mirok
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Red dot / ACOG sights simlulation improvement
mirok replied to mirok's topic in ARMA 2 & OA - SUGGESTIONS
To Galzohar, you see it's a suggestion, and I hope a valid one. The point is that the frame takes away your view. That's a fact. I'd rather have a 2D semi transparent ring instead of fancy 3D frame, to see what's going on without to un-sight or lower the muzzle. Guess some mod can come up with that easily. If we have a limitation in a >>SIM<<, why to have it the wrong way? That is, why to take away basic need, rather than take away a fancy look?? ;) -
Red dot / ACOG sights simlulation improvement
mirok replied to mirok's topic in ARMA 2 & OA - SUGGESTIONS
To MudKip, who cares about ugly if you don't see your enemy??? To Galzohar, don't see why it would, some 3rd person games do that when camera get's to close behind the charater. So all you need to do is make the whole your model semi-transparent - when looking thorough ACOG, you see just your gun anyway, right? So why not? -
I'd like to see my suggestion about red dot sights improvement (posted today) implemented. Basicaly to allow the model of the red-dot sights to become semi-transparent when looked through not to obscure the vision. Thanks.
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Hi, recently I realized one annoyance about how the Red dot / ACOG / Holographic signs are displayed / used in games. This should be really improved in ARMA 2 for more realism and usefullness. The thing is that these sigths are designed to be used with BOTH eyes open! (see articles below + own experiece). Your brain easily combines pictures from both eyes so in reality you have NO obstruction of view / tunnel vision, as while using iron sigths / scopes where you have to focus on proper alligment. However in most of the games due to the limitation of having "one eyed monitor" they actualy cover up >>MORE<< view then the iron sights, thus having exactly OPPOSITE affect as designed for. And since ARMA 2 is a hardcore sim, I hope something can be improved here. My suggestions would be to make their models become semi-transparent when looked through, this is especially annoyance when used in CQB. Thanks. Web references: http://www.botachtactical.com/eo553miho.html http://www.officer.com/print/Law-Enforcement-Technology/Sight-the-Advantages/1$35342
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Frankly, the sounds definitely need to be improved. Sometimes the silence is deafning, at least some ambient humm of a city, whispering of leaves. Take XAM 1.4 as an example. I mean some of the sounds are there, but it sound like you were in a room or something - need an ambience effect. Also some echo and such would help it. To me sounds make like 40 % of the atmosphere.
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Hi, I'd like to suggest 2 things: 1) I'm using TrackIR for playing, and the thing that irritates me is when I use zoom while aiming, the TrackIR sensitivity stays the same, but your head movements move the view much faster in relation of FOV of your screen, so it's difficult to quickly locate the sights while zooming and aiming. My suggestion is to lock (center) the view while zooming & aiming at the same time so we don't have to chase the sights with sensitive head movements as this is instinctive in real. This could be possible e.g. by allowing to bind the F11 that disables the TrackIR to that same key that brings up the sights / zooms. 2) possibilty to turn the DOF off, it looks cool at first, but normaly if you aim through the sight, you can still choose where you focus your eyes, so you still can still have a clear overview of the battle field without bringing you gun down - with widescreen monitors, you can still select where you look (focus your eyes) Thanks in advance, Mirok.
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I'm not sure about firing while laying down in reality - since there is quite a backblast I understand, I guess it could blow you feet off. Any real life experience?
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Hi guys, as far as reloading is concerned, I play airsoft here and there, and I must say that is VERY difficult to reload while running, since you hold the rifle by the pistol handle with you right hand, the magazine shaft is moving quite a lot while you run, so have to grab it you left hand that is already holding a new mag, and try to fit in the mag, but then you're not running any more, because you are quite occupied by by replacing the mag, so you have to at least walk. So the problem with interuptible reloading as basicaly solved. And only if you start to run or sprint it would be aborted. Now this might be a good idea if you are advancing with your squad as formation (in game) further away from enemy, but it's certainly not a good idea in short to medium distance, because you cannot concentrate on you surroundings while reloading so you should hit the dirt or get behind somethin'. So the suggestion is to make reloading possible only while walking by max. As far as the speed of reloading is concerned, you basically pull out a full mag, drop the empty one to the ground (it makes no sense in carring it aroung since you don't have spare ammo) and load in the new one, so the reload can be (and is) pretty fast. However my point is that in game speed of reloading is ok by me, its just that you are frozen dead in motion - need to interrupt (by run) or at least walk. Over.
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Oh, and one more thing I forgot to mention. I don't understand, why it takes 2-3 more steps for stopping after sprinting longer time. Yeah, it might be realistic, but you really need to think ahead before stopping the sprint, which you normaly do instinctively, so now in the game your are more burdened with controling the guy, rather then concentrating on combat - MOVING SHOULD BE NATURAL LIKE IN REAL LIFE, SO YOU DON'T HAVE TO THINK ABOUT IT. Many thanks. Over.
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Hi guys, I'm using Arma Czech verzion 1.05. I want to strongly suggest speeding up some move animations - current animations / moves are too flegmatic and slow . In real life (and movies) people are really hyped-up with adrenaline, and under stress situation of combat, you really HURRY-up - after all they're trying to kill you so you better move that ass, as you were tought in the boot camp (MOVE THAT LAZY ASS OF YOURS SOLDIER!!!. Therefore I do not understand while it takes e.g. like 3 seconds to put your rifle on your back. Normaly under stress, you'd just throw the gun on your back, pull up the AT gun a fire as quickly as you can, since there are bullets flying around your coconut. I think that this should really be speeded up, otherwise the game looses any adrenaline and moves are slooooow like in honey. MOVE, MOVE, MOOOOVE!!! The other thing that bugs me is that if you lay without any gun in hand (via Prone command after holding the AT gun) first you have to take your rilfle (takes foreever!!!, and only after that you can take your AT gun. The result is that you cannot stand up from prone to crouch directly with AT gun, so you stay exposed too long . ArmA should remember the last gun user held in hands - AT gun after going prone and coming back up to crouch. One more thing, if you're standing right next to burning vehicle, you don't get hurt by fire - should be fixed. Grenades seems to bump waaay too much after being thrown - I've never thrown a real one, but I image they are rather heavy and hard, so the should NOT bump and role like 20-30 meters! And at last and not least, there really need to interupts in the animations like it was mentioned in other topics - it won't look pretty, but it will be PLAYABLE and REALISTIC, if you are realoding or changing guns - you are frozen = sitting ducks = dead meat. Over and thanks.