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Everything posted by mickeymen
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Question about elementary light physics (obstacles for light)
mickeymen replied to mickeymen's topic in ARMA 3 - DEVELOPMENT BRANCH
yet our themes seem a little different. You are talking about the glowing lamps and lanterns themselves, about their flicker and textures. But I'm try talking about the obstruction of light by physical objects -
Hey dude, I long time playing Arma 3 on the settings I specified above (decimal fractions - 0.0), and now you urge me to lower the values to hundredths (0.00). I admit that the BI is incorrectly calibrated, but I that if it is really incorrectly calibrated, there cannot be such a huge difference! It shouldn't have hundredths (0.00) in any way, otherwise, you will play against AI-suckers, instead of difficult AI-players. I don’t know if you like it, but I don’t like it. I've been playing only with decimal values (0.0) for over seven years, this way i got adequate and hardcore AI-players and I don't see any problem with decimals
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Are you talking about monstrously low settings, are you sure you are talking about game difficulty settings, in settings / game / difficulty / simulation / AI level? If we look at the vanilla presets, we will see the following values: Expert AI LEVEL: 0.8 AI PRECISION: 0.7 Normal AI LEVEL: 0.7 AI PRECISION: 0.5 So your values are microscopically small ... I can't even imagine such values for myself, I've been playing Arma3 since 2013, I've always used these values: AI LEVEL: within 0.8 - 1.0, but no less values AI PRECISION: within 0.35-0.45, but no less values Thus, all these years, I have used these values and enjoyed the game. I like hardcore AI opponents, only sometimes it was annoying the excessive AI accuracy, for this reason I used 0.35-0.45 for accuracy, I find it comfortable to play with such values. As for the AI Level, I have always tried to maximize this value precisely so that the AI can visualy detect me at great distances at the daytime, so that it is not blind, and I want to say that 1.0 is quite playable for the player, I have not noticed any non-human vigilance in AI players especially with previous versions of LAMBS. Only after trying LAMBS_Danger.fsm v2.5.2 RC I noticed that the AI sees too unrealistically in the dark night. Maybe I need to try to lower AI SKILL down, which I have never done before, I will definitely try. For this reason, I would like to know what values are used on their computers by the creators of LAMBS. LAMBS team please tell your numbers for AI LEVEL & AI PRECISION in your settings ?
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@diwako Can you please tell me what settings in the difficulty of the game for AI do you recommend if LAMBS danger is used? I am interested in AI SKILL and AI PRECISION Maybe there is no need to remove lambs_range.pbo, just need to reduce AI SKILL to an acceptable value?
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I understood you. lambs_range.pbo - I need to remove it from addon folder, thanks! Still Try polishing lambs_range.pbo up though! I like sharp-sighted AI, but it should take into account more details.
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Dude, I misunderstood you. Please explain better I am comparing two versions of LAMBS v2.5.1 and v2.5.2 There were no such problems in the previous version. It seems to me that no other mods are relevant to the problem.
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I am very glad that there is LAMBS danger, for me this is the best AI mod. Big Thanks to everyone who put their efforts into this! I continued testing for a week. For this reason, let me give my opinion on AI detection. I think that in LAMBS_Danger.fsm v2.5.2 RC the AI detection capabilities seem to be too hypertrafied. In my subjective opinion, visual detection requires some corrections. Some of my stealth missions have become unplayable, as the AI instantly detects the enemy, even under inpossible conditions. I think, Now, the visual detection distance of the AI is not naturally large and it seems that the AI will not take into account whether it detects the enemy with the help of Night vision device or without it, what mode this AI currently has (safe or danger mode), whether the enemy is moving while lying or standing. Several times, in the dead of night, I was detected by the enemy AI at a distance of 450-500 meters, while I was moving only lying down and did not shoot at anyone, while the enemy AI had a safe patrol mode. Seems to me, It is impossible at night to detect a crawling person at such a distance, but the AI ( one infantryman - AT rifleman without any optics devices) saw player and instantly opened fire. I tried in the game settings, to reduce the AI level, from 1.0 to 0.85, but even with such a decrease, the AI sees the enemy at night and at great distances, through dense vegetation in the jungle. Overall, I like the sharp-sighted AI, but night and dense vegetation for player should feel better! And yet, when an enemy is detected at a great distance, the AI will instantly shoot, but it seems to me that some delay is needed to simulate ememy identification. At long distances, the AI must first recognize the enemy and only then open fire. LAMBS Please try consider this question.
