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2006noob

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About 2006noob

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  1. 2006noob

    Civilian Men/Women

    I'm almost 100% there are american female soldiers solely doing combat duty. Btw improortant qestion - when arma naked mod if we to have teh women in arma game!?1 Â Â Â when speaking of sexist bikini focus.
  2. 2006noob

    Armed Assault videos

    You have to think in the vast maps and view distance that most will want to have cranked up and vehicles and lots of units on top of all this. Destroyables have always been a big limiter and roadblock and still is. I'm just glad it's even in there. Really cool. Too im sure a lot of the critical voices really aren't all that critical, easy to misinterpret and assume things over the internet. It's good that people think atleast! What if everyone was all back slappin' only because it's a bis product. You can't have it all.
  3. 2006noob

    Helicopters in AA

    Yeah, I'm not a fan either. Two sticks I did like are the Thrustmaster Cougar (tho that is like Å250/$400) and the Suncomm F-15 Talon sticks, but they went bust years ago and you can only find them on ebay once in a blue moon Yeah I saw that HOTAS Thrustmaster Cougar when I was buzzin around webshops seeing what was available.. F-16 replica and all made of metal Goes for $200 here in scandinavia. Still a hella lot, even with the price drop. A shame they can't sell the stick on it's own as well. Have you tried BF2? You do barrel rolls by strafing the mouse hard and working the throttle correctly, loops by pushing the mouse forward multiple times and so on. If there was caded and Veteran modes they shouldn't have to be locked down, precise maneuvres are possible with mouse if the sensitivity is crazy high - something you can get accustomed to. The flight model should be able to work in junction with different well.. input modes. edit: date and name tagged Pierrots quote
  4. 2006noob

    Helicopters in AA

    I'm just like  at the current joystick aesthetics, sci-fi and chrome hell extravaganza with neon lights and what not I had no idea. Too on the shapes and lines on the sticks. Kinda futuristic, very broken down and stylized and jaggy (probably for ergonomics, but i'd like to have that big typical knob with a good set of round thumb buttons - like seen on my ancient wingman). That S52 system is a shining example of that, but it sure seems nice usability wise. Any recommendations on current single unit joysticks (only if you know any right off the bat)? Not too expensive, like 30$ give or take a little. Yeah exactly xnodunitx, I meant like axis-sensitivity or that kinda thing. Ok, good to know everything should work on default. Saw someone commenting on jets saying it just needed some tweaking - for ofp. Mh that's exactly what I felt, that it just hit a wall and no more. Maybe that's what they've intended to "correct" for in arma. And while we're at it, are there any good movies demonstrating rich joystick-heliflying in ofp? Would love too actually see it (words are only that good) for myself, a part of my mind is still having a hard time accepting that everything was tucked away in there all this time. Just seems too good to be true ^^
  5. 2006noob

    Helicopters in AA

    Thank you for the solid reply! What about the input and sensitivity?
  6. 2006noob

    Helicopters in AA

    Haven't seen one of those in years. Good 'ol Logitech. Mine has since been retired due to a soundcard upgrade, and the loss of my machines only gameport   Yeah, lucky me - I put in a soundblaster live! a couple of weeks ago prior to finding this again, so it should work all fine and dandyy. If what some say is true - and they sure seem to be sure of it - about how ofp doesen't have to be as sluggish if you have joystick vs a mouse then I understand why some are upstruck, and maybe I should be too - because I'm aching to try some real sim which with the old longbow game being dos and impossible to find is pretty nonexistant today. But I enjoy flying with a mouse, and if this is better with that I'm kinda torn. Somehow the model itself may have to be sensitive work though it should be more of a matter of how the input from the mouse is handled, but who knows. Would love to hear some pilots or people dealing with avionics and flight on a theoretical level give their oppinion and end this nightmare of half truths and uncertainty. Not just good, or bad. But a throughrough statement and explanation breaking it all down. edit: aww crap I just realized I didn't put in the additional card that mainly had the dat tape sheit and - if there ever was one - gameport  No stick for me
  7. 2006noob

    Armed Assault videos

    wee the one with a bunch of civ in the background on a savannah, and one in the foreground with a fellow soldier slinging his mp5sd to the side of his back pulling out a silenced beretta and putting one in his head - great. Again, I love that animation. The soft and slumpy fall feels very real. And the puff from the silencer.
  8. 2006noob

