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Everything posted by mr.g-c
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Im not a Programmer, but: Are you sure? You tell me that a whole bunch of Programmers and modelers need this long for it when they working around 8 hours a day on it? Are you kidding? Please would you be so kind to tell me honestly how long you took, JUST for your countermeasures system (in hours please) within mando-missles. I'll also ask Thunderbird84 as he has also a great countermeasure system realized in his FFUR mod for OFP. Same goes for WGL.... I don't believe a programming-crew will take this long to program it (without the testing-phase of course). Best Regards, Christian
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Hehe yes, but please answer me: How long did it take for you to script these flares? Do you agree with me that a complete team like BIS would need "just" a day of programming to implement something like this? If so, then there is NO reason for BIS to NOT implement it... No matter if Arma2 will be a flight-sim or not, Countermeasures are one of the small things, quick programmed, but adds much immersion and realistic playability to it (Its called " The Ultimate Military Simulation") in which ARMA and OFP are truely lacking. Even on small Rhamadi this makes sense (at least for Helicopters), or do you guys still want the always-hit-their-target anti-air-missles still in Arma2? Regards, Christian
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Yes you were right, and thats already good implemented by default (especially the "slow down" and "deflection" on impact) i think. Now wouldn't it be possible to mod this also for buildings? I mean even without changing of models by just spawning the bullets behind the wall again after they impacted on the outside? Yes but that isn't important if the AI knows the advantage of it or not. Look in the ECS-Mod the AI fires and suppressing at the position they saw the enemy at last - no matter if in a building or not, and thats great in my opinion. So if managed like this and if penetration of building-walls will be somehow possible, they AI doesn't need to know how to take advantage from it. Best Regards, Christian
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For all of you guys who don't know WGL, i made a few short videos from my AT-Range to show how AT-Guns behave im WGL. - Realistic speed and ballistics (though i think the AT4 is a bit to slow) - Realistic sounds - More or Less Realistic Penetration (impossible to Kill a heavy MBT like T90 with a few AT4s) 1. AT4-M136 2. AT4-M136 against T90 MBT 3. Carl Gustav 4. RPG7-VL 5. AT4-M136+Carl Gustav AntiArmor-Squad And finally smokescreens from M1A1 6. Smokescreens EDIT: Two Videos from the Active countermeasure System "ARENA" 1. Arena video 1 2. Arena video 2 I hope you enjoy them. Regards, Christian
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Request Polish Community Support
mr.g-c replied to Thunderbird's topic in ARMA - ADDONS & MODS: DISCUSSION
Really great, Grey! Is this your Job in RL? -
Its quite possible... but BIS has had clipping issues for years now starting with OFP, and then ArmA. So its not far fetched to assume its soemthing they don't plan to fix. Right, i guess to do so, they would have to change all models and/or implement something so the single models wont collide with each other... (would also solve a lot of other issues). Regards, Christian
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Thanks for your answers, i'm overall satisfied by them and looking forward to the release I doubt it. There is functionality in ArmA to allow for bullet penetration already. Doing more than that is likely futile and a waste of effort, at least at this stage. Hmm and what function is this? Is it enabled by default in Arma or will you enable it in ACE? I mean in situations where you and your squad are hiding inside a building and the enemy fires a whole load of Ammo from their BMP into it, it feels a bit bad that you can feel save inside there, like in the bosom of abraham... Just one question though, will there be any countermeasures for air-units? Best Regards, Christian
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I really hope so, and as Dslyecxi already mentioned the "crew served weapons", i think mortars fall under this term.... by the way: I hope this time it will be a bit easier to set the mortars up. In WGL it was a bit to complex for the "typical" mission-creator. Questions: 1. Will there be a AI-suppression comparable to the level that the ECS-Mod currently is delivering? I ask this because in WGL it was not that good compared to the ECS for Arma. 2. In OFP-WGL tanks could deploy smoke from smoke grenades fired up in the air and from the engine of the Tank, however the AI in OFP-WGL didn't ever used this when getting fired at.... will this be tweaked so the AI can and will use it? 3. Will there be different Ammo types for AT-Launchers/Tanks/Helicopters ? I always found it a bit poor to have only the HEAT round for the Carl Gustav in OFP-WGL, while in reality there are numerous ammo-types available. Same for AT4-M136 and others... 4. Will it ever be possible that Rounds can penetrate buildings? I think that this is one of the most annoying factors of Arma in terms of CQB and ballistic-realism. 5. Last but not least - will ACE include ALL of the WGL-features WGL had at 5.1 ? Best Regards, Christian
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yes would be great for the server-admin definitely!
