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mickeymen

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Everything posted by mickeymen

  1. mickeymen

    Arma 3 Creator DLC: Reaction Forces

    LoL! I bought my DLС, and I can know its cost better than you, but you still going to argue with me! Maybe you want to say that I'm lying? As far I remember, WS. right on the release, It was for everyone a discount cost, or something like that To be more precise, today (March 29, 2024) Reaction Forces price is not even 2 times higher! It costs more than 2 times, relative to the price of Western Sahara from November 18, 2021. While Western Sahara had 2 times more content + its own map. This is so you must know...
  2. mickeymen

    Arma 3 Creator DLC: Reaction Forces

    "You can easily check the price" - Do you guarantee that today's price corresponds to the price on November 18, 2021!? Dude, I don't have any mistake. I bought Western Sahara CDLC, for a price that I remember perfectly well. Seeing the cost of Creator DLC: Reaction Forces, I see a two-fold difference! If you offer me to look at TODAY's cost, it means that BIS or Steam have increased the cost. I've checked it out now. Indeed, the price of WS is now higher than the one at which I bought it, more than a two year ago. Thus, there are no mistakes, there is only an increased price since release
  3. mickeymen

    Arma 3 Creator DLC: Reaction Forces

    Before, I praised any DLC coming out, for Arma3. Still, after watching one Russian review of this DLC , I would like to say that, this DLC has a very small amount of content! It does not have its own map, has only a few samples of weapons, vests, uniforms multiplied by simple retexturing, while I found out that its cost is twice the cost of Western of Sahara DLC! No, I'm not sorry to support creative people making content for my favorite game, yes! but before paid DLC should look like real DLC, not like next mod from Steam workshop. Unfortunately, the YouTuber said that he does not recommend it for purchase, due to poor content. They write the same thing in the comments. @Rotators Collective - please add at least more weapons and uniforms, otherwise it's catastrophically poor content. 2-4 samples of weapons or uniforms in different skin, this is very small, for paid content... I will support your work one way or another, but it seems to me that before the release, you should add more stuff
  4. mickeymen

    Arma 3 Creator DLC: Reaction Forces

    @lexx Could you explain in more detail how your fire will work? Could the fire source/fire module be attached to a vehicle and create a possibility for it to appear? Will there be settings for duration, propagation range, strength of fire damage, etc.? I also have questions about the mortar. I see a new mortar in the screenshots, but will it have new mechanics? I've always dreamed of deploy/fold animations, manual shooting. Are there any new features planned for new mortars? It's good that there are people like you, who continue to do what they love. That is why Arma3 has such a long life cycle, which I hope will not end for a long time. More content, more unique mechanics! If it is interesting and especially unique, then personally I am always ready to support your work and I do not mind paying for next DLC for my favorite game! May you be rewarded for your efforts!
  5. mickeymen

    Arma 3 Creator DLC: Reaction Forces

    For me personally, the main hope/value of this DLC - is FIRE! 🔥 I've been using for a long time the WildFire Mod , which unfortunately is not ideal. The fulfillment of fire in this mod does not look good, also the burned trees do not look ideal, the my main pain is that the fire propagation module cannot be attached to destroyed vehicles (I would love to see how vehicles that are blown up/burned are capable of causing fires, especially in dense jungle). However, the mod is still excellent, and it copes with the main task - it proves that it is possible to implement it on the Arma3 engine! If Creator DLC: Reaction Forces could provide new fire mechanics and high-quality fire execution, then for me personally, this would already be enough for it to justify its cost. I hope for a pleasant fire surprise...
  6. @tpw I hope you don’t give up what you love and return to TPW. Thank you for your inexhaustible dedication to what you love at background of 10 years. 😎
  7. mickeymen

