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dmarkwick

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Everything posted by dmarkwick

  1. dmarkwick

    My anti torque pedals are all or nothing

    It sounds like you might be mapping your pedals to the digital rudder control?
  2. Hi Bullhorn. The realistic generation of groups is a little outside of the function of DAC I think, but I think I can see what it is you might like to see - if an AT gunner is randomly chosen, then a resupply gunner should accompany him? This sounds like a useful feature, but it might create a more confusing setup for a mission maker to deal with when defining pools in DAC_Config_Units.sqf etc. Personally I like the DAC method, it means I never really know the makeup of any group I see. To make this believable, I just imagine that it represents a group that has maybe already seen action and has an asymmetric makeup for that reason. But, at the same time I might like to guarantee both a SL and a medic at the very least, and "subgroups" of the remaining, so that autogunner + autogunner assistant always come together. That might be nice :) I see that there are already a few good replies to your issue, perhaps the most relevant is the one immediately above this reply, if you need a specific group makeup then make it manually & add in the group to DAC control.
  3. dmarkwick

    RHS Escalation (AFRF and USAF)

    No, ragequit is not my style :) although I have dropped out of circulation for a while (circumstance, job etc). But I'm starting to get back some interest after watching a few Dsylexi videos.
  4. dmarkwick

    RHS Escalation (AFRF and USAF)

    Great, thanks very much :)
  5. dmarkwick

    RHS Escalation (AFRF and USAF)

    Is there a list of class names for these two mods?
  6. I guess we can look forward to security guys checking all of our phones in the future :)
  7. dmarkwick

    What games are you playing at?

    I'm trying to play Crusader Kings II. I say trying, it might be the most complex thing I've ever done :)
  8. dmarkwick

    Alien: Covenant (Prometheus 2) - Discussion

    Well, for me the original Alien film had one great feature - that alien ship was totally alien. No idea of its real shape, it seemed to be asymmetrical, it seemed to be made by something that thought in a completely different way. The remains of the crew were difficult to separate from the ship, we had no idea of their actual shape or how they could move around, and the ship interior didn't give any clues. It was literally alien. However, in Prometheus it all becomes human-centric. Basically large humans made it. The alien crew member is really a sort of "suit" for the large human. And it seems we are created by the crew. The ship is no longer alien. So I didn't really dig it that much. It took away the alien from Alien.
  9. dmarkwick

    Steam discussion

    Posted in error.
  10. dmarkwick

    Getting rid of daylight savings time

    Pufu is right, daylight saving is the summer, so removing it would mean shorter evenings in the summer.
  11. I would add a couple more: Goggle-like casing means you cannot see your keyboard/HOTAS/other device you need to manipulate. No current way to make inter-eye separation on a per eye basis. By that I mean when you change the inter-eye separation, both eyes move out. This means that ironsights are aligned with your nose when you raise your rifle (optics are OK). You need to be able to move only one eye so that when you raise your weapon to ironsight, your favoured eye is aligned. But, I remain optimistic that a good experience will eventually be possible. I can highly recommend TrackIR, I bought it a long time ago and it's a cannot-play-without device for ArmA, flight sims etc. It takes about a day to get used to it, and before you do there'll be lots of head-flapping nonsense :) but after you get used to it you'll never look back. (Well, you will, you'll look back ingame ;)).
  12. I really must try & get into some of this Witcher 3 stuff. I've been hearing from everyone how great it is. Currently I'm enjoying the GTA5 world, which is a superb achievement. The main thing delaying my Witcher 3 purchase is that I'll most likely need to upgrade my video card first, which I can't afford right now. However I will say that GTA5 works perfectly well on my old GTX 280, no-one was more surprised than me :) it's a testament to the great optimisation Rockstar did to bring it to the PC IMO that I can get gameplay, draw distance and detail like I see on the Youtube examples on my old card. OK some of the shadows are a little blocky, but I don't notice when I'm actually ingame. So my current recommendation is GTA5, if you like hugely detailed worlds that will render great on whatever equipment you have. Other than that, Morrowind, Skyrim, ArmA series, Minecraft (check out Westeroscraft), Starmade (Minecraft but with planets in systems).
  13. dmarkwick

    Battle of Waterloo 1815-2015. 200th anniversary!

    IMO the best Waterloo representation ever:
  14. dmarkwick

    Steel Beasts Pro PE

    I agree. Can the soap opera stop now & just use this thread to discuss SB itself? I'm kind of interested in SB (I owned the first iteration) but I dislike having to read OT comments instead of reading something relevant.
  15. dmarkwick

    DirecxtX 12 for ArmA 3?

    It doesn't sound like confirmation of implementation, only confirmation that they're working on it.
  16. dmarkwick

    Fallout 4

    I'm willing to put money on a Cheers bar.
  17. dmarkwick

    Clive Barker's Undying

    Christ I remember this. I remember approaching a table at the end of a corridor that had a mirror behind it. On the table were some badly needed shotgun shells. As I approached the table, seeing myself reflected in the mirror, I saw some horrible floating guy appear behind me, and when I spun around to see him he flicked out of existence just as I did. Freaked me out :)
  18. dmarkwick

    Time acceleration in scenarios

    Depends on implementation. Permanent servers with 1:1 time suffer when people around the world access it, a sizable amount of people will always be in the dark each time they log on at their gaming time each day. For permanent servers I guess a 3:1 cycle would give people a reasonable spread of lighting conditions.
  19. dmarkwick

    Chernarus Plus as DLC for ArmA3?

    I like the idea. As a DLC, not everyone is compelled to buy it, just those who wish to. I'm sure a lot of people will pay a nominal fee for the transfer, me included, as Chernarus represents one of the best game maps in game history (I mean that). Only thing it needs is more enterable buildings, that was its only weakness IMO.
  20. dmarkwick

    DOOM returns

    Bethesda?
  21. dmarkwick

    Project CARS

    TrackIR?
  22. I'm getting the message "Arma 3 launcher has stopped working" as soon as I try to start from Steam interface. Launching armA3 game from desktop shortcut seems to work, I guess just the launcher is currently broken?
  23. Bring back sound occlusion by objects :) Ramping low-pass sound filter for distance. Throwing improvements. 5DoF while prone. Aim-based item interaction. Action menu overhaul. GUI based team orders system (i.e. radial menus or something similar).
  24. dmarkwick

    Dumb Mistakes.

    Dumb mistake: destroying a helicopter with an RPG when that helicopter was flying directly at me. Result: seagull.
  25. Well IMO the ghosted sight effect is absolutely the right way to simulate the effect of binocular view with holographic sight raised on a 2D monitor, the alternative is that you simulate playing the game with only one eye. IMO it's an acceptable abstraction of what you see IRL using that technique (both eyes open with sight raised to one eye), and complaints that it looks weird to have a ghosted sight might as well complain that it looks weird to play the game on a 2D monitor at all. We play the entire game with the RL equivalent of having a cardboard box over our head with a monitor screen-shaped hole cut into the front, and one of our eyes closed, using keyboard & mouse as replacements for our bodies. Abstractions of movement & effects are not only necessary, we've been using a lot of them without complaint because we have no alternative but to do so. If we wish to have a genuine holographic sight effect that simulates the technique of using both eyes, then it makes no sense to have a viewblocking element that effectively tells you one of your eyes is closed. Simply holding up a hand in front of my right eye shows me that a ghosting effect is easily the most effective way to simulate this on a 2D monitor. And BTW, the semi-transparent aiming is an optional setting in VBS ;)
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