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dayglow

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Everything posted by dayglow

  1. Joint Operations probably did it best for concealment at a distance.
  2. dayglow

    Remove the All Sensing AI

    It seems right now that either the AI knows where you are, or they don't and there is no inbetween. I've been playing around with different difficulty settings trying to get the game where I like it and I've noticed that either they become aware of where you are and fire at you, their sucess being based on what their skill is, or they are completely ignorant of your position. There is no real inbetween, ie they know you are in a general area, but don't have an exact location and fire into that area. I often fire at a location I suspect has the enemy in it while I move to try to keep them supressed. I'd love to see the AI know they are taking fire from say a village and as they move they fire into the village, not at any specific target, just at the area they know has the enemy. Right now it seems to be too much of a on/off switch and the only fire is aimed fire.
  3. dayglow

    Aim + SHIFT move means slower...

    I agree, I never take the weapon off of single shot in the game. When I say snap off a few rounds I mean single rounds, ArmA is pretty good in modeling the light recoil of a .223 weapon. I guess we need to define what distances we are talking about. Most walking and firing drills I've done (handgun and shotgun) have been at targets within 20 yards. They're an instinctive combat shot that even with a handgun will hit the target. Now most engagements I've had in ArmA aren't at that distance. It's usually across a village block or so, so around 50 yards or so. I've never had a problem hitting a pop-up enemy in a village when they run around the corner right in front of me, much like real life. I don't think the current game animation bobs too much for a real close quarters style contact, but hitting a target much farther out while walking is a problem. There as you stated a quick shot or two to freeze the target, then drop to the knee and a good aimed shot is the way to go.
  4. dayglow

    Aim + SHIFT move means slower...

    That's why I'm saying to snap off a few more rounds at your target. If you want to have precise aim then stop, kneel and fire once. If you want to shoot and move at the same time then expect to fire a lot more rounds to hit your target.
  5. dayglow

    Aim + SHIFT move means slower...

    If you have TrackIR you can do it already. I often bring my sights up, then shift them down to a low ready while looking over them. Nice even movement and all I have to do is push my sight up as I look slightly down and I got a perfect sight picture. Very natural and very much like RL. Also this is war. If a target is worth shooting at, put 5-10 rounds down range at it quickly. You'll hit it. If you are stopping and taking time to have the perfect shot your going too slow.
  6. I've setup my voice control for the game and encountered a problem with team commands. Basically working through the number menus you cannot select a team for orders. I assign men to say team red. Now to access team red through the number menus I have to press: - '9' for team menu - '9' for team selection - '1' for team red problem is that when I select team red this way it goes back to the original team menu so no commands can be issued, ie move here by clicking on the ground. If I go about it through the quick menu by pressing space, then scrolling to the team menu, I can then select team red and issue orders. As I have the keystrokes setup through voice command I need the key presses to function for it to work properly. Hope this makes sense.
  7. dayglow

    bug with team commands

    found a workaround. If you use the select all command for the men under your command, you can then go into the team menu and select the red team and then be able to issue commands. The old way of just going into the team command window is how OFP and ArmA worked. This new way is counter intuitive as I don't want to order everyone, just a defined team. Going straight to the team menu makes sense.
  8. dayglow

    SLI mode unplayable

    I'll add my name to the list for SLI being broken with the 180.xx drivers. Flashing like crazy. Forced Split Frame Rendering got rid of the flash, but it's choppier than single GPU mode. Hope BI is talking with Nvidia to get this problem sorted quickly.
  9. dayglow

    1.14 Sound issue

    I seem to have fixed it on my system. I rolled back my Creative drivers to version 6.0.1.1304 and sound seems to stay.
  10. dayglow

    1.14 Sound issue

    nope, it isn't temperary or timed with a near miss. The sound just suddenly cuts out for all events in the mission. I have the exact same setup before and after 1.14 and it appeared after the patch.
  11. dayglow

    1.14 Sound issue

    I'm having the sound dropping as well. After a few minutes everything goes very quiet except for my own gunfire. Running Chammy's Sound Mod, but before 1.14 never had an issue.
  12. dayglow

