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roshnak

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Everything posted by roshnak

  1. roshnak

    Visual Upgrade – Feedback

    Sure, but it's worth noting that I achieved that with a pretty simple change. It didn't require a major rollback or anything. I feel like the visual update has been a huge improvement overall. There are just some minor issues with exposure values and some rvmats might need tweaking.
  2. roshnak

    Visual Upgrade – Feedback

    I'm pretty sure a bunch of these complaints would be alleviated by simply lowering the exposure during daytime. This is the default exposure (click for big): And this is with the aperture set to about 140 in the Splendid Camera:
  3. roshnak

    1.60 visuals are a step back.

    This is the nature of modding.
  4. Then wait until you are confident. You don't have to buy the expansion on release day. You aren't going to miss out on anything if you wait until a few patches are pushed.
  5. roshnak

    Sound update ruined this game...

    How else are they being attenuated in your video then?
  6. roshnak

    Sound update ruined this game...

    What is a "real 5.1 channels headset?" Are you talking about virtual surround or where they cram a bunch of drivers into the headset (do they even stil make these)?
  7. roshnak

    RHS Escalation (AFRF and USAF)

    That's not true, though. PuFu already said it's because they are introducing new systems, dummy classes, and event handlers. Galzohar politely asked a question about whether certain behavior was expected, and he based his expectations on how other mods that add content to behave. I don't understand why you would make fun of someone who is politely seeking more information. Right. No one is disputing that there will be issues when people are running different mods. I've had plenty of issues where people were running mods they weren't supposed to be or not running mods that they were supposed to be. In Arma, though, if someone isn't running a mod that simply adds new guns or buildings or vehicles, those items just don't show up for them. Vanilla content is often unaffected. I can completely understand why RHS might cause different behavior, since you guys are doing more than just adding cars and guns, but I also don't think it was unreasonable for galzohar to have expected the things to have broken in ways he was familiar with and to have questioned why it wasn't.
  8. roshnak

    RHS Escalation (AFRF and USAF)

    Most mods that add vehicles, units, or weapons would not cause this issue, no matter how much content is being added, so I'm not sure why you guys are acting like galzohar made some kind of heinous mistake.
  9. Is it? Your antivirus may have flagged it.
  10. roshnak

    Sound update ruined this game...

    I don't understand how tails have a positive or negative effect on locating the sound source.
  11. Are you using the latest version of ACE? That sounds like an issue that was fixed in 3.4.2.
  12. roshnak

    Oculus Rift & Arma 3?

    This article from Oculus covers the benefits and limitations of asynchronous timewarp.
  13. I'm getting the impression that you think the sonic cracks are supposed to be the sounds of bullets impacting a surface, which they aren't. I know there is at least a separate sound for bullets impacting metal, and the sonic cracks are the sounds of bullets flying over your head.
  14. I don't really understand why you would need to go back to the editor for this. Can't you just use the debug menu to adjust fog paramaters or call your script and the splendid camera (or the debug menu) to move yourself around the map? And if you want to use the simpler editor fog slider then you can just do that in the 3D editor and the changes are reflected straight away. No need to preview the scenario.
  15. roshnak

    [WIP] Female base model project

    I feel like it was probably added workload due to the uniform system.
  16. roshnak

    RHS Escalation (AFRF and USAF)

    Aniallator is being told to ask the ACE team about the ACE-RHS compatibility PBO because that PBO is packaged with ACE, not RHS.
  17. Seems like a pretty silly thing to say. In what way are wipers essential to helicopter flight in a game where rain doesn't hit the windscreen?
  18. roshnak

    ARMA 3 Addon Request Thread

    Probably for balance/fun reasons. Same reason that you might want to have an AH-9 vs an AH-99 in your mission.
  19. Two or three people have already pointed out that jcae2798 was not asking for Unsung to include NVGs, just asking whether the NVGs that come with Arma are working as expected in combination with Unsung. I don't know why so many people are poking fun at him (or her) for something (s)he never even said.
  20. roshnak

    Oculus Rift & Arma 3?

    This is pretty hard to believe. I've never seen anyone suggest that 30 FPS would be remotely acceptable in VR, with or without timewarp.
  21. roshnak

    Oculus Rift & Arma 3?

    Just a reminder that the consumer Rift recommends 90 FPS.
  22. roshnak

    Advanced Helicopter FDM Feedback

    So helicopter flight is appearing jittery for passengers when pilots are using the AFM. Is anyone else experiencing this?
  23. roshnak

    Fatigue Feedback (dev branch)

    This is not really true. Difficulty settings do not dramatically affect core gameplay mechanics in Arma 3. The closest they come is the Extended Armor setting or the AFM for helicopters (which honestly feels like a bonus feature). Almost every one of the difficulty settings in Arma either changes AI difficulty or what HUD elements are visible or whether certain things are displayed on the map. And gamemodes usually just change what you do, not how you do it. Bullets always drop the same amount, penetrate the same materials, etc. The basic rules of interacting with the game are almost always the same. Edit: Like, sure Life, KOTH, and a huge scale co-op mission may provide very different experiences, but the basic rules for interacting with the game are the same in each of them.
  24. roshnak

    Fatigue Feedback (dev branch)

    Mods are their own thing. Changing gameplay is pretty much what mods are all about. Nearly every game ever made has consistent core mechanics. You almost never have changing jump heights, run speeds, aiming mechanics, etc. within a single game. You don't have to rapidly jump from server to server for differing mechanics to interfere with your ability to develop an intuitive understanding of game mechanics (because there is no standard which you can develop an intuitive understanding of). I'm not saying there shouldn't be options in Arma 3. I just think that certain things, player movement being one of them, should remain consistent in an unmodded setting so that players don't have to potentially relearn core aspects of the game if they join random public servers. Why would you assume that people posting in the dev branch subforum haven't tried the dev branch?
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