ryankaplan
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Everything posted by ryankaplan
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or you could go one further, and implement Red Orchestra style, "rest weapon on anything" feature. But, the chances of me winning the lottery this week is more than the chances of BIS implementing anything like that. By the way, i havent even played lottery this week...
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The damage model would be great IMO, if the following where added: -Ability for weapons to do different damage depending on what they are being shot at. -Fully working (and not the excuse we have in arma now) bullet penetration system, with the ability to hit certain Damage Lods in the model, eg, "Engine", "Driver", "gunner", "commander", "AmmoStorage", "shield", etc. With these two properties, pretty much any damage model could be simulated in ARMA 2. Eg, An APFSDSabot going through a tank means the tank is 'most likely' done over, with the crew in several pieces. At the same time, the same APFSDS round might go through one sidewindow of a humvee and out the other, ending up with some light injuries, possibly not even reducing the combat offensiveness of the vehicle. This way you will actually switch to HE(AT) if you want to properly toast that APC with all the infantry in it. With the ability for weapons to do different damage to different vehicles, you could simulate specialised defence system like Reactive Armour, RPG skirts, Mine Resistant Systems quite accurately. Oh, and you wouldnt have the great addition of houses being blown up by Sabot rounds any more. alongside AI, the damage model my biggest gripe about ARMA currently, and i hope BIS improves it for their next game.
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Main Battle Tank Gun Ballistics, FCS, etc.
ryankaplan replied to NonWonderDog's topic in ARMA - ADDONS & MODS: DISCUSSION
REALLY looking forward to this. You're perfectly on your way to being an ArmA God. The God of Ballistics. -
hello there. I was hoping to make a Stryker with a Mobile Gun System on it (search google Stryker MGS), so i would really appreciate it if you could make an mlod version of any one of the strykers. If i succeed, we might even try and make a whole fleet of strykers, ranging from the Medical Stryker to Strykers with 120mm mortars (COC style) etc.
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Let the banning begin!
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Here is the error Select a unit and CTRL-RightClick to Recreate
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COC does it again. Great work, this will be the backbone of zeus online gaming if it fully works in mp. Seing as this is a beta, i will here are some possible bug reports: --When i CTRL-clicked on the 'COCEngine-Map' screen with a unit, i got an error message. I thought i took a screenshot, but i hadnt apparently. I will try and recreate the bug later and post a screenie maybe... --After some time spent in the first 'light assault' mission, some squads refused to carry out their move orders. I sorted the problem out by swtiching to the unit and switching back. On some occations this didnt help and i had to delete all wps and reorder them. --In the first mission (didnt play anything else), i only ever had 1 casulty report. After that, even though i had many casulties, nothing was reported in sidechat. --Please relocate the 'Delete all wps' button to the 'RightclickMenu' of the unit, rather than 'RightClickMenu' of the waypoint of the unit. I had an occasion where i wanted to delete all waypoints for a group, but i couldnt, because there was a squad sitting on the only waypoint they had. Whenever i tried to click on the waypoint, it selected the squad which was on the waypoint, leading to minor annoyance and major cursing. Wishes for full version: --I would like to see a return of 'unitcam' from the OFP Command Engine. Ideally, this would come with a option to disable by the mission maker. --I would also like to see a 'cycle' waypoint option, to be used for patrols and aerial units.
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BIS does have to make money and have to live unfortunately. I dont think arma gave them that big an income boost, so they can only support it for so long before they have to find alternate sources of income. This time, hopefully with publishers decided and aware from very early on, they can put up a good pr campaign and increase their revenue, which will mean they will be able to support the game for longer with patches and bugfixes. That's my theory anyway... hopes and wishes, from a positive perspective: -The fact that its a brand new engine may mean that the annoying bugs such as mp locality issues, animation problems, etc, will be fixed. -BIS knows what they want now, and can build the engine accordingly, destorying limitations on the way. -BIS releases the tools without waiting for another year after release, hence that the community can start right away, rather than halting once again. -The fact that its being released in consoles may mean better and easier to control squad command system, without losing the possibilities of the old system. -And i do hope BIS gives themselves slightly more time than only one year. -silly Personal wish: ability to steady weapons anywhere like in red orchestra! All in all, being a fanboi, i will buy it anyway, but i will only recommend it and not moan about it if bis fix the few quirks and faults in arma here and there, plus add a few cool new and unexpected features. (such as ai taking cover!
