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It has most probably been brought up before but with ACOG scopes i was wondering if it would be possible to have two settings because of how hard they are to use in close quaters. I know that having the peripheral vision as well as having another image 4x zoom would be very hard to render or just not possible to do. But i was thinking instead of this you could have two setting of sight on the ACOG like there is at the moment with the iron sight, ACOG combo. But instead of having the iron sights i think it would be better if instead of changing sight you just change the ACOG setting so you are still looking through the sight with the original crosshairs but it changes to the format of the aimpoint so you can see either side and the scope but the zoom is reduced to 1x. The other setting for the scope would of course be the fully zoomed in BIS version of the ACOG with blacked out sides. i think this would create the sense that you have both eyes open when using the 1x version and when you use the 4x your focussing in and closing one eye as it is suppose to be used. Again I dont know if it is possible but I think it would be more immersive. But also I was wondering for games like BFBC2 and MW2 are they actually just zooming the scope in or the whole screen and if it is the whole screen would it be possible to do that in ARMA2 and just blurr the outer peripheral vision?

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@DRoberts69-

I think ACE impliments this, however basegame doesn't really allow for it as each set of optics os defined as an individual muzzle and therefore gets a seperate magazine. (I think -feel free to correct me here!)

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I first saw that during an episode of the Unit. Thought it was total BS.

Seems incredibly hard or nearly impossible to do in ArmA.

I would love this sooo much, if anyone sees this and wants to try it I would be glad to help out in any way, shape, or form.

with the flaky graphics I dont wonder..

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Not being a fan of motor vehicles in general, I only recently discovered the beastly beauty of the Ural motorcycle.

Ural-jump.jpg

It started as a copy of the BMW R71 during World War II and took a life of its own, being used exclusively by the Soviet Red Army, first to fight off the Nazi invasion. It was from the 1950s and on that the Ural was exported to other countries and later in civilian guises.

It has the two distinctive characteristics of

- being designed with a sidecar which is part of the vehicle and not an add-on (even though now they have "solo" models without it).

- being the only motorcycle with a two wheel drive (motorcycle and sidecar) which makes it very capable in every terrain possible. Plus, it also comes with a reverse gear.

As it has been used extensively by the Russian military I believe it would make a great add-on for Arma for these reasons:

- Very capable, military-design all terrain vehicle

- Reverse capability

- Fits in any historical period, from WWII mods, to Cold War, to modern day

- Can be military and civilian

- Many models and variations, including different camos and civilian colors

- Can carry up to three passengers, depending on storage set up

- Can be equipped with a sidecar attached machine gun and AT rocket launcher

- Has spacious storage capacity

Factory history:

http://www.imz-ural.com/factory/

Photographs

Civilian Camo version:

http://www.imz-ural.com/gearup/pics/gearup_03_520.jpg

http://www.imz-ural.com/gearup/pics/gearup_01_520.jpg

http://www.imz-ural.com/gearup/pics/gearup_05_520.jpg

Special Edition:

http://zprepared.com/zblog/wp-content/uploads/2009/07/ural.jpg

Civilian Edition:

http://www.imz-ural.com/patrol/pics/patrol_34_view520.jpg

Military shots:

US soldiers: http://www.hayabusa.org/forum/attachments/random-thoughts/114768d1221962738-motorcycles-iraq-us-20army-20ural.jpg

http://www.olive-drab.com/images/id_m72_full.jpg

UralFrontMG.jpg

http://arniesairsoft.co.uk/news/june06/commerce/UralTroops3.jpg

Video of military use (WMV 7.5MBs):

http://www.imz-ural.com/downloads/movies/Gear-UpW.wmv

Edited by Rellikki

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Moose or Deer making anyone?

If we had access to the mlod of the animals, it wouldn't be that hard.

The sections of a unit (where legs, body, head etc. are defined) are a bitch to add to custom models and even more to models where you don't have an example layout.

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Requesting an PBO/Addon that gives your own/friendly AI´s

more enhancement. OR if you prefer controlability.

1: Make them turn of Engine.

IE: F2,6, Turn of Engine. (F2 is driver)

2: Turn of light.

IE: same as 1. F2,6, Turn of Lights

3: Order throw.

IE: F2,6, Throw Nade/Smoke, Direction, Distance

4: INSQUAD MULTIPLE WAYPOINTS

IE: F2 (Klick map, enter WP with description, add aditional WP´s)

F4 (As above, but diffrent WP´s)

F7 (As above)

F8-F11 (As above)

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Id like to see some sniper rifles (DMR, HK417DMR, M24, Etc) with some CQB sights (EO Tech, Micro Dot, RMR) affixed on top of the already existing scopes of those weapons. Obviously this would be ACE dependent, and would cater to SF units.

