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twisted

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Everything posted by twisted

  1. twisted

    Malden 2035

    malden 2035 is epic for me. Enjoying it so far. Great looking and great performance. Great job by BIS
  2. twisted

    Stuttering ALL the time

    is that why my game started stuttering? Damn. thanks for sharing that info.
  3. i loved TKOH (and TKOH HINDS a ton) and i sadly understand that level of detail flight model isnt coming to arma3. But there are elements/ touches that i'd truly like to see. these are things that id hope would be seen as pretty damn important for getting the helicopter feel right. Torque on collective raise and lower. that needs to be controlled/offset by pedals. faster loss of height when reducing power substantially. some sort of ground effect. heli more reactive (size and weight dependant) to input. physx implemented on aircraft impacts. right now its very clunky and an impact often just has the heli fall straight down. my pretty shitty flying should generate more spectaular crashes. (not that major but would help the game feel as modern as it deserves) ------------------- in my very limited experience just those things would go a very long way to making the heli part much more immersive. thanks for one of the great games and the recent hard work you all have put into improving it a lot.
  4. you mean this? https://steamcommunity.com/sharedfiles/filedetails/?id=779552248
  5. twisted

    Why are the sounds so bad ):

    i agree with OP. coming back to arma 3 after quite some time, one of the first things i noticed was how specific sounds seem underwhelming and low quality, like how rifle shots have nowhere near the intensity and power they should. Vehicle sounds as well.Then i notice the animation system and how movement and shooting feels klunky and somehow jerky. then i notice the visual pop up of close up vegetation and the bland mid-range textures. Then i get into the mission and forget all about that. and enjoy the incredible large scale action that only arma 3 can deliver. it is my most played game to date. and well deserving of that. But the point that great sounds will make a huge immersion difference is relevant. and one of the things I'd really love to see, especially when i try introduce the game to friends to play. those first impressions count.
  6. plus in the mission samples that come with DAC in the DAC tutorial folder you can find working code to help you get started. for this one look in #E_11_DAC_create_new_zone.Altis
  7. quick question. I really like ace, incredible work. But after using it with a mission it seems that ace has become a dependency - even though no ace objects were spawned. is this supposed to happen? must i make sure ace isn't running when saving and editing a mission or is there a way to prevent this?
  8. I use DAC a lot as it is flexible and pretty undemanding resource-wise. But see this recommendation to use ALIVE a lot. That is a great system but more resource hungry in my past experience a few months agoi. a solution I often use to making infinite DAC groups (or DAC on demand) is to use logics or triggers that create new DAC zones with accompanying AI on whatever events you like - and these in turn spawn new DAC groups. Its called create DAC zones „on the fly“ and on page 21 of the readme.
  9. twisted

    Jets DLC Terrains

    this is really nice. enjoyed the bigger terrain in tkoh. Jets dlc certainly needs these huger sizes.
  10. SP? yeah i remember hearing that on the latest summation video. Hope it also COOP compatible. Even if it is simply adding other mates into the session. no one in their right mind goes on 'tacops' on their own. it takes a team or else it's make believe rambo ops. I'd hope to see things that help players achieve believable TacOps style play, like: Better animation system that is more fluid and less clunky. So moving the unit feels more special operator like. Enhanced movement ability to vault structures and climb over walls, etc Ability to change move speed based on middle mouse scroll (so moving indoors at a fast jog not a sprint is possible) more developed weapon handling (not so robotic and dead feeling with every motion), more detailed recoil motion that has a little inertia at the end, and maybe even have breathing synced with weapon movement. Arma 3's weapons system and handling is feeling a bit old now against some really great new systems out there. wounding system Then more specifically... soft cover system to allow using cover a bit more intuitively (crouch height adjusts to cover height, hug wall a bit when next to it so you can peak around it) peek out system when aiming when behind cover, lets you peek out when you aim. AI that follows tactical procedures. lol. dreaming on this one, but still... a good tactical operations center that isnt an excuse to stuff unbelievable futuristic handholding tech into the game. But rather useful info when you need it on a tactical level. Rappelling and fast-roping down from choppers breaching doors No green-blue glowy shit please or magic tracking enemies HUD systems.
  11. am also looking for it. nada. but found an alternative at least http://www.armaholic.com/page.php?id=25668
  12. hi. im trying to get units to delete when they reach a way point but they seem to be deleted before they reach it. group is _heligroup2 and waypoint = 3rd waypoint code is [_heligroup,2] setWaypointStatements ["true", "{deletevehicle _x} foreach units _heligroup; deletegroup _heligroup;"]; any advice to what i am doing wrong would be appreciated ...
  13. that would be the ultimate game. But like you say arma3's animation and movement system needs a ton of work
  14. unexpected. but totally hyped for it! thanks!
  15. twisted

