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twisted

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Posts posted by twisted


  1. 7 hours ago, Kristian said:

    Right. 

     

    I did some crude testing. I downloaded the waypoint mod, gave myself a 100 meter run, took it 4 times to get some spread in results as I clocked it manually.

     

    Here you have the results:

    100mjuoksu.png

     

    Here is a quick and dirty excel calculating speeds:

    runtimes.png

     

    So about 13-14 km/h. Pretty fast boi, one might say! Let's remember this is at max-non-sprinting speed. Not light job, but the max the character can do without springing.

    Now, what is the average jogging speed? Well, according to my research, there isn't one. It depends on goals, heart rate and desired result, but let's have a quick dive into

    what the military might be using as a standard.

     

    Well, according to https://www.military.com/military-fitness/running/prepare-for-2-mile-army-run (which is an article on how to prepare for the US Army Physical Fitness test.

    According to this article, the min and max pace for this test are:

    min: 12.44 km/h

    max 14.87 km/h

     

    If we take average from those two we get 13,65 km/h.

    I'd say my 10 min test has proven that the jogging speed is indeed splendid, accurate, non-immersion-breaking and indeed, not accessabiliztzed'd. 

     

    Thank you for joining this seminar on "How BI propably has thought of this and based this game mechanic on some real life data or information"

    EDIT: 
    Went to test Arma 3 to get more date. Arma 3 has almost exactly same speeds at jog-pace. 26,xx seconds for 100 meters. 

    Reforger is not any different in this regard.

    what a fantastic post.

     

    thank you for going to such detail. you are right on everything you said. Thank for putting my mind at rest. Although even knowing this, it still seems very sped up but maybe that is the animation and the fact that you're running (that speed between jogging and sprinting) but still somehow carrying your rifle in front of you.

     

    But there's one element to it that i think needs to be added in to your awesome post above. - the soldiers load.

     

    In game the character has things like army uniform, weapons, a backpack full of ammo, maybe an AT weapon as well. As such is not at all like running (which inst jogging) around in shorts and a t shirt.

     

    The speeds you mentioned are the fastest times in a timed test performed in minimal jogging gear and not almost 100lbs of equipment/weapons/etc..Its a pure test of how fast they can run. downloads.jpg?itok=AmY_JZWh

     

    In game the character has things like army uniform, weapons, a backpack full of ammo, maybe an AT weapon as well. As such is not at all like running (which inst jogging) around in shorts and a t shirt.

     

    Being weighed down means you should expect to move slower.

     

    How much slower well a couple of km/h less I'd guess.

     

     

     

     

     

     

     


  2. On 7/9/2022 at 12:46 AM, haleks said:

    At first glance, it does make sense to focus first on the most challenging aspect of the game(s) - but Arma always worked best as a PvE game IMO. Which of course isn't a viable option at the moment since the AI isn't finished... And that's a first mistake : we end up with a PvP focused game for a player base that has no interest in it; add the expected network issues on top of that, and you're in a bad place already. 

    And the second mistake, I think : BI underestimated the difficulties/interest to produce mods for a WIP/unfinished platform. The strong MP focus combined with incomplete features limits what can be done in terms of mission creation or mods (or, to be more precise, it puts a lot of additional work on the hands of modders) : right now, the modding scene simply can't be as invested in Reforger modding as in Arma 3. We're all waiting on key features to be complete before doing so, basically... 

     

    Sums up the current situation pretty damn well.

     

    since arma's orginal release (and even before that with cold war crisis which i still have the discs for) i played maybe 1 pvp game. But thousands of hours of co-op and mod based SP. 

     

    quick fix?

     

    A co-op savable CTI would help right off the bat so i can progress across the island over time in different sessions and have mates join me in the fights. That'd be nice as right now the progress is lost over and over which makes playing feel pointless after a while.

     

    the maybe better but more tricky solution would be looking at the ALIVE mod for arma3 and being inspired by some of that functionality to dynamically and procedurally bring the core game a lot more to life.


  3. so i thought i'd try reforger again after a nice break.

     

    and I was surprised to notice how the jog (not sprint) speed seems so sped up that everything is on fast forward.

     

    its things like this that make the game seem more consolised than it really is.

     

    yes i used the middle scroll button on my mouse to tone that down. But the quest for accessibility to make big maps more accessible on foot isnt really the best idea. Theres a reason for logistics and needing to travel in vehicles (preferably as a team) and working as a team rather than going full doom guy fast forward  mode everywhere.

     


  4. 46 minutes ago, Gunter Severloh said:

    Nice, laid out with pics way i like it, easy to follow, nice work!

     

     

    yeah its still complicated, but once the setup is done then editing is a lot quicker. I dont know who made that tutorial though but they did a good job that even someone as simple as i can follow.