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@diwako i reloaded files from github link, my error message is no longer present, thank you. I continued my tests and now I would like to talk about AI-suppressing the empty sky. Very often, I see how AI suppresses an empty sky in which there are no even the slightest air target. It looks pretty unnatural, don't you have a chance to fix it? Sometimes there is no air target in the whole map, but the AI will shoot at the empty sky for a long time. As a rule, machine gunners or APC shoot. Sometimes I notice, that an enemy plane or helicopter is flying in the sky, but the AI will shoot at the empty point, where the this air vehicle was a few minutes ago, but not in the enemy air vehicle itself. Now there is only emptiness, but the AI will supress and supress into the empty sky. Could you fix this behavior for AI? If this possible, Let the AI separate air targets/ground targets for suppression, so that air targets are suppressed only if the air target is currently in AI sight
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How to understand the update? I disabled 2.5.1 and I enabled 2.5.2. What else can I do? The day before yesterday I downloaded the version from your links. You've probably lately done a reload of your files?
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I use LAMBS_Danger.fsm v2.5.2 RC Before I used 2.5.1 RC, I disabled it temporarily. The folder with version 2.5.1 is still located in the Arma3 directory. When I used 2.5.1 There were no error messages. As soon as 2.5.2 is connected, then I get those error messages...
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Hi! In some missions (not everywhere) I have an error messages http://images.vfl.ru/ii/1632227731/8a2bde3d/35948428.jpg that does not disappear and will persist until I restart the mission
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RHS Escalation (AFRF and USAF)
mickeymen replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
273,045 users of blastcore standalone ( I use this mod with them ! ) You can see the statistics in the Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=767380317&searchtext=blastcore Are you most likely sure that all these people have to remove the blastcore standalone in order to use RHS? Perhaps you, wiseacre are sure in this? As I said above, compatibility between mods for the arma3 community is the best path for all of us.- 16574 replies
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RHS Escalation (AFRF and USAF)
mickeymen replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The Arma community continues to use blastcore, now I accidentally saw these distorted long and thin smokes like in my first screenshots This video is new, from 8 june 2021. This means that people like blastcore as much as I do. I think if RHS took care of this (renamed their smoke, to avoid conflicts) then the whole community would be good. Such a simple thing...- 16574 replies
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RHS Escalation (AFRF and USAF)
mickeymen replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you my friend for the detailed answer. Still, I did not find answers about the parameters which I described, such as FX scale, FX direction, FX randomness. Well, okay. It seems that no one wants to talk about it... I have final questions. How can the player turn off the engine smoke from the RHS mod? Is it possible with scripting to do or not possible? I don't want to see those effects, because a player with my mod kit - have at least two reasons for this: a) I am using ACE3 which already have damage FX for vehicles engine. Thus, the player with ACE3 + RHS gets a double effect. Note! When I say RHS smoke in my screen, I mean the RHS smoke distorted with blastcore mod (because I use blastcore). But anyway with or without the blastcore mod, the player will receive two smoke from damaged engine - it is pointless. b) I don't want to disable blastcore mod, as this is the best visual mod for Arma3. I've seen above advices like - "you must create a bug report for blastcore", but unfortunately this mod is dead. I tried contacting their author in the Steam, but there was no effect. Thus the player with RHS + blascore gets those ugly long smokes that I showed you in my screenshot. Here is a conflict. For these reasons, I do not want to see these RHS smokes at engine damages. There is a solution? PS: did you manage to reproduce the this bug: or not?- 16574 replies
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RHS Escalation (AFRF and USAF)
mickeymen replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Dude, You still do not understand what I said. this is so unfortunate. Once again. The RHS uses the eponymous blastcore smoke effect for this reason Blastcore users see it. Long, thin black smoke that we see in my screenshot - this can only happen for one reason - the same name of burning cloud FX in blastcore and in RHS smoke effect. My suggestion, if you like, please: Arma3 has many users use blastcore, not only I alone, and in order not to create conflicts with Blastcore mod, the RHS team just needs to change the name of self effect. Why does the RHS team need it? In order not to create a conflict for the users of the community. Then RHS users will see only their own smoke. But if PXC is not worried about Blastcore users and he does not want to do this, then ok, we can all get through it. Yet the own RHS effect looks far from perfect. Are you telling me this? I tell you this! Look at the 12thMonkey's screenshot. And then look at real life: Do you see here individual thin wisps of transparent smoke that flow independently of other smokes? Can I give you more examples? Or will you show me an example with thin long and streams of transparent smoke? Just admit at last that the RHS effect is far from ideal. Will the smoke rise to the top? Does it mean that you have upward on the right? I would not argue that the smoke rises to the top. The smoke will not rise up, we see a diagonal identical as at my screenshot! Yes, there is a difference in the screenshot of @da12thMonkey and my screenshot, but this smoke looks also not good. Why these smokes have the same scale, the same length, and why should every tank have this? Why doesn't anyone bother - Copy/Paste ? Why are