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gsleighter

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Everything posted by gsleighter

  1. gsleighter

    ArmA v1.12beta update Released!

    I got a queasy feeling with the new field of view. Which is odd, since I've been gaming since an Apple II GS was state of the art, and I've NEVER had nausea from a video game. Maybe I'm just not used to it, but it feels like I have tunnel vision. I like how a man at 200 meters looks more like a man at 200 meters now, but the difference is jarring. I'm going to mess around with it some more before I condemn the new field of view entirely.
  2. SF Units might have silenced weapons with no tracers.
  3. gsleighter

    Arma feedback thread - based on 1.11

    I've been using a MS Sidewinder Force Feedback Pro, and I haven't had any problems. Actually, I was about to say THANK YOU THANK YOU THANK YOU THANK YOU for fixing the rudder in the planes! I can finally fly proper air support in the A-10, before, it was almost impossible to line up for a gun run unless your viewdistance is 3000+, unless you're on Sakakah. I played some Fulda Gap mission online a couple days ago and flew the A-10, and the difference in 1.09 and 1.11 is AMAZING. I was finally able to use the nose gun to great effect, and save the missiles for AAA threats. Being able to yaw makes ALL the difference. The throttle still needs to be unbound from the pitch for the planes to be completely fixed. Using the F-16 addon, which has a throttle percentage indicator on the HUD, I saw that the throttle was only at zero, thirty percent, or one hundred percent, dependent on pitch. Makes landing properly difficult, the only way to flare without going 100% is to completely cut the throttle, which means there's no going around if you blew the runway or came in high. You just stall and crash. Helicopters are still pretty wonky, I think their vertical movement is based on their inertia, which is a pretty poor substitute for simulated aerodynamics. Trying to dive behind a ridgeline quickly too often ends up with the chopper diving right into the ground, even in a nose-up attitude at 100+ kph.
  4. gsleighter

    Enhanced Configuration System

    I think I'm missing something. Installed the high definition version, but I'm not getting any voice effects, bleeding effects, tracers, or anything. The only addon in the addons folder is extended event handlers, and I'm playing 1.09 with Queen's Gambit. When there's armor, I get a can't find config.bin error, too. Also, the ECS engine refused to start when I tried it in Sahrani.
  5. gsleighter

    USAF F-16C Falcon

    Is the engine too limited, or is it possible to have AIM-9's on the wingtip pylons in the CAS and GBU versions of the plane?
  6. gsleighter

    PROJECT'85 TOPIC

    Does the P85 team have anybody working on new terrains? Sahrani is only so flexible, and I've been playing with Everon and Malden now for seven years. I was stationed in Schweinfurt, Germany, would be nice to see that area of the Fulda Gap in Arma, since it was the 1ID's AO. Or Colorado, I've always wanted a Red Dawn style invasion of the Americas scenario.
  7. gsleighter

    Quarantine

    I know they're still WIP, but would you consider doing a version with the civilian partisans addon in the works? Would add a lot more of that post-apocalyptic flare than the blue beret.
  8. gsleighter

    RHS Hind v1.0 for ArmA

    Hinds weren't meant to be balanced. Sometimes, the pursuit of balance can destroy suspension of disbelief. Maybe instead of dumbing down the Hind's protection, add a proper apache helicopter to counter it? Or, as was suggested, nerf the countermeasures. Balance is overrated. When you play Baldurs Gate, you KNOW you're going to have a tough time playing as a mage, instead of a fighter. It's not that it's bad, it's just a different game experience. Infantrymen SHOULD be crapping thier pants and hiding from a Hind until they get support. I agree with some of the other comments here, that if you want balance, you should find it in the mission design.
  9. gsleighter

