Gux
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Everything posted by Gux
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I had the same problem and found the same solution. On the ground I use it mostly to check my sides. I try to not use it as a substitute for turning. It's a bit disorienting at first but you learn quickly.
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Hand positions! That's probably the biggest visual thing about the game that annoys me greatly. Everything looks great and then you have these hands sticking through gun models. I seriously hope they come up with a way to fix the individual hand anims. It's 2007!
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Isn't that subjective though? You may be annoyed by what you think is spam but other people may be fine with it. I don't see what the big deal is. It's not like the threads on this public forum are sacred. And if it's a low content post it'll just quietly fade away if it's not interesting to people. If you don't like it, ignore it. On topic: I really like how Track IR works in the game, there's nothing else like it. However compared to other sims it's slightly more sluggish. I'm guessing that it's how the game handles input that produces that effect.
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Just to update my initial impression of the helicopter control when I just had the mouse. When I sat down and played with Track IR and my x45 HOTAS it instantly became much more playable. Ok, that might seem obvious, but I mean it went from unplayable to playable. I do still think the rudder is pretty bad though. The planes are pretty good; though they feel a tad too heavy sometimes. I also think the Track IR movement is a bit sluggish compared to other games like LOMAC and IL2. It's definitely usable though. So, unlike OFP, using a mouse for flying isn't an option that works for me.
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Checked it, it wasn't the problem unfortunately. Also, the Ah-1 seems to be the biggest victim of this effect.
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It's the english release but I don't know if the filght model is supposed to be updated in this one. I hate how it banks when you're using the rudders even though you're practically still. The old OFP model was much more maneuverable IMHO.
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I thought Max exporters were confirmed? I hope the needed O2 usage will minimal. I really want a good workflow if I'm to mod for a game. The amount of proprietary hoops you have to jump through really slows down the process.
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Got my copy today. Anyone else find the choppers nearly impossible to fly? Turning is ridiculously hard. That's my biggest gripe so far. The game's great other than that.
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Contrary to popular belief on internet forums, fans have very little influence in the actual release of games. BIS is actually making a good move by releasing it to smaller markets first. My bet is that they'll be working really hard to make a good impression with the wider release and then eventually the US.
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You need lots of segments of polygons to make a wheel appear perfectly round. Normal maps won't help since the shape is the same. You could waste a ton of polys on them but then performance will suffer.
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Brigade E5 has a system like that and really nice inventory management. It would be perfect for ArmA.
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This is not an argument you can win, my friend. The fact that you are trolling for attention in a game forum doesn't reflect well on your supposed maturity. So allow me to reiterate: Grow up.
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That's some amazingly constructive and well thought out "critisizm" you've got there, chief. Grow up.
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Exactly. You animate the trigger allready pulled on frame 0. It's a non-issue.
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"Oh, there's an enemy! Time to shoot- oh gotta wait for the finger animation."
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Market research shows that the 18-34 demographic values chin straps in military games 32.3% more than other demographics[1]. [1] 2005 study "Chin Straps - The public perception" by lobby organisation CSMU (Chin Strap Makers United).
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Maybe a tad much of the Photoshop canvas filter there.
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Nitpick: I'm not too crazy about those smoke "plumes"(for lack of a better word) flying out from every explosion; they look unnatural and they are predictable. Hopefully it's a W.I.P. thing. Now I feel bad for nitpicking. This game looks more amazing for every new batch of screenshots.
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It's only poorly executed if you think that it's supposed to be realistic. Enjoying the MGS series requires a healthy dose of suspension of disbelief. I mean there's a guy that shoots bees out of his back. Bees!
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I empathise with your cynicism but I think it's important to remember that ubisoft isn't behind this game. It's a small independent studio dedicated to a niche market. The last they'd want is to 'sell out' and make it into a battlefield knockoff. Flashpoint was never realistic(as in simulation) to begin with, infact it was very accessible. I think without that accessibility people would never have found out how open to possibilities the game was; which I think is it's biggest appeal. There's still no game comparable to OFP in that respect. So as long as the franchise keeps that openess there's really nothing to be worried about.
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No curse yet; just little time over for OFP I'm afraid. :/ I'll get this out for you guys ASAP.
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Well, thanks! They're made mostly from scratch. There are some photographic elements in small details and the cockpit. The gripen.com image database was an enormous help getting all the details right. I have some 300 high res pictures that I looked at; there's never enough for a complex machine like this.
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O2 pics: As you can see I haven't assigned smoothing groups in o2 yet; it's a shame you can't import that information from max. Also, I'm still working on the texture. Hey, I love SFP! It would be fantastic if you guys could help me with scripts and whatnot.
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Here you go: Sorry, I meant this model was my project.