Jump to content

kuIoodporny

Member
  • Content Count

    1093
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by kuIoodporny

  1. I think otherwise, so I guess it should be customizable ;) I strongly disagree. The cursor doesn't represent "angle the steering wheel has been turned", but rather the place you want to drive to. IMO current solution is perfect, now just need to make QC cursor follow driving cursor when not in freelook mode.
  2. Very good changes, I'm very happy about them. If I could ask for something, it would be making camera deadzone customizable, so players can enlarge or tighten it to their will. Also, similar change for turrets would be very welcome :) == Well, from my point of view the simulation shouldn't add artificial limitations, or complicate things more than they are IRL. I find current steering close to what it is in real life - you really don't need to count the turns of driving wheel and compare it to the curve of road. I don't even know how many times my driving wheel can turn from one end to another.
  3. I think there's communication issue. I am perfectly fine with how freelook works; I only criticized the behavior of commanding cursor, which is stick to straight forward direction unless player enables freelook. Having to enable and disable freelook just to send simple order is cumbersome. I also have no objections about development issues. I am very happy about new steering btw.
  4. It's not like you cannot talk and steer vehicle in the same time ;) I'd like the OFP behavior most, with commanding cursor to which driving and turret aligns unless freelook is enabled (like optional freeaim zone for infantry). Since it's heavily different to current game design, it should be optional change if at all. == There's example video of that feature, by kju: https://dev-heaven.net/attachments/7669/OFP_PilotCommandingGunnerOrOtherTroops.avi Please notice that camera view also was not "fixed" straight forward, but followed the command cursor, allowing fast looking around, not limited by turret rotation speed. That is not a problem when player uses TrackIR device, but it would help mouse drivers, gunners and commanders a lot, helping their situational awareness.
  5. Well, the problem is that commanding while in driver position now requires either TrackIR or freelook mode. Enabling freelook takes time, and removes control over vehicle until disabled again. While freelook is not enabled, it would be nice to make commanding cursor (and camera?) follow driving cursor at least as option - it would fit "Quick Command" purposes very well.
  6. I'm glad to see improvements in that area. Please consider the following feature tickets: https://dev-heaven.net/issues/8540 https://dev-heaven.net/issues/13218 https://dev-heaven.net/issues/13242 Just a note, afaik BF3 implements #8540 ;)
  7. Thank you, totally awesome work.
  8. kuIoodporny

    Community in Command

    Will it be possible to crossover data from A2, A3 or TOH with CC:GM?
  9. http://dev-heaven.net/issues/27090
  10. kuIoodporny

    ACE for OA 1.12

    Tab should be what you search for. You can change it in ACE key settings. IRL you can lock on targets with Javelin only in Thermal Imaging mode, for many reasons - avoiding erratic IR signature lock on is one of those I can think of.
  11. kuIoodporny

    ACE for OA 1.12

    If it happens consistently, it's bug. Otherwise you just had bad luck :)
  12. peanut butter jelly time
  13. kuIoodporny

    ACE for OA 1.12

    @maturin: fixed it just now, tab lock shouldn't be prevented by rangefinder anymore
  14. Nice to hear about improvements. While you're dealing with such changes, please take my notes about waitUntil loops mentioned in my PM into account ;)
  15. kuIoodporny

    ACE for OA 1.12

    @b1944: the AI were tweaked for current BIS beta patches, please try playing with them. http://www.arma2.com/beta-patch.php Beware that now with these betapatches BIS improved AI tactics significantly. It finally prefers to shoot rather than to run around in open field. You may need to take that change in account when planning your missions and tactics anyway. Besides, the beta patch should give you better overall control over AI difficulty.
  16. kuIoodporny

    CIT: Most voted bugs

    What about Weapons category? Open bug tickets from category Weapons, double click Votes table title to sort. Still needs filtering, since there are half of tickets about data bugs and other half about engine issues.
  17. kuIoodporny

    Physics for vehicles

    There you go - it's not possible to prevent deadly helicopter crashes now. Crash ignores allowDamage nor handleDamage EH.
  18. kuIoodporny

    Mil Mi-24A Krokodil

    Model is property of BIS and CWR, I only fixed and pimped up its animations :) if you need any help just contact me.
  19. http://dl.dropbox.com/u/15584944/ACE/ace_sys_disposal_nojavelincluassembly.zip OK, that's done. Please mirror.
  20. It's a tiny file, should be okay?
  21. kuIoodporny

    Mil Mi-24A Krokodil

    Should BIS release their MLODs, you'll get much better base for your model :) vk1jJ7Wr0L8 You should aim below 11k verts for playable LODs. Try using proxies if you have non-retexturable parts rich in details.
  22. http://dl.dropbox.com/u/15584944/ACE/ace_sys_disposal_nojavelincluassembly.pbo This is unofficial backward compatibility addon for ACE Javelin. You can use it offline safely. It should make playing missions that weren't designed for ACE possible.
×