    Quarantine

    How about you only have a set number of zombies to start, and don't spawn them with DAC? Create them in a radius around the player, so it's the same effect as the player moves around the map, but don't continually spawn new zombies, just reuse the old ones. By which I mean, after a certain amount of damage, maybe you could play a death move animation and put a timer on the zombie to make it lay down until the player moves, or after a countdown, get back up to attack you (They are the living dead, after all). Take a total of say 150 zombies, and break them down into groups that respawn close, medium, and far distances, and then use group link to control their behavior (I'm assuming that's how the zombies are hording right now). You could add some balancing to multiplayer by spawning a certain number of zombies per player, so that a group of eight players would have more zombies to deal with, which might up the tension factor. Just some thoughts, I'm not a scripter, so I don't know how easy something like this is to implement.
  10. gsleighter

    Quarantine

    Played for a few hours today coop, after a while, you still don't get any zombies. I should be running from hordes, but they spawn in threes and fours, and eventually, not at all. It's a real showstopper, it usually happens around nightfall, when things should be getting really tense. Also, it seems very difficult to rescue survivors, because they spawn with zombies, and are usually too far to save before they get killed. Maybe you could spawn them in groups, or use an action at a designated building to spawn them? Rifles also seem very expensive, but there were never enough zombies or survivors spawned to save enough for one, so I shot a guard and took his M4 instead. Also, once you get a rifle, you never need to use a pistol again, so maybe you could get rid of the pistol pack requirement, as it doesn't add much, and might discourage new players who aren't sure about addons yet. And finally, after a while you just get bored of killing zombies. Maybe add some objectives, or side missions? Eventually, you just end up trying to run over zombies with a truck, until that stops being fun, too. And how about some zombie attacks, especially at night? There should be more troops at the border, and maybe some searchlights or patrols into the quarantine area. Gets really boring if you're the only things moving in there. It's still a great start, though, and the only zombie mission I've played that works (For a while, anyway).
  11. gsleighter

    Problem with AI beeing to good (unhuman)

    Have you tried editing the PrecisionEnemy value? Drop it past .25 and you get call of duty style spray and pray, very action-movie, and I would think good for some coop. Just saying, it's been mentioned several times in this thread and all you've done is complain about how the AI needs a patch. Really, it takes 10 seconds in notepad, and your AK47 sniper issues are resolved.
  12. gsleighter

    Problem with AI beeing to good (unhuman)

    I messed with the skill and precision settings, I like these, you might try them too. skillFriendly=1.000000; skillEnemy=1.0000; precisionFriendly=0.900000; precisionEnemy=0.230000; Their aggression, flanking, and pathfinding are all very good, but you get a much larger volume of fire from the enemy. This affects armor, too, and so you get a lot of tank rounds whizzing right by or taking out buildings. This looks great with Six_Tracers and FFAMM, too. Makes the enemy seem a lot more like the third world conscripts they were meant to be. This also makes many default missions playable. Some of the campaign missions had you against a VASTLY superior force, and now I can play through many of them, even with Truerange AI enabled.
  13. gsleighter

    CoC CEX Recon Platoon

    I noticed the mines moving my HQ element forward, but I'd already bypassed the bridge by sending C and D to the west to flank, and A and B east through the low hills to the base on thier advance. The bridge was to exposed to consider sending any forces directly across, with the MG nest on the other side, and so the mines were placed to no effect. I think they would be better placed in the farm fields south of Obregan, between the rocks, as that's where I think it's more likely commanders would send their strykers (Do the mines even trigger with Strykers? I've never tested this). I'm a big fan of the Command engine missions, I was an intel analyst in a Heavy Cav Squadron when I was in the army, so all this stuff is near and dear to my heart. I'd love to see more combined arms type missions (Like the Cavalry), mixing tanks, APC's, and recon choppers (We really need Bradley and Kiowa addons). Great stuff, walker!
  14. gsleighter

