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VBS2 Compared to ArmA. What Mods can do

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hehe - I think its because he hasn't yet gotten to ARMA so, this is his only comparison.

it is useful though to discuss how the things people seem to be tempted to pay $1500 for, could be done for free (to an extent)

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well with teasing w0lle and talking about the price wink_o.gif

it think its that expensive because all the stuff like AAR and other addons are build-in into vbs2 unlike vbs1 where you only purchased the core and then could "enhance" it..

to bad BIA didnt went that way

oh well..

but psst for now about money mods are already peeking hehe

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I can't help thinking the success of VBS in the real world (humph...well in the real world. Lets assume the word "real" is subjective) can only benefit BIS -> the rest of us?

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well with teasing w0lle and talking about the price wink_o.gif

No problem dear Jenny, I get used to it in the meantime lol

As for the topic title, it really should say ArmA instead of OFP or it's in the wrong forum. That will be fixed.

Messiah already said it, a lot of stuff will be possible sooner or later. At least those which are not hardcoded in the VBS2 engine.

I personally would like to have the realtime editor in ArmA, that's so far the only thing I'm really missing. Everything else will be made by skilled people one day.

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So what does VBS2 have that ArmA doesnt have?

-3d real time Editor

-Nice tracers

-a 1500$ price tag

-*add here*

Well, people are already working on some kind of 3d editor (check A&M:D or the mission editing section, cant remember), and nice tracers arent that hard to mod either..

Ofcourse it would be nice to have them already implented in ArmA, but hey, ArmA is only 40€... whistle.gif

I dont really see a major problem here, it sounds more like *i want this, i want that, oh and while you are at it, gimme that too!*

There are plenty I could add, however, most of them are not that important. Well, except perhaps....

Realistic motion captured animations

Authentic sounds and weapon discharge effects

Robust tracer modelling accurate tracer/ball ratio and ‘dim tracers’ that bloom through NVG

Ballistic model incorporates coefficient to allow for a 99% match to real-world ballistic behaviour

Projectiles can penetrate permeable materials such as wood and tin

Projectiles will ricochet when striking a suitable surface at a suitable angle

Enhanced iron sights, weapon recoil and weapon movement

Massive detailed environments (up to 10000kms2), including As Samawah and Green Zone terrain areas.

Varied and detailed foliage

High dynamic range rendering

Wide selection of ADF and USMC units and vehicles (over 200)

A range of middle-eastern unit and vehicle representations

Improved Night Vision simulations

Fully functional TALON Robots

Fully functional UAV simulation

Multiple fully functional gunner positions per vehicle

New vehicle interaction interface

Accurate vehicle animation depicting functionality of doors, hatches and more

Interact and manipulate objects...i.e. traffic cones, CP signs, road spike strips.

Completely new Real Time Editor allows scenario design during operation of a training mission. Can now edit in 3D mode in addition to 2D mode.

An entirely new After-Action Review system

NATO marker generation and marker overlay system

Fatigue and suppression models for infantry <--- That's about the only one I'm concerned with.

Real-time day/night cycle; accurate star scape, sunrise and sunset based on unit’s latitude and longitude location.

Variable weather, sea states and changing tides

Accurate moon phases (influences visibility at night)

Four training mission tutorials covering basic movement, weapon firing range, navigation and section command

Comprehensive User, Administrator and Editing manuals

The VBS2â„¢ library which allows all vehicles and weaponry to be tested

HLA/DIS gateway (available separately end of April)

All Armed Assault game add-ons

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So what does VBS2 have that ArmA doesnt have?

-3d real time Editor

-Nice tracers

-a 1500$ price tag

-*add here*

Well, people are already working on some kind of 3d editor (check A&M:D or the mission editing section, cant remember), and nice tracers arent that hard to mod either..

Ofcourse it would be nice to have them already implented in ArmA, but hey, ArmA is only 40€... whistle.gif

I dont really see a major problem here, it sounds more like *i want this, i want that, oh and while you are at it, gimme that too!*

There are plenty I could add, however, most of them are not that important. Well, except perhaps....

Realistic motion captured animations

Authentic sounds and weapon discharge effects

Robust tracer modelling accurate tracer/ball ratio and ‘dim tracers’ that bloom through NVG

Ballistic model incorporates coefficient to allow for a 99% match to real-world ballistic behaviour

Projectiles can penetrate permeable materials such as wood and tin

Projectiles will ricochet when striking a suitable surface at a suitable angle

Enhanced iron sights, weapon recoil and weapon movement

Massive detailed environments (up to 10000kms2), including As Samawah and Green Zone terrain areas.

Varied and detailed foliage

High dynamic range rendering

Wide selection of ADF and USMC units and vehicles (over 200)

A range of middle-eastern unit and vehicle representations

Improved Night Vision simulations

Fully functional TALON Robots

Fully functional UAV simulation

Multiple fully functional gunner positions per vehicle

New vehicle interaction interface

Accurate vehicle animation depicting functionality of doors, hatches and more

Interact and manipulate objects...i.e. traffic cones, CP signs, road spike strips.

Completely new Real Time Editor allows scenario design during operation of a training mission. Can now edit in 3D mode in addition to 2D mode.

An entirely new After-Action Review system

NATO marker generation and marker overlay system

Fatigue and suppression models for infantry <--- That's about the only one I'm concerned with. (fatigue is in, suppersion is already modded in)

Real-time day/night cycle; accurate star scape, sunrise and sunset based on unit’s latitude and longitude location.