Reason being many of these weapons end up being employed in MOUT situations in order to cover the movement of friendly teams. When a sniper team must move from one observation point to another, the rifle scope is not well suited to the situation. However a second weapon cannot be carried due to weight or space limitations, and a pistol cannot cover the ranges of engagement (100m) that still would not be ideal to use the rifle scope with.

I have seen this type of setup employed in real life, but have been hard pressed to find photos of the setups.

EDIT: found a pic

edfbo2.jpg

Edited by franklin

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More japanese sports cars would be fun, a mazda RX-7 would be nice :p.

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Seriously?

It's his first post, but yeah... I know how you feel.

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Hello Flashbang151,

most of these have been done already:

a part of the weapon class list:

.

.

.

class VIL_Galil_arm : Galil ARM;

class VIL_AG36: HK G36 + AG 36 {BIS magazine for G36 + M203 temporary)

class VIL_G36E: G36 without double sight

class vil_G36KA4: G36K ironsight

class vil_G36KVA4: G36K rails and Zeiss colimator

class vil_G36VA4: G36 rails

class VIL_G36A2: G36 with Zeiss

class VIL_MG4, VIL_MG4E : HK MG4 ironsight/scope { temporary BIS M249 magazine }

class VIL_HK416_Eot , VIL_HK416_Aim, VIL_HK416_EDR, VIL_HK416_GL : HK-416 models

.

.

.

Take a look here:

http://forums.bistudio.com/showpost.php?p=1619630&postcount=959

Download:

http://www.armaholic.eu/vilas/other/vilas_wwp.7z

Cheers,

D.

Edited by Dimitri_Harkov

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Hi.

It's been a long known issue that the Mi24 has a scanrange of about 1km which is lower than even the transport version of the Mi8. For an attack helicopter this is crippling. So as a stopgap measure I humbly ask that a modder creates a fix so those of us who love our crocodiles can do so properly!

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Hi.

It's been a long known issue that the Mi24 has a scanrange of about 1km which is lower than even the transport version of the Mi8. For an attack helicopter this is crippling. So as a stopgap measure I humbly ask that a modder creates a fix so those of us who love our crocodiles can do so properly!

http://forums.bistudio.com/showthread.php?t=99693

It's in the works, not only for the MI-24 but for all BIS Air vehicles. Ihave some problems as you can see in the linked thread but i hope i can sort those out ASAP. It always bugged me that Ch-29 only could hit targets at max 3200m although the "real thing" was supposed to fly up to 28km.

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Ah excellent! I'll be paying close attention to your progress. Just for clarification, where I said scanrange I mean the box along the top of the screen with the dots in it to indicate targets.

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http://forums.bistudio.com/showthread.php?t=99693

It's in the works, not only for the MI-24 but for all BIS Air vehicles. Ihave some problems as you can see in the linked thread but i hope i can sort those out ASAP. It always bugged me that Ch-29 only could hit targets at max 3200m although the "real thing" was supposed to fly up to 28km.

Well considering that right now we hardly have any map bigger than 10x10 km, I think for gameplay purposes its better we're not having the full range of that weapon (also not the 28km for AGM-65, 8km for AGM-114 - you could supress a whole map with a single Apache :))

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Well considering that right now we hardly have any map bigger than 10x10 km, I think for gameplay purposes its better we're not having the full range of that weapon (also not the 28km for AGM-65, 8km for AGM-114 - you could supress a whole map with a single Apache :))

Hardly, don't forget, this also includes AA missiles. And most likely also MANPADS and other gsurface-to-air systems.

Be assured that besides realism, playability is always a matter for me. But at the end, if i know that AGM-114 can travel 8km, i would be disappointed if i couldn't hit a target 3.5km away, just because the missile stopped before.

It will be a long research and even a longer process to get it correctly balanced.

Also don't forget, even with 28km range, the missile can't go/see through hills and other obstacles.

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I love realism. Sure it makes the game feel hard, but it also makes you feel a bit more "puny" in the game. I like that. Knowing you walked 5 miles and might get ruined by a BMP3

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Hardly, don't forget, this also includes AA missiles. And most likely also MANPADS and other gsurface-to-air systems.

Be assured that besides realism, playability is always a matter for me. But at the end, if i know that AGM-114 can travel 8km, i would be disappointed if i couldn't hit a target 3.5km away, just because the missile stopped before.

It will be a long research and even a longer process to get it correctly balanced.

Also don't forget, even with 28km range, the missile can't go/see through hills and other obstacles.

Agree with that, I just hope in time there will be maps big enough so these ranges can be used properly (unluckily a few years of advancement in PC technology is required).

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the ArmA 1 one works fine in A2, just the thrust etc isn't right

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