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mickeymen

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Everything posted by mickeymen

  1. mickeymen

    Project injury reaction

    Not needed - while the game abounds with it - In each squad, in each faction there is a medics! Then just remove it from all factions - such a decision would be more logical. But as long as the medic present is in the any squad, his presence looks senseless in your mod. any soldier treats automatically, not medic. Please note this! The worst thing in your mod, because the player lacks understanding when he can get support! It is very tiring to lie on the ground for 5 and more minutes and see only a red veil! In addition, the fact of "killing yourself" looks only as a way to save the player from boredom. In general, "killing yourself" does not look realistic. How can a wounded man kill himself? In what way, if there is no shot? I understood it perfectly. A large first-aid kit will completely restore health, while a small first-aid kit is not completely. This is the same principle that exists in a vanilla game, but the problem of your mod is that any soldier can use a large first-aid kit, while in a vanilla game ONLY MEDIC can use it. Sometimes there is no battle around me, I watched it inside the buildings, there are no opponents, but no one hurries to me! So when and how much to wait for it? It is very tiring for a player to wait an unknown amount of time for help, when you fall and cannot stand up! Player can wait 3-5-7 minutes and finally not get help - you have to kill yourself! Worst of all, the status of the player (Status / Injured) does not work in your mod. Player can press 10 times - Status/Injured, the player’s character will scream - "injured", "Need doctor"! but no one rush to support you, while in a vanilla game there is a big chance to get support from ai-commander your squad or from subordinate medic of your squad. Dude! thanks for the mod (amazing effects), but unfortunately it’s not playable, I’ll have once again to remove it and wait until a miracle happens one day! I want you to understand that you can’t ignore a medic (as a class) within a game and you can’t remove the medical order system - all this creates more problems than adding improvements.
  2. Hey @TPW, I found the following problem in your mod. Seems to me, I got this after updating Contact. When I shoot from a vehicle’s machine gun (only optics mode without Night vision/Thermal) I noticeably lose game performance (LOW FPS) and also sometimes (at certain angles of fire), bullets hit into an invisible barrier! While using night vision/Thermal then performance is good Example here: I checked several times - If I turn off TPW mod, then there is no problem I suspect this is due to the suppression effects that the invisible box creates for the player. Please fix this! Also I would like to know - if you found this problem in TPW or not?
  3. mickeymen

    Project injury reaction

    Hey @0Y0 your mod is awesome! When I first used it I had a version 1.15. Now version 1.26 I am very pleased to look at your progress! Your effects of injuries are superior to any other Arma medical system mod, It is very cool! But as it seems to me the main problem in your mod, is the fact that you destroyed the combat life saver as a class within a Arma gameplay. In your mod, there is no way to use subordinate medics in the squad (command menu - button 6) I do not know why you destroyed the medic and his command, could you explain this? When there is no medic as a special unit or there’s simply no way to ask for help from an ordinary soldier by means command menu, then there are a lot of problems! I try to describe them clearly: a) player there is no way to order medic in his squad to treat another soldier (commanding of subordinate is broken) Management of ai-subordinates is a unique feature of Arma, which is not found in other shooters. It's very sad to lose it! b) the AI-squad leaders will not use medics in the same way. The same reason arose in AI squads! c) the [combat life saver + big medical medkit] will not heal more effectively than an [ordinary soldier + small first aid package], as it is in the vanilla game. d) if the medics do not treat other soldiers by means commander orders, then the medical-aid kit can be used by any soldier. This should not be, since the big medical kit should only be used by a combat life saver not ordinary soldier. Or in your mod does treatment with a medical kit have no greater effect (than treatment with a small first aid package)? e) when a player is seriously injured (cannot move, lies on the ground and bleeds) he cannot call a medic or anyone for his help! You can press 10 times - Status/Injured but no one rush to your aid, while in a vanilla game there is a big chance to get support! I tried to wait for ally help in your mod, but I never could wait for the moment when I get it. so if you are heavy injured it’s easiest to kill yourself. Seems to me Too many problems... Every time I watch your mod, I rejoice, but in the end, every time I have to abandon this :( The main idea of my post - If you could make the all medics or other subordinates able to take orders (from players and ai) and if medics will more effectivelly treat alliy soldiers (as it is in the vanilla game) then your mod would be a masterpiece! Please try to restore these points that I described above. PS: Thanks for your work anyway
  4. mickeymen