    LAMBS Improved Danger.fsm

    Hi to All! I hope my message will be noticed by the developers of this mod. I encountered a strange bug, it's hard to believe that this applies to LAMBS, but as soon as I disable LAMBS, it immediately disappears. Some time ago, I discovered that all my RHS vehicles, that have automatic grenade launchers (40mm) onboard no longer have FX explosions and explosions sounds, when hit by projectiles! How it looks, video here - When a grenade hits the terrain or a solid object, there is no sound from the explosion and no normal FX, Instead of a regular explosion, the player sees a scattering of small FX that do not correspond to the explosion. The problem only affects RHS weapons, while vanilla weapons are ok. It took me several days, before I found the reason, disabling each of my 100 + mods one by one!!! The winner of this search is Lambs 2.6.0! I was surprised! What will the AI mod have to do with visual and sound effects!? Hmmm, I don't know, but as soon as I turn off LAMBS, I stop seeing this problem. Together with LAMBS Danger I use - LAMBS Turrets, LAMBS Suppression, LAMBS RPG (all versions) Yes, I checked it several times, LAMBS Danger 2.6.0 - will kill visual and sound effects, when hit by 40 mm grenades from the vehicles of RHS mod. In my video uses USA Army vehicles, please lambs users, try check this also. Later. @nkenny I did a more thorough analysis of this problem. For reason, I have many Lambs versions and I started checking every version starting from version 2.3.3. I found out that the problem appears in version 2.5.2, please note! this is the first version, in which lambs_range.pbo was added. Further, from 2.5.2. to 2.6.0. any version of lambs will kill visual explosions for RHS vehicles. I hope this information will help you resolve this problem.
  8. We all live with this problem for 10 years! AI falls through the floor of the first floor and can lay prone and shoot you from under the floor! AI goes through walls and can materialize behind you! I, as a player, am terribly tired of enduring this, every time when, I come across it, it just breaks the feeling of the game( https://drive.google.com/file/d/1bQtJ-fmWlMlYR07tEIPfAw2bV0Dbgls2/view?usp=sharing https://youtu.be/k-VaDBE1_WM Every week/two weeks, I look at the Development Branch Changelog thread and I see only mountains of unnecessary garbage in the lists of updates, while such MEGA-shameful bugs go unnoticed! I see that @BIS maintains this game, but continues to ignore this issue. Other than that, Bohemia keeps selling and announcing endless DLCs (hello Spearhead 1944!), but no one is trying to fix such embarrassing bugs! Hence the question - Why, for 10 years of the life of the game, it is impossible to solve a similar problems? Maybe need alien technology? I don't know what to think. A decade of neglect is breaking my heart... I see mods popping up trying to solve this problem. One mod that smooths this out is - https://steamcommunity.com/sharedfiles/filedetails/?id=2904714255&searchtext=anti+wall+glitches The question again arises, - why do some users try to solve the problem, but the official developers do not try? I would like the community to support this ticket and get it noticed by the developers. If it is not possible to implement, then I would like to know why it is not solvable. A simple request, to everyone, to show at least some attention to this topic...
  9. I would hope that this mod would fix this problem and work smoothly, but unfortunately this is not the case yet. Maybe someone is interested in how it works and what problems it has. I created several videos and descriptions for them: This mod is absolutely great, but it has a few major problems: If "Recalculate AI Path at Bad Location" is enabled, then some AI units or even entire ai-squads will get stuck on the map, ignoring their waypoints - If "Recalculate AI Path at Bad Location" is disable, then the problem with waypoints disappears - but another problem arises - AI will endlessly ram the walls or other objects It seems to me that today, Arma3 is dying. None of the developers care anymore about the problems of that game. Today, the main task of @BIS is Arma Reforger, as well as squeezing the last money out of Arma3... This would not be a bad decision, if Arma3 had a fairly solid and smooth look, but when I see, after 10 years the AI in the game, it's half-functional state, I simply refuse to understand this. For this reason, we (the Arma3 community) are left alone, only the tricks of individual modders can partially save us, there is no other hope...
  10. @tpw Hi! I use your mod only because of the BLEEDOUT module, since no other medicine mod looks adequate in my eyes (Ace, Pir Hi!) I just love your heart rate, it looks great! You could add a heartbeat sound, but my topic is different. Сould you little expand the capabilities of BLEEDOUT? For 10 years I have been missing one simple, tiny detail, that no mod has made! All I would like, is to get elementary realism, for wounded soldier. My idea is that once someone is injured, they should never be able to become the same person they were before they were injured, until he gets to the hospital and survives the rehabilitation course. But unfortunately, any injury in Arma3, on the battlefield can be fully healed, if the medic has a first aid kit! As a result, the AI or player, after any injury, can become the same, as he was before the injury - he will sprint at the same speed, the blood on his clothes will disappear, and the AI's accuracy and skills will return to 100%! This looks beyond stupid. Could you make it so that the medic + first aid kit does not fully heal the soldier? Thus, once wounded, he would have to remain a slower, compared to other fighters and with reduced combat abilities. His blood shouldn't disappear from his uniform. It would be great to completely disable sprinting ability for once wounded (if possible). This is exactly what would happen to a real soldier, after being wounded. A wounded person (legs or torso) is not able to run, since he was running before being wounded, but what do we see in Arma3? He will run just like the unwounded. Please note, not every wound in the leg will cause a soldier to limp. And any wound to the torso won't slow him down. Do you have a setting: tpw_bleedout_affect = 1; // All injured units will have their speed and skill lowered according to the degree of injury (0 = units' speed/skill unaffected by injury) Unfortunately, the slowdown in the speed of the player or AI is not noticeable or even does not exist at all. Please check this moment. It seems to me that before, the slowdown worked more noticeably. And the main problem that I wrote about above - All injure negative consequences can be completely cured by a medic with a first aid kit within a 5 second! This looks like absurd. Please try adding (if possible) the option -“there is no 100% healing” or something like that. For example, how I see it: A medic with a med kit can stop bleeding and restore health to no higher than 0.8 A simple soldier with a first dressing package or med kit can stop the bleeding and restore health no higher than 0.5
  11. mickeymen

