ID7
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Everything posted by ID7
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1.07.5154 introduced erratic image flickering possibly caused by a bug in HDR rendering. http://www.youtube.com/watch?v=0-VeH5gMnk0
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The simulation of eye iris in ArmA reminds more of a CCD chip in a video camera than a human eye. Looking for 10 seconds at the ground (brightness and gamma set at 1.0, ArmA 1.05.5143): [/img]http://img444.imageshack.us/img444/8853/54137746pe3.jpg[/img] Quickly looking into the sky. Human eye cannot see the sky overexposed like this: After a few secs the sky becomes normal: Looking at the ground again. Too dark compared to the first image - HDR is overdone in ArmA: Lastly, I think windscreens in ArmA reflect way too much light. Glass usually reflects about 10% of light and 90% passes through IRL.
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It's true you can see lens flares around the Sun in third person view only. However, the CCD-like vision problem exists also in the first person view. http://www.youtube.com/watch?v=qgqLqvMkLl8
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It's true you can see lens flares around the Sun in third person view only. However, the CCD-like vision problem exists also in the first person view. http://www.youtube.com/watch?v=qgqLqvMkLl8
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1.07.5154 made problems with HDR even worse. http://www.youtube.com/watch?v=0-VeH5gMnk0 http://www.youtube.com/watch?v=qgqLqvMkLl8
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1.07.5154 made problems with HDR even worse. http://www.youtube.com/watch?v=0-VeH5gMnk0 http://www.youtube.com/watch?v=qgqLqvMkLl8
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Thanks to self-sealing fuel tanks in RL. http://www.cradleofaviation.org/exhibit....ex.html
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Dunno if it is related but it seems that with an ordinary joystick (MS SW) I cannot assign actions to buttons 5,6,7,8. Moreover, when using the default action assigned to button 5 "Next", I can select only the second item in the action menu. Keyboard "]" is able to select all items.
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Check that you are not running out of disk space. The updater says "checksum incorrect" instead of "no space left".
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Well, if it works OK why fix it? The main plus of OOP model is inheritance and private data hiding, which is mostly useful in large projects only. For small projects OOP is usually overkill and introduces unnecessary bloat. If you have no use for inheritance and hiding, OOP is reduced to syntactic sugar, player.SetDir(180) vs setdir(player,180), plus the object overhead.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Balschoiw @ Feb. 05 2003,11:0)</td></tr><tr><td id="QUOTE">simple answer to this thread: server running in cadet mode: AA lock-ons, TOW lock-on´s... server in veteran mode: no lock-ons at all.<span id='postcolor'> I am not sure you get the point of this thread. Most combat choppers and planes in RL can track a target in the form of radar, optical, or position lock. That lock is not a cadet thingy as you seem to think. You certainly can lock the TOW in Cobra in all modes. I wonder how you use the Stinger/Strela in vet mode if you think it has no lock?
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (The_Taurus @ Feb. 04 2003,13:21)</td></tr><tr><td id="QUOTE"> So you mean that if I(as a Tank commander) targets an enemy, my gunner(human) get's this nice yellow square around the target which I have "pointed" out? But this does not happen in a helicopter? e.g Me(pilot) targets shilka, Gunner(human) does not get the yellow targetsquare?<span id='postcolor'> I am talking about the electronic lock provided by the vehicle, not the yellow box.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Harnu @ Feb. 04 2003,00:43)</td></tr><tr><td id="QUOTE">The Commander of the tank gets the kill. But you're the one who killed him, so does it matter the score? People usually give credit where credit is due.<span id='postcolor'> OK, so why not remove the scoring system completely? Do you also like to be credited for the team kills your gunner made? </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> And as far as choppers, I belive when the gunner kills someone, it only reads as the pilot getting the kill, but the score goes to the gunner.<span id='postcolor'> Yes, truly strange. Tank commanders get the score whereas pilots don't.
