Jump to content

wormeaten

Member
  • Content Count

    135
  • Joined

  • Last visited

  • Medals

Posts posted by wormeaten


  1. This is irrelevant. It is more question of subjective who like some sounds more and as this is Client side mod you could use what you personally want.

    But in fact of realism both mods fail majorly. To explain it realism is not if the sound of some rifle for example sound like in real life. Question of realism is if this sound simulating what you could hear and according to that get information in your head like position, distance and recognition of source of sound. Is it friendly or enemy, rifle vehicle or armor etc.

    I start to use both in the end more JSRS, maybe because of the A2 reputation, but in the end get back to vanilla. Why? Even not sound that good Vanilla is more realistic in term what role sound should have on game play and that is to provide additional information to your brain to get better situation awareness not just visually. That is probably reason why most hardcore players using vanilla and not modded sounds.

    Both sound mods sound great but it is just sound effects in Hollywood style for better looking videos but not to be what sound role is in real life.


  2. Oh my gawd!

    Played today again with *some of the clan and..i m still crying-seeing the rest players on map..

    This time we played as OPFOR in a INS TacBF gamemode..

    1)None knew whats the priority/scope

    2)None was guarding the "compromised" caches

    3)NONE tried to setup a "hideout" helping the side

    4)None was defending the "static"-starting hideouts

    ..it was a massacre..

    I m f@king still wondering..

    Where are the ol'good PR players?

    Agree that is why most of the players don't play it any more and some changes are made going in same directions discouraging teamplay so that's why team play in not on the level from A2 days.

    But who am I to talk about it?


  3. Third person give unrealistic advantage in vanilla and it is not suitable for PvP because you can see over the wall and behind buildings without expose your self to the enemy sight or fire.

    Also third person make handling with air or ground vehicles too easy and unrealistic same as impossible to sneak as engineer to the enemy vehicle and destroy it with satchels.

    But there is out there one mod which removing people if they are out of the visual making third person to see only that what you can see without third person view.

    We need to test this first to evaluate this mod and see then what we will do with third person view. Mod what Dale mention as well.


  4. just to add something could be useful in future developing and upgrading this.

    ---------- Post added at 00:10 ---------- Previous post was at 22:28 ----------

    here is the example of using it in RC but I put this video more because of that nevous bird who constantly attack the plane.

    Similar interest but problem and difference is we want 6DOF and they using only 2DOF.

    For 6DOF we need 6 axis sensors and all this boards are no matter 2 or 3 sensors are only 3 axis.

    Do we gain something with two boards with sensors? One will calculate rotations other movemant so 3+3 is 6DOF in the end.


  5. Great job Reyhard. Thanks m8.

    I'm more impressed with unselfish sharing his work with CUP. This should be example to rest of the community.

    I'm not happy when I'm seeing multiple people or groups doing exactly same thing what is pointless especially with porting.

    This is good example how things should be done true CUP as standard.

    Reyhard for this you are deserve more than thanks. :cheers:


  6. I was having similar problem and fix it with installing IF for A2 as well.

    If you are using ArmAsync for lunch you need to add all parts of the mod installed in A2 as well to run it correctly. You need @ifa3, @if, @if_other_addons, @ifa3m + of course CBA_a3 and AiA.

    Work flawlessly even characters are A3 compatible.

    ---------- Post added at 16:40 ---------- Previous post was at 16:38 ----------

    BTW TacBF working on addition for IF as well so we could expect soon first missions for IF.


  7. It will be interesting to see ArmA 3 performance with mantle support.

    According comparing Bf4 engine with Space Swarm, which demand for hardware is more comparable with ArmA then with Bf4, if ArmA 3 implement support for mantle will gain much more than Bf4 dose.

    I will like to hear some official devs thinking about mantle and possible usage.


  8. One question.

    I like much more when people doing not just re texturing models but accurate 3d models as well. Even ported models are OK you don't need to do it from scratch but I like it realistic and accurate not just by color.

    I like it how this look like.

    Now question. Is this models ported and did you separate uniforms, west and helmet as separate items to match A3 standards or this is, lets call it all in one 3d models like in ArmA1 and ArmA2?

    Good job guys.


  9. Dammit..

    Yesterday with pleasure i ve noticed 60+ players on same server.