    LAMBS Improved Danger.fsm

    as I understand it, will affect the complete disconnection of AI from LAMBS? In this case, I foresee a serious problem for player. Thus, disabled AI will lose a significant part of the detection range and there will be an imbalance with the rest of the units, which are not be disabled, since the lambs_range.pbo significantly increases the detection range. They will lose many meters of its detection range, depending on the level of AI. In addition, they will be isolated, because LAMBS uses information sharing between AI
  12. Good day BIS! Over the past two months, I have seen a lot of changes for Thermal Vision Arma3 in the Development Branch Changelog. This definitely makes me happy, but I would like to write to you so that you also try to eliminate the main Thermal omission of Arma3 that has been all this time! The fact is that Arma3 has never taken into account the current weather and time of day for Thermal Vision before, and this does not look good. In Arma3 (all versions including 2.08), at any time of the day/any weather, the thermal vision looked the same. Unfortunately it was looked like a terrible flaw, like cheating/imbalance, because all targets looked like torches from huge distance on a dark background and only the ACE3 mod some smoothed out this problem. My Main message: In addition to temperature differences, the thermal imager must be affected by wind, rain or sun, which can heat up or cool buildings or the landscape, and this must affects the accuracy of the result. For example, In sunny weather, on midday, when houses or landscapes are warmed by the sun, they must emit heat.This means that in such situation, the determination of targets should be difficult, because everything should radiate warmth - as target itself and its background also. In this case, the target should simply blend into its background. But if at this day time, with such weather we look at vanilla Thermal Arma3, then we will see flaming targets, as if everything else will not radiate heat! It doesn't look real... Conversely, at night, when the entire landscape cools down, targets should be more clearly visible. Please, due to the latest changes for Thermal Vision, try to also create at least the some influence of weather/time of day in the same way. It seems to me at the current stage of Arm`s life, this is not a super difficult task. Also, your recent Thermal Vision overhaul can help you do just that. Thank you for Support our favorite game!
  13. mickeymen

