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Everything posted by Vasily.B
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It depend how you look at it. Target at 5KM can change direction - HEAT or SABOT cant nor FCS cant predict target sudden move, while in case of ATGM (range 5KM on T-90SM) you can change direction of missile. But in topic of AI, Arma and player - what range could be correct for terrains/game engine/optimal draw distance (for lower PC's)? Off course in terms of AI - they should have same range limitation as player.
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Sorry for misunderstanding - i was meaning limit(for AI)/increase(for player) max range for ATGM to 5KM.
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Sorry if this was already answered, but i dont have access to tab "pylon settings" on any vehicle atributtes. Do i need to buy DLC or write something in init of vehicle?
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Well let me add 2 cents Usually SABOT rounds range is limited to 3600M, so increasing accuracy of FCS to this range for SABOT rounds (player), and decreasing working range for those rounds for AI (also to 3600M) could be good and realistic compromise. As for Guided missiles and HEAT (that is not present yet - id dont know if BIS is planing to add them) effective range (range that FCS can adjust cannon) can be increased to 4KM in case of HEAT and to 5KM in case of ATGM (if we take in accound most modern type of missiles at this time (game action takes place in 2035)
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Arma 3 STABLE Server 2.18 "profiling / performance binary" feedback
Vasily.B replied to Dwarden's topic in ARMA 3 - SERVERS & ADMINISTRATION
Thanks!!!!!! I was waiting for it very hard, finally can play the game again! -
Fix have been applied in performance branch! THANK YOU DWARDEN!!!!!!!!
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Agree, option is the best option ;)
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For me commander as driver rolle is a bit... its not fitting to simulator. Even in real tank simulators we can hear orders of movements, maybe solution from "steel armor" would be better ("15 left, "21 right" - dependable from period of direction key holding)"?
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+1, its was possible long time ago, now there is only engine sound different in 1p/3p.
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this..... so true.
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I have exacly same issue - 64 bit of arma, windows 10 (64 bit), GTX 1060, it 6700K. Its like that since around 1.62
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On bottom of the page, next to Privacy Policy and Contact.
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RHS Escalation (AFRF and USAF)
Vasily.B replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
PuFu i came back here to share my ideas about bug fixing. Specially this one with bmp's. If you cant think about potential fix (making commander seat as transport for AI, it would be commander seat only in action menu - just named like that) just beacuse i written about it, then.... congrats. I have no bad intentions.- 16577 replies
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RHS Escalation (AFRF and USAF)
Vasily.B replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm thinking about mod that would cover RHS stuff - or actually just hide all BIS futuristic hardware and replace it with RHS ones, but till there is this bug with BMP/BMD/BTR (crews and transported soldiers in group - commander seat problem) it will cause issues with some vanilla scenarios. Off course some hardware from BIS would stay, but with changed names - for example Merkava and RPG 32.- 16577 replies
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Veteran mod (VTN) - announcement and WIP
Vasily.B replied to dead kennedy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well, in Devbranch there are changes to physx of tracked vehicles (it finally come true!). Are you planing to release your tracked miracles? -
Project ASTFOR - Astelandic Armed Forces
Vasily.B replied to PTV-Jobo's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Well, in Devbranch there are changes to physx of tracked vehicles (it finally come true!). Are you planing to release your tracked miracles?- 657 replies
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Real Tank Crew - Improved behavior addon
Vasily.B replied to Vasily.B's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well, my plans are over as it work as intented, all plans was to make AI to repair broken engine/tracks,wheels and make vehicle moveable again. As for using HE/HEAT - RHS mod have working scripts, but they threat me as enemy (for reporting issues with their own mod). I'm also not a real modder, as mod was created by lot of community members, i had only the main idea and changed some circumstates, thats all. If you fell on power, feel free edit it on your own, sorry. -
Lol, they were also keeping formation, there were cool dust in the air after vehicles move..... Good old A2......
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RHS Escalation (AFRF and USAF)
Vasily.B replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
But this is not happening with vanilla nor any other mod. I cant report this on BIS feedback tracker as they say its mod related. Its happening only in 2 crewed vehicles, maybe making commander position as transport could fix this ("to commander seat" in action menu option could still be in it, but for AI "tactics" this could be next transport seat) I found 2 issues: - AKS-74N (purple) - after clicking ctr+c stock is not folded, but rail is de-mounted (there wasnt any rail before) - MI 24V - Ammo frrom YAK is creating effect of high explosive ammo if shooting near the chopper (~up to 10M) on the ground, any further distance hit produce right explosion effect. New FX from air rocket pods look amazing, however single fire mode for russian rocket pods would be apreciated. For rest of changes i can say only WOW! Thumbs up.- 16577 replies
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RHS Escalation (AFRF and USAF)
Vasily.B replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Anyone tested mechanized Infantry? I mean BMP + 6 man group to attack something. Its most breaking issue since i remember. AI infantry was still disembarking and embarking vehicle, beacuse Commander was ordering so....- 16577 replies
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I know this sound stupid and strange. I cant figure it by myself. I mean before BIS patch precision 0.35 was default militia skills, now (when i play it in editor) this is also very low value, and Ai is missing their targets most of time, but somehow (i dont know how) missions from workshop with AI sets on map with skills 0.35 is damn precise, just as marksman. I cant figure (just like others) how it is possible. Just like some new calculations were made and alll "old 0.35 precission" is now 0.80 - but only in mission create before BIS patch. If this is overriding them, its just fine, downloading now. However i wish BIS will figure whats wrong with vanilla AI precission.
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+1, basicly there could be just 4 improvements in terms of sound ; - Tanks sounds itself - Distance, from where tank are hearable should be increased (to match JSRS, just cant play without it right now) - Interior weapon sound should be muffled again (i'm asking this since year i think, they are no more muffled since 1.60 or 1.62) - And finally - all vehicles could profit from this - more smashing sounds (when vehicle smash some object by driving on it) Thats all. I know you dont have much people to AI programming, and as far as i remember there is one guy responsible for sounds configs, give him new tasks ^^^^ ;)
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I get it, but why skills for precission of 0.35 is now sniper? I mean missions created before this patch on workshop (scenarios, campaigns) with militia, low trained units etc, not to mention those units which have precission set to 0.50 - all of mentioned units is taking you down with one shot from 400M (headshots?). I played great campaign "Red Hammer".... it was unbeliveable hard to complete it thanks to new skills changes. Before patch it was OK. Its not even that problem for player alone (except he become target NO 1 on battlefield whenever he appears and enemy see him, ignoring even some AI shooting to them), but for teammates which become killed in first part of the mission, which ruins immersion and climatic of some scenarios, sometimes even leading to break further triggers, and in final making mission complete impossible. Whats more strange, when i set ai precision to 0.35 in editor it works as it should - they miss target most of time. Problem is onlly on missions created before patch 1.76 and its "old 0.35 precission" working now as 0.80.
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Sorry - you misunderstood me. Al missions i create now - after BIS patch (AI skills changes) are OK, but missions created before that patch (campaigns, scenarios from workshop) had issues with OP AI's. All i wanted was to lower them a little without worrying mission authors to edit their missions, and without editing mission properties (edit all AIs skill one by one) by some mod/extension.
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+1, after BIS patch Ai are snipers, need something to override their skills in missions.