    Enhanced Movement

    congrats on the new relase. this is one of the must have mods for arma 3 for me. and one i really hope BIS takes inspiration from and copies a lot of functionality. makes the game feel a lot more fluid and makes places to much more accessible!!
  16. twisted

    Combat Patrol

    This mission is pretty cool. I like the options and approach. This seriously could be a go to mission that people keep playing over and over. As such there are a few things i'd suggest/ comment on 1. Player should spawn back at a FOB or other kind of base. Spawning on your dead body just means you keep dying over and over. 2. Give AI more obvious functions in the area. Right now its just like a bunch of ai waiting or walking around for players to engage. Be good to have guards, patrols, roadblocks, convoys going and coming. etc. A sense of narrative to add to the mission. If you have the budget then having radio messages from base to the player giving updates on events would be epic. 3. It seems like once spotted there is infinte AI spawning. Is this so? thats not fun in any way and actually the opposite of encouraging becuase there is no way to ultimately win other than the very narrow prescriptive goal and this precludes creative/alternative approaches to missions. Rather, AI needs to call in for reinfrocements, etc make it more believable 4. Variety in AI. right now they all seem to be lone guys who home in on the fighting. Be nice to have teams/ mg nests/ etc.
  17. twisted

    Jets - Hitpoints

    this is epic. hope to see the 'more hitpoints' and 'not exploding by default on crashing' in helis as well.
  18. one issue the beta has introduced for me is that helicopters wont move to a position with me as squad leader over an ai squad in it. I have to exit the heli then it takes off. Same for landing, it'll just hover. The script works fine in vanilla and in about 3 generations ago betas (just before the official dynamic simulation release). ok, well now the heli probelm seems minro becuase the whole mission that used to work fine crashes arma 3 hard to the desktop. was working just a few days ago. no mods except cba. http://steamcommunity.com/sharedfiles/filedetails/?id=818992352
  19. twisted

    64-bit Executables Feedback

    Good one BIS. So this 64 bit release is smoother. not more frames but certianly seems smoother. And i'd expect it'll open up things like allowing higher quality scope pictures, etc.
  20. twisted

    Smoother Animations v4

    really? to me the jerkiness is bad. i took a break from arma 3 for a while, and coming back am surprised by how clunky it all feels. there are micro stutters almost everywhere, almost as if the underlying animation or timing system is stuttering, like everything has a tiny pause every couple seconds, things dont feel smooth and even when you look at vehciles moving at full speed you can notice it. Goes way beyond character anuimantions but thats where its most obvious. even when watching others videos it is noticable, but when i spent so much time playing i got used to it, but now it really is noticable. so thanks for your mod in helping make things a little better.
  21. sweet. what next, ai that take a fall then shoot you you ion the back beacuse they're not quite dead yet. nice one.
  22. twisted

    TAC-OPS DLC discussion (speculation and hopes)

    missions would be nice. maybe a dynamic campaign. Most importantly, as content goes hopefully its some new weapons as well. Well made and professionally animated in all handling aspects. not over powered but feels smooth and professional. like tacticool dudes are. right now a lot of the weapon handling is showing the engines age in the jerkiness and inability for the sound and recoil to keep up with faster fire rates. the recoil is very rough and jerky (in the animation) as well. especially the inertia and settling as the shooter controls the recoil. edit. after getting back into arma 3 after a long absence, one thing would be great if our ELITE operators would no longer be defeated by enemies like low walls or rocks. Imagine being able to maybe vault low walls, climb over medium sized walls, hide behind rocks and be able to peek up behind them. That's what years of long training allows. maybe even be able to use bipods effectively on non perfectly parallel surfaces and still be able to point the rifle where you want. I'm a longtime arma 3 fan, but in all seriousness, the clunky movement and idiosyncrasies of arma 3 become very glaring when returning after any period of time. If you are to capture the feeling of tacticool operators then their movement should feel smoother, easier and able to do more advanced kind of things. Smookies pack (remember that) would be a great reference but with the fluidity only BIS can add.
  23. twisted

    Smoother Animations v4

    wow, i was just commenting on the clunkiness and jerky feeling in the dev branch and then i see this. nice, going to try it out. Cheers
  24. yes quite a few errors. but it basically works fine. i can get in, select destination and then once it drops groups off it fucks off back to base. weirdest bumpy ride ever though, like a seesaw. and a couple errors keep popping up.
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