    Unfortunately neither the Performance binaries could hold the FPS from sinking below 15 for me..

    Maybe another day..........

    Server fps with 60 people was about 30fps what is for server very good.

    I think is time for new rig. I was in same shit even more moth ago.

    I upgrade it to i5 4670k, R9 290 with ssd, 8GB 1600 DDR3 on MSI z87-g45 MB work perfect now.

    On that 60 people server not dropping below 30fps on ultra settings.

    I was in lot of questions about what to buy and this is best buy definitely. Only now you can get 780 for about same price as R9 290 so maybe just think about that.


  10. I m thinking a different approach must be made regarding all soldiers weapon optics.

    I believe only Reflex sights must be the default -and only choice- for all classes except marksman-sniper.

    Maybe Squad leader (role) can have the 4x sight as extra advantage but gamemode as is only encourages long range firefights-something which is bad imo

    Please consider _this..

    Personally I completely agree with you and in the beginning in closed Beta was set up like this but... (there was always but)

    So far majority players want it like this so we put like this. But nex phase will be some sort of compromise so mission designers could be in future do it one way or another depend what he want to achieve in his mission.

    So in one mission could be set up like you want and in other like is now and than mission popularity will say who is right. Also with new factions include and historical timeline will also depend should we use optics or not.

    In real life today optics are more or less standard equipment but for example in 2003. Operation Iraqi Freedom was not and should be set up exactly as you describe. Vietnam, Cold war or WWII optics got only snipers in WWII even go further with most of the weapon are semi auto or rifles without optics.

    I hope this answer satisfied you. Good point is we will not waist our time doing our own factions when some good quality be made by ArmA community we will just use it so this could be happened in near future. There is already A3 Map pack and we working on some missions on it and maybe All in ArmA mode could be used for it especially if it is true about AiA stand alone mod which will not depend on A2 content.

    All in all we have bright future.

    ---------- Post added at 13:02 ---------- Previous post was at 12:18 ----------

    Hey, guys. I've been playing TacBF all week and I have to say the system is excellent. One thing that blew me away was your medic system. I found playing a medic a real treat. I want that experience for my co-op unit, however the rest of what TacBF provides doesn't really fit our style for our private sessions.

    There is no better than good coop mission for training clan squad what ever. Personally I'm majorly aiming on good PvP but from time to time like to play some good coop mission. I will like to see more coop players not just as individuals more squads who doing coop.

    TacBF is highly team work depending, practically always win this side who have better team work not individual skill. All your expertise you learn in coop missions is more than welcome, we need it and that will change gameplay experiance allot.

    Basically you and your buddies should play TacBF in same way as coop with some minor changes to adopt to PvP. My point is TacBF is more demanding than coop against AI. You are play against humans who are smarter than AI ( sometimes are not :j: ), AI are predictable, AI are static not move or slightly moving in predictable pattern. In most cases you are moving too slow in coop because your AI opponent allows you that and you are adopted to that fact. One of major thing in TacBF same as in RL if you want to win you want to take initiative. This is not rushing even sometime is look like but you could rush only if your opponent allows you other wise they will make you an ambush and you will always get killed. Rushing works only against unorganized players or when you break true enemies lines and live them behind you so you will use given opportunity to capture objectives much as possible even finish mission by capturing last flag.

    So do what ever you are doing in your coop only need to do it faster, make decision faster as SL and as soldier perform your task faster. Remember playing fast is not rushing it is taking initiative, making pressure on your opponent so play fast as possible but in same time save as possible. How fast and save will be is depending to your opponent and you always have to predict it and adopt to it.

    I will prove that true TacBF organized events or even better tournament campaign and guaranty you and your buddies will change your opinion about PvP and will practice it much more frequently. We need you guys to bring all this good stuff from coop in to the PvP as well to show to the world how ArmA could kick ass to some Battlefield or Call of Duty even in PvP.

    I was wondering if there was a way to just use the medic system. Can you just pick a choose which pbos you want, or will they not function on their own? If they are modular, which pbos do I need to be able to work the medic system? I'm sure this has been asked already, so sorry for being lazy and not reading back.

    I'm not sure for now is part of TacBF maybe in future as separate mod for ArmA 3 but now we have lot of job to do with TacBF so cant promise if it happened at all. You are COOP player and ACE3 is in developing and got good and similar medic system so I'm not sure after that do you will need it at all.

