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max power

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Everything posted by max power

  1. max power

    Helicopter physics impressions - simplified

    Decreasing acceleration and creating consequences for impossible maneuvers would increase the difficulty of flight, I think. I should say that I would like to see realistic acceleration, and also consequences for upside down flight/ negatively loaded rotors, etc.
  2. They can't do rolling take offs because they do not have functioning wheels. If you have a feature request, I suggest you use the arma 3 wishlist thread or the feedback tracker.
  3. max power

    how to delete an account

    I guess you mean cd key? You will have to uninstall it and install your copy.
  4. max power

    Convincing Huds and Cockpits - NO CROSSHAIRS!

    In arma, you can make a static hud that is able to accurately show the distance and angle of objects (I know because I've made one), or you can make a helmet based hud that is usually always wrong if it's referring to the outside world. I think currently we have the helmet based ones.
  5. max power

    ARMA 3 Addon Request Thread

    It would be difficult to make a slenderman character because skeletons and animations are difficult to build afaik, and you couldn't use the standard ones for a slenderman.
  6. max power

    Helicopter physics impressions - simplified

    Two of these things would increase the difficulty of flying. I'm not saying that it's optimal as it is, I'm just testing the assertion that the fm can be more realistic and easier. It really sounds like it's more complicated than that, and realistic changes usually mean increased difficulty.
  7. Can you name a better retail simulation game?
  8. max power

    Helicopter physics impressions - simplified

    Okay, so it's not really a flight model thing so much as a control authority thing.
  9. Great work! Thanks, Vobbnobb!
  10. max power

    Helicopter physics impressions - simplified

    The Take On flight model is harder than the ArmA 3 one. But, I'm curious, what realistic flight model could be easier than arma 3's? It's not like ArmA 3's flight model is difficult. I guess what I mean is, how would you increase the realism of the flight model but make it easier? You can't be talking about blade stalls, vortex ring state, translating tendency, p effect, torque and thrust imbalances, and other quirks of helicopter flight, because they makes flight harder. What makes it easier but more realistic?
  11. That's how I used to use the config line for years, back when I used to use the command line switch. I can't remember ever having behaviour I didn't expect to make me doubt which way the command line is read. If I was to use it again today, I would use it as if it was read from left to right. However, Kju has some credibility and what he says is usually not to be dismissed. One of us is wrong, both of us are experienced users, so therefore it would be nice to make sure. That said, like I said, if I was to use the command line switch today, I would be using it under the assumption it's read from left to right.
  12. It's a nice initiative and I wish it the best of luck, but in my experience, the devs don't make sweeping changes to stuff until they're good and ready (for good reason!) and then many of them have their own ideas, I'm sure. In order for this thread to have an impact on the game, I think it would coincidentally have to be happening at the same time that the developers are considering changing the helicopter experience. Some thread is better than no thread, though. Just a word from a moderator's standpoint: This thread is duplicating many other threads and the reason it is still open is because you're putting a lot of obvious effort into it. That said, the rule for spamming still applies so please stop advertizing your thread in other threads.
  13. Enough spamming about your thread, please.
  14. I do know the answer, but kju insists something different. Since kju is also a smart guy, perhaps it would be best to experiment.
  15. Let's just keep this topic about the pilot positions.
  16. You could, for example, make a simple config for a vehicle that replaces its texture with one colour, then another with another colour, and then put them both in the mod= line and see which shows up... or any simple test like that.
  17. The community has been suggesting this kind of stuff for 10 years. I do not think that a vote is going to be very effective. BI changes what they want to change.
  18. In my experience, the last thing in the command line switch seems to take precedence over the things coming before it (left to right). I also think that the requiredpbo token in cfgpatches can alter how mods are loaded.
  19. Yeah, I find that at certain ranges, the texel ratio of the foliage textures and the silhouette size of a man's head and shoulders seem to coincide.
  20. In my experience it can be quite difficult to find proper reference. ---------- Post added at 09:03 ---------- Previous post was at 09:00 ---------- Somewhat longer than I can looking at a 3d interior I can't see out of!
  21. max power

    Low CPU utilization & Low FPS

    The medium settings are probably more cpu dependent but less resource intensive over all. Wasteland is a very cpu hungry mission, so if you want to play it, it's probably best to offload the cpu as much as possible.
  22. Amazing news, Variable! We are so glad the CiA community enjoys our work.
  23. Do you have permission from Icebreakr to port his police units?
  24. max power

    Comanche missiles power

    That just looks like a regular hydra rocket :/ The DAGR looks like this: http://www.lockheedmartin.com/content/lockheed/us/products/DAGR/_jcr_content/product_image.img.jpg/1329429706138.jpg
  25. max power

    Comanche missiles power

    If you tab lock with the dagr, and then steer the helicopter so it's more or less pointing at the target, it will home in on the target. I noticed it's quite finicky in the beta.
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