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About mmm

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  1. mmm

    We need Arma 3 on consoles

    I don't know of a precedence so far for mandatory mouse keyboard on console. There's yet to be a VR only major title other than half life, and sony can't peddle first party mouse keyboard can they? As I understand M+KB is still something of a controversy on console for its competitive advantage in shooter. While I don't personally see ARMA as looking for maximum competitive advantage in competitive multiplayer mode, there's no guarantee it won't be the popular mentality for console demographic. And to be honest I'll be a bit concerned if that steer ARMA in different direction. Reminds me of the "Argo" thing also... But I'll give you a better counter argument, "you guys don't have a phone?" "I mean a mouse?" I understand the barrier is very low. Thanks for reminding me of that fact. Actually anyone with hands on experience on that can probably offer some insight into what a potential future port look like.
  2. mmm

    We need Arma 3 on consoles

    What's running ARMA with JUST controller like? I mean you are releasing on console, it has to offer full functionality for controller only, you can't make M+KB mandatory. I'm not qualified to comment at all with single digit hours of controller experience under my belt and 0 console owned in my life time, but is it at all possible to do it without stripping features from baseline ARMA 3 standard? Say you do that with button combinations and multilevel menus how's ergonomics for controller then? And what's the "ARMA experience" console players looking for? Full disclosure I'm not familiar with how most other play ARMA. I jumped into ARMA 3 for the kind of experience in the earlier pre-release advertising material on the single player campaign, as seen here and here, and having been looking for it ever since(and learned how impossible it is in the process with the ARMA 3 we currently have on hand...), although I do have the self awareness that I'm in a very small minority. From the little I know though it seems diverse and very mod dependent. Say it is technically feasible, is it the exact perfect replication of the entire ecosystem but just running on standardized hardware they would like? In another word as if they're just like all running on PC but with identical spec? Or it is not the case but they already find the vanilla offering compelling enough, or with a few officially sanctioned mods?
  3. mmm

    you need supercomputer to play this game

    Let me check the recommended spec on store page really quick... Hmm, I5 4460 or FX4300. Do people from future have anything to say about this? Wot?! Platoon sized scenario on Tanoa? If you've played ARMA at all you wouldn't have made that kind of mistake.
  4. Well vanilla AI can watch direction, they don't know to put a waist height object between it and that direction or a position. I mean can I make your AI always take cover against a specific direction without knowing the existence of an enemy. You know there's contextual information AI can't use like mission briefing or terrain features suggest potential enemy.
  5. mmm

