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Big-Rooney

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Posts posted by Big-Rooney


  1. I must say a good campaign with an engaging story and good narrative, Well Done to all Placeholder Team Members involved.

     

    Spoiler

    It was nice to see the other DLC vehicles being utilized as such i was wondering if BIS has any plans to go back to other official showcases and campaigns to maybe utilize them into those scenarios?

     

    Spoiler

    Regarding the memory fragments, i got the achievement and completion dialogue at 40 fragments, i could see one just outside of town near the hellcat wreck but couldn't get it due to the dialogue finishing.

     

    Spoiler

    And lastly, is it possible to completely clear the town of mines? cause I've covered the town 10+ times on foot and with the drone and i can't seem to find anymore mines after the last mission, is this supposed to signify that the struggle to clear landmines is never ending or is it just bugged?

     


  2. On 05/12/2017 at 8:48 PM, dr. hladik said:

    By default it should be num 5. In free mode camera will be re-centred to default direction. In locked mode it will re-center to target (if any is marked)

     

    31 minutes ago, Tweestrijd said:

    1: Yes, but the regular flight model does not have it. And seeing as the AFM is actually just a self inflicted handicap in most servers it isn't the prefered option?

     

    2: What is it called and under which menu is it? I can't switch back and forth between my own setup and the presets without removing all my bindings.


    I see the point your making, maybe the helicopter model (simplified, arcadish) just doesn't support throttle input in the same manner as the jet's do now.

     

    Quotes are in the wrong order, it's from the General Discussion on Dev Branch, don't actually think it has a key bind option as of yet, only preset defaults.


  3. Couple of questions for those playing the DLC cause I haven't had the chance to play it on DEV often, have the static objects (bomb racks etc) made it in last second? And can AI use the carrier?

     

    Also Devs, could it be possible to add a module that replicates the actions of the Showcase AI deck crews when their synchronized to it regarding take off procedure?


  4. 1 hour ago, 10TH ACB TheOSB said:

    So I may just be dumb but how do I access the in game aircraft loadout? I can't seem to find it. Tried parking the jet next to ammo trucks, pretty much on the truck, next to a bobcat, nothing seems to work.

    There is no in-game loadout option at the moment, it's only in the editor


  5. 1 hour ago, pettka said:

    We are considering addition of props to Jets DLC together with Bravo Zero One later, it depends on many factors.

    Is it possible to detail these factors??? Out of pure curiosity

     

    Oh and the showcase VTOL is very good, enjoyed using Manual Vectoring flying around all those islands.

     

    Also I'm a +1 for the Airbrake (toggle) keybind


  6. 21 hours ago, froggyluv said:

     

     Whats the verdict on the Showcase mission? Any good or meh

    Found the Fixed Wing (CAS) Showcase to be a bit more entertaining overall and more well rounded.

     

    Spoiler

    I have to admit, once i got past the Radio Briefing, i was hoping for a Battlefield 3 "Going Hunting" mission style build up in the jet.

     

    Also i don't know if it's been mentioned but the deck crew dealing with Hornet 1 don't move out of the way when he's taking off, they just stand there and the Aircraft passes right through them.

     

    • Like 3

  7. Well, the completion radius system is considered working, it's just not as explicit as the editor might make it seem. (For reference: https://feedback.bistudio.com/T77728)

     

    Sort of a soft radius where the AI has to make a check and realise it's within the radius (frequency of checks varying with vehicle type and behaviour), rather than a hard radius where as soon as they enter it the waypoint is complete. I agree that it is a bit misleading, but you need to look at the intention for waypoints and why they have been designed that way. They aren't meant to act like triggers, just guides for AI to follow - and so the performance saved by not constantly polling is more desirable than instant completion radius detection.

     

    Since opening that issue 2 years ago I've come to see that it makes more sense the way they work currently.   ^_^

    Yeah i understand, read the ticket after i made the post, it's a pity it can't be a little more forgiving, using move waypoints to keep the AI low on Tanoa and flying between the various islands to get to a safe drop off point is a hassle with standard waypoints (regardless of what behaviour i set them too, they still fly in and stop over the waypoint even if I set the completion radius to 1000.