they so small and thin, transparent at last? I'm talking about scale and randomness that doesn't exist, not only blastcore black cloud. You again did not understand anything. I agree, but but who is forbidden to us to improve RHS and make it better and more realistic? My suggestion, if you like, please is not about compatability with blastcore mod! The my thought - smoke cannot be thin, long and single, separate from other smokes. Also, each tank should not have the same engine burning effect, in the same direction. Randomness is required: - one tank has it the other does not. - one tank has a big effect, another tank does not have a big effect. - one tank has one direction of smoke spray, another tank has a different direction of smoke spray. etc. It should look natural, not like Copy/Paste I am sure this is a completely doable task. Thanks for your observations. The minimum you have to do is make it larger and shorter in length. The direction of the spray should not be so low, different from the main combustion of the vehicle, smoke clouds need to be increased, make them thicker. Try do the same randomness. Not every vehicle needs to have identical effect. Or do you like - Copy/Paste effect?- 16574 replies
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RHS Escalation (AFRF and USAF)
mickeymen replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
yes i am using blastcore, and pay attention I'm not talking only about textures. I'm talking about their SCALE and DIRECTION, and LIFE TIME of this effect Do you think that there is no point? The scale of this texture, its lifetime and direction of dispersion are important here. blastcore will only replace textures, while physics, scale and directions will be given from RHS! Look at the direction of the smoke in your screenshot.i don't see much difference in your screenshot. Look at its scale (thickness, length) If you think it's realistic, then I'll end the conversation. The such long, small, thin smokes should not exist in nature at all, since the clouds of smoke will dissipate much earlier, not allowing them to have such a long and thin strip. It doesn't matter what texture I use, RHS texture or Blastcore texture. PS: in my screenshot, the smokes are longer and If the lifetime of smoke cloud is set to blastcore, it means that blastcore and RHS are using same vanilla named file ( same name ) for the smoke cloud spray. There is a simple solution - create a new file for smoke cloud FX, under a new name and give it its own new shorter lifetime. Also. I have long wanted to talk about another RHS issue. Please Check the T-90 CM (object 188 CM) and T-90 CM (2016) tanks, its sights are not configured correctly. If the player is in command, the subordinate AI gunner will always shoot above the target specified by the player.- 16574 replies
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RHS Escalation (AFRF and USAF)
mickeymen replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Good day RHS team! thanks for having you in the community for so many years! Still, I have a question about quality of your damage/destroing visual effects. You could not take or somehow improve the smoke when the vehicle is damaged / destroyed? As I understand it, this is the effect of engine burning. Looks very unnatural. Example: Such thin smokes look extremely unnatural, and extremely stable, there is no any randomization in their appearance and their scale, in their direction. Besides, why is the smoke so thin, so long? It seems to me that any combustion from the inside should give thicker and shorter puffs of smoke. The problem is compounded if the player sees multiple destroyed vehicles. In this case the player sees endlessly repeating effects at the same angle, at the same scale and at the same direction to the surface of the ground. It looks like - "copy/paste". Moreover, such smokes lives according to its own laws of physics! Please Note that the main smoke rises almost vertical (this reacts to the strength of the wind in the map), while the RHS thin smoke always moves very low to the ground. Please try somehow cure this nonsenses Try randomize these effects. If you can't randomize their scale/appearance/direction, then just make them thicker and shorter, and give them closer to the smoke direction and scale, like the main smoke of destroyed vehicle. For me opinion, the best option for internal damages is to create several visual effect smokes with different scale and direction and make them random. It is also necessary that these effects react to the current wind in the map, as the main smoke does. Please consider this issue in any your opinion- 16574 replies
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sound enhancement mod Enhanced Soundscape by LAxemann and Jokoho482
mickeymen replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
means Contact DLC weapons is not vanilla, ok- 72 replies
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sound enhancement mod Enhanced Soundscape by LAxemann and Jokoho482
mickeymen replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
in this case, actual shot sounds contain the reflection sounds also! We can hear - At vanilla MX fire, the shot is clearly audible and then its reflection. If it all belongs to only DynaSound2 (not ES) It is very strange, because In the description, it is Enhanced Soundscape that simulates sound reflections What then does ES imitates? There is only the sound of a shot and its consequences - an echo, a reflection. There is nothing more I am using DynaSound2 + Enhanced Soundscape. This somehow means that both mods do not work on other weapons mods. I have provided examples. I'm sorry that this is so, because DynaSound2 + Enhanced Soundscape give a very good sound for A3 player. But this sound only works for vanilla Is there no way to make any weapon mod use sounds from DynaSound2 + Enhanced Soundscape? Why the vanilla weapons from Contact DLC don't have sound reflections?- 72 replies
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@nkenny Thanks for your work! Please try also Force the AI to use the Titan Launcher anti-personnel missile against infantry! I still don't understand why, not a single mod could do it. Or I was just not lucky enough to see it in any mod. I dont know It would be a great addition to the LAMBS RPG!