    Arma 3 10th Anniversary Celebration

    Historic day, familiar music at the beginning of the broadcast dedicated to the anniversary, enhances feelings. I congratulate everyone on the anniversary! Thanks to the @BIS for Arma3 and the opportunity for creativity for users of this game! Huge thanks to the community for the wonderful mods! Today 9.661, 4 hours on my PC in Steam, and even after 10 years, I'm not going to stop. Good luck Arma, go on!
  14. No need to think, just open the mod and see it as example If one non-professional did this, then what can 2-3 professionals do, if they wish..
  15. This sounds sad. Who informed you about this? In addition, I already wrote above that this problem can be solved without AI Man, to be honest, unfortunately, I don't even want to hear about it( Everything that I see after 1.3 years Reforger life, to put it mildly, does not cause my delight. It looks very weak and so buggy. Thus, I understand, that it will take at least another decade to create Arma4, and then polish it. I live here and now and at the moment, what will happen in 10 years is less important for me and I would like today to see a normal Arma (without teleportation of physical objects, through other physical object) Today, and not tomorrow, not in dreams. Sure, that 99% of users want the same today, and not in 10 years. All that I think - If @BIS continues to announce and sell DLC, if @BIS continues to service the game, if @BIS promises to service it, then such shameful mistakes should not be in the game! We all deserve it, thanks to the dedication to this game for 10 years! I'm 100% sure if the studio wanted to, this problem could be solved, but they simply don't have this desire. They are too passionate about their sales, on endless sales. All I hope for when I open this thread, is to bring the community together and have a collective impact. Then we have a chance...
  16. The video I'm showing has nothing to do with CUP. This is a Sefrou-Ramal, on this screenshot I use Hellanmaa, map that uses ONLY vanilla assets. So you want to blame the maps makers for this problem and say that BIS is not involved!? What about vanilla maps? The same will happen there too. You probably forgot, that in any vanilla map the AI will also go through walls, if the AI doesn't fall through the floor of the first floor, so that's because in vanilla maps, there are almost no buildings with a high ground floor. No, now I can clearly see that you are blaming the map makers for this problem😁 I sure, you making it difficult... I believe, that the problem of AI can be solved without AI, Yes exactly! You do don't believe me - look at the mod - https://steamcommunity.com/sharedfiles/filedetails/?id=2904714255&searchtext=anti+wall+glitches This is not an AI mod, but still solves this problem. Just a one mod maker had such an intention to fix it and I would like @Bohemia Interactive, too, to have the desire to correct such embarrassing mistakes in their game also. I would stop at this mod and forget about this problem, but the mod adds some issues, in other aspects, that I, as a player, would like to avoid. In addition, the mod does not work with the floor. This only works for walls. It seems to me - It is enough to create collisions, that AI will not be able to physically ignore. Right now in the game the AI ignores any collision - it will go through other AI, and it will go through vehicles, buildings and containers. Going through it all, he won't be physically stopped. This is because AI has no collisions with the outside world. All that is needed is to enable physical collision for the AI, at least inside buildings, and no more AI programming) Well, so that the AI, just like the player, was not able to physically get inside some objects. It's more a matter of customizing game objects, than new AI programming. And what should we do? Play an even more buggy Reforger which doesn't even have 5% content from Arma3? Or wait next 10 years for Arma4 to come out and get it bugged? Unfortunately, the prospects are not at all bright 😞 Already today we have Arma3, and already today there is a ton of content for that! I'd rather have such embarrassing bugs solved in Arma3, here and now, instead after of a decade of new hopes, for new games...
  17. Good day! I am writing in this thread, because I see that some work is underway with the light in the game (Game update - 2.06) and I want the BIS developers to see this. Today I received update 2.06. and read about some updates on the light (Added: Volumetric light cones (similar as on vehicles) to flashlights) I'm not sure if I understood this update correctly, because visually, I could not see any differences in any flashlights. I had a question that I think is important for the Arma3 community. Today any light in the arma3 will shine through walls and houses, betraying its owner! This does not take into account large physical objects at all and it makes me very upset. Moreover, the problem will be for both flashlights and vehicles. Example 1: Example 2: Also, if light hits the wall from inside the building, it light hit will be visible on the outside of the building! Example3: All this creates a hellish confusion for the player, regarding the light sources! This makes it impossible to create adequate flashlight mission in an urban environment. Unfortunatelly the light physic in arma3 looks looks silly and not realistic. I would like to know - the solution to this question is impossible? In Arma3, impossible create shadow LODS that can take into account (will blocks) a light of flashlight or vehicles headlights. B.I.S. please give your attention to this issue or inform the community about the impossibility to do anything...
  18. Good Day Devs! despite the sunset of the Arma3 life span, I still hope that the game can be improved in the following patches. I would like to talk about countermeasures that are useless vs AT-Missiles. I often ask these questions: 1.What for in the Arma3 there are vehicles countermeasures ? Is this only protection from not Guided rockets (like RPG-7, like RPG-42 etc), while against Guided AT-missiles it should be useless ? 2. What for in the Arma3 have a signal of an approaching AT-missile (inside land vehicles) ? In order for the player to understand that he will die in several seconds? If countermeasures don't work against it, then the signal doesn't make sense Still I have no answers... When an opponent launches a guided AT-missile into a player's vehicle (APC, Tank), the player hears a shrill warning (beep), but why he hears it is unclear - the player will always be destroyed together with vehicle. AT-Missile approaching - At this point, the player can only make the following actions:. a) The player can release one smoke (from two available) b) The player can release smoke (from two available) and change his position (move). c) A player may release two smoke (!more his vehicle not have). d) The player can release two smoke (!more his vehicle not have) and change his position (move) And this is all that is possible in Arma3 and all 4 options will lead to the inevitable death of the player and his vehicle! Dear devs! if you read this, please explain - what is the point in the signal indicating the approaching AT-missile, If a player’s vehicle is not able to resist this threat? PS: I propose finally to set up counter measures in an adequate way. If in Arma3 there is no active vehicles protection, then the vehicle must be able to withstand enemy AT-missiles, and the number of smoke screens must be > 2. Today, armored vehicle survival is very low.
  19. mickeymen

