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The Man Without Qualities

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Everything posted by The Man Without Qualities

  1. The Man Without Qualities

    [SP/MP] BeCTI

    There is not such a version that works as originally designed.
  2. The Man Without Qualities

    Enhanced Movement

    Sorry for late recognition Sir, I was using your brilliant functionality during OFPS sessions I assume - discovered after hours of playing that its available there. I will ask if OFPS is at latest patchlevel and then test during game. Thank you for your work, I cannot count how often I escaped by hopping over a fence or wall since I discovered!
  3. The Man Without Qualities

    BECTI OFPS.NET EXTENDED

    If I need related information like used mods, patch level of mods, where to look at if I do not want to use discord?
  4. The Man Without Qualities

    AI Driving - Feedback topic

    The affected MP missions are all CTI missions, even those which were crippled down to pure "PvP"-like functionality set (no AI commander, no AI squad leader), even in those CTIs you want to employ some AI driver. During such an CTI I am most of the time busy looking after AIs in vehicles at map, see if the move at map, if not I check with unit camera function if vehicle stcks or flipped and try to help by giving new waypoints or using (yes! there is an anti-BIS-AI-driving-feature!!!) "flip vehicle" function to spawn the vehicle back on track/wheels. It is really,really hard and annoying work. If you play with active AI squads it becomes almost a full-time job when 12 squads with 12 crew max out there which means 12x4 vehicles when 3 crew per vehicle in average. Pampering 48 vehicles with nuts AI drivers is basically a permanent roadshow of what is wrong with BIS AI and BIS AI driving. The only solution until now: I rather rely on infantry tactics and skip using vehicles
  5. The Man Without Qualities

    AI Driving - Feedback topic

    BIS would say: You must have done something wrong during this test, you did not set this and that, it is one single exception..... As I said before, during a hours long CTI session, most of my vehicle losses are due to AI driving, not due to enemy fire. Game is broken IMHO.
  6. The Man Without Qualities

    Tanks - Fire-control system

    Am I wrong when I say that there are many FCS with different methods available in RL? Some required a manual trigger for lasing and updating the FCS fire solution, others have a mode with constant/cyclic automatic update of the fire solution (its rather real tracking). But in A3 we have just one single FCS with 1 mode? for all weapons?
  7. The Man Without Qualities

    AI Driving - Feedback topic

    We had those discussions 10 years + ago. As in reality, the distance between vehicles must be altered in relation to the speed as in real life. Maybe it is not mentioned in the function description but already implemented, but I do not see it working in A3. The faster the convoy moves, the larger the spacing must be to avoid crashes cuase of sudden stop.
  8. The Man Without Qualities

    Tanks DLC Feedback

    What is the suggested weight empty / combat ready?
  9. The Man Without Qualities

    AI Discussion (dev branch)

    +10000000000000000000000000000
  10. The Man Without Qualities

    Tanks DLC Feedback

    To some extend, I prefer high fidelity in battlefield simulation...from physics POV. https://en.wikipedia.org/wiki/M1128_Mobile_Gun_System I assume that the general concept of the Rhino shiuld be based on the M1128. If BIS would state general baseline parameter of the simulated items like engine power, overall weight etc, we could better guess if the behavior is properly simulated. A vehicle with a power/weight ratio of 14 hp/ton won't climp a steep hill as fast as a monkey on crack. Also acceleration on flat terrain is in easy to calculate with such a ratio. That is something that is wrong simulated anyway for so many vehicles in A3, wheeled and tracked. Most of them are far to fast uphill or on bumpy surface. Cannons on wheels are not necessarily faster in the wild, they are faster at street where a M1A2 would be limited by the physics of tracks.
  11. The Man Without Qualities

    AI Driving - Feedback topic

    Problem with such hacks are the other side effects: - performance impact (need to check on every collision if damage must be applied or not based on unit faction of both patricipants) - lower simulation level (accidential road kill impossible etc) - mission impact (sometimes it must be possible to kill a friendly unit by overrun) That's why I do not like such workarounds.
  12. The Man Without Qualities

    [SP/MP] BeCTI

    I am not aware that Benny was able to bring his AIcomm and AIsquad functionality back to service nor do I know that OFPS is willing at all to host missions with those old-school CTI features like AIcomm and AIsquadleader. If such a mission would be up, I would co-finance hosting. ATM there is nothing worth hosting. OFPS Mission is suffering due to those missing AI routines since hours long battles suddenly turn due to leaving players and unbalanced teams. And yes: I am one of those hasty quitters when my wife is shouting that there is something more interesting to do. Would be cool if an AI would take over as in old-school CTI.
  13. The Man Without Qualities

    AI Driving - Feedback topic

    odd hack
  14. The Man Without Qualities

    General Discussion (dev branch)

    +1 @oukej : The routines and attack patterns of AIs steering planes are non-sense since they do not consider safe distance, they rather try to get as close as possible to the target. Same for tanks. Will we see finally reworked attack patterns/routines for all vehicles? The do not match at all with high-tech distance weaponary.
  15. The Man Without Qualities

