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Rg

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Posts posted by Rg


  1. @RUKH,

    No, sorry.

    @Q,

    Thanks for helping Archmoo out wink_o.gif

    @Archmoo,

    Assuming you have a clean install and nothing else conflicting with TGM, engagement range is not the issue you are having, it is the identification.

    What you’re testing is a specific scenario that doesn’t represent typical gameplay. The AI in your test mission is not engaging past 300m or so because the AI are not fully identified as enemy at that range. In your example, I assume that when you (the SL) tell your teammate AI to engage that “man†600m away, he will start to move closer to him to identify him. Nobody knows at this point, because he can't be completely identified at this range. At that far range, that “Man†could be friendly/enemy/civilian. That is why he won’t blindly engage even if you give him the order to do so. That “Man†needs to be identified as enemy before your AI will engage. When he gets within 300m or so, he will be able to identify him with his naked eye as an enemy soldier and will engage. Now if you give him an ACOG as you did, he can clearly identify the “Man†as enemy, because the gun has magnified optics and he will be able to see clearly who it is. The same thing should happen if you (the SL) pull out your binocs and identify the “Man†as “Rifleman†(with the label you get in the UI), then tell your AI to engage.

    The reason for this decision is for AI to not instantly know who is at 300-600m out as us human players would not be able to do either.

    - AI need to either...

    1) Identify with they’re own eyes (with or without magnified optics)

    2) Get enough information from you or other AI (AI do share information)

    3) Get enough information from the actions of the “unknown†AI (if he shoots his weapon or if he kills someone, ect...)

    If you use your test mission, but instead of 1 AI vs. 1 AI, put down 2 squads (1 Squad vs. 1 Squad) and see how differently it plays out. They will all engage at full ranges because they are sharing information amongst them.

    - About weapon sway, yes it will affect AI at longer ranges, but it’s not the root cause of your problem. With weapon sway, AI will fire more randomly at long ranges. Without weapon sway, they will fire in the normal "robotic" way. However, if the AI are injured, they’re weapon sway can become pretty massive, so they may fire very little at longer ranges. That's one downside to using it.

    ------------------------

    Anyways, all this discussion really isn’t even necessary. As I suggested (<span style='color:red'>in red</span>) in the first post when I released this pack, use ACE when it becomes available to the public and it is indeed available now to all. While somethings are slightly/dramatically different, ACE is a HUGE mod that has awesome gameplay and tons of features. So again, my recommendation is to put this pack aside and use ACE.  notworthy.gif  goodnight.gif


  2. You guys are killing me with all these teasers. banghead.gif

    One question, will you guys be releasing this editor with all the templates that you guys have and are making included in the package? Basically all the bases/object clusters/weird objects as above^ rofl.gif?

    What would be a tremendous benefit to the community would be to have those tons of templates you guys already have and then have it only get larger in time from people making more templates to share to the community, eventually having a huge database of templates ranging from bases/camps/towns/forests/object clusters/weird objects/ect... all to be hosted by Mapfact or someone else. Am I dreaming? crazy_o.gif


  3. Truly awesome island. I LOVE the terrain layout. notworthy.gif

    I haven't done any serious play testing on it yet, but the large, open, bumpy, height layered terrain seems like it will be great for gameplay.

    I would love to see the heightmap (terrain.png) of this bad boy, but since I don't think that will happen tounge2.gif, what did you do to make the terrain? Was it all custom made by you in PS, wilbur, or something else? How did you get those nice bumps all over the place (the smaller "detail" bumps on the ground? Was it noise>blur in photoshop, some other way, or even one by one crazy_o.gifwink_o.gif ?

    ---------------------

    2 things to help your island other then objects/bases like what was already mentioned...

    - One small thing that you might want to adjust is the ground terrain layer color. It has a slight bluish tint to it making it look like ice when the terrain all around you looks like white snow. Obviously making the ground layer white would make more sense then redoing the whole sat map to have a blueish tint.

    - Change the movement sounds to snow. I don't exactly know how right now since I don't know much about map making currently, but it's surely possible. Basically open the character.pbo/config and look at the "class SoundEnvironExt".

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgVehicles {

    class Land; // External class reference

    class Man : Land {

    class ViewPilot; // External class reference

    };

    class CAManBase : Man {

    class SoundEnvironExt {

    snow[] = {{"\ca\characters\data\sound\snow\run1", db-65, 1}, ect.....

    };

    };

    Those are the sounds you want to be using. You can listen to them in this folder "\characters\data\sound", but you need to convert the wss to wav. I can't remember where I got those converters. Anyway, I assume you just need to assign the "snow" array to the texture you are using. Someone that has made a map can probably tell you how to do this easily.

    ---------------------

    Anyways, keep up the good work!


  4. Tested it a bit and it looks great. Nice job. thumbs-up.gif

    If I place AI group with very little ammo plus ammo/special/weapon box only few will rearm in proper way.

    If there is a box from the opponent then they don't rearm/change weapons.

    Would be good if they get at least 3-5 mags for the primary weapon (incl. grenades for GL).

    Changing weapons could be improved eg. if unit has only left one mag (M16) and he find another weapon (AK74) with more than one mag - change weapon (take AK74).

    I was trying so damn hard to get Blufor to pick up an AK when he ran out of ammo, but he wouldn't do it. I thought it might have been a bug, but maybe it's just not a feature that is in right now or won't be? Any info Victor?

    Quesstion:

    Can you tell me how to Disable "Wind Info"?

    Thanks

    Isn't that DMSmokeGrenade? crazy_o.gif


  5. Great stuff spooner! I am waiting to test this in a play session and see how it works out. The only small issue I have, besides the erasing issues already mentioned and discussed, is the action menu to bring up the map.

    I haven't tested everything there is to test about it, but it seems like it is getting close enough to replace the default arma map entirely. Some seriously amazing things in it notworthy.gif.

    I know I can run the script portion and modify the keybinds, but is there some way to allow that option for the addon version for ease of use? I would hate to have more ".hpp"'s in the dta folder, but that is one possibility. That or making a few different versions (Action menu enabled, Shift-M enabled, and M enabled (to override the default map)), but I don't want you to have to cater to a few that may have these issues.

    Either way, seriously awesome stuff. I will definitely be using it in some form or another.


  6. @Dmarkwick,

    - All you have to do is add this to a player’s init line in the mission editor “ this exec “camera.sqs†“. You will then be in camera mode and you can move around. http://community.bistudio.com/wiki/camera.sqs

    @Vultar,

    - About AI loosing waypoint, my only guess would be that AI are too fatigued. Please disable that one pbo and see if that solves it. If so, that should be easy to fix on my end.

    - About having even crazier recoils isn’t a matter of removing an effect but actually adjusting everything to be more extreme and I didn’t want to go too far to that extreme side. I thought this was a decent balance for now at least. Also, m107 having less recoil than the m24 is news to me. In default arma, doesn’t the m107 have more recoil? I'm not positive, but I think I remember it being that way. The scoped weapons may be a bit too extreme, but I wanted to make it so they aren’t so quick and rapidly deadly. You need to take more time to adjust after a shot, which I think is a step in the right direction.

