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en3x

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Everything posted by en3x

  1. We are scratching our heads just as you are. Latest change log adds to this: "We're also designing a method to run servers with mission rotation. For server admins out there, that basically means providing multiple mission headers inside the server config. This feature will be connected with mission reloading and both should be available in the upcoming months." _ https://reforger.armaplatform.com/news/dev-report-7 This is not Arma 4 but tech demo as you said. Which gives you unique opportunity to give constructive criticism so that things may change in a future for the better. Slightly worried that console world might influence this decision.
  2. We shouldn't need to restart server and edit json file, in order to select different map or mission. That is step backward. I hope BI sees selection of mission or maps from selection screen as way to go.
  3. We do need mission Selection Screen. Its a cornerstone of many communities.
  4. I feel like it has more parts than just rendering. The animations and movement systems as well - you can jump while running, climb over obstacles stuff like that. Unable to have in Real virtuality engine.
  5. Came here to say the same thing. Rhino should be the fastest of all new DLC vehicles. It has wheels. Speed its biggest advantage of wheels over tracks. On the other hand tracks offer better offroad capabilities because they distribute weight more evenly on all sides. So yeah Rhino should NOT be the slowest out of all of them.
  6. Tank driver vision relies on periscopes. Periscope is instrument that allows viewing over or around the obstacle or any condition that prevents direct line of sight. The driver and the TC (tank commander) have both this option. Important thing to know is that TC will always have better situational observation then driver. Mostly because of his position in a tank - center turret position allows 360 turret periscope. While driver is based on the front side of the tank and has front side arc of view. I would classify 2 possible categories 2D and 3D implementation 2D Current implementation of a driver in First person has view with 2D overlay (black borders) that simulates viewport or periscope. Using this tehnique it offers few possiblities: 2D wider FOV +More viewing area +Closer to real world angle of view -Fixed view (I'm tank syndrome as oppose to person in a tank) -Look alike between all tanks (no visual distinction) -too wide FOV produces fish eye effect -wider FOV produces FOV inconsistency between vehicles 2D wider FOV with 3 periscopes 2d overlay +More viewing area +Closer to real world angle of view -Fixed view (I'm tank syndrome as oppose to person in a tank) -Look alike between all tanks (no visual distinction) -too wide FOV produces fish eye effect -wider FOV produces FOV inconsistency between vehicles 2D switching views +More angles +Simulating 3 periscopes lines of vision -Fixed view -Time consuming to switch between -Look alike between all tanks (no visual distinction) 3D (Arma 1 OFP Tank M60 patton) +Person in a tank immersion (Freedome of head movement) +Consistency with other vehicles with modeled interiors +Immersion (interiors differ from tank to tank) -Work/time/ On the personal note I think current viewports are too small, too zoomed and not fun to operate. This produces side effects like driving in 3d person, turning out (when possible and in 1st person). It also leads to believe that modeling interiors is not worth it. In my opinion it brings character of tanks, gives freedom of head movement and adds immersion like other modeled vehicle driver position have. Different variation of 2d overlay techniques all suffer from the same problems. (all look alike and fixed view). Which brings me to believe that 3D interior driver position seem like the best option for a DLC dedicated to tanks. Is it doable? Since slammer have modeled interior for passengers I believe that its technically possible. Especially with 3 new tanks that aren't yet in a pipeline, or are in productions right now (guesstimating). Current tanks may have technical difficulties but given enough time can be solved. If that option is not possible I would argue that quality over quantity still prevails and enable new DLC vehicle interior driving position, while vannila one not - or they do but receive one at the later date.
  7. Can confirm on the latest dev branch. Hoping it gets fixed.
  8. en3x

    Tank drivers interior

    Yeah I kept this in a back of my head but I never really used it until now. And I realize problems with "move head up/down" or Ctr + Page up/Page down. The difficulty is to drive and keep pressing 2 sets of key to constantly adjust your view. Its like adjusting your seat in a car while you are driving. It doesn't make sense because its too innaccurate and too sensitive and all that while you are already holding two to three keys for driving. Freelooking in my case don't adjust vertical view. I can look up or down but I will still not able to see ground for example for driving uphill. ----------------------------- One of the options perhaps post launch would be to think about system that lets you arc your view when you look with your mouse. Think of like track IR does but you would do that with mouse movement. The higher your mouse moves the higher your view angle is (the more ground you can see) and the lower it is the higher you see.
  9. en3x