    Arma 3 Creator DLC: Western Sahara

    Hi to All! Today, after a long break, I again played Scenario - "EXTRACTION""and got indescribable pleasure! Atmospheric music, the expanse of the desert, and the specific planning of each mission. And this works very well, even with a lot of mods! I want to once again say to all the creators of this DLC, thank you so much! For me, this is one of the best DLC for A3! Still, a lot could be improved. In my opinion, the following additions would greatly improve this DLC, lifting it to incredible heights! 1) Very lacking in gameplay settings. Similar settings already exist in many mods such as Antistasi. It would be highly desirable for the player to adjust the following parameters: > level of AI of opponents and allies. > number of AI opponents, his probabilities. > probability and number of random patrols, on the way to the primary objectives and missions. > the cost of allies recruting, their level of AI. etc 1) I noticed that unfortunately, if you play single player (no co-op) then the game is a bit unbalanced. Towards the very end of the campaign, where the missions are most difficult, the player cannot raise enough money to recruit AI allies. In addition, the level of hired AI is extremely low, they almost do not bring any benefit to the player, because As a rule, they will all be shot, before they can kill even one enemy! As a result, the player at the end of the campaign is forced to go on the most dangerous missions alone. I played several times and every time, in the final this srory, the player didn't have enough money to hire at least one stupid AI. While the recruitment cost is very expensive and the number of AI opponents in any given mission will always greatly outnumber the player's squad. There will always be a small disbalance here. Hiring one ally is expensive $500, while they all die almost in the first encounter with the enemy. For this reason, player would really like to customize the level of the hired AI, or have several variations for recruitment costs, where a High AI level is more expensive, than a lower AI level. 2) the player's base requires a more protected look. Heavy sand fortifications, static guns, and even soldiers on gun emplacements are needed. Several times, very close to the base, I met enemy patrols. An undefended base near with enemy looks unrealistic, and besides, non-attacking opponents make it more strange. It was great to see protected base, which will be exposed to random enemy attacks, with a sense of player security inside the base. 3) I would like to have at least some kind of randomness of tasks, but this is not. For example, I tried the "Hack LapTop" mission 3 times, because my character and the whole team were killed, but each time this LapTop was in the same location, on same table, in same tent on every subsequent playthroughs this made the game less interesting. If during the replay, the location of the key laptop changed each time, then such a game could be played with great interest! 4) From the very first minute of the game, the player has access to the entire arsenal of Arma3, all weapons including all mods! This devalues some more advanced weapons. I would like to see some restrictions and a list of unlockable weapons, with the progress of the player. Again, this is already in Antistasi, which makes advanced weapons less accessible. I hope you consider some of my thoughts as it would undeniably improve this DLC. ALL WS team, Thanks for your great work!
  20. @BIS, good day! On January 6, in the Steam I read your appeal to the community. This sound good, but I would like to ask to pay at least a tiny amount of attention to the AI of this game. Unfortunately over the past few years AI Discussion and AI Driving topics seem to me ignored by any developers, every AI-topic on the Arma3 (development brunch) forum will be also ignored, ai-issues on the feedback tracker will also be ignored, it looks like total oblivion. No one developer, not will give its answer, related to AI topic, here on development branch, while Arma3 AI still has a shameful flaws and bugs, which the community doesn't deserve after 10 years of supporting this game: > the game supports a bunch of vehicles, but AI-drivers won't be able to avoid elementary obstacles on tnis path, the player will see vehicles trying to endlessly push the houses! > ai-drivers will crush their allies soldiers! > ai-mechanized and motorized infantry groups have meaningless and rapidly replacing each other infinite command loops for their subordinates (Desembarking/Get In)! > ai-infantry will constantly pass through walls, houses, fences, other objects! > ai-vehicles group, provided by the game (platoon, section, etc) vehicles cannot move together, some vehicles will forever lag behind and stop! there are many other AI omissions, that unfortunately continue to be ignored I don't even dream about of super AI in Arma3, but I think, that game, that still supported and was released about 10 years ago should not have shameful flaws related to a basic AI! This reduce its quality. My ask to @BIS - If you want and you promise to support this game, then give at least 1-2 programmers, who will maintain/repair the AI in Arma3, at least as long it is will official supported. It seems to me, that this could also spice up the work with new DLC. So, in 2023 please don't forget to pay your attention to AI! Best wishes to Bohemia Interactive!
  21. mickeymen