    Tanks DLC Feedback

    To give you an indication: During an average OFPS CTI over 6 hours+ I usually loose more then 60% of my wheeled or tracked vehicles due to AI driving mess or flipping tanks or crashed wheels and NOT due to enemy fire. Not sure if this could be considered as the simulation of real live soldier skill, but the kill ratio is even bigger than friendly fire incidents mentioned here https://en.wikipedia.org/wiki/List_of_friendly_fire_incidents
  16. The Man Without Qualities

    Tanks DLC Feedback

    https://arma3.com/news/arma-3-tanks-dlc-rolls-out-on-april-11 Gentlemen, at 12:24....., still the Über-AI in a promo for a new tank implementation...the AI disembark right after the fatal hit....unhurt....ready to fire.
  17. The Man Without Qualities

    [MP][CTI-COOP] Liberation (continued)

    That's BIS, nothing you can do from mission design except some scripts spawning AI by avoiding buidings and rocks to close.
  18. The Man Without Qualities

    You've played to much Arma when:

    ...when you hit during your drive to work 27 traffic light poles and shaved all street signs on your way
  19. The Man Without Qualities

    AI Driving - Feedback topic

    Well, setting safe and column is a WORKAROUND used for a long time. Nevertheless I expect that a developer - pretty much aware of the obstacles his beloved AI facing - is providing routines/methods alowing the AI to master such obstacles IN ANY CASE. When AI groups passing narrow places they leave the formation and regroup when possible. If a bridge cannot be passed with 10 vehicles side-by-side I expect a routine that detects a bridge in the calculated path and is adapting formatin settings etcpp. BIS had 10+ years to think about a solution. It is time to deliver.
  20. The Man Without Qualities

    Favourite/Least Favourite Aspects of Warfare/CTI?

    @ esfumato: it is their way of GUi design - they made it once and do not want to put more effort into I guess. Clunky, but it works for me.
  21. The Man Without Qualities

    Favourite/Least Favourite Aspects of Warfare/CTI?

    ahh, means I must fire up PC and play OFPS....haven't for 6 weeks +.....
  22. The Man Without Qualities

    AI Driving - Feedback topic

    Those bugs are not related in the engine itself, it is simply BIS way of distributing attention and care. The problem with disembarking crew we will see again if the very same devs will work on and with Enfusion again.
  23. The Man Without Qualities

    Arma 4 a look to the future

    Exciting times we're living in! - Yeah! I am on maximum exitment level since 2001 - interrupted by sobering phases after every release
  24. The Man Without Qualities

    Favourite/Least Favourite Aspects of Warfare/CTI?

    Removing the MHQ at least is my all-time-fav in CTI-context. Loss of MHQ is in most cases the loss of game or at least such a significant supply loss usually making you loosing the game. It is an odd simulation and odd game-style design making everything depending on a single item. So why not removing it? Or making an optional switch in game parameters? Benny told me it is easy - but he never did it :-) If every game starts with at least 1 town close to initial spawn (there are even game start parameter defining how many towns owned by each side at game start), you do not need any MHQ if your design is forcing you to build INSIDE a town perimeter instead of OUTSIDE as today. To be able to build smaller versions of base constructions you could add the related actions to the repair/support trucks as it is today for defense construction. This major change would result into a change of win conditions. But it would prevent that some bases are hidden in the woods to keep the game running if the win condition is that enemy does not own any town any more. Hence it would be sufficient to steal all towns owned by the other party asap and to prevent for a defined time that they are able to capture another instead. Length of match is not an issue, just design according everyones taste - keep all options open. In A2 WFBE we had the very same match open for days, with persistent mode even without human players, just AI comms were battling. This is my personal preverence, having a massive war ongoing where you can jump in and turn it a little bit for your faction. If peeple want's a time limit or somehow a mode with a fast decision, the best is IMHO a smaller map, limited resources and cash and limited amount of cash-generation towns/zones. This is easy done by starting a CTI on Zargabad, 4 towns, few cash&suply per minute. Besdide MHQ, also base areas were pretty easy to destroy, there was IMHO OFPS's best job so far to add so many passive and active base defenses that a proper built base can survive several air rides which are usually lead into the loss of airplanes. That was urgently required since too many high-tech weapons and to much "cash" enabling pretty early jets which are unrealisticly hard to defend. I love the idea of having more AA capabilities as static/semi-static/mobile versions. If this is combinde with a separate layered and triggered town defense it would help a lot. AA defences could be activated/spawned in every location on detection of an air contact WITHOUT spawning all town defences. Town defences should anyway spawn in several waves triggered by much larger trigger areas. I do not like the effect that enemies spawning in visual or even gun range. One option might be considered: Right now OFPS-CTI employs easy access to rearm/refuel/infantry (after "peace time). This method is IMHO undermining the need of (or eliminating the reward of) proper logistics if it comes that easy. Hence I would love to have at least the option that all staff must be generated by base factories.
  25. The Man Without Qualities

    AI Driving - Feedback topic

    But I try once more, since I guess I stay on-topic: - this thread is about AI-AI driving in special - oukej stating that the major part of AI programmer are shifted off-A3 already - judging the outcome that 100% of AI programmer achieved before A3 launch and years after and the gap until AI would drive to our satisfaction + oukej's statement I conclude: We have to wait and hope for A4...as we did for A1/2/3. Don't worry BIS, I bought all, several times, will buy A4 too. I am a natural born idiot.
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