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ppitm

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Everything posted by ppitm

  1. ppitm

    Soldier protection (dev branch)

    I have a question. What do we have to do to notice an improvement in the soldier protection system? I can't seem to shoot any NATO infantry in the chest without hitting their armor. Not even when I carefully aim above the trauma plates to hit them in the neck. It's always 2-3 shots with 6.5mm. When they aren't wearing any vest at all, even a single 9mm will do the trick.
  2. ppitm

    Fatigue Feedback (dev branch)

    That soldier is running at 8.5 miles per hour, indefinitely, while carrying a rifle, ammo and wearing heavy boots and body armor. 8.5 mph is a 7-minute mile. How many 7-minute miles can you run with 50 pounds on your back?
  3. Don't be childish. The devs aren't going to watch an hour-long video. Why not ask them to fly to your town and have coffee with you as well?
  4. I just launched ArmA on dev branch after many patches, and something bizarre has happened to all the game's tracer rounds. They are all invisible in daylight now! Not a single rifle or machinegun has tracers that can be discerned in daylight, although they are as bright as ever during the night. Not even tank's cannon rounds have tracers now. The RPG is about the only weapon that does, but modded launchers such as RHS AT4s do not.* Surely this isn't intentional? If this is a known bug with the current dev branch, please link to the bugtracker and I will happily vote. If it's just me, then a mod can use this to troubleshooting. *I disabled all mods and the problem persists.
  5. RHS tanks have lots of scripted extras in the damage model, so performance effects are to be expected, especially with novel types of projectiles that their scripts don't know how to recognize. With the Russian tanks, the mod is probably struggling to decide whether or not the fragments should detonate the ERA.
  6. ppitm

    Time to fix armor warfare for AI.

    I'm trying to remember the last time I saw a human tanker use an overwatch position in ArmA. Mostly they just have a waypoint, and they drive towards it, shooting everything in the way. So yes, tanker AI could be taught to reverse back into cover, but everything would still have to be carefully arranged ahead of time by the mission maker. You'd have to point out the overwatch position for them, and define the vector and distance they should reverse. And the conditions for pulling forward again. And for when to exit this behavior and resume normal maneuvers. Oh, and the threat direction/main targets would have to be defined. At this point you might as well just create a totally scripted CoD or BF4 campaign mission, since your system is too rigid to work in any normal sandbox environment.
  7. What PC do you have? The A2 ACE frag system had basically no performance cost, and I've noticed zero difference in ACE 2. Well, duh. Only fragments that have a chance of hitting something are modeled. And 80% of the shrapnel never leaves the splash damage radius of the shell, and therefore doesn't need to be simulated.
  8. ppitm

    Time to fix armor warfare for AI.

    Very hard. Altis is hundreds of square kilometers of boulder-strewn fields, cramped villages and mountains. You want tanks to start crazedly driving backwards across that, in the hopes that they might get lucky and break line of sight? This is like asking why dogs can't be taught to use iPhone GPS when they can't read maps in the first place. It's a ludicrously complicated, labor-intensive proposition, equally expensive in CPU cycles.
  9. Seems like T-series tank HE rounds also lack frag.
  10. ppitm

    Time to fix armor warfare for AI.

    I don't recall seeing any serious recoil in Steel Beasts either. Except as a cosmetic feature. And round impacts in ArmA are plenty visible. If anything Steel Beasts' primitive effects are exaggerated. I saw one tank pointlessly reverse about two meters, and two groups of tanks fighting hull-up on a featureless plain that could be navigated by the most primitive AI. I'm sure Steel Beasts' AI actually does those things, being a dedicated tank sim and all, but you're not making the most pertinent comparisons here. ArmA's insta-unbutton feature is pretty silly, it's true. But the ability to use rifles, grenades and binoculars while turned out redeems everything. It's one of the best things to happen in vehicle gaming.
  11. ppitm

    Total War:Warhammer

    Yeah, but most Warhammer fans have aged many years since those rulebooks came out. They've all outgrown their attachment to silly tweenage Chaos factions. *runs and hides*
  12. ppitm

    Under Fire 0.1

    Any chance of a demo video? Very few people will download sound mods without getting a listen first. Especially when sounds are so tedious to test in-game.
  13. ppitm

    Russia General

    And he has the nerve to complain about simulacra.
  14. I wish the blackout from Gs was related to the actual capabilities of the aircraft. Doing an immelmann in an Su-25 results in unconsciousness at medium speeds. Yeah right! You play DCS, with an actual flight model for this plane, and then are then ambushed by silly overmodeling of G-forces in Arma.
  15. ppitm

    Time to fix armor warfare for AI.

    How do tanks do if you set them to Column mode? It's a little much to expect them to stay in a decent wedge formation on terrain as rough as Altis. Imho the biggest problems with armor AI is their reluctance to use HE on infantry, and the engagement logic that always puts them in RPG range.
  16. ppitm

    Lightsaber System

    ROFL That is at least 50 times better than what I was expecting.
  17. Honestly, this always seemed like the most realistic wounding system, for all its simplicity. No extended unconsciousness or gulping Morphine like candy. I once had a weird glitch in A2 where I entered this sort of agony state but could still run. I ran across the map clutching at my gut, unable to fight, before finally collapsing. However, it is a real PITA when this system disallows team switching.
  18. https://github.com/acemod/ACE3/issues/2478 Floating airborne spare tires and tracks bug is back.
  19. ppitm

    Fatigue Feedback (dev branch)

    And where do you get the idea that the mouthbreathers playing Altis life on the server list are the majority? What happened to the thousands of players who are involved in clan MP or just SP? It's very simple, in my view. The people who want to play offshoot gamemods that aren't classic ArmA turned off fatigue and were happy. The people who play ArmA as a military game left fatigue on and were happy. So now BIS have gone and pissed off the latter to no purpose.
  20. Awesome work! The ACE frag system is the most amazing thing in ArmA 3 so far. Have you thought about adding very small amounts of frag to RPG-7 and AT-4 HEAT rounds? According to US Army manuals, the former can throw out some very large fragments that are lethal out to 150m or more. Even if there's no dedicated shrapnel casing, the bit and pieces of warhead have to go somewhere. Just something to make players less cavalier about opening up on tanks that are 50 away. (Also, do you know what it would take to add make a bullet-tracing script apply to the frag pieces? For testing and amusement purposes.)
  21. Is someone adapted this script to track the fragmentation spawned by ACE 3, I would love them forever. The frag system is open-source now, so it should be possible.
  22. I know what you mean. This must describe a good 40% of SP user scenarios. Anyways, in my book convoy ambushes are the most fun you can have in ArmA. Those are perfect for co-op if you have limited AT that requires perfect coordination and timing. There are also plenty of missions out there that involve placing sandbags and bunkers with scripts in advance of a large assault. Although now that we have the 3D editor, making large fortresses is quick and easy. Edit: Like this one https://steamcommunity.com/sharedfiles/filedetails/?id=528347724&searchtext=rhs
  23. Maybe some of those missions have ACE's disabled rearming modules added.
  24. ppitm

    Making AI Defend?

    https://community.bistudio.com/wiki/enableAttack
  25. Vote here! http://feedback.arma3.com/view.php?id=26305
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