    Old Man: game mechanics

    1. Well it's pretty much "teleport" with shifting time of day. It's not like there are persistent entities simulated in the background at 1000x speed in lower fidelity during the skip. But on your question I don't see a way to teleport your vehicle as well, design wise it would have made roadblocks pointless if they did though. 2. As far as I know roadblock repopulate based on the distance you've moved away from. At a distance long enough for the objects to despawn, and move back within the spawn distance of checkpoint guarantees a regenerated checkpoint. It's no more than 6,700m at max. However every other sites are pretty much a one time only business, every kill is permanent. Checkpoints and enemy reinforcements spawns are the 2 forms of indefinitely regenerating kind of enemy, at some point you'll have little incentives to fight them anymore, as they only expend you resource. 3. Enemy reinforcement waves a created, base on what I see, upon the complete destruction of the previous wave. You don't run into a stronger wave(eventually escalate into CAS fighter) if you manage to elude the previous one or only partially destroyed. It's the only condition from my observation. As you can probably tell the level of "dynamism" is not that deep in this mission.
  6. Okay, good to hear the cover taking's intact. I'm not 100% sure what exactly you meant, I guess you mean your equivalent of the vanilla AI's awkward peeking/pie slicing around scripted corners in "danger" combat mode, regardless of presence of detected threat. But you did mention "under fire", I wonder if there's going to be a mean for player to insert the expected threat direction, in absence of already detected threat, say take cover against north west while moving cover to cover, or maybe a exact grid position on map. The "cover and fire position analysis" sounds like exactly what ARMA AI need. I know of nothing technical but that cover system also look like something dynamic instead of pre-flagged on objects. Wonder if that's aided by recent advancements of deep learning? That kind of tech is probably expensive and do nothing for the profitability of more traditional games, but for ARMA I think that's the kind of investment necessary to really justify the next entry in the series.
  7. That sounds very pleb friendly, thanks. That's unfortunate to hear, I considered your AI cover taking a core feature. In my ARMA fantasy land I think it could be dealt with when combined with a command overhaul, where the ai improvement provide the "corner candidate" positions, and let human player filter out the false positives by manually designate the position and facing in the 3D scene.
  8. Well there's probably not that much AI improvement to ARMA franchise over the last 10 years or so, not when compared to what you're about to do. The command radio menu hardly changed at all except for minimum integration of some new ARMA 3 features... Almost as with many things ARMA they're just destined to remain WIP for, well forever. I say let us see what the 80% solution looks like, what's really bothering the end user and what's not that big a deal even if it not perfect. Wonder if you'd recommend any number of particular scenarios as your AI's intended ideal usage once it come out? I'll respectfully push back against the idea, ARMA terrain is drastically more complex and not with the level of "AI friendliness" of average AAA title in mind, events occur at greater distances, and AI don't cheat the mechanics to nearly the same degree, broadly speaking every entity including you as player operate under the same rule. How AI attempt to gain the line of sight on the target alone may be more detrimental that what you're imagining. At present I say just use unit switch to check line of sight and use the default assign target function. I won't say "stealth" is not a thing in ARMA, but it's a lot more nebulous without the level of consistency that you can play with, and generally non existent after firing the first shot.
  9. Vehicles as I understand has little organic ability to initially detect dismount units, probably to represent the general "blindness". But that also means they won't be able to engage dismount units unless: A. They come under fire themselves which means they're automatically given enough information about attacker to retaliate. But then again when they do come under fire it's general from weapons that can kill in a single hit. B. They're in a group with units(generally speaking boots on the ground) that can actually detect dismount, in that case they become in my word "brain datalinked" with perfect information of the entire group. What one sees all knows. It's rarely the case though. Once an entity is know though I think AI has ability far beyond human to maintain track, I don't claim to know how any of this works being just another guy that plays the game...
  10. In all likelihood you're at 2/2 level which is the max level, there isn't another one. Can't say it's necessarily better for you, you'll get insurgents with 1 magazine in the weapon only and no spare because someone forgot to change the entire loadout instead of just the weapon.
  11. That sounds troubling... But then ARMA is the kind of on and off thing, I don't claim to be playing on weekly basis through out the years, I hope it is that kind. Is that going to affect(read totally destroy) my ongoing mission save? I know it's probably easier to just try load a save to find out... BTW I can't remember for sure, is it your mod that enables the command view(the long distance "satellite" 3rd person view) regardless of existence subordinate? If so it is not working anymore.
  12. This and the previous ARGO thing, I wonder what they expected from the side projects. They weren't sold for money, arguable not in states that can be sold for money either, didn't further iterate into paid product, and plugs were pull in short order. Call me pessimistic but I can only assume they found out both were beyond fixing early on and because how they're released the cost to terminate is low. And nobody gets to see what the follow up to the experiments look like. While doing major overhaul on singleplayer defies logic in most games, I'd say dynamic full map SP in ARMA 3 is an exception. Those mods are generally results of years of iteration and fixes.
  13. Guess with the latest announcement this will be the final state this mission will remain in? Wonder how's the stability these days. With 2 sessions of dozens hour in then rendered impossible to proceed due to technical problems I'm really deterred from trying again. Maybe I should just stop hoarding and sight seeing and speed run this just to see the ending whatever it might be. When they say they've been "taught a lot of good lessons", I sincerely hope they meant it literally, not as a way of saying "we'll never try that again". This official "open world" campaign was something that I had eagerly anticipated with high hope but tempered expectation since first announced(man that's back mid 2018, with that gestation period can't imagine it was smooth sailing). Personally I would have hoped it to be something more and of a bit different interpretation of "open world" than what it end up being, but on the other hand it is more or less what the rational part of me expected under the circumstance(although I had expected something a bit more performance friendly and less prone to game breaking bugs). Hopefully in the future they'll draw inspirations from the community dynamic campaigns like DUWS, Antistasi or WLA:Amalgamation and others than I didn't have the chance to find out about. And take another shot at the concept when circumstances are more favorable.
  14. It just came to my mind now somehow, but wherever you're ready to have an updated showcase of your superAI demo video, wonder if you can include a segment demonstrate an AI squad doing something like THIS? Say like they pretend they took unexpected contact then just assume positions that human would, that's really going to leave an impression if you could. Also I wonder how much control over the position they take I have as a player squad leader.
  15. Very astute observation, those would be aptly classified as "tank destroyer", actually I don't know what else those are capable of other than fighting tanks(in an asymmetrical manner). As I understand "tank destroyer" historically carried a tank gun only for as long as recoilless shaped charge weaponry wasn't mature. Since then it was possible to cut down the cost of chassis significantly. Wheeled (modern)assault guns aren't generally meant to fire many sabots so they better be able to reflect their intended real life role. I went on to explain how I believe HE lethality modelling is too lacking to do so and how similarly inappropriately modeled coax/RCWS overshadowed high caliber HE when in real life there's not much overlap between the 2. 2x30mm autocannons, 4x SALOCS ATGM in the same weight class of hellfire(in contrast of more common ground launched ones) that's on the other hand almost impossible to reload in combat due to launcher configuration, unlike say TUA TOW, Bradley or their own 9P149, 2 more independently targetable bow GMG, armored similarly to MBT with less protected unmanned turret whose destruction doesn't translate to a catastrophic kill, and no troop compartment. That's the most distinct addition I could think of without major platform update to ARMA 3. I'd argue there's more distinction than between the MBTs if viewed under the same light. Of course there's the problem with the limited vehicle simulation fidelity it may not be able to reflect all attributes of such vehicle, and the delicate faction "balance", somethings that's a more serious consideration these days I guess.