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Varis

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About Varis

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    Corporal

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    Finland

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    http://steamcommunity.com/profiles/76561198053717680
  1. Handicapped player

    To me it always felt that doorways are the strange thing. Then again, it could be that backpack and launcher too?
  2. Handicapped player

    How well can you jump if you're carrying A combat helmet and night vision goggles A full ghillie suit and a combat/carrying vest A large backpack A light machine gun With 2 boxes of spare ammunition An anti-tank launcher with 2 missiles A couple of grenades Mechanic's tools for on the field repairs Three sets of bandages and some other medical supplies Would imagine there's some rations and drinks as well not modelled in the game Oh yes I remember the bunny hopping days from Battlefield 2 as well
  3. Do you have a mission file for that? If not and it's a public server, why not put something new and interesting like WarMachine or Advanced Fierce Combat System (!) on it?
  4. Is there a disadvantage to selecting a Missile specialist?
  5. Hilarious that the image worked (after much hair-pulling) just a couple of hours ago. Here's a backup in case it doesn't come back: https://imgur.com/LJzrYGd ARMA forum.
  6. Just some thoughts. With my 600+ hours in ARMA, I often wonder WTH is it that I am playing or developing. I get a strong impression that ARMA is unique, even with all the similarities to some other gaming software. Perhaps BI is decades ahead in its business model and in the future other companies will copy it and be much more successful. Not sure if I yet dare to ask the question what ARMA is really about. Many of you have probably long since abandoned the idea that ARMA is a game. It's not a platform either. Without further ado, here's ARMA as a gaming software stack: Some of you may notice a similarity to the ISO/OSI network model. Maybe fittingly, in the 80's we had maybe just 3 layers or so, and still in many cases some are omitted or fused together. Like BI here does several jobs at the moment.
  7. [SP/MP] BeCTI

    Updated the source code link above to a slightly more fixed version in case somebody actually wants to run it. Tested it for a short bit as blufor, fewer issues though the reward for town capture was broken so remember to set some extra funds All the interesting code is currently in Dropbox. GitHub now has a source tree + Kanban board + project which may be informative down the road (obviously not everything will be recorded in issues). At the moment the sources in GitHub are just the baseline from Zerty's mod. Code from the master branch is always supposed to be semi-stable and if you don't have deep software engineering skills is probably what you want. Development work would happen in the three other branches. https://github.com/VarisA3/BECTI-DYN
  8. KOTH reset to level 1?

    You'll be back to lvl30 before you know it. Good to really learn some of those old guns too :-P Go play CTI / EUTW or BECTI/Zerty's mod if you don't like resets...
  9. [SP/MP] BeCTI