Variable weather, sea states and changing tides

Accurate moon phases (influences visibility at night)

Four training mission tutorials covering basic movement, weapon firing range, navigation and section command

Comprehensive User, Administrator and Editing manuals

The <s>VBS2â„¢</s> ArmA library which allows all vehicles and weaponry to be tested

HLA/DIS gateway (available separately end of April)

All Armed Assault game add-ons

Well everything that is italic is in fact in ArmA tounge2.gif

14 out of the 28 features are in ArmA, but HLA/DIS gateway is not needed in a game, training missions are not needed (we got ArmA versions), markers are easily modded in (and we got working markers, even though they are ugly), AAR system is not really needed in a game, UAV is moddable (see OFP), so is TALON, units like ADF and USMC or rebels are moddable and you cant expect every army in the world in ArmA, BI had to make a decision, which leaves the

Quote[/b] ]

Authentic sounds and weapon discharge effects

Robust tracer modelling accurate tracer/ball ratio and ‘dim tracers’ that bloom through NVG

Ballistic model incorporates coefficient to allow for a 99% match to real-world ballistic behaviour

Accurate vehicle animation depicting functionality of doors, hatches and more

Interact and manipulate objects...i.e. traffic cones, CP signs, road spike strips.

Completely new Real Time Editor allows scenario design during operation of a training mission. Can now edit in 3D mode in addition to 2D mode.

And possibly the AAR.

All of which are in fact possible to mod in (expect for maybe the quality of the VBS2 tracers, and proper ballistics would require alot of fiddling with the config, but i guess that in the end the physics are the same in VBS2 and ArmA), and you cant expect everything from a list when comparing a 40€ game to a 1500$ simulator.

I think we got a pretty good deal.. wink_o.gif

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Like i said, its already modded in and works fine, see this.

I also posted vague instructions there on how to implent them in the game in such a way that they are always enabled (inculding premade missions) and the mission editor doesnt have to do anything.

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TALON and UAV would be awesome in ArmA.

And by the way, ArmA mods are compatible with VBS2 so are VBS2 addons compatible with ArmA?

i.e. can you just throw in some of the VBS2 PBOs in the ArmA addons folder and maybe with some minor config modding, play them in ArmA?

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Yeah, I've played around with it a bit. However, because of the simplistic PR routines of the A.I., it just simply doesn't work as it should. Of course this is because it wasn't originaly programed into ArmA. Point being, it should have been there to begin with.

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Yeah, I've played around with it a bit. However, because of the simplistic PR routines of the A.I., it just simply doesn't work as it should.

Well i dont see any mention of better AI in that list, and from looking at the video that belonged to that list i think that the AI is exactly the same, so it wont be any better then in ArmA tounge2.gif

This topic is about 'what mods can do', things that 'should have been there from the beginning' dont matter, we cant reverse time, right now we can only look at what we can make out of ArmA.. wink_o.gif

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Yeah, I've played around with it a bit. However, because of the simplistic PR routines of the A.I., it just simply doesn't work as it should.

Well i dont see any mention of better AI in that list, and from looking at the video that belonged to that list i think that the AI is exactly the same, so it wont be any better then in ArmA tounge2.gif

This topic is about 'what mods can do', things that 'should have been there from the beginning' dont matter, we cant reverse time, right now we can only look at what we can make out of ArmA.. wink_o.gif

That is all I'm really interested in. smile_o.gif

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We need the modding tools, than we`ll see what`s possible.

And don`t forget little things like DXDLL, and what it has added to god old OFP\RES.

Some impossible things where made possible by modders. notworthy.gif

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hmm maybe w0lle was right... he seems to be libiral & lettign us prove his points... sad_o.gif lession understood w0lle.

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TALON and UAV is possible in arma - hell, there was a UAV in ofp.

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yes but they werent capable of what was possible in vbs1

eg mounted camera turret beneath the fuselage

like seen in the uav trainer protoype.

thing is vbs1/vbs2 have a wide range of things OFP/ArmA that COULD be possible but only with very very heavy scripting,

whilest in vbs1/2 its build in the engine and can be enabled with a simple scripting command.

its not really about features or cool units.

its functionality

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Well i have got VBS1 and I agree with nephs point on the cost. i payed close to the 1500 for vbs1 and modules.so 1500...

But back ontopic, i saw the tech demo for vbs2 and saw alot of the stuff from vbs1 in it, but the thing that i loved the most was the penetration of wood and tin. I fired up Arma and what do you know....got it there to.

I think for the price we got a very good and advanced engine with alot of potential.

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neph - yes, of course its not as indepth as VBS, but to be honest, if I were to use talon in arma I'd be quite happy for it to have an hidden AI drivng it.

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Nevermind again I realized that I might hurt someone's feelings and I'm just not that kind of person. rofl.gif

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Sorry if this is off topic a bit but can somebody explain to me in simple terms what is this "HLA/DIS gateway�

I tried googling it of course but I didn’t understand much (( integrating different simulations into each other crazy_o.gif ??)) but now I suddenly have the feeling that it is responsible for allot of $s in the price tag.

But I completely agree most of the other things can be modded with little bit decreased functionality.

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Interesting posts here, BD tounge2.gif

Closing as per the VBS discussion policy. After reading this thread there isn't even a need to get on this policy, as the thread went a bit OT lately anyway. smile_o.gif

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