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While on the one hand i think the sound engine of Arma is great but on the other hand it needs a few new features for real immersion and feeling of Weapons, Armor etc's powers. - Like you guys all said a altering of sounds for long distances is really needed, but i would even extend it and add factors for environment. For instance fired weapons sounds different when fired in a large wood than on the open field with strong winds. - LFE (Low Frequency Effect) use or in other words: More BASS! Are you guys ever were at a Maneuver where Tanks or even Howitzers were fired? I was, and i can tell you that you can feel the deep kickin' bass all over your body. Thats something i'm missing in Arma. I have a 2000€ Sounds System here with a great Subwoofer but it isn't getting used currently. Best Regards, Christian
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Thats what "they" tell you In real life it seems to be different after numerous reports of US-Soldiers both in Afghanistan and Iraq. Regards, Christian
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Yes i can confirm this....
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And i have to correct you here..... 7,62x39 AK47 Ammo-type series have EXCELLENT Man-stop capabilities but mostly don't make big wounds such as the .223 Remington 5.56x45 Ammo fired for instance in the AR-15 type of rifles. They mostly have fully penetrated the bodys they were fired at and thus only producing "smaller" wounds. Penetration power is good but not as good as with the 5.45x39mm (which always has a steel-core) - different picture at the Chinese made 7,62x39 which also has a large steel-core penetrator... Even though they are both not officially determined as "Armor Piercing" the chinese-made 7,62x39mm is banned from importing into the US because of its possible penetrating-power. By the Way: Michail Kalashnikov says until today that it was a big mistake to replace the 7,62x39 with the 5,45x39 ammo - think about that! They always tell that the standard .223 5,56x45 is a "rather good" ammunition because of the wounds it produces - but experiences in Iraq and Afghanistan shows a different picture about this ammunition. There are many known cases where they fired 10-15 Rounds at the torso of a single running Insurgent - unable to really "man-stop" him with this ammunition. I know from the german army called "Bundeswehr", they have usual tactical full-body vests with ceramic-blend inlays which can stop 7,62x39 (without steel-core) and even PK/SVD fired 7,62x54R ammo(without steel-core) without problems, but NOT the 5,45x39 (AK74 with steel-core) nor the 7,62x39 (Chinese Ak47 Ammo) with steel-core! To summarize: Standard Nato-issued 5,56x45 M885 has the worst/none penetration-power at body-armor because its made to fragment after impact, rather than to penetrate anything besides standard clothes. Nato has however the M995-AP round to solve this issue. The Standard 7,62x39 was made to penetrate but is also stoppable by modern body-armors with ceramic-blend inlays. The Chinese made 7,62x39 is often considered as AP-Round, official it is not - nevertheless its a dangerous round AFAIK NOT stoppable by any modern body-armor The Standard 5,45x39 ammo of modern AKs (Ak74 types) has a steel-core penetrator simmilar to the chinese made 7,62x39 and is able to penetrate a few centimeters thick steel-plates, thus also a big threat against even the modernest body-armors. I hope this helps a bit. Sources are mostly from the many books i own/read about ballistics and Russia/Warzwa-pact made weapons. EDIT: Just checked my files and i found that the Dragon-Armor by Pinnacle (SOV3000) can stop all above listed.... Read it here: http://www.pinnaclearmor.com/body-armor/ballistic-chart.php Regards, Christian
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hmm maybe as a final before you go into holidays, replace the ARMA -Fog with a custom one... The ones from ECS mod look great btw... Best Regards, Christian
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ACE Everon - BETA version -Read the details please
mr.g-c replied to the-f's topic in ARMA - ADDONS & MODS: COMPLETE
Great work! However i have two suggestions what i think could be tweaked: 1. Roads are to bright compared to the dark floor-color 2. The ground-texture is way to dark for the Arma-Universe i think But so far great work again! -
Yes we were close enough... over Internet on a dedicated Server this works, but it wont work when i open a game for my brothers and me from within ARMAs MP browser...