    Tank drivers interior

    And BIS done have done it! After decade without interiors in Arma franchise we will be getting them and on all armored vehicles. Pretty ambitious! I wanted to do some constructive topic in terms of current periscopes and placement. Right now is really hard to see anything when you moving up the mountain. As far as we I know from my experience I tend to move upwards as much as moving on flat terrain so this is pretty important. So moving uphill I can't see ground, neither can I see front very well. One way to solve problem (at least in Slammer) is to implement forward looking PiP camera. The way I would imagine this technically is if vehicle is moving forward - show front camera PiP. When vehicle starts backing switch to back Picture in picture camera. This would partially help with the issue at hand.
  10. I think if this would be implemented the singleplayer mission showcasing and explaining this would be a must. Before courses I had no idea about navigation and I doubt average player does too! In regards of editing I think they changed the way topographic looks like. Its clearer and more readable but I forgot technical changes. As I mentioned its only 2 digit grid so you need to subdivide to get your location. I would have to find thread on the forum on UO (united operations) about it to tell you more. You can try to find it too ; )
  11. I wonder if that is possible since rotation point of roamer is on the circle cutout on the romer. (Is called romer not raomer. In another word Grid finder. I called it wrong name). So if you would align on the red line your rotation would not be precise. Interesting to hear that protractors work similarly. I tend to hear and see this tools (protractors) a lot more then romers. I agree on map reading skills. Bit unfortunate Arma 3 leadership deviated from older Arma 2 military simulator to a something called "sandbox". Their concept is to have giant playground for all different player types from RP to KotH to mil sim so they tend to simplicate some things. Still provided good gameplay value and challenge this is still doable if presented correctly to Bohemia. The functions that you saw are available in mod called ACE (advanced combat environment 3). Note that map grid system was editing by United Operations which is community (not like a clan or mil sim with mandatory training schedule or ranks) which play Arma 3 as close as possible to a real thing within reason. Why isn't in a game? I don't think people requested this to get noticed, it may be one the thing that is not noticable right away but adds depth with time spent learning it. There wasn't any good case or thread explaining pros and cons, how to implement in a game, why do it and what would it add to the game. But for sure interesting aspect of the game. The closest to Land nav from BiS is one really crude example of Locating area (triangulation?) in Arma 3 Singleplayer mode "BootCamp". Try playing it, I already forgot the details.
  12. Almost missed this thread. For now I will comment on the map tools first. So the first time I realized importance of MGRS system (military grid reference system) is with United Operations at Land Nav courses. Community used ACE as basis of advanced system and one of those are map tools. Here is example of "Roamer tool" How does that compare with protractor Pickles? Another interesting thing is subdividing grids. In this particular example we have map that have 2 digit grids labeled like real life counterpart. Essentially no simplified Arma auto labeled grids/6 digit grids. Video reference is over here. How could that tie in in Arma and does it make sense for current Vannila Arma sandbox concept?
  13. Functionality and interiors are 2 different topics and 2 different professions. Modeler who model interiors won't code C++ functionality of armor simulation. Lots of people supported and commented on driving phyX simulation that has dedicated thread and we have seen progress on that front. There it is functionality. But hold on to your hats, they are working on something interesting for sure, that wasn't revealed yet. Maybe that error simulation pop up that someone mentioned is a clue. We just have to wait.
  14. I had no idea before explanation. Curiosity comes out because we have been experiencing this logistical comments more then ever before. I'm sure that won't be the case for a long time thought after DLC Enfusion *wink* wink*
  15. yeah at this point they could he honest and say Not logistical issues haha. I wonder what is the reason for this funny remarks though.
  16. en3x

    ArmA 3 vehicle throttle option

    This was touched in Tanks - Tracked vehicles driving and handling This was my post: For some insight. Source
  17. Yeah I get around autobreak by using controller with analog triggers. Is not perfect (pc users without peripher.) but it works. Thanks for elaborating on the issues as to why they are there.
  18. There 2 notable troubles that I experience. Stopping at low speeds. (makes tanks impossible to move with infantry with M+Keyboard) And spinning on the spot on any angled slope makes you move forward or backward without your input. (so staying still and turning right without any throttle on the slope would move tank backwards down the slope)
  19. en3x

    Vehicle Interiors - Feedback

    Indeed I was aware of that in the back of my head but I never used it besides helicopters. Does it reset position everytime you leave vehicle? That might be it. I think is Ctr + num keys
  20. en3x

    Vehicle Interiors - Feedback

    Good point, I remember watching Kiory streaming his animation worflow for L85 used in british army, and changing IK with values in text file seemed really arhaic. Still the reason I claimed about complicated system is this mention about animation system being like giant spider web right now, its connected to so many things, and its really cumbersome to work with. It was in a sitrep from longtime ago I'm sure.
  21. en3x

    Vehicle Interiors - Feedback

    Strike is indeed right. Animation system in arma is indeed very complicated and old, so the simple things sometimes aren't that simple to implement.
  22. en3x

    Vehicle Interiors - Feedback

    So in regards to feedback, about interiors. Now that I have experienced the feel and look I realized that the most important thing is view on the outside. What I mean by this is how much can you actually see through the slit when you driver/command or perhaps even gun. So first thought I got from this was ETS or euro truck sim adjustment of the seat. So you can customize how front or back, how high or how low your "seat" will be. When I say seat, in their case is basically your view adjustment.
  23. en3x

    Vehicle Interiors - Feedback

    For the same reason hunters have interior. For anyone else interested in a question why do armored vehicles need interiors, I made small reasearch thread over here.
  24. en3x

    Vehicle Interiors - Feedback

    Im ecstatic to hear about this news! Way to go team. Hoping on dev branch right now!
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