    Air research is worked into a 4-step branch instead of just 1 step. This allows rocket helicopters early into the game, also UAV comes more in the mid-game, while the heavier stuff requires more time and money than in the mainline version. I have a pretty solid vision WRT helicopters but jets and UAV will probably get reworked a bit. I initially thought level 2 would be "light jets + UAV" but we don't seem to have much in the way of light jets - most jets in the game are actually pretty powerful. With UAV the Zertymod community has seen quite a bit of breakage in the meta so they may require additional thought as well. As always this is a Work In Progress and isn't even implemented for OPFOR yet because it will change based on feedback etc. But this could be a straightforward improvement even in the Zertymod mainline as it allows low-tier air units into the game. There is some work in air unit pricing but more essential in my mind are changes on the AA side. AA threats need to be reduced - one idea is that teams would need to maintain stratified Air Defense Networks (ie. various tiers of AA units active to counter various tiers of threats that are operational or coming with the enemy's next step of research) - so this would take more money and effort than currently. However I would like to provide a larger selection of AA units and technology - there would be a cannon-only AA tank and the AA nyx has been made available in the main heavy factory tree - its powerful AA missiles are required to counter UAV/jet threats in Zertymod. It's very difficult to add new vehicles without requiring players to install any mods. More effective air can make the game balance volatile because the better team could leverage their economic advantage with aggressive use of air. Also I'd like a faster escalation into the mid game as it's where BECTI/Zertymod seems to shine. There are some tweaks currently - eg. a less dramatic effect from town occupation while denying income in enemy towns remains a possible strategy even in the late game - but some of the issues can probably be addressed by just changing the server parameters that are already available in the mainline code. A number of defaults and options are changed just to better facilitate testing (ATM want to get attack helicopters in the air quickly etc). There is a new marker for the priority town/priority zone (also one for town activation zone). There is a +10% bonus on all rewards (kills and captures) when the player is in this zone. The mainline just implemented what they call dynamic tasks which could offer better functionality - I haven't yet had the time to check out what they do in practice. Also this functionality created much of the breakage I think, so I might remove the priority zone from my codebase but add the bonus mechanisms later if needed. In the current dev version some vehicles such as marid and qi-lin are added to the flag shops in towns. This allows more intense frontline action but could be also used to bring less used vehicles into the meta. Another idea is creating different player teams - ones with a high AI cap like currently and ones with a much lower cap (eg. 2 or 4 AI units) but which would have various bonuses. This would allow marketing the mode to players currently outside of the CTI playerbase as the gameplay would be slightly closer to what they have currently and the learning curve would be a bit reduced. Probably they are not so interested in AI commanding or the strategic aspect - but a BECTI environment provides plenty of accessible combined arms action as well, possibly more than any other mode I've seen in ARMA3. If the project gets really serious this could be a necessary approach since it allows creating of a new meaningful playerbase. However there are several different options in implementing this feature and probably we already have some CTI modes which have taken this approach? There is a good bunch of other experimentation, in quality of life things, AI, documentation updates etc. These are fairly minor in the large picture and often just of a temporary nature. The ~full changelog is included in the files (and ingame), together with some of the main known bugs. I'm currently reorganizing and it might take a couple of weeks before I have something sensible up in GitHub for curious souls to actually try out. Would be happy to read your thoughts in the meanwhile
  10. ---Major General Anthony Crutchfield What is the tactical doctrine for rotary wing craft in the 2030's? Still utilize NAP of the earth flight capability to avoid detection and attention from advanced AA systems? Just hover high and spam missiles from maximum range? Deeply combined arms where helicopters deploy high-tier infantry teams, control UAV and direct artillery? Nothing of the above because anything in the air will be unmanned? In the U.S. the situation with the equipment is interesting: numerous new development programs have been underway over the decades to replace aging platforms, however results are variable. The Comanche program (->Blackfoot) cost $9 billion yet was cancelled despite some proven performance and stealth capability. Perhaps too expensive in a time when the sky might already belong to UAV (and of budget cuts, obviously). Looks like some transport helicopters will have a life cycle of 75 years! In the end the activity has boiled down to upgrading what is already in existence - although currently the plan seems to be to deliver 4-5 completely new platforms in various sizes up to strategic transport with combination helicopter platform. A few development initiatives have been unveiled since ARMA 3 went live... We've had some interesting yet brief discussions recently, but here's also some interesting links: https://www.flightglobal.com/news/articles/us-army-reveals-details-of-joint-multi-role-fleet-vision-360794/
  11. The tool can create broken configurations with eg. negative values. Under Performance, changing units from kbps to mbps confuses the user and I tried entering something manly like close to 100 Gbps for max b/w. Configuration with negative max b/w was created and was quite nasty to figure out what was wrong (tip: read all config files very carefully in case of problems). Great software otherwise, creating the config is a breeze!
  12. Found something odd in configuration: MaxBandwidth = -100663296; Fixing that helped and at least vanilla missions work nicely now! TADST is great software but could use better protection against user idiocy
  13. It may take a while to find the most descriptive dimensions - some may turn out not to be separate but usually go hand in hand etc. Could be best to get a social scientist involved, as it is the ARMA community has already been studied by athropology students and could be an interesting research target. It's best to view every dimension more as a slider between two idealized extremes than a binary opposite with no room to wiggle. On usual Meyers-Briggs you can be 85% introverted, and so, obviously. Any good model would still need years of promotion before people are familiar and it starts feeling intuitive. The 16x personality type sorting has been promoted for what, 30 years and many people are still new to it.
  14. Get the feeling it is some strange ARMA bug or something very basic which however isn't evident from reading the dedicated server instructions. Have tried "everything" including hitting §, treema and tilde 3x. Any other ideas how to troubleshoot it? There should be a wiki about this... Should connecting always work on the first time? Tried it with almost all mods in -mod and also without -mod altogether.
  15. [SP/MP] BeCTI

    The first version under the project label "BECTI-DYN" is provided in the hopes that curious souls can provide some early feedback on key concepts and approach. This is a development version of the code and actually running it is probably not much fun. Treat it as a prototype. There may be some bugs. You have been warned. There have been some technical hurdles in the last few days and the planned playtesting sessions have not taken place, sorry for that guys. Code changes have been mushrooming and I notice the project should take a more rigorous software engineering approach from now on. I need to eliminate some technical debt and talk with various project stakeholders before I can press forward with the roadmap. While the long term aspiration of BECTI-DYN is to search for and to provide value to potential CTI enthusiasts, there are a lot of changes marked EXPERIMENTAL, which are either used to facilitate testing the software or are a form of taking experimental liberties, without the intention that anything similar would actually be pushed into production versions of the software. Special note: The 10x price reduction on attack helicopters (kajman and blackfoot) is there to facilitate the adoption of these platforms for junior pilots and to focus testing on these units and their impact on the meta. Expect this to be changed into something more sensible in the near future. Source download: https://www.dropbox.com/s/3aqpwxgfr6d0v31/pre5-breakage-okish-varis-becti-0.97.altis.7z?dl=0
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