meowcat
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Everything posted by meowcat
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Another audio issue: When driving on paved roads, the varsuk emits a very noisy and deep rumbling that overpowers all other sounds and is very annoying
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Arma3, no mods. The coaxial mgs and commander mgs sound like there is no audio shielding by the enclosed space. Crew inside the tank should only barely hear it.
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3. Why is there no audio dampening when being in a tank? Some of the coaxial mgs are way too loud while the main gun sounds modest next to it (for a crew man in the tank, not turned out).
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I dont see any logic reason for varsuk commanders not being able to hold their rifles? Is it because the animator is so proud of the guy holding on with both hands to the hull that they skipped rifles because of this?
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I would like to point out two very bad screw-ups in the tank dlc. 1. Why can commanders who are turned out on a Slammer use their rifles and commanders in the varsuk can not? 2. Why is the recoil when firing a rifle while turned out (on a not moving tank) so savagely exagerrated? Logic would dictate that a person in an opened tank hatch has many ways to stabilize their own body and the gun while firing. But the Marksman DLC weapon resting fails to work here.
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Can we get some audio filter for sounds when heard from inside the tank? In non dev branch, some of the machine guns are very noisy.
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Tanks - tracked vehicles driving and handling
meowcat replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
I think vehicles should have some rough edges and "character". Would increase the realism. It should not be based on reaching 1:1 balance in some deathmatch scenario. -
No, they could simply use the exact vehicle in its exact state as the wreck and darken the texture a bit. This is a far better solution than swapping the model. Even if it explodes, a tank that actually resembles the original vehicle and its turret rotation is better than a metal low poly box.
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Tanks - tracked vehicles driving and handling
meowcat replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Can we actually base the "feeling" of how things are supposed to be on some real world stuff? If the developers just follow opinions and feelings this will end up being like Team Fortress 2 where everything is balanced and the military simulation is removed. For example, there is no reason for CSAT to be slower or that an APC is "too fast". -
No it's not better. This is a tank wreck in real life:
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The vehicle itself should be the wreck, this is a far more realistic thing than swapping it for a wreck model. I mean your argument is to choose the option that is 50% worse to prevent a situation that would be only 5% worse. An exploded tank that looks like the actual tank with the turret on the same position is a far better solution that this primitive operation flashpoint tradition of swapping the tank for a low poly wreck that of course can not be anything else than the same thing for all dead tanks of the same type.
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Tanks - Armored vehicles customization
meowcat replied to kllrt's topic in ARMA 3 - DEVELOPMENT BRANCH
I would disagree, especially in multiplayer, whether you see the vehicle should depend if you as a player can actually see it. -
Why can't the vehicle itself be the wreck? Like, if the vehicle is wrecked, instead of swapping it for a crude wreck, just let the vehicle in its current state remain. This way it would seamlessly and gradually transfer from working condition to destroyed, often with no way to tell from a distance, which would also increase realism @Asheara
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https://imgur.com/a/JXeC5 What do the different sliders mean? I am not a newb with flight sims, I have played DCS so I do not understand why these settings are cryptic like this.
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I saw a video of a ballistic tracer script that showed the projectile with a dot. Where can I find that script?
meowcat replied to meowcat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
{ _x addEventHandler["FiredMan", { params["_unit","_weapon","_muzzle","_mode","_ammo","_magazine","_projectile","_vehicle"]; _sphere = "Sign_Sphere10cm_F" createVehicle (getPosATL _projectile); _sphere attachTo[_projectile,[0,0,0]]; _delete = [_sphere,_projectile] spawn { params ["_sphere","_projectile"]; waitUntil {sleep 1; vectorMagnitude velocity _projectile <= 0.01}; deletevehicle _sphere; } ]; } forEach allUnits; I have tried converting it into foreach so it can be applied for all units at once, but it wont work. No error at all. -
I saw a video of a ballistic tracer script that showed the projectile with a dot. Where can I find that script?
meowcat replied to meowcat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks, this also a great script example for me to learn from.