  5. 15 hours ago, kingbuzzo15 said:

    It'd be cool if someone could make that Conflict mode with AI squads on either side. I hope they add functionality for commanding squads etc as well. Something like ALIVE would be sweet. 

     

    Alive in reforged would absolutely be the bomb.

     

    edit - not sure if its been shared yet, if anyone is looking for one, heres a pretty easy to follow tutorial on modding reforger that I found that  made understanding the modules etc a buit easier. https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/

    • Like 5

  6. personally i have no interest in VR at the stage it is right now. Maybe when it gets more sophisticated in ten years or so but even beyond the perfomance needed - theres the warping around to get places on foot isnt a great idea. the shooting experience may be for sure though. But then its like a fairground shooting range more than anything.


  7. i bought 2 copies - because it reminds me of what arma originally used to be (OFP) and that was a highwater mark in demanding uncompromising combat for the time - but with so many engine improvements that had been requested for years and years.

     

    Im really NOT fond of the MP focus but i hope modding/BIS can sort that out so i can spend time enjoying it  SP and Co-op until arma 4 comes out.

    • Like 1

  8. 11 minutes ago, froggyluv said:

    I dont understand Game Master as i never messed with Zeus. I like things baked in -not materialized instantaneously as how can you possibly recon an area that will soon have fresh new teleported-in enemies?

     

    Anyways my question is -can you take the role of a soldier in Game Master? SO far i have no clue how to just be a soldier and move around where i wanna go...ya know, like basic S*

     yes, if i remember correclty, when  you place down the player object (by right clikcing on the ground where you want player to be)  then it says hold y to play. Not ideal but doable right now.


  9. when i read that reforger feels arcade - i feel very sad. Arma legacy is pushing the simulation and realism, making it arcade would mean that its lost its way. That would be bad for the brand legacy. Anyway - i await more feedback and reviews before buying this

     

    edit -

     

    i bought it and it is pretty damn good in fact. There are a few things that come across as arcade immediately like the fast movement speed and ability to fire full auto with very little recoil (ak tested only so far and the recoil system is very outdated compared to the more accurate way some newer game portray it with more snap and speed), plus the colours seem over bright/saturated soemhow.

     

    But there are sooo many great things here. such an evolution! And it uses cold war assets and no made up futuristic technology. Makes the experience so much more visceral and immediate.

     

    Really nice job BIS. Keep on pushing the simulation angle that made arma amazing to new extremes here and itll be absolutley special.

     

     

    • Like 2

  10. I played a lot of arma3. was one of my favourite games. Even now it seems the community is going online in some respects but the BIS the company itself seems to have lost heart with what made arma 3 great and have abandoned active development and just gone into maintenance mode. And they now  simply use commodisised community content to try generate incremental revenue/news.

     

    Such a pity imo, especially as now the appetite for more milsim games and challenges looks like to be bigger money generater than before,  but i did enjoy the game for a good long time.


  11. On 11/1/2018 at 2:39 AM, bakimaster91 said:

    I think movement should not be AS slow as it is now, it looks weird and slow motion...some of it should be slowed down like crouching movement and crouching sprint.... and overally it should be even more clearly dependent on gear weight. The idea is brilliant however, as the infantry pace is comical in ArmA....

    the slowed down movement is an side effect of the animation system BIS have chosen.

     

    But the pace feels natural to me as opposed to the overly fast pace that arma3 uses, but thanks for the feedback.

     

    I'd like to be able to isolate the sprint speed for more changes but no idea how to tell when the player is sprinting or not.


  12. On 10/11/2018 at 1:07 AM, tpw said:

    . I've sat here for 5 years bug reporting and buying DLC to support the devs in the hopes that there'd be truly meaningful changes to the software, but it seems these are never going to come, because all the development investments have been made elsewhere according to the new priorities. BIS titles without AI and proper scripting and mod support are not the titles I'm going to invest money and thousands of hours in.  

     

    this hit home a lot. I dont see any chance of buying any other titles from BIS that aren't arma. But BIS seems to have grown tired of it in favor of newer priorities and are really abandoning arma until maybe later with nothing but stop gap measures.

    • Like 2

  13. added levels of fitness for mission editors to be able to set different physical conditioning speed levels for elite units versus normal units. So elite units like SF move faster without hitting arcade levels again.

     

    in mission editor put the following in units init field:
    this setvariable ["_tws_customFitnessLevel",2,true];

     

    Levels are from 0 (no change) to 3 (elite level fitness speed). You can use 99 and 666 for debugging to check that speed change is working for your units.

     

    also note that swimming is a little faster than default because ironically that is the one thing they got way too slow.

     

    edit - upload went through so it should work fine now.

     

    • Like 1
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