    Goko Ballistic Impact add-on

    Hey @goko-- ! Where are you ? where are the updates? Can the user hope (after version 1.15.2) there will be an updated version for helmets, particles, maybe other? I love your mod, I recently discovered that Viper Helmets cannot be damaged after bullet hit them. Can you fix it? Also, I would like to see damaged vests, not only helmets and night vision devices. Is it possible? What do you think about it?
  5. @LordJarhead Sorry, Sorry, Sorry! I apologize for misinformation! As it turned out, my equalizer settings had a preset - "powerfull", when I rolled it back to "default" I felt a completely different sound, it does not sound dry! Oddly enough, the "default" sound settings gave me a more powerful effect! I'll recognize my favorite mod again, Yes! So for every JSRS user! - it’s very important what settings your sound-card has! You may forget that once, a few months ago you changed your sound settings and now the sound will be distorted! @WAR326 check it on your computer, most likely the solution is there Are these settings: subbuffer, сenter, side pair, rear pair, low-frequency control connection. On or off? You need to check how it will be better for your personal perception. I advise everyone to experiment with these checkboxes and find the best sound for yourself - PS: I can make an important conclusion - sometimes JSRS is not what it might seem!
  6. Seems to me, at the fire from first person view all JSRS sounds are too dry :( I think the author of the mod was carried away by this in recent versions. For the first time, I see some vanilla sounds sound better! I loved this mod so much, but now I'm disappointed in this (I speak about only primary hand weapons)... @LordJarhead! Thank you so much for the many years of your work, but it seems to me that you is too keen on sharpen/dry sounds. My easiest test to check it: 1. Place two opposing squads on the map and the observer player (civilian) 2. Use spectator option When the spectator camera is close to the firing soldier, I personally hear a very dry, plastic sound. The same thing happens when shooting in the first person - the player is only half a meter away from the source of the shooting, as seems to me - This sound is too dry, plastic sound - there are not enough low frequency sounds, no meat! But as soon as I move the spectator camera approximately by 10-20-30 meters from this firing soldier, the this fire sound changes to much better, it becomes more powerful, fire with low frequencies! I really like the sound of the distance, why not tell about first-person shooting. My conclusion is that you do not need to make the sound dry, when the observer of the shot is so close to sound source. Please, try to make the sound more similar (!by frequencies) to the observer who is at a distance approximately 10-20, i think it will be much better. IMHO
  7. Hey TPW! Seems to me your mod (BLEEDOUT MODULE, as I suspect) is causing problems for the player when he is pilot of jet. When an anti-air missile hit a player’s plane and the player’s plane loses control ability, player catapults and flies out of the plane alive, but as soon as player selects in the action menu - "Open parachute" he immediately dies! There is no reason for death, because the player is ejected from plane alive! I noticed that, in the TPW the units do not die inside the vehicles, with the loss of blood (if I'm wrong, then correct me) For this reason, I suspect that the player is losing a large amount of blood at the anti-air missile hit, but until the player opened the parachute, he still in status "inside the vehicle" and he does not die. As soon as player opened the parachute, his status changes to "outside the vehicle" and he immediately dies. I think this is a TPW problem, because without in a vanilla game, I never met such a problem. Has anyone seen such a problem in the same way?
  8. About "Contact DLC" shotguns I tested shotguns - Kozlice-12G from "DLC Contact" and this is a pretty powerful weapon that can withstand automatic weapons in ArmA3 even at distances within 60-80 meters! I really liked the implementation of the every shot at which about 20 small bullets take off and after that I want to say: 2019 - how in Arma3 there is not enough choice of shotguns! I want to see in Arma3 other shotguns - automatic shotguns, classic Binelli shotgun, under-barrel shotguns for MX, Katiba, Mk-20 and other vanilla weapons. I want to see various ammo for shotguns - buckshot, bullets, combined cartridges, explosive, armor-piercing and so on. It’s unfortunate that in Arma 3 there are only 2 shotguns (Kozlice + Under Barel shotgun on the Promet Rifle) that exist ONLY in DLC Contact! I even tried to find A3 mods that contain shotguns, but everything I found had a poor implementation compared to Contact shotguns
  9. I want to add my impressions. At the moment I can’t finish the company, because I’m stuck on last several missions (non English speaking player) and it’s not clear what to do next. These are some of the main concerns of the contact campaign, but overall, I want to say - Arma3: Contact is a very atmospheric campaign that brings a unique gaming experience. Great mysterious and sci-fi atmosphere. Quite an interesting story. Terrific experience with radio communications (this is completely new experience) However, problems do interfere with complete enjoyment.. Some problems which I noticed: 1) low fps (much has already been said about this) 2) the ambiguity in the description of some tasks (several times I was stuck in a mission) and just did not understand what exactly needs to be done! (non English speaking player) As seems to me, the Task descriptions (text description) should be clearer and more detailed. Also, if the player is slow in completing the task, then the player’s partner should periodically ask the player and remind the player what needs to be done, through the radio. But if the player is stuck in his mission, then nothing will happen. Player can wait 2,3,4,5 hours but none of the player’s team will be interested in the player! 3) The aliens creatures appear too often (this loses its value, when it just loafs around) and it seems that they have no effect on the Livonia Defense forses soldiers, while the, while the player cannot approach them. Looks weird. 4) The enemy AI disappointed me in this compaign, probably a problem with the Arma3 AI in generally. The enemy AI is blind when it is in safe mode (patrols and sentinels) - In the moonlight, in the empty place the player can move nearby at a distance of 30-50 meters but the AI will not notice it! My AI settings - Skills 0.85, precision - 0.35. Value 0.85 is not small, for visual detection, but enemy AI still is too blind. It would be nice if the enemy AI could visually detect the player at much greater distances. Especially patrols and sentinels! This would allow the player to behave more carefully and feel the constant threat. The player has only a small threat when he is on the roads or near settlements, but if he goes into the forest and he can run inside the forest or away from the roads, knowing that no one will notice him! Also lack of enemy AI support disappointed me, If the player was detected by this enemy (when the player started attack), then the nearest enemy AI will not react in any way to this battle, in which their ally participates. OMG, not good. The enemy who was subject to attack will start shooting at the player, while allied enemy AI located within only 200-300 meters will not respond in general to shots, explosions nearby. If they do not support an ally, then at least they must respond to the threat, let them run in danger, instead of standing like statues. @BIS please give your AI a greater threat response range, better yet, give them fire support for the allies! 5) If a player plays with a map on which all indicators are disabled (allies, enemies, mines, etc.), then at the start of each mission the player does not see a self start point. As a result, the player does not understand where he is at the beginning of the mission, since different missions start in different places of Livonia. @BIS Please add a Start marker for players who do not use map additional information. 6) Secondary missions tasks are immediately considered completed, as soon as the player enters the mission designated area. This looks very bad, because the player still does not have time to get information from this site or destroy all enemies inside this location. The mission must be completed ONLY when all opponents are destroyed and required information is collected. 7) When a player communicates with any character from the campaign, this character will not be turned with his face to the player. Unfortunately this is a problem for all ArmA3 campaigns. If the talking character will constantly turned himself into the player’s side, then it would be natural. I can’t understand why, after 6 years of life, the Arma3, the player still cannot see the talking character, who is constantly turned to his interlocutor with his face. Please and finally implement this for all campaigns!
  10. @LordJarhead Tell me please, can a your player turn off specific sound from JSRS selectively? I remember the old versions of your mod, before it was modular, each weapon sound could be turned off, because every weapon was in the personal folder. But now you have combined weapon into separate folders, unfortunately, this deprives the player of choice. Maybe the player can turn off some sounds? For example, if player want leave all carabines and turn off all pistols? Or if a player wants to disable a specific carbine? This is possible or not?
  11. mickeymen

