SteemSucker
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Everything posted by SteemSucker
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[WIP] Embraer A-29 Super Tucano
SteemSucker replied to Jester504's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Cannot wait for this! Count me in if you need beta testers haha. -
To my knowledge this is still impossible with Zeus without mods. @oukej, any chance for an update on the control mappings still missing? Its still a bit of a chore to fly with a HOTAS having to go back and forth with mouse. Also is there going to be a way to modify dynamic load-outs in vanilla perhaps with rearm HEMMT vehicles?
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It's been a few months so I'm going to re-post my list of Feedback Tracker requests. F/A-18 Black Wasp II Dynamic Loadout in Zeus / In Game F/A-181 Black Wasp II Control Mapping F/A-181 Black Wasp II Incorrect Flight Characteristics Edit: I'm in the process of trying to figure out a method to better analyze the accuracy of the flight characteristics of a fictitious aircraft :P F/A-18 Black Wasp II Fold Wings Option in Eden/Zeus (IK it can be done in Eden now)
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Datalink should push all target information to friendly units. In a fifth generation scenario, sufficient communication of the threat environment is key.
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I beg to differ. With the inclusion of supersonic audio I see no reason why this is infeasible. I'm running a 6700k @ 4.7Ghz and a GTX 1080 and I was able to fly ~1400km/h on Tanoa with 12k view and 8k obj render distance while keeping above 45 fps. Granted this is in single player but I think limiting the performance of the engines based on the premise that the game cannot handle it in some way is silly. It's still an unacceptable TWR even if the top speed is left untouched.
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Incorrect TWR and engine performance for Black Wasp: https://feedback.bistudio.com/T124666 Missing keybinds for new jets: https://feedback.bistudio.com/T124667
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I honestly don't know why they don't expand on the features of the USS Freedom. It cant be that hard to add a second deck and hangar system. And as far as movement goes I don't see why not. A simple GPS system could be used to set waypoints for the carrier to travel.
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Could you provide us with any information as to what of is likely to be fixed/changed before release? Also I don't know enough about developing and such so will it be possible for 3rd party developers to add features such as elevator/bridge functions to the USS Freedom and are there any plans to incorporate said features in future updates? Unfortunately it seems as though the Nimitz mod will be a more viable option at the moment.
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From my testing thus far, it's a good start. I'm not going to go into most of the problems I've had with the Black Wasp and other jets as most have been well documented in previous posts. That said, the carrier is a bit buggy right now... 1. Black Wasp a. rear gear sink into carrier deck b. front gear needs better turning radius to be usable on carrier deck. c. HUD adjustments as mentioned earlier to include weapon selection d. sort laser marker option before GBU f. When set to respawn on carrier, aircraft respawns with no landing gear and engine on. g. Glitchy wing slats when not moving. 2. Launch catapults are unrealistic. The Ford class carriers will use an electromagnetic system in lieu of a conventional steam driven catapult resulting in more gentle acceleration during launches and thus reducing wear on air frames. The current in game launch system you are catapulted from 0 to 360kmh in a fraction of a second. Please nerf. :P The speed of the aircraft upon leaving the deck should also be dependent on how much munitions the aircraft is carrying and the aircraft type/weight/etc. 3. Jerkiness of the arresting cable system. It just looks derpy as hell. Please fix. 4. Arresting cables do not move as they should and the arresting system seems to have a larger "hitbox" than it should. I don't think a UCAV is supposed to stop before the first cable. Also note the derpy deceleration. In real life, arresting cables are adjusted for the weight and type of aircraft that is landing to provide a relatively smooth deceleration. 5. Blast shields staying up after launch. 6. As far as ambiance goes even having a yellow shirt spawn to signal the launch such as with the Nimitz carrier would provide a more realistic experience. 7. When UCAV is set to respawn on carrier, it flies off as if it were spawned mid air. Would a dev care to elaborate on the apparent decision not to include a second deck "hangar" and elevator/bridge functionality? I really think this is a missed opportunity. Without these functions the Nimitz is looking like a more viable option. If Bohemia elects not to expand the carriers capability I hope it will be possible for 3rd party developers to use the Freedom as a model to expand upon with additional functionality.
