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Rough Knight

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Everything posted by Rough Knight

  1. Rough Knight

    USS Nimitz

    Awesome....catapult steam!!!! You have managed to pull off an incredible amount of work in a small period of time. Thanks again for your effort.
  2. Rough Knight

    USS Nimitz

    Nice one Mandoble. I won't even ask how : P
  3. I never finished the campaign. I will have to give it another shot after reading this. Is this supposed to happen?
  4. I am not sure it is as easy as just punching out the patch. My fear is that these interpolation changes have to be sorted before the patch could be issued because some issues with animations etc didn't exist before these changes where made. Also many other ai related bugs have been resolved in-between these fixes further complicating matters. I am not very savvey like many of you guys when it comes to programing, I hope I am wrong.
  5. Rough Knight

    USS Nimitz

    ROFL...No offence anyone, but this is hilarious..... I needed a good chuckle today : ) This is covered on the first page and other parts of this topic. Nimitz is not seen by AI or the game yet as an airport. You therefore can really only make a custom landing on NImitz by using something like the "unitcapture" command, then add an action to the menu to make your aircraft replay the capture using "unitplay" command. You will otherwise land at the nearest "land" based airport. I have done this... and it works quite well. Only problem, you need to capture a landing for every place you insert Nimitz in the editor. Otherwise you will land in the drink : P A tutorial on the functions can be found .
  6. Rough Knight

    USS Nimitz

    wow...jdog that is awesome work. Not sure how you managed to do it all so quick since the last update. Thanks for spending your time so we all can enjoy your creation. Rough Knight
  7. Rough Knight

    F/A-18 Super Hornet

    fight...fight...fight : P
  8. Rough Knight

    USS Nimitz

    Dude....you cant just say that and leave us hanging!!!! cmon...some clues? : )
  9. Rough Knight

    ARMA 2 OA Beta Build 83569

    On JDog's Nimitz, has anyone seen strange action when you "Salute". I assume this uses the attach to command, but since the new beta, the catapult does not release right away. It lags and holds (freezes) then releases after about 5 seconds. This did not happen with 83553. In saying that, the carrier has been updated in the last few days also. I noticed this late last night and I am at work now. I will do some more testing when I get home.
  10. Rough Knight

    Arma 2: OA Beta build 83553

    I thought the first two positions filled by the crew of a tank where driver and gunner. For a crew of two then, the gunner would need to survey the sorroundings otherwise the scanning would not work i.e. []there is no commander]. Also also thought some armoured vehicles have no commander, I stand corrected if I am wrong. I guess its quite plausible that a tank is commandeered by a squad of two although not by default. This is also the case with offroad cars. The gunner will often look anywhere but the direction your are travelling in, perhaps because he hears\see's or remembers something at a different direction.
  11. Rough Knight

    ArmA 2 Game Launcher

    Alt tabs no problem here either sorry mate.
  12. Rough Knight

    Arma 2: OA Beta build 83553

    Yes, this would be great to implement. Its something I notice quite often that when you are driving in one direction, often the gunner will face a direction and not scan ahead unless you order him to watch a particular direction. Therefore he may well (and often does) miss enemy targets your vehicle is approaching from the front. Not sure on the best means of combating this, but if you are in a vehicle, in my opinion the AI gunner\commander should definitely check whats coming ahead every so often when the vehicle is moving forward. Thanks
  13. Rough Knight

    USS Nimitz

    I've written a script to service the aircraft at the end of the landing script. Its just initiated via a trigger at that point which can be placed anywhere on the carrier. The reason I put it there was if the carrier deck is full of aircraft, it can be difficult to manouver around to the lift or elsewhere. You can just keep taxiing to the Launch bars then in a forward direction (more convienient to get into the air again quickly). Having a script built into the carrier would be handy though. I never even thought of doing like option 2 or 3 however which would be pretty cool and more realistic.
  14. Rough Knight

    F/A-18 Super Hornet

    Gday Meatball, Thanks for your hard work. I have a question for you. * Is it possible to script vehicle animations...I tried the following with no luck: _unit_player action ["Close Canopy", _veh]; _unit_player action ["Gear DOWN (F/A-18F)", _veh]; I am not sure how to call these animations, perhaps their name is different than what the action menu name suggests. Anyway thanks again, I am looking forward to the next release but really enjoying finally having an F18 in game. -=Rough_Knight=-
  15. Rough Knight

