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a_killer_wombat

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About a_killer_wombat

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  1. a_killer_wombat

    DUI - Squad Radar

    Here is the timestamp where this feature is explained. Edit: Another question, how does your mod deal with KIA? As explained in the above video near the end, ShackTac's solution is that a squad member has to look at the dead body at close range for them to be confirmed KIA and so have their name removed from the name list. I quite like that feature as well or something similar to it. Edit 2: I will add this as feature request on GitHub
  2. a_killer_wombat

    DUI - Squad Radar

    One of the features that I really like about ShackTac's radar is the ability to remove/hide the vanilla "squad bar" (bottom left corner) and instead use the radar's name list to select subordinates. This feature helped clean up the HUD and thus improved immersion. Would it be possible to develop this feature for your mod as well?
  3. a_killer_wombat

    General Discussion (dev branch)

    Speaking of broken convoys, I've re-played the Fixed Wing Showcase relatively recently and found that the enemy convoy you are tasked to destroy seems to have issues moving as it's supposed to normally. Probably caused by the same issues mentioned here.
  4. a_killer_wombat

    General Discussion (dev branch)

    We could also use jungle/Pacific camo for the few NATO vehicles which still lack such camo textures (e.g. Hunter series, HEMTT series, etc.)
  5. a_killer_wombat

    Speakeasy VoiceAttack profile

    How did you get this feature to work? I thought voice commands simply translate into a sequence of automatic key presses but there are no keys bindings in vanilla Arma which allow for such a feature?
  6. a_killer_wombat

    Audio Tweaking (dev branch)

    Just did a quick test on dev branch myself with the Panther (NATO tracked APC) and Hunter (NATO MRAP). With the Panther, I could hear it from noticeably longer range and without sudden audio "pop-in". However, the Hunter seems to still have the old issue of being almost silent until it is around 300m and then suddenly have audio pop-in with the engine. From that test, I'm assuming that only the tracked vehicles have been fixed so far while wheeled vehicles are still broken. I'm crossing my fingers that BI manage to implement this fix for all ground vehicles before the next patch is due to roll out.
  7. a_killer_wombat

    Audio Tweaking (dev branch)

    That's great to hear! I hope all vehicles have been tweaked. One of the disadvantages of vehicles, in comparison to infantry, is their noise emission greatly reducing their stealth. This has not been fully realised in Arma 3 so far though. There have been hundreds of occasions where an enemy vehicle has seemingly materialised out of thin air at close range and decimated our friendly infantry. Infantry should be able to hear a vehicle coming towards them from relatively long range as long as the ambient environment sound levels are low, especially if that vehicle is moving at relatively high speeds.
  8. a_killer_wombat

    Weapon Resting & Deployment Feedback

    After having more time to test, read other opinions, and contemplate, I think I'm actually changing my mind on which system I prefer. If the new weapon deploy system currently in dev branch is not going to change from how it is right now with the lack of aiming limitations, I would actually prefer to stick with the old weapon deploy system. However, if BI do have the time and resources to make minor improvements upon the new dev branch system (such as strictly limit how high you can aim), then I would be for the new system.
  9. a_killer_wombat

    Weapon Resting & Deployment Feedback

    "wait does this not only further increase bi-pod advantages?" ^ I have no issue with the advantages a bipod brings. After all, in real life, a bipod is a tool for the specific purpose of increasing the stability of a weapon while in the prone shooting position. In Arma, it would make sense if the player would gain the stability advantages a bipod brings anytime he is in the prone stance. "then you have the whole separate issue of now having to still have a key anyway for deploying on windows or ledges for obvious reasons not wanting automatic deployment walking past a window." ^ Again, I think you misunderstand me. I have no issue with keeping a "deploy weapon" keybinding for the purpose of deploying your weapon on objects such as rocks, low walls, window sills, etc. I'm just arguing that it would be better if the bipod would automatically deploy whenever you enter the prone stance since it would save you from having to repeatedly press an additional key. "there is a slight decrease in speed of movement when deployed turning compared to not deployed. perhaps just adjust how fast you can deploy or move when deployed." ^ I personally wouldn't want the aiming speed to be significantly reduced when deployed. In real life, whether your weapon has a bipod attached or not has no significant affect on how quickly you can re-adjust your point of aim while prone. Significantly increasing the amount of time it takes to deploy your weapon isn't the best solution either, from a gameplay or realism standpoint.
  10. a_killer_wombat

    Weapon Resting & Deployment Feedback

    This would actually be a good solution. If a player has a bipod, anytime the player lays prone, the bipod should automatically deploy and stay deployed until the player exits prone. I would also suggest changing the pivot point (axis) of rotation when deployed so that it is exactly the same place as when un-deployed (lower torso rather than bipod).
  11. a_killer_wombat

    Weapon Resting & Deployment Feedback

    You've missed my point. Bipod or not, players gain an advantage in reduced sway and reduced recoil when they deploy their weapon. When deploying on a rock, wall, window sill, etc. there is an inherent limitation involved where the player is trading reduced freedom of aiming for increased shooting stability. However, when prone with this new system, there is no trade off. You incur no limitation by deploying your weapon but still gain all the advantages. I'm arguing that this will likely result in players feeling they have to constantly spam their deploy key whenever they lay prone.
  12. a_killer_wombat

    Weapon Resting & Deployment Feedback

    With this new system, the body stance and aiming movement (animation) of the player is now exactly the same when deployed compared to un-deployed. This means there are no differences in aiming limitatons when comparing deployed to un-deployed. The only difference is the pivot point of rotation, where the lower torso is used as the pivot point when un-deployed, while the bipod (or other part of the weapon when without bipod) is used as the pivot point when deployed. This raises a consideration; if there are no limitations associated with deploying your weapon when prone, is there any reason or circumstance where a player should choose not to deploy his weapon when prone? If there is no reason or circumstance, will this not result in players feeling they have to constantly spam their deploy key every time they lay prone, even without bipod? My suggestion to help solve this conundrum: Remove the ability for players to deploy their weapon when prone if they lack a bipod. (Players without a bipod can still deploy their weapon on rocks, low walls, window sills, etc. as usual)
  13. a_killer_wombat

    Weapon Resting & Deployment Feedback

    After some testing, here are my thoughts on the new system compared to old system: Pros: More freedom to easily move the weapon horizontally. Weapon is kept level rather than being tilted when deploying on a slope while facing perpendicular to the gradient (e.g.slope is N to S, weapon pointed E or W). Cons: Too much freedom to aim upwards Overall, I prefer the new system compared to the old system. However, the new system could be improved further by significantly reducing the amount of freedom the player has to aim upwards. My suggestions: Bipod should automatically un-deploy when the player aims above a certain level (in relation to the ground). It would be great if the Bipod legs automatically visually extend and retract depending on the distance of the weapon in relation to the ground. E.g. When the player aims upwards, the bipod legs extend.
  14. a_killer_wombat

    General Discussion (dev branch)

    Have you tried ordering "stop" command to your driver? Example: Select driver "tilde/F2/F3" -> "1" -> "6" I find that AI infantry sometimes won't enter a vehicle unless the AI driver of said vehicle has been given "stop" command by the player, even if the vehicle is already stationary.
  15. Nevermind a different missile variant, would be better to give the Scalpel 2 flight profiles (top down and direct) which you can toggle between with the F key, similar to how toggle between different flight profiles with the Titan and PCML. RHS's hellfire missiles also allow you to toggle between different flight profiles in this way.
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