HamishUK
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Posts posted by HamishUK
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I had a BMP2 stuck under the bridge. Spent ages looking for where the enemy was.
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Absolutely appaling service by Sprocket.
One of my friends who I had hoped would join me in some MP is now asking for a refund as no luck with getting his DL to work!
I purchased the game so we could team up. Avoid Sprocket like the plague.
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A very nice add-on. Thanks for all your effort!
As things are going I foresee some exceptionally nice work once BIS get their finger out and release the tools

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As an aside, how does the AI slider in the editor work, does it set the AI to a value unconnected to the game settings, or does it set the AI to a value WITHIN the game settings?Example, if I set the game enemy skill to 0.75, then set a unit in the editor to 0.5, do I get an absolute AI value of 0.5, or do I get a value which is 0.5 of the game's setting of 0.75, which would amount to approximately 0.37?
Funnily enough was just about to post a question on this?
I am wondering if one overides the other? So the Editor overides the difficulty setting as it can be more unit specific?
But then what do I know?

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he wont be allowed onto the server simple as.as he connects it reads the mission.sqm being played and the addons required. If he doesn't have the addons he wont be allowed onto the server.
downloading the missions details means nothing if his game doesnt have the addon to compare those details with. Sure he'd technically be able to roam the mission, but imagine the consequences of him being shot at by this addon he doesnt have - his game and probably the server will inevitably CTD as it conflicts with the server which is telling it abcaddon has killed him, when it doesn't know such a thing exists.
you can run as many tests as you want, unless the addon overwrites the base classes already present in the game, then he's going to need the addon to play the mission.
Ahh thanks for the further info.
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I find that odd though as the client is DL'ing the mission details and is reading from the main server? He wouldn't necessarily need to have the mod installed to see the information being fed by the server?
Ahh well guess I may have to run a couple of tests but thanks for the feedback most appreciated.
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Am I correct in thinking that if say I decided to have a load of AI troops in my MP mission I am hosting wearing say some new combat fatigues (i.e. Ebud's cammo) then the other players will not see this unless they have the same mod loaded?
Same goes for new vehicles like say the BMD that has been made. The client will not see the vehicle if I have placed it into the mission unless he too has the same mod loaded?
Thanks chaps.
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They need a good kick in the reticles!
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Having done reviews of products and software myself it's a reviewers job to give an overview and opinion on the out of the box finished product in the state it was received.
I personally don't agree with reviewing how the product 'may' finally appear in a few years. After all many companies do re-review after 12-24 months. If Bohemia did not send a latest 'UK' release copy for review to PC Gamer then it's the fault of the developer and not the editorial. So why should PC Gamer be shot? Seems more like a fault of Bohemia's marketing to me!
Personally though most people read reviews and make there own mind up based on experience and dropping in on the forums.
Me..I played OFP once when I was at my cousins in Canada. The adverts drew me to ArmA and eventually the forums. The screenshots from Parvus and the others were what sealed it for me.
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Where's the damn Windex?
The 'Hairy's' should be slapped for not cleaning them prior to a sortie

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@ Mar. 16 2007,15:48)]On Topic:I am disappointed that the only functional improvement that armored vehicles are portrayed with as having a working commander's weapon. Â I had been hoping that they would include the ability of armored vehicles to lay their own smoke screen that is effective against not only human opponents, but also AI opponents. Â
Admittedly I have been enjoying the game overall, it just makes it easier for me to promote ArmA to certain individuals I know when various subtleties are modeled in the game.
+1
A few fixes to the Armoured vehicles would actually make them much more useful in all-arms combat.
Maybe these are forthcoming?
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Just to clear things up:Tanks do have hitzones called Hull, Turret, Gun, Engine, L track, R track. Those have defined various armor in config.
This way it is possible to blow tanks faster if you hit them from back (engine hit) or disable them by hiting tracks. T72 can be also blown by single RPG shot if you manage to hit the seam between turret and hull. Abrams has vulnerable back side of the turret too.
I would add that the Improved Chobham that the M1A1 uses it virtually impervious to MANPORT and AT5 HEAT rounds on the front of the turret and Glacis.
Is this a hard fact or is this propaganda, like US Helos can't be shot down by russian made MANPADS ?
How comes that we were always told to keep in mind that our Leopard IIs A4 were not invulnerable to 125mm KE munitions.
And don't say Leopard IIs A4 dont play in the same League als M1A1s
Fact ist, that no M1A1 was ever shot at with high performance ammunitions.
I should have clarified my statement. The current list of MANPORT HEAT rounds and the AT5 (in-game) does not penetrate the frontal arcs on the M1A1 or Challenger (I & II) in real-life.
We did some large scale tests at Warminster using MILAN and older gen RPG's whilst testing Chobham in the mid 1980's. The external metal sheath of the Chobham armour was pitted but not penetrated. Further tests showed the ceramics resisted the super-hot gases as was expected.
I did not say that main gun rounds would not pierce. The armour does have a very high resistance on the frontal arcs at certain ranges. That information is however classified.
The effectiveness of Chobham armour was demonstrated in the Gulf Wars of 1991 and 2003, where no Coalition tank was destroyed by either the obsolete Iraqi armour or ATGWs. In some cases the tanks in question were subject to multiple hits by both KE-penetrators and HEAT rounds, but the old Russian ammunition used by the Iraqis, in their Polish licence built T-72s, their old T-55s bought from Russia and upgraded with "Enigma" type armour, and T-62 tanks left them completely incapable of penetrating the front armour of Coalition tanks. It is also worth noting that the Iraqis rarely actually hit the Coalition tanks, because of lack of training and inferior optics. To date, only 5-10 Chobham-protected tanks have been defeated by enemy fire in combat, including an M1 that was hit on the side skirts, below the turret ring by a PG-7VR, a tandem charge RPG, in the Iraq War. The jet penetrated the skirting armour and side hull armour, then traversed across the tank's interior and finally penetrated 1.5 to 2 inches into the hull armour on the other side.
Let's not even go into the much more effective British 'Dorchester' armour that has now replaced Chobham as the Challenger II's protection.

