Kristian
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Everything posted by Kristian
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Slow development and overall dissapointment
Kristian replied to bugeater36's topic in Arma Reforger - General
LAV-25 is in the ever-so-elusive roadmap, so we hopefully get that coming someday to combat the BTR. HMMWV Turrets have been turning 360 degrees since day one of Reforger. Mouse controls the weapon in the mount, A and D turns the mount horizontally. I love this system as it gives the gun the heavy feel it needs.- 23 replies
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A bit disappointed with Enfusion performance
Kristian replied to firefall70's topic in Arma Reforger - General
Battlefield runs on a game engine that is considered finished. Arma reforger does not. The game is not finished, the engine is not finished and conflict as a gamemode is propably not finished. Also, I wouldn't call Reforger "Super basic" -
feature request Add an ability for players to unflip vehicles based on vehicle weight and number of friendly players/AI nearby
Kristian replied to welcome to hell's topic in Arma Reforger - General
I for one do not think this should be a vanilla feature in any way, or at least not in a way proposed here. Towing wrecks, repairing on field or having recovery vehicles for this, sure. But any number of players being able to turn a flipped BTR or a 5ton and I begin to heavily question the reasoning behind it. If you got a vehicle flipped you dun goof'd and your team SHOULD be at a disadvantage. Should a server want this, there are mods already that do this, and Arma 3 had this mission specifically coded if the mission was arcade focused in its playstyle. I think by default vehicles should be an advantage that can be lost due to negligence on players part. Reckless driving should be discouraged, and if all it takes in a few players to unflip literal tons of equipment, there's no risk to losing it by driving it down a hill. -
Right. I did some crude testing. I downloaded the waypoint mod, gave myself a 100 meter run, took it 4 times to get some spread in results as I clocked it manually. Here you have the results: Here is a quick and dirty excel calculating speeds: So about 13-14 km/h. Pretty fast boi, one might say! Let's remember this is at max-non-sprinting speed. Not light job, but the max the character can do without springing. Now, what is the average jogging speed? Well, according to my research, there isn't one. It depends on goals, heart rate and desired result, but let's have a quick dive into what the military might be using as a standard. Well, according to https://www.military.com/military-fitness/running/prepare-for-2-mile-army-run (which is an article on how to prepare for the US Army Physical Fitness test. According to this article, the min and max pace for this test are: min: 12.44 km/h max 14.87 km/h If we take average from those two we get 13,65 km/h. I'd say my 10 min test has proven that the jogging speed is indeed splendid, accurate, non-immersion-breaking and indeed, not accessabiliztzed'd. Thank you for joining this seminar on "How BI propably has thought of this and based this game mechanic on some real life data or information" EDIT: Went to test Arma 3 to get more date. Arma 3 has almost exactly same speeds at jog-pace. 26,xx seconds for 100 meters. Reforger is not any different in this regard.
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persitent war Idea of a big feature for arma 4 or reforger (persistent war like foxhole)
Kristian replied to TheDeadWave's topic in Arma Reforger - General
You are asking for a gamemode. I think Arma 3 already has multiple Capture-the-Island -gamemodes where it can take the server multiple days to complete the "campaign". -
huh? Like, you played a custom mission on a custom server and it crashed? Even the vanilla servers are still suffering as the netcode is being developed, I wouldn't count on custom ones right now 😅 It's a game engine and game still in development, it's bound to be broken for a long time in multiple places. Point of it all is to find the bugs, squash them, learn from them and make the most splendid™ Arma 4 there ever could be I suppose.
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More complex AI behaviour and ability to command them has been confirmed. https://www.gamestar.de/artikel/der-lange-weg-zu-arma-4-wie-geht-es-jetzt-mit-reforger-weiter,3381140.html GameStar: Will we still be able to issue commands to AI soldiers in Arma Reforger, or is this a feature that will only come back in Arma 4? Ján Dušek: Yes, that will come with one of the later updates for Arma Reforger.