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BIS does have to make money and have to live unfortunately. I dont think arma gave them that big an income boost, so they can only support it for so long before they have to find alternate sources of income. This time, hopefully with publishers decided and aware from very early on, they can put up a good pr campaign and increase their revenue, which will mean they will be able to support the game for longer with patches and bugfixes. That's my theory anyway... hopes and wishes, from a positive perspective: -The fact that its a brand new engine may mean that the annoying bugs such as mp locality issues, animation problems, etc, will be fixed. -BIS knows what they want now, and can build the engine accordingly, destorying limitations on the way. -BIS releases the tools without waiting for another year after release, hence that the community can start right away, rather than halting once again. -The fact that its being released in consoles may mean better and easier to control squad command system, without losing the possibilities of the old system. -And i do hope BIS gives themselves slightly more time than only one year. -silly Personal wish: ability to steady weapons anywhere like in red orchestra! All in all, being a fanboi, i will buy it anyway, but i will only recommend it and not moan about it if bis fix the few quirks and faults in arma here and there, plus add a few cool new and unexpected features. (such as ai taking cover!
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with 3ds max, use the 'Boolean' Function to subract things from solid models. Goto Help > Tutorials > How to model a Chess Set > Model a Bishop to learn how.
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Advanced Combat Environment
ryankaplan replied to Exsosus's topic in ARMA - ADDONS & MODS: DISCUSSION
nice to see you guys are working on things that will actually add more levels to the game, things that will give the commander more different types of assets he can use. Thats one of the reasons why i liked WGL5. I'm hoping things like WGL "I need a calculator" mortars will be in ACE in all their unnerfed glory. I know there is a "Its done when its done" policy, but in what sort of time do you plan to release the first version of the ACE mod? within 3-6-12 months? -
*Puts Hands on Ears and shuts Eyes* NO NO NO NO NO NO NO. ModWarSound by predator kills off all the opposition. FDF sounds too basey and hollywood. Chameys just sound horrible imo, other than the great ATLauncher sounds, but all the rifles sound about 100m away when they are in your hands. So come to the light people. Come to Modwarsound.
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Russian Federation Units V.1
ryankaplan replied to Shadow NX's topic in ARMA - ADDONS & MODS: COMPLETE
looks damned good. downloading now, but we really could do with more mirrors as megaupload is only allowing me about 35kb/s. -
Collection of Undocumented/Lesser-Known Features
ryankaplan replied to frederf's topic in ARMA - GENERAL
This problem has been fixed. We tried it with the m113 and it works as well as it does in singleplayer. EDIT: i've been told by others that they are still experiencing this problem. Maybe it does still exists, and we just experienced a 'positive bug' with our m113 test. This has not been my experience. The AI keep their spacings from the formation of the whole group. So if your squad of 13 is on a big wedge formation and you order 4 men to to move to a certain point, then they will move in wedge formation as if they are still with the whole squad. They will not close the spacing gap between them to form a more proper, smaller wedge as you would expect them to. -
Anyone heard of this CEX thing?
ryankaplan replied to Shadow_Spyder's topic in ARMA - ADDONS & MODS: DISCUSSION
now all we need is the COC arty in Arma. There was nothing more thrilling ofp than calling in a 155 White Phosporus barrage which is set to explode 100meters above the ground and rain burning stuff down people's throats..... aaaaaah yes, i remember those moments... *comes* -
i also have the problem mentioned in the first post of this thread. Shooting with rifles is less than what it could be because of it. But i only really get pissed of with it if im shooting at something over 200meters with it, where aiming perfectly probably shouldnt be that easy.
