

Reticuli
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14 GoodAbout Reticuli
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Where can I get that arm fatigue mod?
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L_armFatigue - Because keeping your weapon raised is a bad idea!
Reticuli replied to laxemann's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Where can I download this? -
L_armFatigue - A fatigue system for your arms! (Release thread)
Reticuli replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What an awesome idea. -
BIS Config is confusing -- Ammo related--
Reticuli replied to carlostex's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Seems like Arma 3 doesn't model armor penetration realistically. Smaller caliber, higher velocity, higher twist rate, and higher BC (pointier and higher sectional density) doesn't increase penetration in Arma 3 like it should, even with ACE. It's purely canned as far as I can tell based on Hit and Caliber values (the latter is inverse in effect, as larger penetrates more) that have nothing to do with even the ACE bullet characteristics that are surprisingly limited to grain, average muzzle velocity for specified barrel length, BC, etc, the barrel, etc. Even with ACE, it's weird that the only thing using all the ACE bullet and gun info is the ballistics system, not armor penetration or injury. Ball, AP, HP, Frangible, etc, are purely for text description and don't appear used by Arma 3 regardless of mods. In fact, right now for a lot of rounds, it's reverse. You get more out of M118 than you do out of M993. Someone correct me if I'm wrong, please. -
That's a great idea to change recoil management based on skills.
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Any way to make all units mortal and basically fix some units being invincible?
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Any way of preloading / caching ACE arsenal loadouts so they're always in the ram and don't take so long to pop up when you're using over 200 mods? With my largest mod list, the loadouts screen now takes about 12 or 13 seconds each time I click to open it and select a saved loadout.
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Is it possible to make HDR not effect thermals?
Reticuli replied to nodunit's topic in ARMA 3 - GENERAL
Needs manual brightness. -
thermal vision It's time to upgrade Thermal Vision?
Reticuli replied to mickeymen's topic in ARMA 3 - DEVELOPMENT BRANCH
2.08 is still the shizzle. I thankfully backed up my install, reverted, and locked it offline.- 33 replies
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- thermal imager
- weather
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(and 2 more)
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I'm still rocking 2.08 with Reshade and its awesome thermals. I've got some crazy mod combinations for ACE armor, hit reactions, and gore now. Only thing I'd like is the new dev version's double the framerates and the .308 HP < Ball/FMJ < AP round penetration working correctly again instead of in reverse, but we can't have everything. I hear the .308 penetration issues are an issue with ACE, though, not vanilla.
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Is there a way to see what the ACE values for body armor are in ACE Arsenal without bars? I don't even think the bars represent the real values ACE is using, the actual order of the different body armor mods I have is different in ballistic protection than the bars seem to represent in relation to each, and some of the mods even seem to have armor values that go above the max length of the ballistic protection meter bar thing. I just want to see some numerical values. Bars are good for multiple values side by side, but that's not even what is done here, and I don't think with ACE they're accurate, anyway.
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Don't tread on my dreidel.
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Besides popcorn necklaces, I desire... To remove semi-auto and burst from all guns that have a large capacity magazine loaded (over 50 rounds when new and maxed out), especially drum and 100 round MX mags. Obviously if you're using a large mag or drum and drop to 50 rounds or less, it should not suddenly gain semi-auto and burst modes. In Arma 3 large magazines just aren't heavy enough, and in real life huge mags tend to jam more and guns that aren't machine guns with open bolts are also more likely to overheat, jam, etc, when used with them, anyway. Also, no drum magazines on bullpups. So, if the trigger hand position is in front of the magazine position, then no drum magazine is allowed. In real life, drum magazines are not practical on a bull pup for ergonomics reasons. Thus, you could still get your arm around a 100 round MX magazine on a bullpup, but it is full auto only with the associated accuracy penalty. Any optic on any gun, including sidearms. This is not so much because I want to have my pistol with a scope like Road Warrior, but rather some sidearm SMGs would benefit.
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Low Resolution Thermal Imaging Device
Reticuli replied to Eagle1992's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
"You could also do a RTT-only-screen, but since they are not only lower res, but also way lower fps, and quality is heavily dependant on their Video Option settings, i wouldnt use that option." That would actually be cool for a scope or goggles: be able to see it floating in front of your face, with lower resolution, lower framerate, added blur, and then be able to see the real world around it. -
Seems like it should be easy enough to fix in Arma 3 by having only the current 'silencer' sounds used when both a suppressor is attached *and* subsonic rounds are used, and the rest of the time it's the loud normal firing sounds of varying volumes based on distance and whether a standard suppressor is attached (some volume reduction of the loud report), a stealth suppressor is attached (less volume reduction of loud report), or no suppressor is used (no volume reduction of loud report).