    RHS Escalation (AFRF and USAF)

    Good day @RHS team! May 10, 2023 marks 2 years, since the RHS has not been updated. This is an alarming date. I, and I'm sure, many A3 users would like to know - will one day be able to get at least one RHS update? Or will there never be any more updates? Maybe the whole mod team switched to the Reforger engine? It would be interesting to understand how many people remain in the team, what are your plans? Thanks for your hard work, because this mod will forever remain the best decoration of Arma3...
  22. mickeymen

    LAMBS Improved Danger.fsm

    I am so happy to read this news! Thanks LAMBS!
  23. mickeymen

    Western Sahara CDLC Unofficial Discussion

    Good day! I have long wanted to write about this, but due to doubts put it off... Since the first release of Western Sahara, I have enjoyed the empty locations of Sefrou-Ramal every time and this was given me particularly smooth gameplay, even at many infantry squads battle. For me, it has always been an empty map with high performance! But it seems to me that the latest updates (maybe Alchemist theme) broke something, because every time, when I play on this map, I feel much worse game performance than on Altis, Malden, Livonia and other basic maps! How do I feel, the game performance on Sefrou-Ramal has become noticeably worse than on release. And this is taking into account the fact that Sefrou-Ramal is a much more empty map, that does not have forests and thick grass areas as in vanilla maps! It seems counter-intuitive, but now on maps with forests and thick grass, I have noticeably smoother gameplay than on Sefrou-Ramal, even if I will have significantly more units fighting! In addition, I began to notice a visual glitch only in Sefrou-Ramal, in which a grass rarely seen by the player of this map sometimes very fast disappears/appears. This happens multiple times, forming a semblance of flicker. Other maps don't have it. About my test. location: settlement near the airport with name - "Al Mahdes". number of units participating in the test: 3 vs 3 squads (with 8-10 units in every ) and 2 vs 2 vehicle It seems to me that this card needs optimization and it should be one of the best performing map, because it is mostly empty... PS: If anyone else has also noticed the worst performance/glitches of Sefrou-Ramal, then please write about it. I'd like to figure out what's wrong
  24. Dude, I'm not going to look cool. The main thing is that you look cool) Second, did you tell me that I had other mods enabled!? Maybe can you imagine playing Arma 3 without mods/dlc/additional corrective content? I, like 99% of community users, have those enabled, because Arma3 in 2023 without this all is not playable content. PS: In addition, I want to say that when I wrote about the GM error in which tanks turn over, I turned off all mods. But I still got these errors! It just wasn't related specifically to ZSU-23.
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