    CoC CEX Recon Platoon

    Hey Walker, very well done, for the most part. I had some frame rate issues going in, also, I play with Truemods, including Truerange and the UI enhancements, Fromz's sound pack, and six_tracers. Once I got through the first set of fields, frames smoothed out to 20-40 fps for most of the mission. I think it might be truemods fault, but I started bounding my squads forward, and ended up in a defensive line at the first farm, extending east to the hills, and west to the trees. I was attacked by three waves of infantry, which were spotted on the horizon by my dismounts, and worked quickly with the GL-Equipped strykers. After keeping my head down for several minutes while the platoon repelled all the enemy infantry, I had only incurred 10 casualties, and so kept pressing forward on all fronts, cautiousely. Moving forward to the East-West road south of Obregan, with A and B squads bounding east and C and D squads bounding west, I was able to spot a D-30 north of Mercallilo. Having encountered no similar threats on route red, I focused my push on Obregan. I lined up A and B in the trees south of Obregan, and they began exchanging fire with a UAZ and MG nest. One of my strykers was damaged beyond repair, and the crew bailed to continue on foot. I fixed the enemy in Obregan with A and B, and began quickly flanking the city with C and D squads, advancing with two strykers and my infantry, and using the other two strykers as a rear guard to prevent getting flanked assaulting the city. C and D entered and cleared the city, and I moved A and B north of Obregan to prepare to continue north. C squad had taken heavy casualties during the assault, courtesy of a D-30 hidden between the buildings, and so I left the two remaining dismounts and a stryker to hold Obregan. A, B, and D squads began moving north, using bounding overwatch to cover movement. I moved my platoon north along the road, using trees for cover. I found one SLA soldier guarding some burnt buildings. The strykers made short work of him, and I moved forward to the buildings while calling route red clear and giving the go code for the assault on Obregan. I hunkered down in the bus stop and set up another skirmish line at the burnt out buildings. I could hear the Abrams tanks approaching from the south, but they were moving slowly, trading shots with the scattered remnants of the SLA and some D-30's. Support elements got stuck on the bridge south of Obregan, and the tanks were taking a long time to work their way north. Meanwhile, the defenders in Bagango were assaulting the tattered remains of my platoon, and I lost another stryker to an RPG. A large force was pushing south from Bagango, and I took more casualties. I held the line, mostly due to the GL-equipped Strykers. Having dispatched the infantry, I waited for the tanks. They got close enough to start trading fire with a BMP-2 in the city, so I moved my remaining dismounts forward to flank the BMP. The tanks eliminated it before I could get into position, and the mission completed with my troops moving north through the capital. I had 30 men remaining from the original 75, having lost most of C squad assaulting Obregan, and the rest holding the line south of Bagango. The SLA forces were reckless, sending mostly light dismounts into a gauntlet of MG and GL fire too early, and abandoning the advantages of holding the cities, where I would have taken many more casualties if they were still defending in force. Forces in Mercallilo were never commited, since I spotted the D-30 so early, I took route red, as it appeared more lightly defended. The mission would probably play out quite differently in vanilla Arma, as I spotted the D30 very early, early enough to bypass it entirely and commit my entire platoon to pushing up route red. System specs: Pentium D 830, first generation Dual Core processor(Runs hot, gets the job done until it burns out. Also the weakest link) Soundblaster X-Fi Xtremegamer with headphones BFGtech 8800GTX 768MB 2 GB corsair memory Windows XP Arma 1.09b
  15. gsleighter

    Saltbeach Island

    If your texture setting is high or better, it looks MUCH better. The texture needs polish on the coasts and rivers, but it looks great, in my opinion. Needs much more ground cover, rocks, bushes, maybe some more buildings. I think this is a great piece of work.
  16. gsleighter

    Fromz's sound mod | ffamm1.4

    Hey Fromz: Freakin' stellar job here. I was happy using FDF, until the first firefight I had with your sound pack. The crack sounds are a HUGE improvement, and the weapons sound like they have some power behind them now. I still would like to see better sounds for the vehicles, especially aircraft. The FDF A-10 sound is perfect compared to yours, but I've got to give it to you for nailing something that sounds "right" for small arms.
  17. gsleighter

    Where do you usually set up your large battles?