    @jimbojones,

    - I do agree it is a little bit too sensitive. For me it makes it extremely easy to drive, but almost too easy in a possibly unrealistic way. I can drive around rahamadi in between all the crevices and not hit anything, but when I disable it, I tend to run into many objects. One thing I forgot to mention is that you may not want to use this addon if you have high sensitivity for your mouse control. My X-Axis is very low, so the sensitivity feels great to me, but if you use default mouse sensitivity or higher, this addon might not be for you.

    @MadRussian,

    - Thanks for the nice and clear explanation. The transitions seem to be missing from SideWalking-SideSprint and Strafe L/R-SideSprint. I pretty sure I can definitely fix those.

    @andersson,

    - Not sure, but I’ll have a look later.

    @VictorFarbau,

    - At first I was thinking the faster ROF and using an effects mod might be the cause, still might be part of the problem, but maybe Q will indeed narrow it down to either the script in “TrueGameplay-Player-Fatigueâ€, the three “TrueGameplay-Animation-TransitionFixs†RPT errors, or something else.

    @Q,

    - Thanks, waiting on the details. wink_o.gif

    - I just had a quick look and at least the rpt errors seem to be the incorrect animations - “AmovPknlMstpSlowWpstDnonâ€. I think they should be “AmovPknlMstpSrasWpstDnonâ€, but can those 3 rpt errors be the cause or might there be something else?


  7. @mrcash2009,

    I am not sure about the opacity idea as you would still be able to see everything infront of you. That means there is really no disorientation. Maybe I will test that later. Something with a camera would be best, but not luck so far.

    @DMarkwick,

    Yes, AI ROF is linked to distance. I adjusted everything as best as I could to get they're ROF at the speed in which we would fire using the more "sluggish" recoils in this pack. I didn't want AI firing too fast or too slow so a balance was made. Since it's all config work, you are limited in what you can do. Having AI pause fire at random intervals and conserve ammo at larger distance engagements might be possible via scripting, but I really have no idea. The best solution right now would probably be using VFAI equipment.

    @Styxx,

    Thanks, I got really lucky with catching a few of those moments like the PK wink_o.gif

    @DMarkwick and mrcash2009,

    It's a highly secretive trick.... "this exec "camera.sqs"" wink_o.gif Kidding, but I guess the trick to the smoothness is using TrackIR along with the keyboard and joystick.

    @Lepardi,

    Just search for AACFSOUND. That is what was used in the video. I think the screams are from Pack1? or is that also from AACF? huh.gif

    @456820 ,

    Open it up, it's pretty much self explanetory with the defines. You can do whatever you want privately. Just don't start throwing up slightly modified configs for download.


  8. @Ike_fin,

    Yea, that would probably be a bug. Are you talking about having someone laser a target on the ground while you are flying? If so, I never tested that. If your talking about something else, please explain.

    @thegunnysgt,

    If your talking about the hud when flying, it's only one more bar and two text letters. Nothing greatly affecting your view. I took off the armor meter in the first place because I was hoping some knowledgeable person in the community would have made a standalone (like franze's flares) damage system similar to the one in the F18 or something like it, but nothing has shown up, so I really needed to put it back in.

    @Vultar,

    Not sure what XDD means, but this view actually simulates closer to what you should be seeing, as far as what the animations show when you look at someone else or yourself in 3rd person.


  9. @Salvatore_Lee,

    -It might work in SLX or some of it, but since I don’t use it I don’t know for certain. If the mod includes unit models that replace the default BIS ones, then this won’t work.

    -The p3d files are source files for how I made the mod. You don’t need them, they are for informational purposes only.

    @456820,

    -No, it is not possible, since this changes requires the entire unit model.

    @gL33k,

    -It doesn’t include USMC because BIS did not release the models for the community to modify. If they do, I’ll update it.

    @gL33k,

    -Thanks, it does finally feel complete.


  10. @mrcash2009,

    -Thanks, you’re the first one to really test and see the benefits in gameplay. The animation speeds, AI spotting/engagement,ect..

    -Yes, AI will use burst and fullauto at closer ranges so they can burn out of ammo pretty fast. I could tone down the probability later on, but other then that there isn’t much I can do. You can use something like “Equipment AI†by Victor Fubar (“VFAIâ€), so AI will automatically rearm themselves of bodies. I haven’t used it much though.

    -About the roll effect, a better solution was to do something with a camera, but I wasn’t able to do anything with that in time, so this was the 2nd best solution. There needs to be something, since you can’t keep your view pointed straight ahead with no disorientation when you roll. If this is something that is extremely bothersome, I think you might be used to rolling too much. I also have no plans on separating it into a different pbo at the moment.

    -About the dta, not to my knowledge, but even if it was possibly, I don’t like using anything in the dta folder. Modders should try their best not to do anything in there.

    @Legolasindar,

    -Like I said, “TrueGameplay-Weapon-MissileControlAndStability†is VERY crude. Try not moving and aiming at the target with your crosshair. Speed and not aiming greatly affect missile stability and accuracy. If you don’t like, simply disable that pbo. It was something to not have you an AI lockon and fire when not even looking in the right direction. It’s a positive affect on gameplay in my eyes, even though its ridiculous at times.

    -*copy/paste*About the roll effect, a better solution was to do something with a camera, but I wasn’t able to do anything with that in time, so this was the 2nd best solution. There needs to be something, since you can’t keep your view pointed straight ahead with no disorientation when you roll. If this is something that is extremely bothersome, I think you might be used to rolling too much.

    @gunterlund,

    -I use 6th Pack1, but I would advise not to use the 2 latest packs as they will conflict with the TrueGameplay-AI and Weapon-Sway portion. There is not reason to use Pack2 if you use this TGM pack. Although, if you want the suppression benefits from Pack3 but not the conflicting AI stuff, just make sure you run @TrueGameplayMods AFTER @SIX_Pack3, so that TGM will overwrite. That should work fine, I hope.

    -If you use mando missiles, this is probably definitely not for you. Definitely don’t combine the two (Mando and TGM). I have no idea what would result from that, but I don’t think it would be pretty.

    @ 456820,

    -I already did and I like the speeds. No immediate plan on changing them.

    how does this compare to 6th sense system. They have many of the same items. Also I would use Mandos missiles instead of the missile component here.

    Well I turned off those components to try, think of this liek TrueRange AI but not so much, it seems to me much like 6th sense but more variables taken into consideration so its not entirely a mass shootout no matter what.

    I can say that this makes firefights longer and more intense for sure. Range is more than 6th sense but not so much that its unrealistic, in fact when I returned back to 6th sense on the same mission I was testing it seemed far too close before anyone would take a shot. And unlike truerange AI it doesn't seem like your completely shafted and its game over too soon.

    I do have my configs balanced with AI accuracy and also you have the value for the team settings in editor so it can be tweaked more.

    With other changes over all it does what its says on the tin, makes you plan better, study aim more, and plan moves (as you know you can just sprint like a madman out of harms way to easy).

    Correct, this is a fixed/advanced/complete version or TrueRangeAI. There were A LOT of things changed/added/tweaked since the beta. The 6th stuff was based on the old beta and some things were tweaked afterward.