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Right now there are several problems with gunners in MP: Sometimes the gun moves up or down in tanks without moving the mouse. Happens mostly when there are more players present in the vehicle. I remember this bug being reported a while ago. The target lock is not shared between commander/pilot and gunner. Both crew members should be able to operate on the same lock, not two independent versions of it. The commander/pilot of a vehicle is credited for the kills the gunner made. Makes no sense as it is gunners skills that matters most, esp. when attacking targets from a moving tank.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (HellToupee @ Jan. 25 2003,22:43)</td></tr><tr><td id="QUOTE">i tried to connect to stoners once a few people had sounds almost all had faces and xmls, well once i connected about with 24 ppl on the server my tmp folder was around 6 megs.<span id='postcolor'> That's why there really should be a client option to disable download of custom stuff. Recently, I've been pretty annoyed by some in game pop-up windows telling me something like "Cannot load tmp\some-idiot.jpg face". Yeah, that means clicking OK before you can do anyting else.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Harnu @ Dec. 22 2002,23:16)</td></tr><tr><td id="QUOTE">ID, so what, it was a mistake! Now that we can tell people those ID's are legit, there wont be any more mistakes like this one.<span id='postcolor'> Who told you those IDs were NOT legit in the first place? False accusations, so what.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Harnu @ Dec. 22 2002,22:32)</td></tr><tr><td id="QUOTE">You're overstating buddy. Some admins probably see it as JDLR (just don't look right) and instictivley boot it. Doesn't make them "kick happy".<span id='postcolor'> Instincitvely boot it?! And that does not make them kick happy in your view? They instincitvely accuse somebody of pirating the game and you think it's right? Imagine yourself having this completely legal ID and you are kicked by some idiot who even claims you have pirated version of the game. No, I just don't get this kind of reasoning.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Harnu @ Dec. 22 2002,20:13)</td></tr><tr><td id="QUOTE"> If they thought it was a hacked ID, why not kick them? <span id='postcolor'> Yea, why not kick them. May I ask you if they used any program to validate the key? You should be DAMN sure before you accuse anyone in public. Seems like no problem for a kick-happy admin.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Doolittle @ Dec. 19 2002,10)</td></tr><tr><td id="QUOTE">Woops...okay, nomore kicking. <span id='postcolor'> People who desperately need to kick and ban others will always find one reason or another.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (HellToupee @ Dec. 12 2002,05:24)</td></tr><tr><td id="QUOTE">yes it is a heat seaker but it ahs two guidance systems, cant rember what the other one is, but it takes over if the first one is convused <span id='postcolor'> It just scans more bands which is quite easily overcome by advanced flares. They blind the sensors for a critical amount of time just like human eye is blinded by a very bright light in total darkness. Modern choppers also have significantly reduced heat exhaust. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">als aircrafts radar inst 360 and a heater seaker dsoe not trigger a warning in the plane its tracking.<span id='postcolor'> There are 360 deg warning radars providing complete coverage for incoming threats. They are vital for low flying planes and choppers. Some catalog reading for you: http://www.elta-iai.com/site/catalog/elect_families/ell8260-2.asp
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (HellToupee @ Dec. 10 2002,23:49)</td></tr><tr><td id="QUOTE">Also counter measures wouldnt do squat in ofp uld have less than a second to react probly <span id='postcolor'> The flares are released by onboard electronics when an incoming missile is detected. The pilot can also release flares when flying over unsafe territory making it hard for missiles to lock on target. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> and the streala which ive seen in real life and seen how it works isnt affected by flares <span id='postcolor'> I am not sure if you have seen flares used against it but you can be sure that strela is a heat seeker and is affected by flares. A simple missile locked on a heat spot is easily confused by a sudden appeareance of many heat spots (flares). </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> if yourve played falcon 4.0 most realistic flight sim most of the time countermeasures dont work <span id='postcolor'> I think you are confusing electronic countermeasures with chaff/flare stuff.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kermit @ Dec. 09 2002,12<)</td></tr><tr><td id="QUOTE"> However, a helicopter does not stand any chance against an anti-aircraft soldier. Now I do not know what a helicopter could do in real life to counter shoulder-launched anti-aircraft missiles, but if the presence of an anti-aircraft soldier means certain death for a helicopter in real life as it does in Operation Flashpoint, then I do not want it changed. <span id='postcolor'> Combat helis in RL use flares against IR guided missiles. The presence of AA soldier in OFP does not mean certain death. In fact, AA soldiers are almost useless in OFP. Their success rate is hardly 20% if the target moves. It seems BIS made a decision not to include any countermeasures in planes and helis and that's why standard vehicles have no AA/SA missiles. Now you have addon vehicles with AAM/SAM but there is no effective protection against them. The missile just hits you without any warning.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ID7 @ Nov. 23 2002,10:11)</td></tr><tr><td id="QUOTE">This has to be the funniest bug I've ever seen Vehicles go faster uphill than downhill. Downhill even slows you down. I guess 1.90 will not last long which is nice <span id='postcolor'> One important thing to add. Vehicles show this "feature" only when going on roads. Place an M1A1 in Dourdan and go north to see the rocket engine in action.