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***I'm unsure if this is in the correct section if not please move it I haven't seen anything like this but to me it seems like a really useful function. I've recently been in the situation where me and a buddy were both working on a mission file. We would use drop box and obviously couldn't work on it at the same time but that got me thinking - why not add a way to "host" an Eden session much like a server but that would allow others to work collaboratively on a mission file at the same time using the Eden interface. Surely this wouldn't be that difficult to implement? What are y'all's thoughts?
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Suggestion: Collaborative Eden Editor
SteemSucker replied to SteemSucker's topic in ARMA 3 - DEVELOPMENT BRANCH
I've done this, however for any sort of intensive mission editing, the full Eden editor is required.- 7 replies
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Vehicle Respawn Issues
SteemSucker replied to SteemSucker's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Bump. Still having this issue, a friend linked me a post that I didn't have time to check out at the time but now I can't find it. I believe someone may have answered this but have been looking through the forums to no avail. Any help?- 2 replies
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Hello all. I'm trying to set up a simple Zeus template mission using the Nimitz as a base. I'm having issues with player and vehicle respawn. Player Respawn: I'm using the respawn module and have set the following parameters. My problem is players respawn under the carrier at ocean level. If I sync the players to the respawn module, they respawn where they die despite having the "respawn on custom position" selected. I've also tried setting an invisible heli pad as a respawn point but to no avail. What am I doing wrong? Vehicle Respawn: Vehicles respawn on their original position as they are supposed to however they start with their engine on as if I spawned them in the air even thought they are empty. Settings and screencap of the problem below. Any help is appreciated. Thanks. :)
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Suggestion: Collaborative Eden Editor
SteemSucker replied to SteemSucker's topic in ARMA 3 - DEVELOPMENT BRANCH
Bumping this because why not.- 7 replies
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Vehicle Respawn Issues
SteemSucker replied to SteemSucker's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So, little update. I managed to figure out the player respawn by adding the following scripts to spawn.sqf and init.sqf I'm still stumped on the vehicle respawn though. I've tried adding a setPos script to the init of the vehicle and putting the vehicle on land and my friend was trying to get a trigger working but to no avail. Any ideas here?- 2 replies
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Suggestion: Collaborative Eden Editor
SteemSucker replied to SteemSucker's topic in ARMA 3 - DEVELOPMENT BRANCH
Any more opinions/thoughts on this?- 7 replies
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Pretty cool - nothing to add others haven't already mentioned.
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Possible fix for the "3 FPS Drop" Issue
SteemSucker replied to bis_iceman's topic in ARMA 3 - DEVELOPMENT BRANCH
Just a quick revisit to this topic. Not that I expected it to change anything but its still happening with my new 1080 and trying various mallocs on the dev and stable branch provided no better results. Even had some crashes when running the game in 64 bit in dev. This is frankly ridiculous at this point. It's been way to long for such a game breaking issue to go uncorrected. System specs: Win 10 64 bit i7 6700k 32GB DDR4 RAM GTX 1080 8GB -
Possible fix for the "3 FPS Drop" Issue
SteemSucker replied to bis_iceman's topic in ARMA 3 - DEVELOPMENT BRANCH
The profiling branch produces the same results, if not slightly worse. About every three to four hours on multiplayer I get a crash. -
Possible fix for the "3 FPS Drop" Issue
SteemSucker replied to bis_iceman's topic in ARMA 3 - DEVELOPMENT BRANCH
So far working for me, will report back if I experience any crashes. --I will do an fps comparison with the old allocator as well as try this on my desktop system. Laptop: Win10 64bit i7 6820HK @ 4.0 32GB RAM GTX 1070 8GB Desktop: Win10 64bit i7 6700K @ 4.6 32GB RAM GTX 780 3GB (No h8 pls im saving for a 1080 :P ) *********** UPDATE *********** Laptop: After 1.5 hours of editing a mission it was still stable and running well. Did not notice a large difference in FPS however I did not have a chance to "benchmark" it yet. Desktop: After about 4 hours on multiplayer I had the 3 FPS issue immediately followed by a crash; "DX11 error: CreateTexture failed : E_OUTOFMEMORY" and "The exception unknown software exception (0x0000dead) occured in the application at location 0x000000007762DB18." Attached is the full troubleshooting report but I don't know if that's helpful. Note, I was using the main branch with the tbb4 allocator on both these systems. I will be trying it with the profiling branch tomorrow.