    AI Discussion (dev branch)

    No it will not work, at least stable! I tried it, AI will not constantly run under fire. Even if player will disable FSM (via editor module), ai-run under fire will not be stable. It would be great to have careless behavior at maximum movement speed, with any stance, for any vehicles, and so on.
  12. mickeymen

    AI Discussion (dev branch)

    Perhaps you `re right, I noticed it too! Unfortunately, AI does not recognize other settings inside Waypoint either. I have already reported this for two years, but it looks like it doesn’t bother anyone, I am very saddened by this fact :( I will try say it again - The AI in Arma3 will ignore the settings completion radius inside the any waypoint and this is a huge problem! The completion radius will always work only for the player, while the AI will ignore this setting! This not normal. There can be no reason why a player can have a waypoint completion, and the AI will ignore this waypoint setting! Before, I saw that it worked fine in Arma3, but in one of the updates it was broken - this is 100%! As a result, now the player cannot complete the necessary AI waypoints quickly (without heavy scripting).This is a problem for many players who do not speak the programming language. Other settings which have been noticed by me inside/outside the waypoint that the AI will ignore: a) Careless behavior will not take speed/stance settings into account. Any careless AI will anytime and anywhere go only slowly! As a result, the player cannot create a cowardly (running under enemy fire AI)! This is also a huge omission. b) DISMISS waypoint cannot be skipped by trigger to the other waypoint.
  13. Hi @reyhard! I dare say that now Arma3 is still is in not End of Life, because BIS working hard on the next cool DLC, before the release of Contact DLC, there are 9 days left! Surely you have programmers on your staff. Please do not forget about this irritate player error and correct this already in upcoming DLC - "Arma3: Contact"
  14. mickeymen

