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Everything posted by EDcase
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I've already been on the receiving end of asses who think its funny to put mines near friendly vehicles at base. The punish/forgive option is the only way to deal with such varied situations.
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Yeah, thats exactly what I hope it would allow us to do. Once that footage is edited together it could create some awesome videos. I think good enough for a TV show, hint hint... ;) Ballistics re-calculation shouldn't be a problem. Lets assume that you are using the same mods. The bullet physics would be slightly different on playback. eg if you are killed with a riccochet. Since they depend on angle, surface and random probability it may not play back the same. BUT if the player state is recorded then they would be killed at the correct time and the bullets accuracy is less important. Most of the time you don't see them and they should be similar enough to see impacts near the target. As to the amount of data. I'm thinking it would be less than video streaming but I might be wrong.
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TrackIR for Arma 3, some questions for existing users.
EDcase replied to chrisb's topic in ARMA 3 - GENERAL
It will depend on your system specs to some extent and I can't compare to v4 but on an i7 I can say if you turn down smoothing there is no perceptible lag at all. -
Thats great news. Are you volunteering? ;) Would be very limited no? (Cool tunes btw)
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Ah sorry, I thought you meant it wasn't working at all. You are right that its not analogue just normal, zoom-in, zoom-out. I like it that way actually but I guess it should be more controllable. I'll try Pawel's method.
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Its gotta be: "Take On - Take Out" The pizza delivery sim... for the Moon colony. Or the Chinese version: "Take On - Take Away"... Don't drop those DimSum
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It seems that it hasn't been decided My guess for the next title announcement: "Take Out...Pizza delivery sim" ;)
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Must be very individual experience because for me ARMA3 runs much better than ARMA2
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I can still move forward to zoom with TrackIR... Yes, I use SPACE to hold breath so that looking through optics doesn't automatically do it. Gabardine: Dont' be worried about conflicts as long as they don't interfere. "When pressing e I will pitch down.." You must have missed it somewhere
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Post Processing - What setting to really use?
EDcase replied to DaRkL3AD3R's topic in ARMA 3 - TROUBLESHOOTING
Yes, NORMAL is the highest you want to go really. I use NORMAL. I like the Depth of Field effect when you go to optics mode. Going higher has VERY minimal visual difference (Ambient Occlusion a bit sharper) But it has quite a big impact on fps. This could change as development contiues of course. Thoes with weaker GPU can also try HDR Quality on LOW and change brightness to minimum. Looks almost the same as STANDARD but a bit smoother fps. -
weird error at start of missions (map screen)
EDcase replied to Jasonstiller's topic in ARMA 3 - TROUBLESHOOTING
What mission is that on? Only test with the 4 built-in Showcase missions. User made missions can be out of date or using scripts which may slow the game or be missing etc. ...and DEFINITELY don't compare performance when playing online -
What about the "allowfleeing" parameter. If that is set low then they should jump off/out of a vehicle and possibly engage or flee.
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1. Whats the point of them then? In reality these soldiers are trained in different aspects of warfare. May as well just have SOLDIER then 2. They DO have weight and there IS a stamina system but it doesn't affect the player enough at the moment. (have u played the Alpha!?!?!) 3. Agreed Bipods are on the agenda What do you guys think about more mass for weapons like rocket launchers and heavy rifles (50cal/anti-material) so you turn a little slower?
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Yes, thats part of it but what about Only Engineers being trained to use explosives. (Maybe only they can lay large mines, arm a satchel or put a timer on... etc) Only medics can heal and medpacks just stop bleeding but don't heal completely. Maybe Snipers are trained to hold breath longer but they turn slower with heavy rifles (50cal/anti-material not normal sniper rifles) Some things to make the class choice a little distinct without going too far. True, it shouldn't be impossible to carry everything to be a one man army but the weight should make it almost pointless. ie, forget sprint and only run for a few metres. Currently I think an infantryman with standard loadout gets out of breath a little too fast. Weight of things like anti-material rifles and rocket launchers is too low. They should affect 'stamina' quite a lot.
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In some early info BiS said they would change things a bit from the real island to make it more diverse. I don't think there will be huge forests but there should be some woods... You can get a general (lowres) view here: http://www.arma3.com/features/terrain (Stratis is about the size of the bottom bit attached by thin strip of land)
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Yes, carrying capacity should be more restricted. If you have a huge anti-material rifle you should not be able to carry a rocket launcher and rockets as well. Limiting equipment carrying ability a bit and making classes affect what can be carried or affecting how gear is used will make players depend on each other more. (Not saying that classes are so distinct like other games but a little more than they are now) Of course this can be done by the mission maker so I guess there just aren't any 'good' missions yet.
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Yes, you can do that for infantry weapons but not heavy stuff like tanks or choppers etc because you won't be able to tell who is who. I don't know if I'm describing it well enough to convey the limitations of asymetric only battles. Let me put it another way and then I'll shut up... ARMA will ALWAYS allow for assymetric battle situations because the mission maker can give inferior equipment to one side. (ie Less ammo, no scopes, smaller fighting vehicles, unarmed choppers etc) BUT If you want a PvP game with 4 factions where each side has equal power then it will not be possible because you cant have them all using the same vehicles and aircraft. Making all the equipment between factions very different will make it impossible to have balanced battles when you want them. Of course there should be some variation between different factions equipment but their effectiveness should be virtually the same. eg lets say BluFor has a more powerful tank which moves and fires more slowly while OpFor have a slightly lighter tank fires and moves slightly faster but they are both still heavy tank class with weapon damage and armor about the same.
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I hope wind is integrated to projectile physics. I don't want to have loads of scripts fixing things... Since these anti-material rifles are so large and heavy they should have more mass so its harder/slower to turn around with them. ie. turn speed of characters holding it should be a bit slower. Also turning when prone should be much slower. In fact all movement when holding one should be slower.
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Chernarus may be converted at some point but Altis is bigger and will have varied areas from arid to forested and flat to mountainous. More villages and towns which will be bigger than any on Cherno. Also almost all the buildings will be enterable unlike Cherno. I think we may forget about Chernarus once Altis comes along...
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The auto-lowering was suggested somewhere else. I think even on the Feedback tracker somewhere. (I'll have a look) Even though it may get annoying sometimes its got to be better than getting stuck in a doorway or between rocks :mad: I wonder if it would be smooth/fast enough in ARMA
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I was quite excited about the 3d scopes anouncement (even though the previous all black was fine by me) But the '3d' scopes are just full screen view with a 2d cutout overlay :rolleyes: Sooo what we'll end up with is probably less fps due to rendering more, a smaller scope view which is dakened and harder to see through FPDR ... and I'm STILL looking forward to it :D I think the SOS should remain black though. With that zoom level being seen outside the scope optics just looks wrong.
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Excellent job mrflay!!! Small comments: Beeping is a bit annoying Would be great to have more wind noise. Perhaps volume related to speed. Looking forward to jumping off a high mountain in Altis.... ;)
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Yeah, its still on Kickstarter http://www.kickstarter.com/projects/1944625487/omni-move-naturally-in-your-favorite-game But all the good Pledges are gone. Looks VERY interesting but how on earth will it work with all the stances/leaning etc??? Aaargh can't go prone... *BANG*
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blanchjo: Yes a blob at the end where the beam hits something would be good. It has that in ARMA2 so maybe that will come it later. Make a ticket to be sure they don't forget ;) Yeah, good idea. I also think the beam is too solid by default and would be cool to see it more intensely as it gets more foggy. Can you make a ticket?
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Sounds good to me. Should'nt be that hard to change?