build my own gamers. Never have build a proper gamer under $2500.00. I can't see one builded for under $1500.00. US
  15. ScorpionGuard

    ArmA 3 System Requirements

    Thank you for your thoughtful reply. But the rig I am buying meets the specs for ArmA 2 and 3. •Windows 8 64 •3rd Generation Intel® Core i5-3470 quad-core processor [3.2GHz, 6MB Shared Cache] •1GB AMD Radeon HD 7670 [DVI, DP, HDMI, VGA adapter] •8GB DDR3-1600MHz SDRAM [1 DIMM] •2TB 7200 rpm SATA hard drive •No secondary hard drive •Liquid Cooling Solution •SuperMulti DVD Burner •Wireless-N LAN card (1x1) •15-in-1 memory card reader, 4 x USB 2.0 (front), 2 x USB 3.0 (top) •No TV Tuner •Beats Audio -- integrated studio quality sound •HP USB volume control keyboard and mouse with Win 8 keyboard •Microsoft Office Trial At a cost of $1,145.83. The specs that was show in the above post was for my dream gamer.
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