    AI Discussion (dev branch)

    Thanks for the information dude, I learned a lot about the effect of suppression on AI. I also looked at your links but did not find the answer to my old questions. Maybe you know the answer to it? I'm wondering if the presence of sighting modules on the primary weapon affects the AI-accuracy and range of attack? So what is the accuracy of AI without sights (iron sight)? How much worse or no difference? If you know something about this, then please give us something similar to what you created to suppress. Any graph or list with percentage influence. This would be very useful information. Thank you!
  15. Hi @BIS, we look forward to the new DLS with impatience and as always hope for the best! As I understand it in DLC contact breathing masks and gas masks will be of great importance, however, today in Arma3, the player still does not have a gas mask simulation (mask - texture mapping), despite the fact that some mod-makers have already implemented this simulation. Example here: This is an image of a first-person player wearing a gas mask. Looks good, no doubt about it! @BIS, Please make this feature for all gas masks and breathing masks. This simulation can greatly improve first person gameplay. If you also will add a special filter for voice player in the mask, then it will be just a masterpiece! As seems to me, at least one of the two ( textured mask or special filter for voice player/masked breath, when he in the gas mask) must be implemented in this DLC. Without both items, the player will not feel the mask on his face - I think that would be a big disappointment for players
  16. Hey @tpw here was a lot of chatter about self-suppression or self impact. I found a video that I made when the suppression itself worked in VeteranMod! I found it by chance, it turns out I saved it before. When I asked you about it, I wanted you to do it like this: As you can see that this is possible and the suppression works on self and enemy HITs but not only the enemy PASS BY. If in the future you do this in TPW-mod then it will be very good! If you do not want to do this, I will treat it with understanding... Users help me understand why I can not on the this forum mention the user, so that he saw it? I use "@" in front of the username, example: but I’m unable to create his name, so that he is notified that I mention his name (as blue icon)
  17. This is a matter of terminology. Call it "not suppression" but otherwise! If you say that your own bullet does not have kinetic energy, then I will not even talk to you. Let's call this impact not suppression. And this IMPACT should be, in a game in which there is already some impact of enemy bullets. Any bullet must have kinetic energy. I’m 100 percent sure if you shot from a carbine and hit an obstacle that is put in front of you at a distance of 30-60 cm, then you would feel what i'm talking about yes Good discussion! In disputes, truth is born Maybe different types of stress, but I think you still can not rule out the # 3 option You're so vain. Just think logically. You must understand that # 2 is ALWAYS worse than # 1 for any person, which under fire! In the # 1 of the viewer the sound of sound of sound cracks, and the # 2 still additionally as bullets slam into stones, many ricochet. It's like an axiom. What do you disagree with? That a player’s weapon is also powerful as an enemy’s weapon? Or that the player’s bullets also have kinetic energy? One hit in front of you for a while will not let you see anything ahead of your carbine, but in the Arma3 we continue to see beautifully Stupid things happen in war. Any war is Stupid thing. During the battle can be anything Yes, maybe It will not supress as enemy bullets, but it will also not let you see what is happening ahead of you! Or do you dispute this fact? Maybe you'll be fine to see what's behind your hit? LOL! For this purpose, need to blur! Call it impact not suppression, this is Impact of self weapon. Today Blur is the only possible simulation of this moment Your teammates will have nothing to do with this issue, since none of them will not shoot and hit in front of your carbine. I'm talking about close bullet-hits in front of the rifleman. I think if there is a suppression in the game (or in the mod), then it should take into account all 3 points. IT IS NECESSARY! Each weapon its own or others should have an impact on the player, but I agree that it can be different. Of course everyone can disagree, that's his right, but I think - If the mod maker cannot divide visual effects between own hit /enemy hit or cannot split the supression between pass by/near hit, then let each bullet impact be the same and be as a blur. It will be better than nothing
  18. I think sound is of secondary importance when suppressing. For a better understanding of my thoughts, I made the following pictures See what do you think would give a greater impact to the suppression of the soldier? First supression: Second supression: I am sure that the second option would have a significantly greater effect of suppression, or more stress if you please. This is exactly what I'm talking about. The kinetic energy of the bullet will be more tangible when bulet hit near the player. If so, then the player must also be able to impact himself. In this case, then the player should also be able to feel the energy of his own bullet or, if you like, I’ll call it - supress yourself:
  19. It is a pity that you can not divide the suppression on the hit / passing bullet. Seems to me that in real life a near bullet-hitting will have a greater supression impact, than bullet passing by the person (especially at a distance of 5 meters) However, I have no sense or desire to challenge my opinion. The only thing I wish - is that you reduce the distance of your suppression. I think that 5 meters is too great a distance for a bullet to impact a player. If this is possible then give the player this setting. Let him be able to determine the distance at which he will be suppressed. Sorry buddy, I do not understand completely what you are saying. Probably language barrier. Most likely the problem of our dispute - is that for you the suppression is when the bullets pass by the player, but in my view the true suppression - is when the bullets hit next to the soldier. In fact, we are talking about different things. As I have already said above, it is the hit that can give a person a complete sense of the bullet kinetic energy, but not a bullet flying past a person. If so, then my conclusion is simple - any bullet must suppress the player. Own or someone else's. I refuse to understand the mods in which the bullets of enemies have an impact on the player and their own bullets have no influence. Everything is very simple. --- PS: If I once find an old version of VeteranMod, I will definitely make the video and show how it worked. I do not know what happened to them and why it does not work in last version of this mod. Maybe they will fix it, in future versions. This worked for all the every bullet (own / enemy) and when player gets hits near objects (!not only pass by). It was the best suppression I've ever seen in Arma3.
  20. Because you can get Hit in front of you by chance! What namelly can not you understand? The player can even just go up to the wall and shoot at it, in order to check the impact of hitting next to him! In the combat situation there may be many moments contributing to this, but here's the easiest: You shot at the enemy in the position of Crouch, being behind a stone, because you do not want the bullets of the enemy to hit you. At shooting you press a button - prone, to lie on the ground, to hide from return fire. When you go down to Prone you can hit from your weapon into your shelter (stone which is in front of you. 30-60cm) What are you talking about? You want to say that SUPRESSION is based ONLY on hearing? What do I have to hear the shot or not? In general, I do not like the word "stress" - you came up with it. Above we with autor were talking about suppression not about stress. Supression is not based ONLY on the sound of a shot. Supression is based on bullet kinetic energy and only after this on the hit-sound impact. If you get a bullet near you, dozen of hit-surface pieces can get in your eyes or at least overshadow your eyesight. And no matter will you hear anything or not at this moment. Also no matter who will shoot - you are from your carbine or your opponent. It will not matter whether the rifle is in front or behind. Always and always the bullet hit-energy will create its impact for the person who will be near I can agree that a bullet directed at a player (enemy bullets) should have a greater impact than the bullet whose kinetic energy is directed from the player (self bullets). But both bullets must have an impact on the player if it hit near.
  21. Hey. Probably you did not understand me clearly. Any bullet should give stress, but I mean a close hits (I do not know what distance TPW uses). Imagine that in real life a bullet hit in the ground (asphalt), in front of you within a 60-30 centimeters! And no matter who will shoot, you or the opponent. Are you saying that this will not affect you? If you say that it will not cause you stress, I will not believe you. I think stress (in our case - blur) should be at any bullet (own or enemy), but it should be minimal. With each subsequent bullet stress must increase and this is normal. You can not ignore one bullet that any hit near the player. I would prefer that each bullet would give a blur for the player + visual effects (splash, particles, etc.) but the blur effect should be only on close hitting a bullet or flying overhead. Probably within 1 meter, not more. The correct distance can only be configured by the author of the mod. @PTW please tell at what distance your bullets have an effect on the player (blur)?
  22. Hello Devs! We all continue to love Arma, despite its disadvantages and such a distant release date. For me personally, this game is beyond competition, but there are still many flaws in the game. I think that the last significant update for the authentic gameplay was the addition of interiors for armor. It was very cool and I would like to see something similar in importance for Arma3! Devs! Please give us more significant updates that take the game to a new level. I believe that this is possible, even if we consider the current stage of the life of this game. When i see this Squad Video I ask myself how many years it is necessary to wait for Arma4, and how many years you need to wait for it to appear in the game? When I find an approximate answer, my mood spoils. Something like this may be in Arma 4, but it will not be soon. May be within 4-6 years. But it's that's so long! I would be happy to see a manual recharge all static weapons in the game even without cool, personal animations. If it is very difficult to model personal animations for each weapon, let it be one reload animation for all static, as we see when reloading all Launchers! The main thing is that reloading (R-button) would also work for all static in Arma3! Armed Offroads and light wehicles also need it. What is reloading for? To make the game look realistic when dealing with any weapons. What is now (automatic recharge) looks stupid.
  23. mickeymen

    Reloading-Actions for Static weapons?

    And here we got Arma3: Contact
  24. Yes! As already said, I do not use TPW HUD. As far as I know TPW HUD shows to player additional information on the screen, while I prefer minimalism and realism. In real life there is no information on the screen Thank you!
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