Jump to content

escforreality

Member
  • Content Count

    53
  • Joined

  • Last visited

  • Medals

Community Reputation

35 Excellent

About escforreality

  • Rank
    Lance Corporal

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. escforreality

    Waiting for forums.bistudio.com

    Same here, for the last few days it has continuously failed on me.
  2. escforreality

    AI Discussion (dev branch)

    Alive mod is exactly what I was thinking of (I basically only play ARMA with it now), they clearly do something for their AI commander to pick where it fights but this is a great option to build on that theme. I'm not sure how they are doing it but what you are suggestion of the front line changing based on the AI knowledge of enemy composition is great. But ignoring the whole Alive mod thing, this alone is a good enough reason to do it.
  3. escforreality

    AI Discussion (dev branch)

    Strike_NOR that is an excellent suggestion! Something like this natively handled by the engine could revolutionise the the AI.
  4. I second this, RHS has done a few second wait time of their tanks so it is technically possible.
  5. escforreality

    RHS Escalation (AFRF and USAF)

    This is probably not the right place to ask this but why do Russian weapons (AK series) have multiple muzzle brakes? Why do they not simply have one that is specifically designed for the weapon? Is it the intention to use different muzzle brakes with different ammo types? In RHS does it actually make a difference which muzzle brake is chosen and if so how does one determine which is most appropriate?
  6. In your new mission on the Tanoa map have you changed the IND allegiance to be against BluFor? By default when you open a new mission NATO and IND are allies.
  7. escforreality

    Stationary weapon

    How about this for a reason, when you click assemble on the backpack they setup in the direction you are facing but at a random distance from you. This matters because if you are near the crest of a hill it sometimes puts the weapon facing down hill. Right now there is no easy readjustment possible, you need to disassemble and start over. All that is mildly irritating. Also as a separate point the setup should not be instantaneous as it us now.
  8. I have nothing to do with Alive but In relation to helicopters not moving by any chance did they come under fire? I know from reading some threads on Dev branch that there is an old issue with helicopters coming under fire from an "Unknown Enemy" then getting stuck hovering in the sky because they are trying to run a retreat command that does not work. This might have nothing to do with your issue but I thought I'd give my two cents in case it helps.
  9. escforreality

    General Discussion (dev branch)

    @S3blapin You must have key bound the Air brake and Decrease Throttle because that is not the effect I am seeing. I can maintain throttle at 100% and Air brake at the same time. An issue I have noted is that when trying to make a tight corner in the Nato Jets (possibly others) at low speed (about 15km/hr) you lose speed and come to a complete halt. This makes turning a pain in the ass because if you are trying to make a very tight corner like to top of the main Tanona Airport runway and hold "w" or "e" you need to throttle very high to overcome the "friction" but then move over in a much larger turning circle, which is annoying. It would be beneficial to have an actual wheel brake on the Aircraft akin to the helicopter's AFM brake, if there is a key bind for this I have not seen it.
  10. May I enquire as to what this in effect means? Will the Alive Wiki supported factions page be updated with any new working RHS factions? Separately to that, the wiki has an error in the current descriptions: Current entry: Russian Federation Troops: rhs_faction_msv Russian Motor Rifle Troops: rhs_faction_vdv Should actually be: Russian Motor Rifle Troops: rhs_faction_msv Russian Airborne Troops: rhs_faction_vdv
  11. escforreality

    Jets DLC Official Feedback

    Very good point, I added one. I never even considered that.
  12. escforreality

    Jets DLC Official Feedback

    In relation the the new showcase mission I agree with the sentiments (bug reports) above. I think you should also try a little harder in the mission to force players to use the TGP camera to find a target, area lock the camera, laser the target, switch to bombs, lock on to the laser and finally bomb it. There is indeed a hint which is very informative but I think forcing a player to bomb a building that can't be locked onto with missiles would be a good idea. I appreciate that this would also require the player to be able to land and rearm (maybe at Altis international for proximity and ease). At mission start when you get into the plane there should also be a "setup" phase where the tower or wing man talk you through applying flaps and turning your radar on. A lot of people are not going to understand the need to turn it on when Jets DLC lands. The spoiler below contains info on the showcase mission.
  13. escforreality

    General Discussion (dev branch)

    There are issues with the Praetroian 1C (B_AAA_System_01_F): (1) It does not appear to have a firing sound when other sounds like helicopter/jet engines are present or if two AA systems are firing. The sounds of bullets cracks, impacts etc. are present. (2) It swings about 90 degrees past its target then corrects but swings 60 degrees past the target in the opposite direction, that's a little excessive I think, The main issue is its firing the entire time its doing that. The target was a stationary helicopter behind it on spawn. (3) Shooting the platform with an MX rifle causes it to explode with as few as six (6) bullets. If it is desirable to have the platform very fragile I suggest having the gun point to the ground like it has lost hydraulics (e.g. disabled tank cannons) would be abetter implementation. It could of course then explode later with a higher hitpoint/critical threshold. Otherwise the AA(A) platforms are really cool! Great work.
  14. escforreality

    General Discussion (dev branch)

    I noticed in today's build that if you place the To-201 on the editor in the air so it starts flying on mission start the canopy is initially open in first person view at least. I check the other two DLC aircraft and they did not have this issue. An animation is also played (For all three DLC aircraft possibly others) at mission start that resembles the end of the get in animation whereby the player's hand is above/on the HUD and his head is close to it just as he settles into the seat. That isn't a big deal but there is no need to play it from what I can see.
×