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sound enhancement mod Enhanced Soundscape by LAxemann and Jokoho482
mickeymen replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey guys, please tell me. Why does Ennhanced Soundscape only work for vanilla weapons? I've read the descriptions of this mod and everyone says it should work for any weapon, even from any mod, but in real it is not so. For me, it works for ONLY on vanilla weapons. Even DLC Contact doesn't work! Here are demonstrative videos that demonstrate the problem. Any weapon other than vanilla will not have sound reflections: Vanilla weapon, has a reflection of sound Mod Project Infinite weapon - All in one: will not have sound reflections Mod NI Arms weapons: will not have sound reflections DLC Contact weapons: will not have sound reflections Mod SMA Weapons: will not have sound reflections The tests were done on the Virolahti map Could it be related to the map? Maybe I need an additional compatibility addon? From the first day of using this mod, I have not heard that other weapons (except vanilla) work- 72 replies
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How I understand detonation occurs only on contact with a solid target. Maybe inside projectile there distance sensors or a timer located inside the projectile? This is definitely not the case, especially if old shells from the 70s-80s are used.
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F*ck... Armaholic is dead( For two days I could not get to this site, it turned out that he died...Catastrophe I feel so sad, as if I had lost my friend, I can't believe that Armaholic no longer exists :( I'm wondering where to all the archives of this site? There is a colossal amount of both data, for the entire community Arma1, Arma2, Arma3 I hope it will be revived on some other portal
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player suppression mod Suppress by Jokoho482 and LAxemann - An unforgiving player suppression mod
mickeymen replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@laxemann I have a question about Suppress-version-2.04. I don't see suppression working for explosives, that explodes relatively close to the player. Why doesn't your mod work for explosives, so it should be or I have personal issue? At the same time, I saw videos of players on YouTube, where explosives have a suppression effect (blurring the visibility of the irok). I still could not find the name of the mods that do this. -
Hi to all! Today, I had tests with AI behavior against helicopters using LAMBS danger FSM + LAMBS_RPG and I want to share the test results with the community and of course with the LAMBS developers. I want to note right away, the purpose of my post is not a LAMBS criticism, but the possibility of improving it, the desire for developers to pay attention to the problems it has. I really appreciate the work of the guys from the LAMBS team, especially at a time when BIS has long buried any work with arma 3 AI. It's sad... AI vs Helicopters and AI Suppresion agains air targets So, after an hour of testing, I still couldn't wait for the AI can be abble to hit into the helicopter using the RPG-7! I had at least 10 tests, for this reason, unfortunatelly, I want to say that LAMBS RPG is a completely does not work against air targets. Zero hits on 10 tests. AI just wastes its ammo. In order not to be unfounded, I wrote down one of dozens of my tests, in which I placed two opposing factions. Note, I increased the AI level of the green ones, located on the ground, up to 80%, so they are experienced fighters. Anyone can try to create their own test using the editor and a drop of their desire. One of my saved tests, In other tests, I had no difference.: The problems that we can see: 1) Quite often, the AI will continue to suppress the empty sky, where the helicopter was several tens of seconds ago, with its back to the enemy target. Proposed solution to the problem: Divide the suppression targets into air and ground targets. For aerial targets, create conditions under which the AI will cease to suppress empty space. Probably you can make the suppression of air targets shorter. 2) Using RPG-7 against helicopters, the AI will have zero hitting accuracy. He's just wasting ammo. Prospective solution to the problem: Create a high hit chance or even 100% hit chance only under certain conditions, for example, when the distance to an enemy helicopter and shooter is "< X" meters and speed of air target "< X". 3) Using RPG-7 against helicopters, when the helicopter flew over the gunner and flew off into the distance, the AI will let the helicopter pass in front of him and will shoot after him, from huge distances, Instead using shots when the helicopter is close, before him! It looks extremely illogical Suggested solution to the problem: Disable RPG firing if the air target is "> X" meters away. You can create conditions for a shot from the RPG in the form of a fire-window. For example, a air target within from 50 meters to 150 meters. 4) The RPG-7 projectiles that have been fired and who had a miss, will explode in the empty sky, it looks strange. Probably a vanilla projectile lifespan ... Suggested solution to the problem: Increase the life time of the RPG-7 projectile. Or remove the FX blast effect, if it missed the target. I hardly understand how LAMBS works, for this reason, you can be skeptical about my proposals. I think the LAMBS team will be able to find their own solutions, and I hope the guys from LAMBS will turn their attention to the problems. Cheers!