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Old 06-29-2009, 05:54 AM   #371
Blade.3510

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Default Re: [Map] Sangin - Update

cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant waitcant wait sorry i just really excited about ur work . if i had money or a card i would donate to the site
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Old 06-30-2009, 10:40 AM   #372
Megagoth1702
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Default Re: [Map] Sangin - Update

Quote:
Originally Posted by antiiraq View Post
It is the view distance that gives you the realistic feeling!
more view distance = more realistic and more ArmA 2
I wouldnt worry about the fps a lot of PR Players have new powerfull PCs
Hell yeah because lots of the bad-PC PR players try to run arma2 now, fail and get themselves a new system.

Then they realize that ArmA2 is not what they expected, with all the bugs, and go back to PR which they now can play at ultra highest detail level.

Use mumble nubs.


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Old 06-30-2009, 02:39 PM   #373
McBumLuv

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Default Re: [Map] Sangin - Update

PR =/= Arma 2 in CPU/GPU hoging, it's like comparing a baby suckling on it's mother's teet to a fat, chubby man trying to get enough milk out of a hamster to drink with his meal.



High VD for the Win! I'm sure this map with a VD of 1500 would still be less demanding than Fools Road is


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Old 06-30-2009, 02:43 PM   #374
Rudd
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Default Re: [Map] Sangin - Update

Quote:
fat, chubby man trying to get enough milk out of a hamster to drink with his meal.
thank you for that image....

I hope this map will have apacheness


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Old 06-30-2009, 02:49 PM   #375
[R-DEV]Dr Rank
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Default Re: [Map] Sangin - Update

Quote:
Originally Posted by Dr2B Rudd View Post
I hope this map will have apacheness
http://www.realitymod.com/forum/f196...ml#post1003950


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Old 06-30-2009, 03:37 PM   #376
Brummy

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Default Re: [Map] Sangin - Update

For the 16 Insurgency layer replace the Apache with an A-10

Any specific reason why ?


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Old 06-30-2009, 03:39 PM   #377
Brummy

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Default Re: [Map] Sangin - Update

Hm I haven't seen that post yet


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Old 06-30-2009, 04:08 PM   #378
[R-DEV]Dr Rank
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Default Re: [Map] Sangin - Update

Quote:
Originally Posted by Brummy View Post
For the 16 Insurgency layer replace the Apache with an A-10

Any specific reason why ?
Each INS layer will be the same apart from a different type of CAS. Although A-10's are obviously not flown by British pilots, they are of course used to provide air support to British troops, depending on what CAS is available at the time. In preliminary testing the A-10 worked really well in terms of gameplay; there's nothing like the sound of a A-10 to scare the **** out of you when you're playing as the Taliban...


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Old 06-30-2009, 06:09 PM   #379
joethepro36

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Default Re: [Map] Sangin - Update

This looks like it's going to be an awesome map. Screw the inclusion of air support, I'm just loving the authentic look of the foliage and huge view distance.
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Old 06-30-2009, 06:27 PM   #380
DrugKoala

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Default Re: [Map] Sangin - Update

Quote:
Originally Posted by McLuv View Post
PR =/= Arma 2 in CPU/GPU hoging, it's like comparing a baby suckling on it's mother's teet to a fat, chubby man trying to get enough milk out of a hamster to drink with his meal.
Dear Lord, McLuv. What did world did wrong on your sorry arse to get those pictures out of your head?

On topic, will there be any river transportation? It surely would add some depth into the gameplay.


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