    Thanks - this mod is a blast.

    Thank you too.

    ---------- Post added at 13:37 ---------- Previous post was at 13:02 ----------

    Can you tell us about that, Worm?

    STHud for me is just "normal". So I was both surprised / disappointed to see that TacBF had replaced it. Disappointed because I really like the way STH works, with its systems and features, and surprised since programming the (very nice) rose in TBF ... well, that must have been a lot of work!

    Wouldn't it have been easier to add waypoint bearings to STH?

    Good question.

    I was explain that to you personally in our discussion on TS but will answer for public too to clarify it.

    STHud don't have some features we need in TacBF and was connected with our squad management. At first site if you are familiarized with STHud you will say what he is talking about when it is same but soon as you familiarize with some features in squad management and how it is reflecting in squad hud will be clear what I'm talking about. It is hard to explain you have to see it by your self just take attention when SL divide you in Fire teams and check your squad hud and everything what I'm talking now will have seance.


  11. Is there a way to get the features that are listed on the main forum post at the top as bullet points and remove some of the "features" like class restrictions, infantry radar, etc? I have no real issue with those (other than class restrictions playing poorly with addons) beyond them just not fitting my group's needs. I've love to have all of the medical and ballistic features and all that, but I'd like to take out a few features. Is there way to configure this myself without too much work?

    Yes. Balistic is community made mod and is server side and you can download it with play with six or on armaholic usual way.

    Restriction is here to balance the game for PvP but it was possible arrange it out of the mod and use it in mission files. Not sure is it still possible but was previously.

    Squad radar you can turn off true interaction rosse. I know you will like to use ShackTac HUD. Ye we was in the past want to use ShackHUD but our requirement force us to made our own.

    Even have same purpose and look the same it is different code with some technical differences suitable for our needs. So just turn it off.


  12. We are planing to start tournament based on TB.

    This will be opportunity to show to the public full potential TB have and how should be played.

    As this is still Beta need to do some changes we planed and which will affecting on improving gameplay first then we will go public with more details about.

    Meanwhile enjoy in public fights and remember TB is mod with high learning curve and how much you invest in it that much you get back.

    Here is the video with live stream gameplay show how one player learn from minute to minute and you can see progress of his gameplay and teamwork and in the end how better they are they have more fun.




  13. Hey wormeaten - I found this on the idi.systems tracker about Acre.

    acre_api_fnc_joinServer - check here for more unsupported details

    Thanks m8. :thumb:

    (addition)

    After examine link you send me I think you didn't understand me well.

    For example using Play With Six you can run your ArmA3 and directly connect to some game server. Also is possible to run third part software like TS3 for example.

    When we want to connect to game server true Play With Six it handle download and install all mods you need to play on that server and as well starts TS3.

    Is it possible in same way to automatically not just start TS3, to start TS3 and connect you on TS3 server as well.

    This way we could ensure ACRE could be enforced on public server as standard.

    I'm working on PvP mod named Tactical Battlefield and as balance issue everyone had to use ACRE or no one and communication is one of major aspect in this mod and will like to enforce ACRE somehow to all public players.

    It is easy on organized events but impossible on public server open to everyone.

    Anybody know the answer or maybe ACRE or Play With Six Devs think or work on this possibility.


  14. Nice video guys.

    I have only one complainant. Croatian flag on shoulder of combat uniform and on vehicle should be in black and green variant.

    This colored variant looks better but it is sticking too much and it is not good for combat unit but only for peace keeping where you want to be recognized.

    Black and green variant is more suitable for combat units and goes with cammo.

    Full colored is OK for Pilots uniform or MP with MP marks as addition. Croatian marks on Choppers are OK they don't need to be monochromatic as well.

    Cheers guys.


  15. Sorry guys didn't read much whole 68 pages but I'm interested in some features in ACRE.

    I'm working on PvP mod Tactical Battlefield and we are using in game voip. For public server is hard or impossible to enforce ACRE.

    Is it possible to force it something like Mumble in PRBf2 when you join to some server will automatically connect you to their TS and channel related to this server?

    Could JIP cose some problems with ACRE?

    Thanks.

×