    I've been messing around a lot in the valley east of Carmen. The trees are layed out well for defensive lines, and the rock in the middle looks nice and provides a little cover.
  18. gsleighter

    Mission idea

    If you want some quickie fun in the editor, try putting some enemy units in their base or another town on the "Guard" waypoint. While on guard, they'll move to secure any open "Guarded by opfor" triggers, or automatically move to engage known Blufor units. If you put the guard waypoint in combat movement mode, the enemy will vary its speed and direction better, and does a pretty good job showing up unexpectedly. They will also use bounding overwatch to move, and stick in concealment more often. When you attack the first town, they'll start moving towards you to engage. If you set up some quick unit templates in the Command Engine, you could play attack and defend missions for hours, that take very little time to set up.
  19. It's still a good start, like I said (Wasn't trying to be so negative in my first post, I've just spent more time elbows deep in the guts of those things than in the driver's seat). As far as how modern the M577 is, I think there's different versions based on the version of the M113 modified for the track. The 577 is literally a M113 with the top cut off and a box welded to the top (With the weld visible all the way around). So older M113s would have the old engines and transmissions, and steering lats, which are the two sticks used to control the braking on the left and right track. Newer M113s have a steering wheel, and a gas and brake petal. They're also WAY more reliable, in my limited experience.
  20. Not a bad start, but the M577 is missing the Generator next to the Driver's hatch, and the TC hatch is round on the M577. It's going to need some more details, too, brackets for tying down equipment to the roof, and the skirt on the back of the vehicle for attaching it to a TOC without letting any light out. Realistically, too, the inside of the vehicle should be full about halfway to the ceiling with half the crap needed for building the TOC, so if you're going to modify the interiors, keep that in mind. Any plans to make the fuel tanks leak profusely into the hull or the heater/fuel pump/transmission/engine/wiring harness randomly fail? How about the inability to climb even shallow hills? lol I wanted a Stryker command vehicle so bad...
  21. I've been using the USGS's seamless data site seamless.usgs.gov/ to get dted data, since it's free, and they have most of the US, and some world data. The US data is pretty high quality for free downloads, with areas of 1 meter, 30 meter, and 90 meter resolutions. I use world builder to open the DTEDs, and since the trial of worldbuilder can't export the data, but can display it, use printscreen key to copy the greyscale of the area I want to MS Paint, where I crop it to the size I want. I load that into Wilber, export to PNG, and voila! High resolution DTED data, and I didn't pay anything for it. I use Google Earth for textures, zooming in and taking jpgs of the area I want, and use Photoshop to copy and paste them all into the sat mask. I use photoshop's layers and transparency to match the mask up to the elevation data. It's time consuming, but I'm working on a photorealistic 1:1 scale 15km area northwest of Bisbee, AZ called Mule Pass. http://www.rockymountainroads.com/arizona...._01.jpg
  22. I'm trying to get some DEM data for a valley in southeast Arizona, and when I open the seamless data distribution, it only loads the little red x in the browsing window. This sucks, I was finally figuring out how to make terrain in visitor and now this happens. Any idea what's going on, or an alternate download site I can find free DEMs of the continental US?
  23. gsleighter

    USGS seamless site issues

    Well, nevermind, it WAS broken last night, but now it's fully operational. At least I know it wasn't just me! Sorry I wasn't as descriptive about my problem as I could have been, but thanks for the replies!
  24. gsleighter

    USGS seamless site issues

    The Seamless distribution center is a web tool with a google-maps-esque interface for selecting and retrieving data for the continental United States. It's got all kinds of vegetation, hydrology, and elevation data, but all I really need it for is the 30m resolution dems. My problem isn't navigating the site, I think it might be broken. http://seamless.usgs.gov/ If anybody else can confirm it's broken, that would be great. Otherwise, I might try downloading firefox or mucking around with my browser settings until I unbreak it.
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