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Flanker15

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Everything posted by Flanker15

  1. Flanker15

    RagDoll

    They've got physx right? That does ragdoll to animation blending quite well so they could use their library of death animations and blend in the ragdoll and have instant ragdoll for head shots. Also the first post is right about little mass or rigidity at the moment with guys behaving like jelly and clipping through themselves.
  2. Flanker15

    effects?

    Well it used to have that but they broke it in the 1.07 patch and no sign of it being fixed.
  3. No scar sounds for me either. If your still working on it, you should have a look at the sound for the BAF GMG it fires a bit fast for the sound.
  4. Flanker15

    No dust wave effect for modern tanks?

    I'm a bit stuck on this one since I have no real experience in Arma file structure, does anyone know where the configs for the various vehicle ammos are kept? I've been looking at the vehicle's configs and they only reference to their weapons elsewhere.
  5. Flanker15

    No dust wave effect for modern tanks?

    The dust wave and recoil mising are definatly related to the tank firing it's main gun from the coax (have a look carefully and you'll see it fire instead of the main gun). I made a ticket about it a while ago and I'm currently going through the files in my free time looking for a resolution. http://dev-heaven.net/issues/14669
  6. If you want to make/play missions for coop you definatly picked the right game! Head over to armaholic.com and grab as many coop missions as you like. That guide is more for editing warfare, I'm looking more for a players manual which explains icons and upgrades etc... Using mount command worked this time when I tested it, guess something just bugged up when I used it last time. Thanks.
  7. Something I've never figured out: How do I order my AI to something in their local when I'm way off somewhere else? Say they're near an empty truck and I want them to get in it, I can't use the mount menu because that only displays things around me, I can't order them into it from the map because map icons are off so any way to do it? Also is there a nice detailed up to date manual for Warfare somewhere? I have many questions about little things in it.
  8. Flanker15

    Missing FX when (most) tanks fire.

    Suspected it was something that everyone had since newer videos look like mine. Maybe it'll be fixed next patch unless it's intentional or unavoidable. Thanks.
  9. After watching a video of Arma 2 being played I relised that most of my tanks aren't displaying a effect when firing their main gun and the muzzel flash is in the wrong place to boot! The effect is the dust plume that expands out from the tank in all directions when it fires and the tank rocking back on its suspension, the muzzel blast which is displaying seems to be emitting from half way up the barrel instead of the end. Interestingly the T-55 and BMP-3 work fine though. I run ARMA:CO from steam but it still happened when I ran vanilla ARMA2, changing the settings and verifying the files didn't fix it. Is this something that other people have now caused by a patch or somthing or is something wrong with my files? thanks.
  10. The new videos look pretty fun, it's not Opfp but it still looks good.
  11. Are you holding your breath when firing and then not releasing it which makes your aim worse the longer you hold? Or not holding your breath at all?
  12. Flanker15

    A-10s wont use their main gun

    I think allot of people have a very inflated opinion of the gau-8, with only 40mm of RHA penertration at 1000m it's a poor choice for use against a MBT. The best you can hope for is to damage the optics, barrel or other exposed parts. Even the tracks and engine of a modern tank would be hard to break with it. The high RPM of the gun only effects the chance to hit as the proability of 2 penertrators hitting the same place is almost non-existant, let only the several you'd need to get through modern tank armor. There is a gunnery manual for the Gau-8 on the net somewhere, featuring a T-55 early model as an example. It instructed that the only place that could be hit sucessfully was the rear area and barrel, now compared to a T-72B or a even more modern tank the T-55 was very ligthly armored. There's a reason A-10s carry anti-tank missiles.
  13. Well it's better than no AA which was the origonal plan, it was added in thanks to our whining. They said that it works ok except around the shadows and possible artifacting, all the circles in the screen are jaggies on shadows and there's some artifacting around the power poll.
  14. You keep partly empty magazines until they're completly empty. It doesn't have the ammo pool system like in most FPS, it has the magazine system like in Rainbow 6/OFP/Red Orchestra. If you reload with a partly empty magazine it goes to the bottom of your magazines and when you load it again it will have the same amount of bullets.
  15. Trying some older/different driver versions would be a good idea.
  16. Thanks for the infos Whisky! I had a feeling it had a name that was Z-something. I did some more reading on it and it does appear that the longer the render distance the harder it is to fix. Probably un-fixable with current technoligy, you can't properly model an infinite space into a finite Z-buffer.
  17. That flickering is more of a general graphic problem, I can't remember how it works but it can be seen in many games when zooming. I've seen it in ARMA, CS:S, Crysis and I even saw it in a Quake mod recently! It's most obvious in ARMA1/2 and BF2 though, probably due to the longer render distance. As for the LOD changes on trees when you zoom in, that's just the way it is. You could force everything to run as the max LOD models always but I doubt you'd get a playable framerate. You could have them change suddenly into the different LOD but that doesn't look as nice as the progressive fade between LODs.
  18. Flanker15

    Flairs

    Just for the record, a Tunguska fires SACLOS missiles which can't be decoyed.
  19. Flanker15

    ARMA 2 Healing System?

    Is the healing system universal? Will enemy soldiers be incapacitated and then draged away/healed by their team mates? Or is it just something your squad does?
  20. Flanker15

    Kamov Rudder

    I can't comment on the ARMA 2 Kamov since I haven't flown it yet but the yaw of it was pretty weak in ARMA. The co-axial rotor layout allows for incredable manuverablity, much greater than a traditional helicopter layout.
  21. Flanker15

    An observation about tanks.

    The ballistics model for Steel Fury was surprisingly detailed I found when poking around in its files. It takes into account shell mass/velocity angle (with capped shells being modeled aswell), internal pathing (with flaking and deflections) and various effects of blast and fragmentation for bursting charges. There were allot of other things too, it was very detailed (proably why my comp stuttered whenever I got a penertrating hit). The model in Combat mission: Shock force is even more detailed (the older WW2 games used calculations instead of a ballistics system though). As mentioned before being able to set off individual ERA bricks is quite impressive. I would be quite happy with a ballistics/penertration system in ARMA(3?) that does half of what these ones do.
  22. Flanker15

    An observation about tanks.

    VBS1/2 used the same system as OFP/ARMA last time I checked, it was tweaked but still not a realistic system.
  23. The joys of deffered rendering! Let's break MSAA in order to put in filters and lighting that just use more resources and don't add as much to the image. Truely "Next Gen".
  24. Arma did have exploding gas tanks (big long ones). You could wipe out entire squads by setting one off near them (I TK'd about 20 people in mp when I hit one accidently!).
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