    Durg's Vegetation Fix

    You should be at least consistent in your complaining How does one 30-poly object manage to be any better than several discrete cubes at this? I suggest the solution that you'd accept isn't really viable. yes sorry I wasn't very clear, my point is that: - Durg use far to many boxes... why ? because he tried to exactly follow the shape of the foliage. . none should be able to hide behind such tiny branches. I also think that using more complex shapes like BIS did would considerably reduce the polycount of view geo. I personnaly never felt the need for such modification, but since it seems many people are going to use it, optimizing the thing isn't a bad idea. There are many attempt to make arma less laggy, making such unoptimized models is counter-productive imho. it makes sense because even with posteffects high, proper depth perception is impossible in a game. The fact that in RL you can see through branches easily is because you are focusing beyond the tree. Since in the game everything is in focus it is much harder to see a few pixels beyond a tree branch.
  13. enjoying the mod, but I do have some concerns. This really seems to exaggerate the AI's ability to eagle eye a small 1x1 pixel patch of a target and call it out from extreme distance. It seems the AI if it sees even a tiny portion of a target through cover then it is seen clear as day to them. I've noticed this with my AI calling out targets and for the life of me not being able to find them. A great mission that shows this off is the campaign mission where you protect the engineers as they setup the base. The AI is constantly calling out targets way off in the distance through multiple trees. Also will the movement state of the AI effect how it sees? In the demo mission with the pack as soon as they clear the hill they are calling out men while they are sprinting that I have to stop and search for with the bino's. They are visible, but no way you could find them just eyeballing them from a run. You need to take time to search with the binos to see. What I find this mod does is move the 'I see everything' envelope from a around 200m to 1000m. Not sure if these are limitations of the game engine that can be overcome. I really wish they could code in to the sight that movement is what catches the AI's eye instead of simply, is it visible?
  14. dayglow

    The Sahrani Run

    loaded up the mission and can't get past the starting map screen. None of the buttons work to see the objects, start, or cancel the mission. Had to alt-tab out of ArmA and close the game to get out of the screen.
  15. dayglow

    BOS mod navy seals

    even though it's not based in realism, I always envision SEALs in tiger stripe style camo.
  16. dayglow

    BOS mod navy seals

    even though it's not based in realism, I always envision SEALs in tiger stripe style camo.
  17. dayglow

    TrueMods

    when you use iron sights you are supposed to look past them to your target, so they should be blurred.
  18. dayglow

    What in the hell were they thinking..

    What about HOTAS support as the controls would be far better when flying the helicopters if we could use the throttle for collective and rudder pedals for the tail rotor. Overall the helicopters nice to fly but just the addition of Hotas support would up the realism alot. my x45 works fine in the game. I wish they supported multiple input devices though. I have a MOMO steering wheel and like using the pedals as cheap rudder pedals. Can't in AmA because you can use only 1 device.
  19. dayglow

    ArmA Effects

    No offense taken, it's all good You can use my work as you please, as long as you credit me. So long as I can do the same with yours As I said, I can't do textures myself  a collaberation of these mods would be perfect, as their aim is the same. So far I've found both mods live happily with each other as well.
  20. dayglow

    What in the hell were they thinking..

    Just curious to which games have the better UI and control interface. I find OFP and AmA probably the most complex FPS out there with the most fexible controls available. The Vietcong series is a close second with taps and holds on buttons for different functions, it's just lacking in overall depth of control. A lot of games do point out what the conflict is, ie 'x' is bound to duck when you are tell it to use it for prone, but AmA unlike most games allows multiple functions on a keypress. With mine the Right mouse button does many things. It brings up my iron sights, it is used to hold my breath, to call out targets to the AI, and a double tap to lower my weapon to the ready. All don't conflict with each other in the actual playing of the game, but they are red in the UI so I can see what commands overlap. It's up to me to decide if they work together or not. I find this much more flexible than the UI saying they conflict and that is that.
  21. dayglow

    What in the hell were they thinking..

    you may want to consider a Nostromo n52 or like product Basically a fancy keyboard, but maybe more comfortable for you to use
  22. dayglow

    What in the hell were they thinking..

    the zoom and hold breath shouldn't conflict. Tap the key to zoom in and out. Hold it down to hold your breath. When you hold it down you won't change out of the zoom level you are in.
  23. dayglow

    What in the hell were they thinking..

    most games don't offer the complexity and depth of control that AmA provides. It's hard to get that and keep it simple as well. I think they did a decent job and I had to only change a few key assignments. I like the fact that you can have multiple commands on the same key and that hitting twice quickly and holding it longer have a different effect than just pressing it. Look at my right mouse button. Tap it and it brings up the iron sights. Hold it down and I hold my breath for aiming and/or call out targets. I could set it up so a quick double tap does something else as well.
  24. Wondering if a HUD or VVI addon has been created for the helicopters. Really would love to have an easy to read indicator of my vertical velocity.
  25. dayglow

    HUD for helicopters

    I was thinking of just an overlay for the screen. Either place it as a bar on the side or a gauge overlay in a corner. Not %100 realistic, but right now helicopter flight is really sloppy because everything is TLAR
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