Jump to content

roshnak

Member
  • Content Count

    1130
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by roshnak

  1. roshnak

    Firing from Vehicles feedback

    What about it?
  2. There was no sight misalignment in previous games. In those games, movement beyond the aiming deadzone caused a fairly harsh turn rate limit to kick in. It was awful and was even worse if you weren't using an aiming deadzone, since it was always on.
  3. Yeah. What he's asking for would be for quick acceleration to cause a misalignment of the sights that settle back into position probably relatively quickly if the movement speed leveled out. It would mean that jerky movements would cause sight misalignment, but you would still be able to smoothly track a moving target even at fairly high speeds as long as you accelerated smoothly enough. It seems like a decent enough idea, in theory. Although I don't have a problem with the system as it is now, since I don't think this is a game that really requires tracking quickly moving targets. But it would definitely be better if we could get away from camera tricks altogether and use actual animations, in my opinion.
  4. roshnak

    Firing from Vehicles feedback

    And it sounds kind of strange. If it's just a collision mesh, it shouldn't need to be that detailed. Although we have basically no information, so it could be something more complicated.
  5. That sounds good. For the record, I'm not saying that I can't think of alternative systems -- in fact, I can think of several. I'm just trying to get people to stop saying "This is totally wrong" and not offering any alternative solutions.
  6. Do you have a suggestion for what you would consider to be a better system of approximating the differences in maneuverability between large and small weapons that doesn't involve hard caps on turn rates?
  7. Although I wish they had accomplished it with actual animations that pivot from the shoulder instead of with a camera trick. I thought it was pretty easy even when the sway was first introduced.
  8. Is there any effect on an AI unit's ability to see through tall grass that it is in? Like, does the AI being prone in tall grass reduce it's overall situational awareness like it does for players? What do you think you're proving with these videos? No one is saying that it's impossible to survive against the AI, just that there is a problem with the way they handle grass. Most of us know how to survive against the AI, as we have been playing these games for years and have adapted to the weird quirks of the AI. That doesn't mean that those quirks shouldn't be fixed.
  9. roshnak

    Advanced Helicopter FDM Feedback

    I don't know what any of this means. What is the problem with having a keybind to turn on the engine like they said they were going to add a few weeks ago (which is what is being asked for)?
  10. roshnak

    Firing from Vehicles feedback

    It's still only crewed by the pilot and copilot for me.
  11. roshnak

    Glitch Exploit = Cheating and new DLC

    You're correct, there are a ton of weird clipping issues in this game that should be fixed, but why should this be the focus of DLC instead of just a regular patch?
  12. roshnak

    Fatigue Feedback (dev branch)

    Well, since your suggestion doesn't fix the issue, I guess I should ask why you are suggesting ineffectual workarounds instead of a fix for the core problem. It does for walking and jogging, but there is no difference between sprinting with your weapon up and sprinting with it lowered (as far as I know). They even have the same animation.
  13. roshnak

    Fatigue Feedback (dev branch)

    But your suggestion makes it sound like you're lowering your weapon to sprint (it's the only way a "hold to lower weapon" key would make a difference in this situation). If that is the case, why are you doing that? Lowering your weapon has no effect on fatigue while sprinting.
  14. roshnak

    Advanced Helicopter FDM Feedback

    It's functioning as it was designed, but not necessarily as it should.
  15. The Lynx sights are the same size as all the others, the rear sight is just placed closer to the back of the gun and thus is closer to the camera when you aim down the sights. The barrel is also much longer than other weapons, causing the front sight to look smaller. Other weapons that have rear sights that look large because of this are the Katiba, the Sting, and the EBR. The MX series weapons is notable for having the rear sight placed further forward on the weapon. It sounds like what you actually want is for the weapons to take up more screen real estate when you are sighted in. I'm not really sure how that could work without fudging stuff, though. I mean, the sights are all the size they need to be to fit on the gun, right?
  16. That does not sound like the correct approach to this sort of thing.
  17. Too small for what? I don't really understand this complaint, to be honest. Are you saying that they are unrealistic in their size? That they are too small to be usable, for some reason? That you can't see them well? To me they seem to be fairly realistically sized, with the obvious exception of the rear sight aperture usually being wider than is realistic.
  18. I don't know what those files are, but couldn't you just try switching off and back on the dev branch?
  19. roshnak

    AH-99 Blackfoot upgrade/second variant

    Because that's a whole lot of work that isn't likely to happen, and almost certainly won't happen for free at this point. Why not just upgrade the vehicle we already have in game with some capabilities that its real life counterpart actually had?
  20. I think that's what he wants to do. Delete the problem .pbos and then force a redownload through verifying the cache.
  21. roshnak

    Arma 3 Helicopters DLC Discussion (dev branch)

    They won't. They decided to release the content for the community to implement via mods.
  22. roshnak

    Firing from Vehicles feedback

    Why not take the thing that we have now and then also take additional improvements in a few months? Also, if you want this to not be bogged down by the animation system, you're going to be waiting a long time. Like, probably not in this game and maybe not ever long.
  23. roshnak

    Firing from Vehicles feedback

    Given the limitations of the current system, it does seem to be quite a lot to ask. It also doesn't sound like it would be particularly fun.
  24. roshnak

    AI Discussion (dev branch)

    Right, and the turrets themselves shouldn't be made slower or anything, but I believe that we're talking about the speed with which the AI uses them.
  25. roshnak

    Firing from Vehicles feedback

    I don't see how it would be at all more intuitive to have to hold an extra key to change position inside a vehicle while WSAD don't do anything. Why not have D swivel the body to face out the window and W cause the player to put his arms out the window and point straight ahead? Why add an unnecessary modifier key?
×