Col. Faulkner
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Everything posted by Col. Faulkner
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Modleader searching for a team!
Col. Faulkner replied to Fireeagle's topic in ARMA - ADDONS & MODS: DISCUSSION
But you still haven't given any more details here. I agree with the detractors that posting like you did is hardly an advertisement. ArmA lends itself very well to "low tech" WW2 era warfare and there are aspects of it that haven't been touched by other mods (and the existing mods have often been wide of the mark even in their own chosen scenarios). WW2 was fought in all terrains from baking desert to frozen steppe and steamy jungle, and tactics and weaponry were adapted to accommodate them - all of this is a fine study in itself. Most of this has barely even been considered by modders so far. There is still plenty of scope for WW2 and post war mods. -
On Rahmadi (middle Eastern name if ever there was one) there's also a Daily Express front page with the headline "Free to Preach Hatred" and a pic of Abu Hamza Al-Masri:
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They  can "dynamicly flank" as much as they like but if they don't use cover or fire and movement even slightly realistically then it's all just Rambo FPS nonsense. Even 14 year old army cadets and 16 year old junior soldiers are taught this in elementary fieldcraft: "Infantry Training Volume 1-Skill At Arms (Individual Training) Pamphlet No. 2 Fieldcraft and Fire Control [...] 3. Every soldier must be able to a. ...find the enemy without being seen himself. b. Always make the best use of ground and cover." Oh well, welcome to the ArmA turkey shoot.
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Why is it "unrealistic" to prohibit untrained persons from operating tanks!? This just does not happen in the real world. Infantrymen aren't even allowed to wash them, let alone operate them.
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And no self-respecting infantryman would want to go anywhere near a tank anyway!
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It is annoying but I doubt that it'll be corrected. Even if they just played an "Aaargh..I'm hit!" or "Bollocks, I've been shot!" sound file at the instant they get hit it'd compensate a bit. In the meantime you could always pretend that it's just "adrenalin". There are loads of accounts of men being hit but not noticing until afterwards.
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The idea of stationary men spotting and shooting moving men is supportable in open country or complex urban environments, and BIS may well have intended it like this (but I don't know, of course). Sometimes, when men are properly cammed up and lying doggo you really can't see them until you are almost on top of them - I mean you can be literally feet away from them - I've even seen idiot squaddies trip over OPFOR on exercises and once had a German fall into my own "foxhole"! Â But when they are standing in the street like Wild West gunslingers as in latinman's tests it's a bit ridiculous. edit: I mean the fact that there is such a huge penalty for movement is ridiculous, not the tests.
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should there be a cool addon like nuke from OFP?
Col. Faulkner replied to teaser's topic in ARMA - GENERAL
Why don't you download the demo and/or read up on what the game contains instead of posting these messages? You can even buy a foreign FCS edition right now. -
They do already.
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Yes, it's already out. You get sun, rain, storm and fog (night and day are not "weather"). No snow, frost, hurricanes, tornados, tsunamis, earthquakes, volcanoes or rains of frogs.
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The "not taking cover" thing is probably related to the dearth of "cover objects" on most of the map. Away from built-up areas, there isn't much except some trees and those strange huge boulders. I have rarely ever seen them actually using any of these, however. One thing that annoys me about the AI is that even with all settings maxed and in "combat mode" Â they are too incautious. They jump up in the open in the middle of firefights far too much and charge recklessly towards you in ones and twos. They should actually be much harder to kill with small arms fire than they in fact are - sometimes it can be a real turkey shoot in the game, with casualties like a WW1 battlefield!
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I was going to suggest a submarine too! I'm going to do one for my planned "mini-mod" (but it'll be a WW2 British boat and therefore of interest to almost nobody on here )
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Authentic sound & weapon Mod
Col. Faulkner replied to ThePredator's topic in ARMA - ADDONS & MODS: DISCUSSION
You'll have to find the current rate of fire (ROF) by evaluating 60/value = ROF Then reduce that ROF and evaluate 60/newROF = newvalue Use this newvalue in the config. -
Authentic sound & weapon Mod
Col. Faulkner replied to ThePredator's topic in ARMA - ADDONS & MODS: COMPLETE
You'll have to find the current rate of fire (ROF) by evaluating 60/value = ROF Then reduce that ROF and evaluate 60/newROF = newvalue Use this newvalue in the config. -
Who is that SFF "Recce element"? I downloaded them and like the way they look but I don't really know who they are meant to represent. Are they US Marine recon, or airborne pathfinders or something? (I thought the yanks always said "Recon" and not "Recce")
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A 1936 Tribal class destroyer, please! Â edit: seriously, some small boats would be good and quite useful, not all just big ships.
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As well as being able to get over low obstacles, ideally I'd like to be able to do <a href="http://www.youtube.com/watch?v=pCMImh_LcnU" target="_blank">this sort of thing </a> in ArmA [link to YouTube video]
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"Armed Assault: Combat Operations" sounds like something promulgated by the "Department of Redundancy Department" Â
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If you made a "prehistoric" island then at least it'd solve the dreaded ArmA grass problem!
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I am most interested in the "ecological simulation" you are promising. Can you tell us how detailed this will be? Â For example, you have a Tyrannosaurid and a Spinosaurus in those images. Both were apex predators, but they occupied different ecological niches (and lived at different times in reality but, OK, this is Jurassic Park). Will your simulation be that detailed? I'd actually be quite interested in helping out with that in some capacity if you're going to do it thoroughly.
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I'd often thought that OFP would have been a good basis for a "Chechen war" mod. The corruption and atrocity would have suited General Guba just fine. If you're shy of the controversial aspects then you could make it a Chechen war in everything but name - make fictional armies based closely on the model of the real life ones. In a strange way it's less offensive if it's declared fiction.
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realism mod , no tracers.
Col. Faulkner replied to azureblue's topic in ARMA - ADDONS & MODS: DISCUSSION
The ArmA night is very good and dark. The video, however, lacks a lot of the real atmosphere of night ops. because the BIS tracers aren't nearly luminous enough. The big night battles on the Falklands for instance were like a fireworks display with all the MG tracers changing sides. Are tracer rounds actually fired much from rifles nowadays? They certainly weren't in my day and we used to get by just fine with counting our rounds and changing out when empty (or more often when we lost count   ); "MAGAZINE!" -
So basically for best results you have to micromanage them as if they were plastic soldiers on a table top. Don't expect to be able to lead them very much like real soldiers. They're quite good at spotting targets and shooting but a troop of retarded cub scouts would pwn them at basic fieldcraft. Part of the challenge of this game is learning what you can trust the AI guys to manage on their own and adjusting your battlecraft to accommodate it. Oh, and definitely try the voice control stuff - it makes a huge difference.
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A quick view of the grenade in your hand if you have "grenade" selected would be nice and it'd make checking what "status" you are in more intuitive (rather than checking a little text message to see if you're holding a bomb in your hand or not), but I agree that ArmA doesn't cope very well with such detailed animation. And the combined fire selector and grenade selection in one key press is one of my [long list of] ArmA annoyances.
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Easy, you'd adjust the aim while looking at the target and then the anim would throw the grenade. No need to go "skygazing" to "judge the range" at all. But, the "Lockdown" reference is just an example; Â I'm not suggesting that that exact method would be possible in ArmA, anyway.