    Armed Assault videos

    I feel it's unjust to give them hell for not putting out more edited video material since they're probably under staffed as it is already and can't hire a motion director like say, dice does, to do promos or put aside resources to let someone do a half half job and slack behind with other stuff the community dont know they've atleast fixed when the fault is not there anymore. Accept that there's a lot more to do nowadays and with this nische maybe this is as good as it gets with 2 years development. Be happy there is someone doing it atleast. Anyway; stuff like this atleast makes me happy. The engine in action and great fall and kill animation on the headshot, much better than anything I'd expected (with the direction on the reaction) too with the damage decal (or whatever it's called) which is often beforeseen in games of today / censored: http://www.armed-assault-zone.com/downloads/details.php?file=53 Really nice. The tractor explosion is unrealistic but that's just because they dont fragment. If they'd go in pieces big big chunks probably could go that high. See it as a break down of what could happen in reality.
  9. 2006noob

    Helicopters in AA

    Sorru for semi ot, but does this cut it? http://img465.imageshack.us/my.php?image=dsc0170wingmanbv2.jpg http://img65.imageshack.us/my.php?image=dsc0162wingmanextremejl0.jpg
  10. 2006noob

    Armed Assault videos

    Heh, wrong thread. Sorry. But to comment on the heli video; It should be more bulky. But if a cobra or apache acted like that it'd atleast be plausible to some extent.
  11. 2006noob

    Helicopters in AA

    I've been playing OFP since day 1 of its UK release, and I've played over 200 hours of BF2, so I have no prejudice against either. I suck at flying choppers in BF2 - the reason, I havent put the time in to learn to fly them. The whole point of my post is that you answered yourself in your original post. You CAN do those things, once you've mastered how to do them Great to hear! I dont WANT it to be bad, I just assumed since it simply _did not_ seem possible no matter how hard I tried, no steep learning curve - like in BF2 - no nothing, just a brick wall. A lot of other peps - savvy ofp veterans - seem to have the same experience as well. So xnodunitx and DeadMeatXM2, any special configs? What joystick and so on? Is the difference from a mouse in that the joystick can press, and press and press, at one axis when a mouse can't (and maybe the code dont even have like a.. build up or acceleration when you drag it like crazy and reset and repeat - like in bf2 for example)? Just asking you since you've tried with both.
  12. 2006noob

    Helicopters in AA

    I found OFP's easier than BF2, nap of the earth, fast landings, whatever. In any case, don't quote BF2 physics here. Jets for example - not great in OFP, but BF2's jets had handbrakes installed in the cockpits. "Ace" BF2 pilots doing donuts above my AA position. I'll quote whatever I want dmitri. As I said - that might be better than doing a design that does a poor and unrealistic job in what it deals out on the battlefield. But as said, it might just be me not knowing how to configure it correctly or whatever.
  13. 2006noob

    Helicopters in AA

    Really, how? It may be a matter of player error and me at the time only having a mouse handy, so I honestly mean that. I could never put it to it's side and turn around in one movement, impossible to land, very slow throttle control. And so on. Feeling like a rail train. Impossible to put it in a near completely vertical position nose pointing downwards (which is possible in real life), more like a gentle forward going / hoovering invisibly cutting altitude. All in all a very locked in feeling. Not being able to swiff it around in all directions. Rolls, barrel, loops and so on? Or did you just see the opportunity to turn the cards around making a comment without any real basis?
  14. 2006noob

    To the people who are playing ArmA, how is it?

    wee Any more details on this would be highly appreciated! You've done enough already, but i'm just bursting to get to know more. Is the throttle different, more like BF2 maybe if your'e familiar with that, where you have to work it almost constantly to do anything effectively outside just flying straight? Just thought that might be it from that about needing to do more. Sounds good, more variables might mean more complexity which in turn gives more FLEXibility. Minus regarding flight model and responsiveness and all those pesky small things Or is it more a matter of interface and selection of targets or that kinda thing?
  15. 2006noob

    Helicopters in AA

    The thing with bf2 is that it's a flexible system that lets you do stuff with high accuracy. Is it's realistic? Probably not. But is the stiff ofp take on it any better? Worse if you ask me. If you've seen ace pilots flying little birds or just about any sleek transit or even more dedicated attack helis in real life - it's flexible, fast and you hawk down, nap the earth, raise, turn around your own side and nose down and circle on spot with 100% accuracy, and so on. Put that beside how it went in Ofp. In BF2 you can do all those things once you've mastered it. Remember - it's a simulation of real life, and with some things that simply are too hard or that can't be modeled / controlled (easy things become cumbersome to act out - pushing buttons - and hence unrealistic, weapon safety and what not) with todays standards one way is to atleast make a design that practically does what the real thing does - not HOW it is done. This is accepted with soldiers, but with aircraft there's always that thing about the actual rocket scientist SIMULATIONS mare hanging over it all which probably derails the design thinking, it becomes to strict and half half and you end up with something that shouldn't even be in the game. Why not go with something that works?
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