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Please don't forget helicopters advance physics
Kristian replied to Japo32's topic in Arma Reforger - General
Finally found it! It was older video than I thought so it took me a while. I'll add this to my previous link-collection too for future reference. So this is running on older version of VBS, running on a VBS variant of RV engine. It has apparently always been possible, but never a priority. -
I think it already works that way:
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There's a troubleshooting subforum here https://forums.bohemia.net/forums/forum/404-arma-reforger-troubleshooting/ and a feedback tracker for reporting bugs here https://feedback.bistudio.com/project/view/66/
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Dragunov has a muzzle energy of about 800 m/s. As the bullet exits the barrel if will start to lose energy immediatly. I want to guess you'veen spoiled by CoD as you speculate yourself, but I did not go in-game to test shot-to-impact times 😅 Assuming you are shooting at a target around 500 meters away from you, it'd still take the bullet ~0,6 to reach the target if it was magical and did NOT lose any energy. Now when you approximate things I'd say it should take the round between 0,6 and 0,7 seconds to reach the target. Might do testing later 😂
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Please don't forget helicopters advance physics
Kristian replied to Japo32's topic in Arma Reforger - General
My guess is that truck beds, helicopter interiors and such where "walkable interior" for players would be feasable, the AI would get in and sit in a specific seat as it currently is. Although I'm sure if vehicles supported this, some absolute madlad would propably make them work with AI jumping in and staying in until "get out" command is issued 😅 -
Opinion: Retain A3's depth of weapon stabilization
Kristian replied to Shears_tf2's topic in Arma Reforger - General
You guys do realize the current stamina system, weapon bracing and deployment was added to A3 years after release? It wasn't in the Early Access, it wasn't in full release. I'm sure they'll get to it, just give 'em time. "Overall there seems to be a tilting of the dial towards a more "arcade" style of play" in what way? This argument keeps popping up and I have no idea how or why. There is less hud than A3 weapons are deadlier (or rather, there is no miracle armor values as in vanilla A3) vehicles are interactable for the first time ever load bearing equipment has volyme and weight restrictions Equipment itself is modular weapons are more modular (GLs can be detached, for example) sights are animated 3D scopes... Being able to fire shoulder fired weapons while prone Geez the list is so long and yet people will find a reason to think that now that the game is on consoles it's somehow more "arcadey". Hecc you can even manually safe your weapon now, and it's all animated! Firemode changes and everything. Compass isn't just and overlay but an actual thing you have to look at, map doesn't show where you are anymore by default. How is Arma Reforger more arcadey than Arma 3 at release, please, elaborate cause I'm dying to hear it. [/rant] -
I'd say BIS is doing really well actually. A3 has (so far, if content is directly compared) almost more actions than A3. (comparing a HMMWV to a HMMWV, for example). Already in this pre-release testbed of sorts you can turn on lights, high beams and hazard lights. A3 had a single keybind for "lights or no lights". A3 had lots of keybinds because "that's how it's always been", but boy am I glad BIS is going trough the trouble of making actions contextual or otherwise simply work better or more intuitively. Walking speed adjustment is no longer an awkward toggle switch, but seamless transition with the roll of a mousewheel. Grenade launchers work as independent weapons, without having to press F for certain amount of times, only to misclick it once more and having to browse trough rifle firemodes again. Reforger's LAW is an actual single shot weapon, unlike A3 NLAW which for some reason could be reloaded. Reforger is already so much more immersive, and it's only getting better from here on in and towards A4. Realism and immersion isn't measured by the amount of keybinds available 😉
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Weapons can be manually put to safe, I think default keybind on PC is DEL. It also has nice details, like when you engage safety on an M9 the hammer decocks. I think it could be a gameplay option. "Automatically safe weapon upon lowering" or something.
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Arma 3 had plenty of hostage or POW rescues and HVT elimination/assassination missions. Just give it time.
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Please don't forget helicopters advance physics
Kristian replied to Japo32's topic in Arma Reforger - General
Quick disclaimer, before anybody goes on to read the reply I make, please be aware: VBS is developed by Bohemia Interactive Studios, not Bohemia Interactive. They are two separate entities as of 2013 VBS has backing of military funding, so obviously they get focus on features militaries need to simulate VBS is not a game Arma will never be VBS Videos pre-set to correct timestamp, if needed. That being said, VBS has some dope stuff going on in regards to physics, walkable moving spaces and such. EDIT: ADDED 25.6.2022 DayZ footage: So its doable. in RV, in Enfusion, and in their Hybrids. -
"The long road to Arma 4: what's next for Reforger?" GameStar interview with project lead Ján Dušek (in german, browser translation available)
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In my post I meant that that is the way the AI works in current, default Game-master mode. AI is customizeable with sliders by each mission maker, so if you play some community missions there is no telling what the creator did to AI. Had a look in the editor too; default engagement distance currently is around 200 for rifleman.
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Does reforger or will it have have stick shift like in dayz, and weapon deployment like in arma3?