  11. After watching that video it has become apparent that this game NEEDS my Screams 4 Death mod from BF2.

    Now what mission is that? I want a battle like that :-) The AI looks so imersive that I have to try it.

    That mission is included in the download as well as 1 other actual missions and a bunch of other editor demonstration scenarios.

    -------------------

    Mirrors updated, thanks.


  12. and this works with the truegameplay mod?

    Yes, they are meant to run together.

    ---------------------

    Well after having a go with both this release and the game play version I have noticed that it overrides my replacement of the BLUFOR units (Not tested for OPFOR) I'm using Cameron McDonald's ACU dudes and when I disable all of True mods addons then the replacement will work again.

    It is due to "True1stPersonPOV". That addon is basically a for ALL units ingame, so it will conflict if you run other replacement units. Just disable that one addon and everything else should not be a problem.

    ---------------------

    Mirrors updated, thanks.


  13. About "TrueGameplayMods",

    Something’s in this pack push toward "realism" and some do not. However, you will have "good" overall gameplay with this pack. After modding for this long, I have started to find a very good balance between the two. Most changes are to simulate certain aspects or experiences, increase immersion, increase "feel", ect...

    In essence, the "TrueGameplay__" modifications are in the spirit of OFP's WGL-like gameplay. While it pushes towards "realism", a balance was made for good gameplay.

    If you consider yourself more along the lines of a "realism" fan, then this pack is probably for you.

    <span style='color:red'>When A.C.E. (AdvancedCombatEnvironment) comes out, most if not all the "TrueGameplayMods" will not be necessary, since ACE already adjusts most if not all of these aspects. Even though this pack will give you a good overall gameplay experience, this is in no way close to what will be offered in ACE. So, my full recommendation is to use ACE when it is fully released.</span>

    <span style='color:blue'>*NOTE* These are serious gameplay tweaks. If you only play SP then your fine, but if you play MP, both client and server should be running all or an agreed upon combination for fair play.</span>

    Quote[/b] ]

    Below is 20 minutes of gameplay footage using the ingame camera (100% AI battle). It's completely RAW footage with no cuts and with a fancy title intro since it's my first major test using vegas, heh), yet it's so damn interesting to watch. I had a blast recording it and watching it afterwards since I caught some very cool moments. Since it turned out well, I decided to release this as a demonstration video. Just don't expect some professional promo video. What you see is what you get except for the other AddOns used (listed at the end of the video).

    I don't expect many to watch the whole thing, but if you watch up to about 11 minutes, you will see some serious action and at the 9 minute mark, the Kamov comes rolling in and rapes BLUFOR. After that the battle slows down, but there are still a few cool moments if you watch to the end.

    Enjoy...

    <span style='font-size:17pt;line-height:100%'><span style='color:red'>VIDEO</span></span>

    <span style='color:darkblue'><span style='font-size:27pt;line-height:100%'>

    TrueGameplayMods (Overview)

    ------------------------

    </span></span>

    <span style='font-size:13pt;line-height:100%'><span style='color:red'>TrueRangeAI was broken down into 4 separate addons...</span>

    - TrueGameplay-AI-Spotting v1.0

    - TrueGameplay-AI-Hearing v1.0

    - TrueGameplay-AI-Engagment v1.0

    - TrueGameplay-AI-Radar v1.0</span>

    <span style='font-size:13pt;line-height:100%'>- TrueGameplay-Animation-TurningSpeed v1.0

    - TrueGameplay-Animation-MovementSpeed v1.0

    - TrueGameplay-Animation-TransitionFixs v1.0

    - TrueGameplay-Player-Fatigue v1.0 (<span style='color:green'>REQUIRES</span> <span style='color:green'>XEH</span>)

    - TrueGameplay-Vehicle-OffroadSpeed v1.0

    - TrueGameplay-Vehicle-SteeringSensitivity v1.0

    - TrueGameplay-Weapon-Dispersion v1.0

    - TrueGameplay-Weapon-Recoil v1.0

    - TrueGameplay-Weapon-Sway v1.0

    - TrueGameplay-Weapon-TurretRotationSpeed v1.0

    - TrueGameplay-Weapon-MissileControlAndStability v1.0

    - TrueGameplay-Survivability-Helicopter v1.0

    - TrueGameplay-Survivability-Man v1.0</span>

    <span style='color:darkblue'><span style='font-size:27pt;line-height:100%'>

    TrueGameplayMods (Details)

    ------------------------

    </span></span>

    Quote[/b] ]

    <span style='color:red'><span style='font-size:11pt;line-height:100%'>TrueGameplay-AI-Spotting v1.0

    -------------------------------</span></span>

    - Increased AI spotting distance (AI will spot a "Man" or "Vehicle" far away and specify the specific unit when the two get closer or one uses optics).

    - Adjusted visibility so that movement speed and stance play a more important role in AI spotting.

    = Most > Least Visible (Sprint/Run/Walk - Stand/Crouch/Prone)

    - Decreased visibility significantly while crouched and prone for a greater stealth aspect.

    = Most > Least Visible (CrouchWalk/CrouchStop/ProneFastMove/ProneSlowMove/ProneStop)

    All of these aspects affect AI spotting ability...

    =========================

    - The units skill setting (Low-High). Can be the difference of ~200m spotting distance.

    - ViewDistance (Below 1200mVD shortens spotting distance and above 1200mVD increases spotting distance).

    - UnitType (Grunt, SF, sniper) = Most > Least Visible (Civilian/AverageSoldier/SF/Sniper).

    - Speed at which you move (Stationary, Crawl, CrouchWalk, Walk, Run, Sprint). Can be the difference of 100's of meters spotting distance. Slow and stealthy approach is guaranteed the safest.

    <span style='color:red'><span style='font-size:11pt;line-height:100%'>TrueGameplay-AI-Hearing v1.0

    -------------------------------</span></span>

    - Increased auditory awareness distance (AI will hear gunfire and vehicle engines at greater distances).

    <span style='color:red'><span style='font-size:11pt;line-height:100%'>TrueGameplay-AI-Engagment v1.0

    -------------------------------</span></span>

    - Increased engagement distance (AI will engage up to 600m for typical).

    - Increased rate of fire (AI will engage at a faster pace and they will use burst/full-auto mode around and up to 300m).

    - AI will fire handheld weapons at transport helicopters moving at medium to slow speed (AH6 included).

    - AI will fire AT rounds at slow moving helicopters.

    - AI tanks will fire Sabot rounds at slow moving helicopters and possibly HE rounds at infantry.

    - AA units will now engage Jets. (AA soldiers now fire AA at fast moving Jets).

    <span style='color:red'><span style='font-size:11pt;line-height:100%'>TrueGameplay-AI-Radar v1.0

    -------------------------------</span></span>

    - AI should not fire past the ViewDistance line ("beyond the fog"). The only time which they might, may be because they are still tracking a target for 5 more seconds, because of the AI 5-second cycle or AA.

    - Static Weapons (StaticM2, D30, ect..) don't show or give off radar signals.

