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caracal

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About caracal

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  1. caracal

    First impressions and feedback

    Additonal feedback: Steering rate setting Steering rate setting: Can you add a steering rate setting in options? So the rate of steering can be lowered or increased? I feel like currently I have to very quickly tap A or D to steer and not accidently oversteer. Engines turning off when exiting car: Make turning engines off a toggle, so it does not automatically turn off everytime you quickly want to get out of the car to check something.
  2. Does it mean the game has the underlying logic for it and the mod just enables it, like a hidden feature? Or is the mod sort of a hack to simulate it? I think weapon deployment is an integral feature to a modern realistic fps like this. So it would be great for a dev to confirm it.
  3. caracal

    AI sees too far!

    I would disagree. There should be situations where the AI is aware of players before the players see them. Or the game would just be a target shooting exercise.
  4. Just played the game for an hour (tutorial) and this is a list of feedback from the experience I have so far. First the things I would like to see improved or changed: The character automatically enables and disables the safety when lowering or raising the gun. This should be detached from this action, so there is more gameplay granularity. Operating the safety should be separate and something the player could do while the gun is raised or lowered without changing the weapon stance. Also it would remove that annoying delay when lowering the weapon where the character first appears to not respond to it because he is enabling the safety. Note: Delays are good in this game for animations. Just in this particular case it would be mroe responsive if the player could skip the safety operation. Also for roleplaying and practical purposes sometimes I just want to lower the gun quickly without operting the safety switch. Players currently can not put their rifle on the back and be unarmed. At least I assume that because I found no way to do it. For role play purposes it should be possible to switch to unarmed and put the rifle on the back Please add a walk toggle, currently there is only a hold. I would like to walk most of the time, because it damages immersion if I am in an rea where I want to move slow (for roleplay purposes, or when in a tense situation with my rifle still lowered) Can you smooth out the camera transitition when getting out of vehicles so there is no more violent snap between the players orientation and the end of the get out animation? Note: It is fantastic that your game allows for players to still move their view in these canned animations, it takes out a lot of stiffness out of it. Do not change that, this is great. Just smooth out the end of the animation so the view does not snap. Gear shifting: Can you please add the option for manual gear shifting. Driving is a lot of fun, however the game shifting for me in the wrong moment is irritating. Also it would enhance gameplya if I had total control over RPM and when to shift. Currently, when driving the willy's jeep, in slow turns (almost walking speed), there is an excessive amount of shifting going on which a normal driver would not do. Gear shifting sounds are great, however the engine sound of a jeep would be a lot noisier and slightly overpower that sound with an open interior like this. Can you add a mouse invert for zeus please? Interior vehicle 1p views would be nicer with some camera inertia. Like you have on the compass, forces acing on the camera causing a slight bank in sharp turns. Because when driving large trucks, it feels like you are driving a ship because of how smooth and level the camera view is. Which is a good thing compared to previous arma games. However adding realistic inertia would make it more realistic. The US supply truck, is there really this much squeaking audible when driving it? The M14 sounds a bit to high pitched, as if it has the same muzzle energy as the M16. However a .308 has 2-3 more energy, so it should have a beefier firing sound, more lower frequencies. There should be a noticeable gap between calibers. Overcast weather: When the weather is slightly overcast, the shadows disappear from terrain and the game looks as bad as arma2. In real life slightly overcast weather still has sun shadows, there are just more diffuse. Mousewheeling It is great that you removed it in many areas. Like interacting with doors. However when interacting with the rear of a supply truck, there is an excessive amount of mousewheeling required. Suggestion: When standing at the rear of a truck, the available actions should be arranged in 3d over the rear end of the truck, so the player can pick the action he wants by small changes in camera view, like the way you can "look" for the ignition key in a car to turn it on, and for other switches. That should be a priority thing, because mousewheeling in arma games has always been the devil. It should be removed as much as possible. The same for radios, when shifting radio frequencies, perhaps adding a small inventory screen-ish UI where the player can use the mouse to click up down on a frequency dial, similar to the TFAR radios. It could be complementary and not replace the existing functionaltiy with the mousewheel. Now I would like to list the stuff I really like: I was positively surprised by the animation fluidity when walking in 3p, and how smooth it felt to walk and switch directions in 1p. Your animators managed to make it realistically slow and feel real, while at the same time smoothing out the camera view in 1p. It is great that your animators added that small delay when firing weapons. You can hear it on the PKM, when you press fire, there is a SHHHH before the bang happens. Because the interior mechanism of the trigger has to work first and then the bolt starts moving. It really feels like you are working the mechanism of the weapon. I was very surprised on how good driving with a jeep felt. In the tutorial where it asks to exit the car to skip the driving, I drove it all the way. It has good inertia, the controls of the steering are slow enough (although adding a setting for it would be great to make it a bit slower). And the noises while driving sounded great.
  5. I have questions related to features of Arma3 and Dayz. Does Reforger have the following features currently: stick shift driving like in dayz Weapon bipod deployment and weapon deployment without bipod, weapon resting (when close to solid things) - This was part of the arma3 marksman dlc If it does not have that, is it planned or confirmed to not be in the game. I am going to assume a "we do not know yet" means never. Not trying to be mean, I just find these 2 things very important for the gameplay experience. It is sort of critical to know for me on whether to get it. Because if these features are not coming, then the game would feel a bit too dumbed down for consoles. If a dev could answer these questions it would be very helpful
  6. Hello, I have a question about inheritance. Not sure if I understand it correctly. class CfgAIBehaviours { class Infected { name="zombie"; HeadLookBoneName="lookat"; teamName="Zombies"; class BehaviourHLZombie { class MovementWalk { maxSpeed=1.5;//1.5 minSpeed=0; acceleration=5; maxAngleSpeed=180; slowRadius=0; stopRadius=0.5; pathFilter="ZombieCalm"; }; If I wanted to edit the class "MovementWalk" which is inside class "BehaviourHLZombie", how do I write this correctly so I do not empty all of class "CfgAIBehaviours"? Is it enough to copy the Infected class along with the opening brackets of CfgAIBehaviours, and leave out the many other classes that are siblings of Infected? Like so class CfgAIBehaviours { class Infected { name="zombie"; HeadLookBoneName="lookat"; teamName="Zombies"; class BehaviourHLZombie //But not edit this, can I write this as //class Infected; //And do I have to list all the other sibling classes of MovementWalk or can I leave them out without breaking stuff? { class MovementWalk { //I want to edit this };
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