Kristian replied to caracal's topic in Arma Reforger - General
I'm not a dev. Still going to give something of an answer: –Manual shifting is in-game, although not enabled by default. There is a mod or two that does enable this feature. –Weapon resting of any kind is not in-game as of yet. Them not being in-game does not mean its "dumbed down for consoles", I have really hard time understanding why people think this. Arma 3 was the result of all iterations released since original Operation Flashpoint. Arma Reforger is the result of an entirelly new engine, where nothing from the old could be "brought over", but is made from scratch. Just give them time, they'll make this the greatest iteration of them all, given time and resources. I'm pretty sure weapon resting and bipods are a coming feature, but wheter it'll be Reforger, Arma 4, or Arma 4: Marksman DLC I have no idea. Would be lovelly if a dev could comment on this, but I bet they're busy as is, so I'm not holding my breath 😅 -
I did some very rough testing, placing AI units facing eachother in the north airfield. They won't detect eachother at 500 or 400 meters. At 300 meters they detect and begin maneuvering, but will not open fire. They open up between 200 and 250, but even then it took both of them over a magazine to cause fatal injury. I think 200-300 is a good engagement distance with ironsights in an open field.
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Please don't forget helicopters advance physics
Kristian replied to Japo32's topic in Arma Reforger - General
DayZ uses at least rendering and player controller from Enfusion. At this point DayZ has some features even reforger doesn't have. For example when you turn your head in DayZ in freelook, the entire upper body rotates slightly with it, making it look really natural. Reforger simply turns the head, like in previous ArmA games. Also in DayZ, when you turn around in while prone the character can turn on their back, like in Ghost Recon Wildlands, which is really immersive and nice in my opinnion, but back to helicopters: If I got what I wanted, it'd be something of a mix between squad and take on helicopters. I really like that Reforger has in-cockpit actions now in vehicles, but also quick start-ups (pressing R to start instead of looking for the ignition in a vehicles dashboard). ArmA 3 had really basic flight physics in normal mode. Can't speak for advanced flight model, but I think we should have a singular, universal mode in reforger, not multiple. I also really, really wish we'd get walkable interiors in vehicles already. Walking inside a Ch-47 or an Mi-17 while in-flight would be really cool. I almost got exited when I realized you can climb in the back of trucks, but as soon as the truck moves you slide off. Top sad, I know. Squad has simple, yet working and semi realistic flight controls, have a see: Whereas A3 has "press this to move up and this to move down". A3 helicopters also respond instantly and sharply to user input, which is not the case with real helicopters. Fixed wing aircraft do react immediatly, rotary wing do not. -
The missing animations. Because Consoles?
Kristian replied to Japo32's topic in Arma Reforger - General
I'm not entirely clear, what animations are missing when compared to A3? I think AR has more animations and better adapting animations if anything. As you mention and show in the video there are a few very specific things missing, like the multiple prone states and switching weapon side from right to left. I've played ArmA 3 for roughly 1600 hours, and whilwe the mid-stances are nice I have found to use just a select few in the upright position to adjust my height to a window for example. I think the added system where you can control stance with ctrl+mousewheel and movement speed with just mouse wheel is far superior and fits active playstyles. Also, I think ACE would work with a gamepad just fine, if the modders deem that's what they want the mod to do. Command roses like in BF (or ACE in A3 tbh) would work very well for most purposes ACE does. Also the claim that AR is a more "soft" product is a weird claim, since I find Reforger to be more immersive than A3. I'm finally a human being able to do minor climbing, my weapon actually collides, sight adjustment is animated properly, weapons have actual chambering and two reload states. You can interrupt reloading and continue when it fits you, there is no bullet counter telling how much you have left in your magazine, vehicles have no HUD elements telling you that the engine is broken, there are proper animations in regards to operating vehicles and weapons. -
Just spotted THIS video over on the interwebs. Few keywords from the end of the video: Could reference OFP/ArmA as series. Planning to continue meaning continuation of ArmA, which is to be expected. Shift to new engine, sights locked, major project. I keep hearing ArmA 4 as I repeat those. It caught my ear so bad, and comments on youtube seem to echo my thoughts 😂 Right before this, Op.Drewski put up THIS VIDEO that did some good speculating too. Title might be a little clickbait, but he makes good points, and now the BI video seems to somewhat confirm what he says. Thoughts? 🤔
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future Future plans to continue "The legacy"
Kristian replied to Kristian's topic in ARMA 3 - GENERAL
Well it would be new for ArmA. ToM uses Enforce anyways, the same DayZ uses, and in the videos there doesn't seem to be Desync as far as I could see. Sure, running a 100 player coop with all players aboard moving ships and planes and whatnot might stress out a server, but I'm really hoping for it to be a polished feature in the next ArmA. Time will tell [/speculation] [/wishfulthinking]- 71 replies
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