    - Using fog and vehicles with radar is still dangerous, but they're visibility is greatly reduced if you do use fog. The safest way would be to match the VD with the fog line (Ex. If fog cuts visibility down too 500m, then setViewDistance should be 500m).

    Quote[/b] ]

    <span style='color:red'><span style='font-size:11pt;line-height:100%'>TrueGameplay-Animation-MovementSpeed v1.0

    -------------------------------</span></span>

    - Decreased SPRINT speed by 1/10

    - Decreased RUN speed by 1/6

    - Decreased WALK speed by 1/4

    - Decreased CROUCH WALK speed by 1/8

    - Decreased "Slow" PRONE CRAWL by 10% / Increased "Fast" PRONE CRAWL by 5% (For greater difference between fast/slow crawl and for a slightly faster "fast" crawl).

    - Increased SWIMMING speed by ~33%

    - Increased "StandToCouch", "CrouchToStand", and "CrouchToProne" speed by 33%

    - Increased Transition to PISTOL speed by ~50%

    - Increased Transition to LAUNCHER speed by 50%

    - Increased Transition to BINOCULAR speed by ~50%

    Things you will notice...

    =========================

    - Increased immersion from the ingame feeling that your body actually weighs a significant amount.

    - Less frustration for certain transition speeds.

    - Enhanced stealth aspect due to slower Walk/CrouchWalk/Crawl speeds.

    <span style='color:red'><span style='font-size:11pt;line-height:100%'>TrueGameplay-Animation-TurningSpeed v1.0

    -------------------------------</span></span>

    - Adjusted TURNING SPEED while NOT MOVING.

    = Fastest > Slowest turning speed (Stand/Kneel/Prone)

    - Adjusted TURNING SPEED while MOVING.

    = Fastest > Slowest turning speed (Walk/Run/Sprint)

    Things you will notice...

    =========================

    - Increased immersion from the ingame feeling that you have limited agility due to momentum.

    - Choice of stance and movement becomes much more important while playing.

    - Fast prone spinning is no longer possible and sprint zigzagging ability is reduced.

    <span style='color:red'><span style='font-size:11pt;line-height:100%'>TrueGameplay-Animation-TransitionFixs v1.0

    -------------------------------</span></span>

    - Fixed Run-Sprint-Run Transitions (Rifle&Pistol) (If using "FastForward" key rather then "EvasiveForward" for sprinting)

    - Fixed L/R Run-Sprint Transition (Rifle)

    - Fixed CrouchRun-Sprint Transition (Rifle&Pistol)

    - Fixed CrouchRun-Dive Transition (Rifle)

    Quote[/b] ]

    <span style='color:red'><span style='font-size:11pt;line-height:100%'>TrueGameplay-Player-Fatigue v1.0 (</span></span><span style='color:green'><span style='font-size:11pt;line-height:100%'>REQUIRES</span></span> <span style='color:green'><span style='font-size:11pt;line-height:100%'>XEH</span></span>)

    <span style='color:red'><span style='font-size:11pt;line-height:100%'>-------------------------------</span></span>

    - CHANGED fatigue values for various player movements and you will now need to stop moving to catch your breath.

    - NEW visual effect when rolling. Now you can't see for 1-2 seconds due to head disorientation. (Huge thanks to SickBoy for his scripting skills! Wouldn't have been in here without his help.)

    * Rough Guidelines...

    --------------------

    - ProneRolling = VeryFast/VeryHigh fatigue, so it takes you 1-2+ seconds (depending on how many times you roll) to stabilize your aim.

    - Sprint/FastCrawl = Fast/High fatigue.

    - Run/Jogging = Medium/Medium fatigue.

    - Walk/CrouchWalk/SlowCrawl = Slow/Low fatigue.

    - Swimming = VerySlow/VeryLow fatigue, so you can swim for about 5 minutes before you have to drop your gear.

    Quote[/b] ]

    <span style='color:red'><span style='font-size:11pt;line-height:100%'>TrueGameplay-Vehicle-OffroadSpeed v1.0

    -------------------------------</span></span>

    - INCREASED driving speeds for various vehicles when driving offroad. ALL speeds are faster, but offroad vs. non-offroad vehicles differ.

    * Rough Guidelines...

    --------------------

    - Full Speed = All vehicles driving on paved road (Default Speed).

    - Fast Speed = Motorcycles

    - Medium-Fast Speed = Larger vehicles (Trucks, HMMWV, UAZ, Ural, Stryker, BRDM, ect..)

    - Slow-Medium Speed = Smaller civilian cars (Skoda, Sudan, Hatchback, ect..)

    <span style='color:red'><span style='font-size:11pt;line-height:100%'>TrueGameplay-Vehicle-SteeringSensitivity v1.0

    -------------------------------</span></span>

    - INCREASED steering sensitivity speeds for all cars, trucks, and light armor vehicles so that driving with a mouse is much easier due to the increased sensitivity.

    Quote[/b] ]

    <span style='color:red'><span style='font-size:11pt;line-height:100%'>TrueGameplay-Weapon-Dispersion v1.0

    -------------------------------</span></span>

    - INCREASED weapon Dispersion values for various vehicle and handheld weapons. This change affects both you the player and AI.

    - INCREASED AIDispersion values (Skill slider has more affect on AI and AI are more likely to be more inaccurate vertically (harder to determine distance) then horizontally).

    <span style='color:red'>DISCLAIMER - This is an increased dispersion mod that affects you and AI. It still keeps things even between the two, but you have the option to increase AI dispersion by lowering AI skill.</span>

    * VERY rough guidelines...

    --------------------

    - Vehicle Weapon Dispersion (Can you say spray fire?)

    - Large = Mounted/Static GrenadeLaunchers

    - Medium/Large = AA guns and Arty.

    - Medium = Most Vehicle Heavy MGuns/Cannons are in this LowMiddle-HighMiddle range, but certain guns/vehicles greatly differ.

    - Handheld Weapon Dispersion

    - Small/Medium = Handheld MachineGuns

    - Small = Most Handheld weapons, but certain guns greatly differ (Ex. AK vs M16 vs. Mp5, ect...).

    <span style='color:red'><span style='font-size:11pt;line-height:100%'>TrueGameplay-Weapon-Recoil v1.0

    -------------------------------</span></span>

    - INCREASED weapon recoil values for ALL weapons.

    <span style='color:red'>DISCLAIMER - I am not claiming realism with these recoils. In fact, the recoils are probably excessive. What I am trying to more or less simulate is the person trying to control and stabilize the weapon recoil. This change requires YOU the PLAYER to control/tame the recoil and adjust the offset afterwards with your mouse. The faster you engage, the more input from you is necessary. This new challenge for YOU the player affects gameplay in a positive way as well as increasing the immersion from the "feel" of firing a serious weapon.</span>

    * VERY rough guidelines...

    --------------------

    - Recovery Time

    - Fast = Pistol

    - Medium-Fast = SubMachineGuns

    - Medium = M4/16's

    - Medium-Slow = AK's

    - Slow = MG's

    - Force/Kick

    - M4/16's = Medium BackForce, then medium kickup.