    USS Nimitz CSG Template

    This is a good template. Crew animations don't seem to work however.
  16. Rough Knight

    ArmA 2 OA Beta Build 83363

    Been playing for a few hours with no problems on this build. Was there anything done as far as crash fixes go because it seems more stable than 83261 [i Know that was a few beta's ago]. I was alt tabbing often doing some mission editing with no crashes yet. Thanks again...looking good so far.
  17. Rough Knight

    Arma 2: OA Beta Build 83261

    I had a freeze that was mentioned last page when my game was minimized for a while [approx 15 minutes] and then I came back. Normally this is quite fine to do.
  18. Rough Knight

    Arma 2: OA Beta Build 83261

    Wow..... he's very flexible.
  19. Rough Knight

    ArmA 2 OA Beta Build 83181

    Absent AI Unit reporting enemy positions near the player seems fixed. I didn't notice any strange targeting behaviour yet with the AI. No CTD's and pretty good performance as well [no benchies to prove it], I feel this is all heading in a good direction. Thanks for the hard work BIS as usual
  20. Rough Knight

    ArmA 2 OA Beta Build 83181

    wow....thanks for the hard work...loads of fixes coming out here. I'm off to do some testing : )
  21. One of the problems...It seems Suma and Dwarden are the keys to resolving programming issues. I am sure they are being used on ARMA3 stuff as well as the new interpolation features being investigated + existing bug problemsoving. There are only so many hours in a day, and quite a lot of bugs to filter through. I imagine just trying to manage the evolving bug list even from CIT is a nightmare because the most important engine bugs to fix are not nessesarily the most popular or voted for ones. I don't think they are going to be able to please us all at once purely becuase I doubt they have enough immediate time, man that list is extensive.
  22. Rough Knight

    Joystick questions for ARMA2

    I get the same behavior. Some games allow a joystick to be plugged into the pc after game launch (Lego star wars for example). I am not sure why it forgets the key mappings when you do this as it remembers as you said when you restart with it plugged in. I guess just remember to have it plugged in when you start the game. I doubt with all the dev work going on with the game currently much will be done about it, although it would be another great improvement in my opinion. I would still love to see force feedback level slider implemented as per my signature. I don,t think it's even force feedback, just the ability to adjust the return to zero tension in your profile.
  23. Hi guys, I am eagerly awaiting this game and have pre-ordered 3 copies , two for myself and one for my brother. Questions I have not found answered anywhere. a). Two controllers ? I have read ARMA2 can support two joysticks\keypads etc...could this be confirmed? b). Force feedback: is there any or is it just return to centre tension on joysticks. This concerns me most as in the early versions of arma, the feedback tension on my micsosoft sidewinder force feedback 2 was great, but after subsequent patching the force became very weak. c). Will there be adjustment of feedback level in-game (ie adjustment via control panel did nothing to adjust the level of RTC tension..it was the game that made the tension weak somehow). I read there is an english patch for the german version....could anyone post screenshots or links of the control menus so we can figure out what kind of control of HID's we will have? Thanks again -=Rough_Knight=-
  24. I agree. But is the thread also to complain about how long it is taken to implement mp interpolation and how it's not getting enough attention was my point. Back on track, I have not noticed the sliding ai to be honest, I only run the beta versions as a general rule. I have been looking out for it but not noticed it like that video showed. I'll do some more testing today since I am off work with a busted knee : ( looks like I have broken my ACL and medial ligaments. :436:
  25. Dudes...This don't forget is still "Highly Experimental". Although there is no doubt hope that the warping will be able to be resolved in Multiplayer with this technology [i believe that is the main motivation for these betas], there is absolutely no guarentee that it will definitely work. I think we all know, we need to leave BIS to decide on the priorities, I am sure they are on top of it and working hard to test this in MP.....it's just one step at a time. I however am probably as impatient [or more so anxious] as anyone else. Lets hope it works and we can see the results in good time.
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