     

    Using the Skip waypoint action on assigned triggers works this issue around, allowing the helicopter to fly low constantly on a path without popping up or slowing down when reaching a waypoint position but having to do this on multple helicopters on multiple different flight paths is cluttering at the very least.

     

    But sure what can you do, I've no real problem going on and doing that, just thought it was bug that the completion radius wasn't working for AI, seems as it's a larger issue then i thought I'll go about using the trigger method.

     

    Thanks for the clarification SilentSpike


  8. I did think when the campaign dropped on Dev-Branch first that it would be playable in an standard SP capacity as it was titled "Play in Singleplayer" which has now been changed to "Play Solo".

     

    I found the campaign itself short but the quality was excellent, that APEX title fade at the end of MISSION 01 was brilliant.

     

    Having Played Apex Protocol first then played the Eng Game Showcase, the Showcase as a Single Player experience of the Eng Game mode was quite impressive, and I'm left wondering could a Single Player adaption of the Campaign not have been done in a similar matter?

    • Like 1

  9. A more general question about the new tanoa vehicles,

    why did NATO and CSAT receive the Prowler and Quilin from their pacific factions, yet the drones and vtols remain exclusive to the pacific faction?

     

    Cheers

    Cause the Drones and VTOLs use the same base game Crew, where as the LSVs use faction specific crews (maybe to cut the need to place an empty one and have to place crew inside)


  10. Small niggle from my point of view but it seems that AI for me anyway won't recognize the Completion Radius for waypoints when placed in Eden editor, a Player character recognizes it and completes the waypoint upon entering the radius, AI ignores it completely

    EDIT: Nevermind, just read on the feedback tracker from 2 years ago that the issue will never be fixed, guess i'll just have to keep using triggers to force Radius completion, bit of an inconvenience when a system is present but not working.
     

    • Like 1

  11. I just thought of something... I know how, some guns have faction camo's on it... But i realized just how un-realistic this is. It's almost... idk, It's not just that however, i was flying around today, and i then got kinda annoyed how the CAS aircraft looked with Infatry camo on it. It than became un-accepatable to me, so now i'm bringing it up here. Why is there Infatry designed camoflauge patterns on aircraft? Surely, this could be exceptional to some vehicles, like the MRAP's, but the aircraft like the Buzzard, and Neophron... Let me show you a few examples.

    The Czech use the L-159, but it has a certain paint scheme on it, and it doesn't have Infantry designed camo painted all over it.

    The Iranians fly a variety of aircraft, and they do have camo on most aircraft, however, it's not straight up patterns from their ground forces. This needs to change in Arma 3, to make it look more authentic. As of now, it just doesn't look ok in my opinion. Not really a priority thing, i just thought i'd bring it up.

    I agree with this, the U.S. aircraft have their standard paint scheme colourisation of Green, Black, Grey as do their ground vehicles, why are the other factions not on a similar standard, AAF could go all military green and CSAT could go military Brownish for ground vehicles anyway https://wiki.colby.edu/download/attachments/33587244/Russian_T_90_Tank_by_KYPMbangi.jpg (267 kB) possible CSAT paint scheme


  12. I am seeing an error that seems to be related to the cha_mi24 mod. The error says:

    config.bin/CfgWeapons/Cha_Mi24_S8_Rocket/burst/: Cannot find base class 'burst'

    It causes a Crash to desktop.

    Anyone else with this Problem? Please let me know if there is a Workaround. Really like the Mideast Conflict Mod!!

    Are you using any other large Mods like All-in-Arma Standalone, I received the same error when running the Mi-24 pack with AiA


  13. Clarification please?

    I assume the option does nothing at the moment?

    Or have you actually implemented the new flight models so we can try them out?

    I don't think it's active, I would believe that the RotorLib update would be sufficiently larger than 34mb


  14. Great Mod, love using them on CLAfghan with massi's US Army Rangers, great sense of immersion once again.

    I second the call for a possibily to remove the AA, although they make helo insertions a lot more challenging it would be nice if there was a module or something to disable them, as the Taliban in Afghanistan currently don't possess these weapons in great numbers

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