    - AK's = Small DownForce/Large BackForce, then high kickup.

    - SubMachineGuns = Small BackForce, then Small kickup.

    - ALL Burst Modes = BackForce with initial stability, but then higher kickup.

    - MGunStand = Large BackForce, then very high kickup.

    - MGunProne = Large DownForce/BackForce, then high kickup after release (Less with m249)

    - GrenadeLauncher = Medium BackForce, then medium kickup.

    - RocketLauncher = Large BackForce, then medium kickup.

    <span style='color:red'><span style='font-size:11pt;line-height:100%'>TrueGameplay-Weapon-Sway v1.0

    -------------------------------</span></span>

    - INCREASED weapon sway values for various player stances.

    * Rough Guidelines...

    --------------------

    - Stand = High weapon sway.

    - Crouch = Medium weapon sway.

    - Prone = Low weapon sway.

    - This difference holds true when holding Binoculars/Pistol, but less sway due to less weight.

    <span style='color:red'><span style='font-size:11pt;line-height:100%'>TrueGameplay-Weapon-TurretRotationSpeed v1.0

    -------------------------------</span></span>

    - CHANGED Turret rotation speeds for various guns/vehicles.

    * Rough Guidelines...

    --------------------

    - Fast Speed = LightVehicleTurret/StandingStaticTurret

    - Medium Speed = MiscArmorTurret/CommanderTurret

    - Slow Speed = TankTurret/SittingTripodStaticTurret

    <span style='color:red'><span style='font-size:11pt;line-height:100%'>TrueGameplay-Weapon-MissileControlAndStability v1.0

    -------------------------------</span></span>

    - DECREASED missile Stability and ADDED ManualControl.

    Things you will notice...

    =========================

    - This is a very crude mod. It is nothing more then a few config changes that adds some instability to the missiles to require you to face and aim at your target for a more accurate lock. This change affects you and AI, so things are still balanced. You will see weird missile behavior often, but thats the price to pay for the benefit on gameplay. There is probably a better way to do this, but that is beyond my knowledge.

    Quote[/b] ]

    <span style='color:red'><span style='font-size:11pt;line-height:100%'>TrueGameplay-Survivability-Helicopter v1.0

    -------------------------------</span></span>

    - INCREASED armor values for all helicopters and they're components SLIGHTLY, but MOSTLY for the engine component.

    Things you will notice...

    =========================

    - The main thing you will notice is that you can take some more damage before your engine fails. How many times have you had one enemy tracer hit your engine and you fall right out of the sky? I can't count the number of times. NOW The odds are much higher for a rear rotor failure, fuel leak, or being shot in the pilot seat, rather then one tracer destroying your engine, sending you plummeting to the ground. Now pilots will more then not emergency land and survive. Can you say rescue mission?

    <span style='color:red'><span style='font-size:11pt;line-height:100%'>TrueGameplay-Survivability-Man v1.0

    -------------------------------</span></span>

    - INCREASED armor by 2x for ALL soldiers and left civilians as is (default).

    Things you will notice...

    =========================

    - The main thing you will notice is that you can take some more damage before you are dead. This will make medic roles more important, since you may be playing hurt more often then normal.

    <span style='color:blue'><span style='font-size:19pt;line-height:100%'>Thanks to...

    ---------------</span></span>

    - Durg for beta testing various components and development on the "TrueGameplay_AI" mods (formerly "TrueRangeAI").

    - Ghost for beta testing various components.

    - SWAT-guy for beta testing various components.

    - Dslyexci for internal beta testing with ShackTac using the "TrueGameplay_AI" mods (formerly "TrueRangeAI").

    - SickBoy for major help on getting the script effect working in "TrueGameplay-Player-Fatigue".

    - Kronzky for allowing me to use his "Mobile Target Range".

    - Various other people for feedback and suggestions.

    <span style='color:darkblue'><span style='font-size:27pt;line-height:100%'>

    TrueGameplayMods (</span></span><span style='color:red'><span style='font-size:27pt;line-height:100%'>Download</span></span><span style='color:darkblue'><span style='font-size:27pt;line-height:100%'>)

    ------------------------</span></span>

    <span style='font-family:Tahoma'><span style='font-size:15pt;line-height:100%'><span style='color:black'>TrueGameplayMods.rar - 101kb</span></span></span>

    <span style='font-size:17pt;line-height:100%'><span style='color:red'>- FileFront</span></span>

    <span style='font-size:17pt;line-height:100%'><span style='color:red'>- Assault Mission Studio</span></span>

    <span style='font-size:17pt;line-height:100%'><span style='color:red'>- ePrison.de</span></span>


  14. Quote[/b] ]<span style='font-size:13pt;line-height:100%'><span style='color:red'>If you have old TrueView or TrueMods installed, please delete them.

    Use only this newest release for no complications.

    Thanks,</span></span>

    <span style='color:darkblue'><span style='font-size:27pt;line-height:100%'>

    TrueMods (Overview)

    ------------

    </span></span>

    tm1um7.th.jpg 4picsfg4.th.jpg playerhudyu9.th.jpg playerhsdrd9.th.jpg chopperhudid8.th.jpg

    <span style='font-size:23pt;line-height:100%'>(<span style='color:blue'>OLD</span>/<span style='color:orange'>UPDATED</span>/<span style='color:red'>NEW</span>...)</span>

    <span style='font-size:23pt;line-height:100%'><span style='color:black'>@TrueMods</span></span>

    <span style='font-size:13pt;line-height:100%'>- TrueIntro v1.0 (<span style='color:blue'>OLD</span>)

    - TrueUI v1.0 (<span style='color:blue'>OLD</span>)

    - TrueNVGoggles v1.0 (<span style='color:blue'>OLD</span>)</span>

    <span style='font-size:13pt;line-height:100%'>- TrueInGameUI v1.2 (<span style='color:orange'>UPDATED</span>)

    - TrueHeadMovement v1.1 (<span style='color:orange'>UPDATED</span>)

    - TrueFov-Accurate v1.1 (<span style='color:orange'>UPDATED</span>) (Will run on startup)

    - TrueFov-Original v1.1 (<span style='color:orange'>UPDATED</span>) (Optional, read install ***NOTE***)

    - TrueMovementSound v1.1 (<span style='color:orange'>UPDATED</span>)

    - TrueCrosshair-Cadet v1.2 (<span style='color:orange'>UPDATED</span>) (Will run on startup)

    - TrueCrosshair-Veteran v1.2 (<span style='color:orange'>UPDATED</span>) (Optional, read install ***NOTE***)</span>

    <span style='font-size:13pt;line-height:100%'>- TrueRadar-Cadet v1.0 (<span style='color:red'>NEW</span>)

    - TrueRadar-Veteran v1.0 (<span style='color:red'>NEW</span>)

    - TrueVehicleNoise v1.0 (<span style='color:red'>NEW</span>)

    - TrueCanLockOnMissileOnly v1.0 (<span style='color:red'>NEW</span>)

    - True1stPersonPOV v1.0 (<span style='color:red'>NEW</span>)(<span style='color:red'>Separate download</span> [48mb rar / 116mb extracted])</span>