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One of the greates Arma-Videos so far.... great "step-in" into Arma Video making
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Really Great Addon! Good work! And i Second this: 1. Animation when accessing gear of vehicle, ie. open trunks, doors... 2. Should be a Arma2 Standard
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Amen! We had similar experiences here in LAN and its simply outstanding, awesome, amazing and such. Imagine now if you had additionally REALISTIC penetration levels together with this suppressing Just that tiny feature, the AI behavior with suppressing adds so much to the game... this is so great and exactly what i wished back in 2006 from Vanilla ARMA as a improvement over OFP... however it need the community again to realize such tiny thing which adds so much to the game.... Yes, SUMA and MARUK should both play a round of a ECS powered COOP to see how great it actually is. Yet i hope the AI in ARMA2 will be at least as "good" as with this outstanding MOD. I remember Maruk said something like "A fight with 5 people within the new ARMA2-AI is as challenging as fighting with dozens of AI in ARMA1" Lets hope this is true and they find a way for storing more Ammo, as suppressing fire is a real ammo-killer. Best Regards, Christian
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Could you please explain whats the difference between the current Track-IR support in Arma and this "6DOF" you talking about? And is it worth to buy for Arma2?
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I can confirm that it don't work here either in our LAN - neither the direct-speak nor the text shows up in this mod eon others PCs . However over Internet it works....
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The IMHO major Problem with Ragdoll and other popular systems like that is that the hit/death effects and animations are mostly extreme unrealistic up to a level, in my opinion unfitting for Arma2 which is called " The Ultimate Military Simulation". Also in the Games i played with Ragdoll-like effects, the bodys often felt way to lightweight - just like if they were filled with feathers. But yes they should really do something about the current ultra-stiff and clunky (death and hit) animations - they are a no-go for Arma2 i think. Best Regards, Christian
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Dynamic destruction, who needs it anyway?
mr.g-c replied to funnyguy1's topic in ARMA 2 & OA - GENERAL
Hi, also the 5.45mm of the AK74 Series are able to Penetrate "common" house-walls(made of common cinder block) as well as few centimeters thick steel plates, because of their steel-core. Of course this depends on various other factors like distance to the object, angle and so on* *Source: The book "Avtomat Kalashnikov" i own. -
The most important features ARMA 2 needs to have
mr.g-c replied to Stryder's topic in ARMA 2 & OA - GENERAL
Well first its a early version of the game/engine and who knows what they are planning/willing to incorporate until release-date.... But yes it looks so far as clunky and stiff as OFP was when it came out and as Arma is currently.... I really hope Arma2 will be a major improvement over Arma1 and that it will fulfill its slogan called "The Ultimate Military Simulation". Best Regards, Christian -
The Weapons do exactly what you should exspect from them. Hydras are für Soft target primarily, at least a BRDM ist diabled when hit. I dont like the Idea of everything exploding immediately after one hit. There was also no real reason for the high dispersion all Gattlings had in the previous versions...it ist much better now absolutely right.... video: (watch at 1.20 how accurate two gatlings are shot from the huey)Also here are comparision between m134 and m240: Regards, Christian
