Inkompetent
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Everything posted by Inkompetent
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Please add air superiority fighters.
Inkompetent replied to WARFIGHTER989's topic in ARMA 2 & OA - SUGGESTIONS
Yeah, add F22s that are barely in service at all now. I don't think that they'll have enough to put them into widespread service by 2010 either. F-16s or F-18s works though, but I still wonder why people want air superiority fighters at maps that are so small that you reach over the whole map with a standard medium range AMRAAM air-to-air missile, and the russian missiles carried by MiG-29s and other modern aircraft have even greater range than the AMRAAM. Oh, and another thing. We'd need SA-6 and SA-10 batteries and Patriots to counter the aircraft from the ground, since a Shilka, Tunguska or Vulcan sure can't hit them at high altitudes. And take an SA-10... It can easily engage on altitudes from 100m to 10000m and have a 90km range. That means you *can't* do any air superiority fighting since not a sane fighter pilot in the world would want to dogfight at below 100m altitude in a modern fighter. Actually, preferred altitude to *start* air-to-air fighting at is at about 8-10km. -
ARMA 2 Aircraft wishes
Inkompetent replied to {9thInf}Winchester Delta1's topic in ARMA 2 & OA - GENERAL
Know why you shouldn't get any missile warning? They are IR missiles. Passive seeking ones, and thus your plane can't detect them. A-10s and Harriers aren't equipped with the launch flash-detectors that some more expensive and often bigger planes has. I do agree however that you should have flares. The Stingers and Strelas should be faster, less agile, and one should be able to launch dozens of flares to keep them off one's ass. -
One problem is that PvP is worthless with all LOL-dudes around. Berzerk maps are quick, forgiving and requires the avarage IQ of a seagul. To get the more realistic, slow-paced and serious PvP maps to work we need serious, patient players. There are a lot of them out there, but often not playing public PvP maps. Personally I don't think it will ever get widespread outside of the warsim communities, simply because it more often than not works badly with people running off, refusing to obey orders, not communicating and so on.
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As the earlier games I'd think it will be mostly about CO-OP. Hopefully we'll see some good force on force maps, but I don't think it will be many.
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I like all the above ideas. The meter for magazines are really nice too, since any soldier can estimate the amount of rounds left in a magazine by weighing it, and even better - it could also replace our current ammo counter. As for the scopes it would be nice with de/attachable scopes, but also give them a degree of inaccuracy when being attached in the field, since you can't "shoot in" the weapon and adjust the sights properly before hand. Something like the GMJ Sights Adjustments would be a nice addition to that since you could reconfigure your sights manually to fix the inaccuracy in the field.
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Estimated Min. Computer Requirements
Inkompetent replied to dkraver's topic in ARMA 2 & OA - GENERAL
I doubt ArmA II will require a much more powerful computer than ArmA. As stated about Pixel Shader 3.0 will be the minimum, but since that's an optimization in itself, and a slight rise in power of graphics cards from the lower end cards using Pixel Shader 2.0, I think that will cover the graphics on its own for "low to normal setting" users. I think the CPU might need some more power than ArmA too, since they increase the exactness and ability of the AI. However I haven't seen anything about dual core support, and as such using a quad core will probably reduce the smoothness of the game, since it still can only run on one core. If we are lucky we'll get dual core support though, although I'm not believing that hard that they'll do such a massive recoding of the engine. -
My first addon made for the OFP/ArmA series, so I'm still in the learning process. I hope to improve it all the more though, first and foremost by correcting the cannon sounds for the new ROF and the HUD. And well... I'll let the readme speak for itself. Enjoy! BetterKamov modification for ArmA v1.08 ======================================= Purpose of modification: To improve the Kamov Ka-50 'Hokum A' "Black Shark" helicopter both when it comes to realism and handling/usability. Changes: Kamov2A42ROF.pbo ---------------- This addon changes the 'Low' and 'High' Rate of Fire-modes on the Ka-50 to more actual ones. 'Low' is now 350 rounds per minute and 'High' is 600 rounds per minute (550-600 IRL, but I picked the higher value since the gunning in ArmA is like a crippled whale trying to shoot a slingshot). The burst length is 10 rounds in 'Low' and 20 rounds in 'High' ROF modes. IRL the pilot gets to choose which, but with the controls in ArmA I found this to be more manageable. Also, for better clarity the weapon isn't just listed as "Low" and High", but as "2A42 Low ROF" and "2A42 High ROF". KamovRipple.pbo --------------- This addon replaces the default automatic firing mode with one missile at a time to the russian salvo firing. You have two choices of rate of fire: 2 missiles in a salvo, or eight. The name is also changed from "Rocket" to "S-8 80mm" which is the actual name of the rockets fired. !Warning!: This modification alters original values in cfgAir, cfgVehicles and cfgWeapons! Installation: 1) Copy the '@BetterKamov' folder into your ArmA directory. (Default C:\Program Files\Bohemia Interactive\ArmA) 2)Create a shortcut with -mod=@BetterKamov (C:\Program Files\Bohemia Interactive\ArmA\arma.exe -mod=@BetterKamov) (-mod=@anothermod, -mod=@BetterKamov) 3)Run ArmA from that created shortcut Alternatively, instead of 2) and 3), get Kegety's ArmA Launcer for better addon managing. Known Bugs: The sound doesn't work properly for neither firing mode with the cannon since the bursts are longer than before. Version history: v1.0 (2007-09-23) - Initial release. Rate of fire on cannon and rockets changed to more realistic values. Additional notes: If used in your own addons/mods, please give credit to the author for using his work. Made by: 'Inkompetent' (erorikok99@hotmail.com) Download mirrors: Filefront Armaholic Combat-Prison.net Armed Assault Info
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<facepalms> Feels like I should have seen that command. Thank you very much, Maddmatt!