    <span style='font-size:23pt;line-height:100%'><span style='color:black'>@TrueMods/#Extra's</span></span>

    <span style='font-size:13pt;line-height:100%'>- #TrueUI_OverrideQG v1.0 (<span style='color:red'>NEW</span>) (Optional, read install ***NOTE***)

    - #TrueInGameUI_ShowAmmoCount v1.0 (<span style='color:red'>NEW</span>) (Optional, read install ***NOTE***)

    - #TrueInGameUI_ShowDialogBackground v1.0 (<span style='color:red'>NEW</span>) (Optional, read install ***NOTE***)

    - #TrueCrosshair-Veteran_ShowUnitTags v1.0 (<span style='color:red'>NEW</span>) (Optional, read install ***NOTE***)</span>

    <span style='color:darkblue'><span style='font-size:27pt;line-height:100%'>

    TrueMods (Details)

    ------------

    </span></span>

    <span style='font-size:23pt;line-height:100%'><span style='color:black'>@TrueMods</span></span>

    Quote[/b] ]

    <span style='color:blue'><span style='font-size:11pt;line-height:100%'>TrueIntro v1.0

    --------------</span></span>

    - Changed the first few camera angles (Will add more shots when I learn more about camera scripts).

    - Changed the time of day to early morning/sunrise to show off the beauty of the environment.

    ** To be used in conjunction with "TrueUI", but not required.

    <span style='color:blue'><span style='font-size:11pt;line-height:100%'>TrueUI v1.0

    -----------</span></span>

    - New simple transparent blue UI theme.

    - Modified menu buttons.

    - Highlight colors are now a mellow blue instead of bright neon green.

    - Mission editor now has a more professional/less "kiddy" look from the color changes.

    - New loading screenshots/pictures to show off the "beauty" of the environment.

    ** To be used in conjunction with "TrueIntro", but not required.

    <span style='color:blue'><span style='font-size:11pt;line-height:100%'>TrueNVGoggles v1.0

    --------------------</span></span>

    - Slightly larger view then the default NVG's for less disorientation.

    - More fade on the outer edge of the cone for a blur effect.

    Quote[/b] ]

    <span style='color:orange'><span style='font-size:11pt;line-height:100%'>TrueInGameUI v1.2

    ---------------------</span></span>

    - Less intrusive/distracting/arcadish InGameUI.

    - No more green background InGame HUD.

    - No more arcade action icons in the center of your screen.

    - Smaller and semi-transparent text for on screen elements.

    - Smaller command system and action menu.

    - Smaller and better position for GPS (toggle on places it on your front panel/dash).

    - Bigger compass for easier direction reading.

    - More transparent radar hud when in some vehicles.

    - Changed the size, position, and transparency of the chat when InGame.

    - No more armor value meter (fuel, speed, and altitude still there but different position).

    - No visible ammo count for handheld weapons (count your ammo or hear the click).

    - (1.1) NEW - Smaller/compact/sleek gear menu.

    - (1.1) NEW - Blue theme to go with "TrueUI".

    - (1.1) FIXED - Hint message readability problem.

    - (1.1) FIXED - Speed meter disappearing bug.

    - (1.1) FIXED - Made action menu a bit brighter/easier to read.

    - (1.2) ADDED - New Ui Icons at the bottom left when you are leading others. The icons are based on the weapon they are holding.

    Simple abbreviations :

    ---------------------

    R - Rifleman

    GL - GrenadeLauncher

    AR - AutomaticRifleman

    MG - Machinegunner

    AA - Anti-Air

    AT - Anti-Tank

    MM - Marksman

    SNP - Sniper

    SD - Silenced

    PST - Pistol

    UA - Unarmed

    - (1.2) ADDED - Thicker (easier to see) cursor circle for leader and selecting team members.

    - (1.2) FIXED - Commented out font type so that the new ArmA patch fonts will work.

    - (1.2) FIXED - Commented out compass size so that the new ArmA patch size will work.

    - (1.2) FIXED - Increased text size slightly.

    - (1.2) FIXED - Increased transparency of the blue hint background color for easier readability.

    - (1.2) FIXED - Increased transparency of the radar compass for easier readability.

    - (1.2) FIXED - Color of text back to red when firing a weapon and when empty.

    - (1.2) FIXED - Armor meter is back for air vehicles.

    - (1.2) FIXED - Full Size Gear Menu is back, but still keeping the sleek transparent look.

    - (1.2) FIXED - Changed the action menu selection color from white to blue for selection ease.

    <span style='color:orange'><span style='font-size:11pt;line-height:100%'>TrueHeadMovement v1.1

    -------------------</span></span>

    - Realistic Head Movement Freedom.

    - Unlocked Gunner Views and TurnOut Views.

    - (1.0) FIXED - A few gunner turnout issues in opfor armor.

    - (1.1) NEW - Now its possible to move your head around when gunning a static weapon.

    - (1.1) FIXED - access-readonly issue.

    - (1.1) ADDED - the static weapons from 1.14

    <span style='color:orange'><span style='font-size:11pt;line-height:100%'>TrueFov-Accurate v1.1

    -------------------</span></span>

    - New Responsive, Smooth, & Consistent FOV / Zoom Settings For Your Virtual Eye.

    - Increased eye "zoom" to match as close to real-life size on a 19" monitor as possible (Actually tested).

    - Increased "zoom out" for more peripheral vision / quick scanning.

    - (1.0) FIXED - Bug that was in the original game as well (Zoom/Ironsight problem when switching ROF>grenade>ROF).

    - (1.1) NEW - Now its possible to move your head around when gunning a static weapon.

    - (1.1) FIXED access-readonly issue.

    - (1.1) ADDED the static weapons from 1.14

    <span style='color:orange'><span style='font-size:11pt;line-height:100%'>TrueFov-Original v1.1

    -------------------</span></span>

    - New Responsive, Smooth, & Consistent FOV / Zoom Settings For Your Virtual Eye.

    - Same Fov settings that were in the original TrueView.

    - (1.0) FIXED - Bug that was in the original game as well (Zoom/Ironsight problem when switching ROF>grenade>ROF).

    - (1.1) NEW - Now its possible to move your head around when gunning a static weapon.

    - (1.1) FIXED access-readonly issue.

    - (1.1) ADDED the static weapons from 1.14

    <span style='color:orange'><span style='font-size:11pt;line-height:100%'>TrueMovementSound v1.1

    ------------------------------</span></span>

    - Added dynamics to movement sounds to all surfaces (Walk is softest, Jog is louder, and Sprint is loudest). The softer walk now gives you a sense of caution and stealth.

    - Other various movement sounds adjusted (crawl, climb, get up, get down, ect...)

    - Rain and breath volume lowered to match these new volume levels.

    - (1.1) FIXED - Commented out breath volume since it was too soft after a patch.

    <span style='color:orange'><span style='font-size:11pt;line-height:100%'>TrueCrosshair-Cadet v1.2

    -----------------------------</span></span>

    - Changed all weapon crosshairs to a four-dot less precise/general aim system.

    - Changed grenade aim system to allow for easier aim.