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so what happens with freelancing ai? say on a guard waypoint. You cant always tell them to get into a tight column formation. AI isn't just bad on bridges, but some cities too. South section of Iguana (south of the bridge) is a perfect example. The ai randomly jumps of the 10 foot walls into their deaths when following the squad leader. The ai refuses to get in most buildings' 'predefined ai positions' in south Iguana. The ai refuses to shoot over walls that reach only to their knees, even though they have clear sight of the target. The ai also very rarely shoots over sandbags. These are very important bugs in my opinion, and should be addressed as soon as possible. And yes i know there is a bug tracker etc etc....
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as i posted before, double tap the bloody numpad + button and it will be fine again. if double tapping numpad + doesnt work, try double tapping numpad - (minus). and your problems will be over.
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btw, not many know this i think if you double tap the numpad - key, it will widen your view, ideal for urban shite. you can double tap the + key to set it back to normal. the effects are very noticable when you're in 'iron sight' mode.
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As far as i've read, The US Army has now about an equivelant of 2 Infantry Divisions fully armed with strykers. Also to my knowledge (also gained from reading) Stryker is not amphibious, because it is not designed for that task. It is meant to be issued to Motorised Infantry Divisions to give them more mobility, and mobile firepower.
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if you like infantry simulation or aircraft, its better. if you like specop/sniper missions, it is alot, ALOT worse. Pretty much any ofp "James Gastavski D3ltaL33t" mission will give you a 1% chance of completing the mission if played in arma.
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crouch walking does my nut in. Even if my avatar was a fat bastard, and even if was carrying 100kgs of shite in his backpack, He can still manage hold a fully loaded M240 in aiming position while standing up forever without tiring at all, and he cant crouch walk without getting an asthma attack? Another thing i've noticed is that the "sprint speed"(Wx2) is slowly reduced as you get tired, but it never drops below the "jogging speed"(W). Surely, as you get more tired, you should slow down until you come to a complete halt or are just walking...no?
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i dont see what is wrong with this method. Just because its in CS doesnt mean its a bad thing. In fact it gives you much more control over your throw. Its pretty shitty at the moment that you cant roll a grenade, or you miss a huge window from 5 meters away half the time.
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Nothing beats an independent Sniper/Spotter Team with lots of COC Arty Support at their disposal.(is COC working on an Arma Version btw walker?). Without arty, it is rather ghey. Although, it is much more fun when the sniper spotter team is very skilled. Failing that, i quite like leading a squad/section sized element in multiplayer. How enjoyable that is, is usually determined by how competent your sub-element leaders and other squad members are. Same goes with Platoon and Complany Leader, but the more people you have under your command, the bigger the chances someone will do something silly. Another thing i enjoy is playing the Platoon or Company Sergeant in an organised multiplayer game. The best part of it is being able to shout abuse at people at a rate which would shame Drill Sergeant Hartman, and getting away with it all.
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And thats exactly what makes ArmA not great. The explicit refusal of attention to detail by bis. BIS concentrates on huge features that sells a game, such as 'huge amounts of units on the battlefield' and 'huge island' and 'drive and pilot any vehicle' and 'real weather effects and star constelations' etc. However, sometimes little 'immersive' features in a game can increase the game's quality and immersiveness (at least for me) more than another huge feature. Again (for the 18th time) i will refer to the game Red Orchestra. What is red orchestra? it is a mod. It is basicly battlefield 2 with no crosshair, in ww2, with a liking for a bit of realism, but a fetish for attention to detail. These are little things like; Cooking Nades, Overheating Barrels which require change after extensive 'abuse', Ability to rest weapon on pretty much anything to stabilise your aim and Clicking Again to pull the bolt to fire again, a slight 'blur' effect when a bullet whizes past close which has a huge effect on gameplay because it really does make people take cover. They really do add to the game with very little work on behalf of the developer. This must be one of the most extreme cases of 'owned' in these forums that i have yet to see. I Salute you Mr. Mandrake