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As for a little update I can say that I'm working on a "real startup sequence" based on the videos from the upcoming Black Shark simulator. At the moment a startup takes a little over two minutes, half of that time being the spooling up of engines. I still need to make the new sounds for the engine though, and also come up with a nice solution to getting the rotors in motion without letting the player take off. (removing ability to input isn't all too good since it prohibits the player from for example leaving the vehicle). Hopefully I can force the engine to work by either using a loop giving very little fuel - too little for takeoff - or some other thing.
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Actually, on the thing with Mig-21s, is that they *are* dangerous to an F-16... up close. With it's AIM-120 AMRAAMs a F-16 can easily pick off Mig-21s at 16nm maximum distance, but in close encounters the Mig-21 can do something the F-16 can't: maneuver at low speeds. THe F-16 is designed to have its maximum corner speed at about 300-350kts if I'm not wrong, and it's barely flyable under 250kts (meaning it can't do any advanced maneuvers without bleeding a lot of energy). The Mig-21 however can maneuver well at much lower speeds and thus cause the F-16 to overshoot when in direct pursuit, meaning the Mig-21 will get free tail-shots with IR missiles at the F-16. Thus they are far from worthless in such super-tiny airspaces as in ArmA.
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I know exactly when it will be released! When it's done!
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Mmmm... This plane and the RHS VDV skins. Lovely combination! The airborne assault troops strikes back!
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I'm so looking forward to flying a Mirage 2000, so keep the up the good work! By the way, would it be too much work to make a Mirage III for RACS? Just thought since it's the base of the Mirage 2000 it might not be too much work I suppose I'll just cry flying the F-16 here since I'm used to Falcon 4.0 though... Then we just need a Mig-23 or Mig-21 to put into dogfights with the Mirage and my day is complete!
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Can't one just write a loop for runoffs that uses the fire action until the magazine is empty?
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And well, we are already one step on the road to unified addons. We do have the Extended Event Handlers, and mods that don't use it are well... pretty much frowned upon. Lately you can't get through the first page of an addon release if it doesn't support the Extended Event Handlers, without having a person asking for a release that does.
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1st Infantry Division
Inkompetent replied to CameronMcDonald's topic in ARMA - ADDONS & MODS: COMPLETE
Holy mad cow! Totally fantastic models! So looking forward to this release! -
Well, on the sound part a simple click would do nicely, and possibly the sound of a mantle movement at the 'immediate action'. What weapon the sound comes from doesn't matter much, but it's some kind of feedback to the player, and with a simple pause in script you can wait with putting the ammo back into the rifle until the sound of the immediate action is finished. I don't think that sound should be too hard to come by, even though I don't know how easy/hard it is to fix it up good enough for ArmA.
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Make the mission by only and only using essential addons for it, as if you use custom buildings or units. That way you don't force addon dependency into the mission.
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Please fix the movement. No more drunkenness.
Inkompetent replied to Benny Moore's topic in ARMA 2 & OA - SUGGESTIONS
Yes, the "recoilless" weapons usually has a really powerful recoil, although of course nothing compared to if the weapon would be closed. But yes, standing and prone shooting should be possible with the pros and cons that comes with it. -
Lowlands Warrior: OPFOR guerilla addon
Inkompetent replied to sander's topic in ARMA - ADDONS & MODS: COMPLETE
Ohhh. That dude looks sweet! I sure gotta check out this addon. -
As for making small variations in terrain. Even if it is hard to make it look very good with a 10m grid resolution it can always be helped with textures. I do however understand it would be a very time consuming process to start customizing the ground texture after the mesh to "hide" the not too pretty edges and such that come with it.
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That is true, and in that case I have to run a constant loop not to make anyone pick up an infinite amount of ammo and delete all excess. It still doesn't overcome the problem with reloading if you pick up ammo before weapon though. You'll still have to reload the weapon manually. Would help so greatly if one could assign weapons built in ammo so that they don't have to be reloaded when picked up.
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Yes, I've tried doing that, but somehow you need ammunition. One could make the launcher to ammunition, but doing that I didn't manage to get it visible, or not to the projectile visible. I honestly don't know how to solve that problem. If I somehow manage that I'd sure love to do a "deployable" tube that can be carried as usual ammo, taking up 6 slots or so, so that you can carry two tubes at once. If anyone has managed to solving the trouble with invisible weapon/ammunition, please tell.
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Heh, already had such a version written and done, just forgot to upload it I'll do it at once! Edit: Uploaded and done. Neither this version is signed however. I'll take a look at how it is done so that I can do so, if any group now is using this or multiplayer :P
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Nice looking ones! I hope you get done soon, because those are sure keepers! If you can add some wear and tear on them (or save that for later versions) it'd be greatly appreciated!