    - Made crosshairs and cursors semi-transparent.

    - (1.1) FIXED - Made crosshairs slightly more visible when moving.

    - (1.2) ADDED - New Crosshairs for HeavyMGuns, RocketPods, and Missiles.

    <span style='color:orange'><span style='font-size:11pt;line-height:100%'>TrueCrosshair-Veteran v1.2

    -------------------------------</span></span>

    - Disabled all weapon crosshairs except grenade system, lock-on system, and air aiming system.

    - Changed grenade aiming system to allow for easier aim.

    - Disabled target box, but kept the lock-on ability although changing it to a circle.

    - Made crosshairs and cursors semi-transparent.

    - (1.1) FIXED - Made crosshairs slightly more visible when moving.

    - (1.2) ADDED - New Crosshairs for HeavyMGuns, RocketPods, and Missiles (Only gunner will see if in a 2+ seat vehicle).

    - (1.2) FIXED - AH6 now has crosshair for M134

    Quote[/b] ]

    <span style='color:red'><span style='font-size:11pt;line-height:100%'>TrueRadar-Cadet v1.0

    -----------------------------</span></span>

    - Heightless/2D-like radar with only horizontal readability.

    - Thicker compass dashes for easier readability.

    - Friendly/Enemy/Unknown radar blip color system remains default (Green/Red/Yellow).

    <span style='color:red'><span style='font-size:11pt;line-height:100%'>TrueRadar-Veteran v1.0

    -----------------------------</span></span>

    - Heightless/2D-like radar with only horizontal readability.

    - Thicker compass dashes for easier readability.

    - Friendly/Enemy/Unknown radar blip color system is now only green. You will only see green radar blip, so you need to visually identify if something is friendly or foe.

    <span style='color:red'><span style='font-size:11pt;line-height:100%'>TrueVehicleNoise v1.0

    -----------------------------</span></span>

    - Wind and road noise for vehicles.

    - Wind for planes and helicopters.

    <span style='color:red'><span style='font-size:11pt;line-height:100%'>TrueCanLockOnMissileOnly v1.0

    -----------------------------</span></span>

    - Disabled the ability to target LockOn with heavy vehicle MGuns and RocketPods (Missiles only).

    <span style='color:red'><span style='font-size:11pt;line-height:100%'>True1stPersonPOV v1.0 (Separate download [48mb rar / 116mb extracted])

    -------------------------------</span></span>

    - Moved eye position down and to the right for a more realistic/immersive view for ALL units ingame except for Pilots.

    <span style='color:red'>* WARNING * - There will be issues with Air vehicles that have a HUD if you use units other then Pilots. You can still do it, but your view will not line up correctly and you might not be able to aim, so use the Pilot class when you fly Jets/Ka50's.</span>

    <span style='font-size:23pt;line-height:100%'><span style='color:black'>@TrueMods/#Extra's</span></span>

    Quote[/b] ]

    <span style='color:red'><span style='font-size:11pt;line-height:100%'>#TrueUI_OverrideQG v1.0

    -------------------------------</span></span>

    <span style='color:red'>ONLY if you use QueensGambit.</span>

    - Gets rid of the QG loading screens, so TrueUI will work correctly.

    <span style='color:red'><span style='font-size:11pt;line-height:100%'>#TrueInGameUI_ShowAmmoCount v1.0

    -------------------------------</span></span>

    <span style='color:red'>ONLY if you use TrueInGameUI.</span>

    - Re-enables the AmmoCount on the upper left side if you use TrueInGameUI.

    <span style='color:red'><span style='font-size:11pt;line-height:100%'>#TrueInGameUI_ShowDialogBackground v1.0

    -------------------------------</span></span>

    <span style='color:red'>ONLY if you use TrueInGameUI.</span>

    - Re-enables the grey background box for hint messages and dialogs if you use TrueInGameUI.

    <span style='color:red'><span style='font-size:11pt;line-height:100%'>#TrueCrosshair-Veteran_ShowUnitTags v1.0

    -------------------------------</span></span>

    <span style='color:red'>ONLY if you use TrueCrosshair-Veteran.</span>

    - Re-enables the ability to show FriendlyTags and EnemyTags if you use TrueCrosshair-Veteran.

    <span style='color:red'>* WARNING * - If you do not want be able to click and identify a friendly or enemy unit hundreds of meters away (Ex. While flying, you click and lockOn a target that is a 1000m away or even beyond the "fog line". You are able to see the specific unit type (UAZ,BMP,Shilka) without even being able to identify with your own eye), then don't use this addon.</span>

    <span style='color:blue'><span style='font-size:19pt;line-height:100%'>Thanks to...

    ---------------</span></span>

    - Durg for beta testing and solving the NormalMap issues for "True1stPersonPOV".

    - Ghost for beta testing various components.

    - SWAT-guy for beta testing various components.

    - Sickboy, ViperMaul, and various other people for feedback and suggestions.

    <span style='color:darkblue'><span style='font-size:27pt;line-height:100%'>

    TrueGameplayMods (</span></span><span style='color:red'><span style='font-size:27pt;line-height:100%'>Download</span></span><span style='color:darkblue'><span style='font-size:27pt;line-height:100%'>)

    ------------------------</span></span>

    <span style='font-family:Tahoma'><span style='font-size:15pt;line-height:100%'><span style='color:black'>TrueMods.rar - 6.73mb</span></span></span>

    <span style='font-size:17pt;line-height:100%'><span style='color:red'>- FileFront</span></span>

    <span style='font-size:17pt;line-height:100%'><span style='color:red'>- Armaholic</span></span>

    <span style='font-family:Tahoma'><span style='font-size:15pt;line-height:100%'><span style='color:black'>TrueMods-True1stPersonPOV.rar - 48.2mb</span></span></span>

    <span style='font-size:17pt;line-height:100%'><span style='color:red'>- FileFront</span></span>

    <span style='font-size:17pt;line-height:100%'><span style='color:red'>- Armaholic</span></span>

    <span style='font-family:Tahoma'><span style='font-size:15pt;line-height:100%'><span style='color:black'>TrueMods-True1stPersonPOV_Source.rar - 873kb</span></span></span>

    <span style='font-size:17pt;line-height:100%'><span style='color:red'>- FileFront</span></span>

    <span style='color:darkblue'><span style='font-size:27pt;line-height:100%'>------------------------</span></span>

    <span style='font-family:Tahoma'><span style='font-size:15pt;line-height:100%'><span style='color:black'>All 3 combined - 60 mb</span></span></span>

    <span style='font-size:17pt;line-height:100%'><span style='color:red'>- Assault Mission Studio</span></span>

    <span style='font-size:17pt;line-height:100%'><span style='color:red'>- ePrison.de</span></span>


  15. My goal is to release this, updated, and new TrueMods within about 2 weeks. I know I am making a serious mistake setting a time frame, but I am extremely close and I also need a kick in the pants if you will to get this done and released. Nothing is guaranteed of course, but 2 weeks is being conservative unless something arises, which seems to be all too frequent. No need to reply, just hang tight for a little longer...


