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armored_sheep

Former Developer
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Everything posted by armored_sheep

  1. Take On uses RotorLib FDM. CGF could be used for AI, but it was not so advanced as our code for AI in Arma2/Arrowhead
  2. armored_sheep

    Force Feedback

    In real helicopter you often dont feel any forces at all on the cyclic. I had a chance to pilot real R44 Raven and this bird even does not have any "center" position of the cyclic that you can feel. For Logitech G940 you can increase centering force in windows controler settings (centering in non FFB games). I also personaly recomend to all virtual pilots that have no prior experience with real helicopters to reduce sensitivity of cyclic X and Y axes. (game options->controls->controller->customize)
  3. armored_sheep

    trackir movement

    Game supports 6DOF including zoom. Range of movement is limited to respect that pilot has a seatbelt. Some players like to zoom with head movement, other prefer to offset head without zooming. Feel free to configure your personal assigments of TrackIR axes movement to game controls Options->Controls.
  4. armored_sheep

    Thermal Imaging maps

    I wrote basic info about *_TI textures in comunity wiki http://community.bistudio.com/wiki/Thermal_Imaging_Maps * Red channel of a TI texture is always 100% white, this means unaltered config values for half cooling time will be used. ** Red channel only affects how much an object heats up from the SUN. * Green channel consists of base layers made of grey 3D noise and lightmaps, with bright areas of heat sources (if present). * Blue channel is 100% black with white areas where moving parts are. * Alpha channel is metabolism heat, used on people and for barrel heat on tanks/weapons. It is similarily done as the Green channel.
  5. Added basic info about new parameter used for shotgun ammo in comunity wiki. http://community.bistudio.com/wiki/Weapons_settings#CfgAmmo "fireSpreadAngle=3; // Value for shotgun ammo (Arrowhead) with defined simulation=shotSpread; Number defines half of spread angle in degrees. Shot is simulated by 9 bullets which trajectory and damage is calculated for each separately (hit, indirectHit). If target is hit by complete buckshot, damage is 9x."
  6. armored_sheep

    Shotgun ammo

    For rapid firing guns, I suggest to try multiple muzzle points defined simillar way as the Arrowhead AH-6 Littlebird (he can fire both gattling guns at the same time)
  7. armored_sheep

    Laser to weapon

    See updated comunity wiki http://community.bistudio.com/wiki/Weapons_settings#CfgWeapons look for Laser and reflector model ...
  8. armored_sheep

    The mystery of shaking armor on cannon fire

    The tank turret is shaking if there is weapon firing ammo using simulation=shotShell. Tank turret muzzle is chosen depending on ammo simulation. MGun point is used for bullets. Main cannon for shells. Unfortunately shells simulation is not capable to simulate penetration (caliber setting is ignored). To fix the simulation we defined many tank rounds to use simulation shotBullet. Visual problems will be hopefully solved in next patch.
  9. More about using OA content here http://forums.bistudio.com/showthread.php?t=105256
  10. armored_sheep

    New ARMA2 OA Beta Patch 72418 Available!

    I have question abou new tracked vehicles change : Do you prefer the original sliding tanks, that driven by player, where drifting 90 deg oversteer everytime when you were turning and slowing at the same time? Beta exe does not fix AI driving with tanks. This has to be fixed in config. AI should be able to follow planned path without sudden changes in direction on straight roads.
  11. armored_sheep

    Unexplainable Geometry LOD Artifact

    The problem I see in the attached LOD is that Geometry contains second UV set. Special lods should have only one UV set.
  12. armored_sheep

    MK 17 EGLM question

    All grenade launchers aim with sights at aprox 200m. Unfortunately Arma engine is not yet able to animate zeroing on grenade launcher sights so you have to use experience and normal "ladder" cursor for aiming.
  13. armored_sheep

    Arrowhead-aircraft question

    I like this feature too, but there were not enough resources for making this into the game. It still remains on my personal wishlist ;)
  14. armored_sheep

    How do you control the ULB [OA]

    X/C keys do turn the Littlebird around vertical axis. (check how the view turns on game radar)
  15. armored_sheep

    Zeroing/Adjusting Weapons in OA

    Many real weapons can change "zeroing" dont have this feature set in Arrowhead. The reasons why it is not in game were: * 5.56 ammo has very flat balistics on first 300 meters (default zeroing) * Game FOV reduces size of targets on distances larger tha 300m to just a few pixels when looking through ironsights in game * Those wapons have bigger ammo dispersion values and low fire rate/ammo count compared to what zeroing can affect on distances over 300m * Other weapons with scopes have fixed marks on the screen that work only with their specific fixed zeroing ---------- Post added at 09:26 AM ---------- Previous post was at 09:25 AM ---------- I would love to have zeroing also for grenades, but this simulation behaves different way and it could not be done the way that bullets were.
  16. armored_sheep

    How do you control the ULB [OA]

    I know that many people never read the manual so I suggest at least to play training missions before you start campaign.
  17. I confirm that this is not correct behavior. Must be some mistake in that specific ammo. It has to be fixed in patch. Tx for reproting and nice YouTube vid.
  18. Caliber for penetrability is set in ammo config of all types of "bullet" based rounds (incl SABOT). Every bullet that hits a fire geometry calculates how far it penetrates depending on fire geometry material, actual speed and caliber. You can try various guns aganst armored APCs and you should see i.e. that .50cal. M107 rifle can kill crew of many vehicles now. Another example is a concrete wall that stops small arms but not the high caliber armour piercing round. High explosive "shells" dont calculate with various calibers, their penetration is based just on actual speed against fire geometry material.
  19. armored_sheep

    ArmA II: Operation Arrowhead discussion thread

    I like to call Arma a sandbox game that works pretty much like LEGO - you buy it not just because you want to have a nice car from the main picture on its box, do you?
  20. Most probably a "feature" called penetrability - check if you hitting engine or something hard and unpenetrable. HEAT round has different settings than older HE rounds (speed, caliber...) too.
  21. armored_sheep

    ArmA II: Operation Arrowhead discussion thread

    Most probably same DRM as Arma2.
  22. armored_sheep

    ArmA II: Operation Arrowhead discussion thread

    Will be better in Arrowhead by introducing "weapon lock delay" so the advanced guidance systems will neeed some time to get lock for player and also AI.
  23. armored_sheep

    ArmA II: Operation Arrowhead discussion thread

    YES. Arrowhead will work with user addons and Arma2 original addons too. New features such as Thermal Imaging textures will be not present, but the objects will work simplified in thermal (plain color like in Dragon Rising)
  24. armored_sheep

    ArmA II: Operation Arrowhead discussion thread

    YES Player who occupies the pilot seat can fly it than. Also the UAV can bring some weapons and ammo as "flying ammo/weapon crate" in the hot zone.
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