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Just to clear things up:Tanks do have hitzones called Hull, Turret, Gun, Engine, L track, R track. Those have defined various armor in config.
This way it is possible to blow tanks faster if you hit them from back (engine hit) or disable them by hiting tracks. T72 can be also blown by single RPG shot if you manage to hit the seam between turret and hull. Abrams has vulnerable back side of the turret too.
I would add that the Improved Chobham that the M1A1 uses it virtually impervious to MANPORT and AT5 HEAT rounds on the front of the turret and Glacis.
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Yes, Balschoiw... and maybe you are right.But the answer is up to BI.
This topic is a request to BI, not a small talk of BI fans.
Then PM BI directly instead of posting on a public forum?

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Great mod. Where does one load in the files (which folder)?
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Quote[/b] ]I noticed on veteran settings you cannot drop their skill below 0.85?I´m not sure, but you can put this into their init line and copy/paste for all units you need it to be adjusted.
The only setting that overrides manual given skill settings is superAI enabled
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setskill 0.4
At least it worked in OFP.
If superAI is enabled all units have skill of 1.0 regardless of the skill slider
That's great. Never knew that so thanks!
Will give it a test on my own mission.
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Quote[/b] ]Tried toning down using the settings somewhat but doesn't seem to work very well.Setting the skill bar to the left does influence the accuracy of fire and the situational awareness of the guys.
Imo they are not too precise. It´s most of the times an issue of good concealment. What doesn´t work anymore like it was in OFP is that you can´t take out a whole squad from one position anymore as they will actually spot you at some point and lay fire on your position. This is something nice imo.
Lowering the skill setting even has effect on the armour weapons. The BMP2 that is a big infantry eater can be brought to a point by moving the skill slider to the left, where you can actually do a tap-dance 70 m´s in front of it and it will have a hard time hitting you. I experienced that yesterday while playtesting a mission I´m working on. In the end it got me, but it surely took him 10 seconds to do that from the first shot fired.
Thanks Bal' will give that a go mate.
I noticed on veteran settings you cannot drop their skill below 0.85? Mine is set at that anyway. I prefer Vet mode as it provides slightly more realistic settings by omitting certain aiming markers etc.
What's the Super AI setting as not seen that?
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Pretty appaling service.
A US friend of mine is having the same problems. Received a reply with a new activation key (didn't work). They told him to re-DL after 3 hours the connection dropped. Multiple problems and customer service is non-existant.
Real waste of time so I suggested he request a credit and buy a hard-copy of the game.
I would suggest binning Sprocket and going elsewhere as it's doing no favours.
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More of an observation than anything else.I have noticed the enemy AI seems to spot and tag you pretty quick whilst using one of these from long range. Also the enemies return fire over 500-600 meters seems to be bloody accurate.
Tried toning down using the settings somewhat but doesn't seem to work very well.
Anyone else feel the AI slightly over uber in certain situations (i.e long range sniping).
My own experience is that hiding does work. In that, I was playing as a sniper against other snipers, and if I hid myself well I could get a few shots off before getting tagged. Before being tagged I noticed the AI snipers scanning around for me.
And.. IMO it makes sense for the AI snipers to be accurate, by the nature of the job it's the most outstanding shots that are given the job.
Don't know about the rate of fire however, that could be a problem.
I can see that with having enemy snipers.
However the AI using standard iron sight AK's hitting a prone target at over 500-600m's seems a wee bit too accurate for me. Especially as the AK was never built as a precise weapon over 300m ranges.
Just an observation really.
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Yes it is a few of my US friends have it.
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More of an observation than anything else.
I have noticed the enemy AI seems to spot and tag you pretty quick whilst using one of these from long range. Also the enemies return fire over 500-600 meters seems to be bloody accurate.
Tried toning down using the settings somewhat but doesn't seem to work very well.
Anyone else feel the AI slightly over uber in certain situations (i.e long range sniping).
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I think it's default is right ctrl and mThat just brings up the main map.
I will try and bind a key to it thanks.
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I noticed in the 1.05 Harrier training video there is a small GPS style Moving Map Display shown on the left of the cockpit screen.
How does one enable this?
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Yes, but in the real world the leaf (battle) GL sight is used inconjunction with the M16 front sight. The modelled ones
don't work in quite the same way.
Very true that. I am wondering though if something can be implemented though?
Even if it's basic it still gives a general direction of the lob?
Cobra in MP
in ARMA - GENERAL
Posted
It may be me but when I play the Cobra in MP mode with a 'live' Gunner as a pilot I cannot fire or use any of the weapon systems?
The 'manual fire' selection mode does no appear once you have a live Gunner. This makes firing the FFAR's near on impossible.