  16. @bravo 6,

    Nice looking map! I really like the overall layout of the the area. Nicely spaced out with clusters of buildings. Should be good for gameplay. Good luck with it.

    Is it really necessary to use the V2.0 on the title?

    I was thinking the same thing. It's as if v1.0 of the mod was already released and v2.0 is next crazy_o.gif


  17. No, you've somehow misunderstood what I was saying biggrin_o.gifwink_o.gif

    Everyone BUT the pilots get the fix. No great deal for the pilots to have the original setting, and soldiers shouldn't be in the cockpit anyway smile_o.gif

    Sorry, it was a little misunderstanding on both ends.

    I said "...but the UNCHANGED Pilot class should be used for flying jets (Anything with a hud, so jets and ka50).... So, every unit uses the same setting except for the pilot which will remain unchanged."

    Then I got confused when you asked "Is it possible to flip the thinking on what models get the fix?", because I already intended on leaving the pilot class alone, which is what you also want... "i.e. all units get the fix, but pilots receive the original setting. Just the price of being a pilot smile_o.gif".

    -------------------------

    Just to be extra clear - Every unit will receive the view change except for the PILOT class which will remain UNCHANGED (what you see now in ArmA).

    If all vehicles have the HUD problem then maybe you could also add "crew" personnel to the omit list.

    --Ben

    The only "major" issues are the Air vehicles, so only the jets and Ka-50. I don't quite see a need to leave the crewman class unchanged right now. The only issue with the crewman that I see is with the m113 driver, but that can be fixed by the vehicle model itself.

    Interesting find. I wonder what the story behind this is?

    Probably not right but if I had to make a guess I would say to appeal to a few more of the streamlined people.

    We know that streamliners and even some simmers don't like things cluttering up their screen, most HUD pieces you see are always in corners or edges of the screen.

    So BIS moved the camera position so that the gun would not clutter up the center but instead off to the corner where it would block less and be less distracting, personally I don't like it, I prefer the OFP style which would be the right eye.

    I would have to disagree. I could be completely wrong, but I still think it has to do with pilot positions in jets. I don't see anyway to move your player model position in the cockpit. The body and legs are positioned perfectly along with the hand on the stick. There is no room to move the body, so my guess is that they had to adjust the pilot memory point higher and to the left for everything to match up. Since I know nothing about modeling, I could be completely off, but it makes sense to me that you would adjust that small thing rather then re-due all the cockpit models and/or player position/animations. confused_o.gif

    Yeah, I've known of BIS' little tweak since the first MLODs came out courtesy of Synide.

    I agree with xnodunitx in that it was a part of their "arcadey" approach to attract more gamers and look a bit more FPS-y more than RS3ish, which, IMHO (and being a realism nutter) is disappointing to me. I loved the old screens of ArmA where the gun was really quite prominent.

    My current ACU dudes have the point in the center of the head to replicate equal left eye/right eye input, but I think I will shift it over the right eye because that view seems a lot more realistic IMHO, for the next update.

    EDIT - Wrong eye. icon_rolleyes.gif

    I'm extremely happy you posted and want to further adjust your badass "ACU dudes". Check your pm smile_o.gif

    ========================

    After doing a quick run through with all the vehicles, two issues came to my attention.

    1) *EDIT* It turns out that the m113 is fine. It's my fault for having some other mods enabled when I tested this. Not to say it's related to SLX_vehicles, but when I disabled that mod the unit sat correctly in the m113. Again, it may not be related only or at all to that mod. It was just a quick observation when I disabled it. However, problem #2 below is still an issue that needs to be resolved.

    2) The gunner of the 5T truck cannot look down the sight of the gun like the gunner of the hmmwv can. Even in default ArmA that's the case (your eye is slightly higher then the horizontal ironsight alignment, so you see the tracers going slightly up). This one mounted weapon was not set up correctly. I have to look into this, but I possibly have to create a memory point in the vehicle model or the gun itself. Right now, with the view change you either have to use the crosshair to aim or aim with the tracers, since you view is down and to the right. This should be fixable. (If anyone wants to shed some light on this, please do. I'll start looking into it later.)


  18. I figure the only versions that needs signing is the first non-betas smile_o.gif

    Is it possible to flip the thinking on what models get the fix? i.e. all units get the fix, but pilots receive the original setting. Just the price of being a pilot smile_o.gif

    Firstly, bow down to Arktan and his 8-string notworthy.gifrofl.gif

    Secondly, IF I understand you correctly (You want all models to have this change, including the pilot class?), I can't justify messing with the view of the pilot class since it is lined up correctly right now untouched. I am certain I would get tons of complaints about that if I messed with it. It just makes more sense to leave that class alone to have the correct view when flying.


  19. good to know that yay.gif

    It wouldn't make much sense for me to make this addon in that case since i have to make the whole config-thing. So i guess i'll just lean back, enjoy life and wait until you release another version of your great mods. biggrin_o.gif

    to the other guys: Thanks for the input, mates. I guess it's better if we wait a little longer... whistle.gif

    P.S. rg7621, are you playing an Ibanez sevenstring? biggrin_o.gif

    Hell yes, I am. biggrin_o.gif Those are the only guitars I own. Old rg series 6 sting (1st guitar I owned). Then an rg7 string 7621 and a baritone rg7 string 7421xl (27" scale neck), hence where my nick comes from. Me likey 7 strings. tounge2.gif

    Do you happen to have one as well or just know of them?

    ---

    I could technically release a beta version of this fix, but in general, I think the less releases the better with all the pbo signing and whatnot. Plus, it's not like anyone else besides you really wanted or was even aware of this, heh. Beta testers rather then a public released beta, hmm...


  20. Arktan,

    Sorry for the lack of information since I posted a long time ago in an old thread you made saying I was going to fix this when possible. A number of months ago I messed around in some of the "unofficial" mlods, testing and tweaking, then I saw bis released all the models, making it possible for a full release. I've just been busy and a little lazy as of late.

    It's funny that everyone thought you were talking about FOV, heh.

    Here's the + and - of this view change....

    Positive

    --------

    - More accurate "fire from the hip" (less need for crosshairs)

    - Greatly increased immersion

    Negative

    --------

    - This change will be visible when in vehicles. Your view in jets specifically won't line up directly with the HUD, it will be shifted down and to the right.

    Even though your view won't be perfectly aligned, it's still playable with that, but the UNCHANGED Pilot class should be used for flying jets (Anything with a hud, so jets and ka50).

    My guess as to the reason why bis chose the view they did was because of the vehicle HUD issue, which is understandable. I would say though that most people would probably be ok with that small HUD issue to have the benefits in all the weapon handling aspects.

    I have a pretty certain position adjustment that is the best balance all a round for standard rifles, higher sitting mahineguns, scoped weapons, pistols, and launchers.

    I was going to possibly adjust rifleman, machinegunners, scoped rifleman differently to get a little more precise position, but that didn't make much sense since you change weapons all the time. So, every unit uses the same setting except for the pilot which will remain unchanged.

    While I plan on releasing this soon, I can't say how soon. I want to still wait for the final arma patch before I update TrueMods that will include this and some "other things". It's up to you if you wanted to release an addon with your changes.

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