Inkompetent
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Everything posted by Inkompetent
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Well, I only carry one missile anyway usually, so the only change for me if I use this is that I can't restock with another missile when I get to ammo boxes without having access to another M136 launcher. All up to you Just thought some people might enjoy this. Especially the groups playing for a bit more realism and/or tactical team play. A bonus using this is that you don't need to go through the animation of putting the weapon on your back, and can go directly to pull up the main weapon, cutting down on the time you are exposing yourself. A little compensation for the inability to reload!
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Good question. I haven't had the chance to try this in multiplayer yet, but I'll do it as soon as I can.
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I'll try to have a look at 1.04 to see if it is true that they had solved some of the troubles with the Ka-50 then and see if I can bring it over to my mod. A slewable gun might be a bit much to hope for, but if I can override the yaw->roll controls at over silly low 40km/h I'm sure auto-turning towards target ought to work. And also the catapult chair. Not sure how to script it, but I'm sure it's one of the more possible things.
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That the Ka-50 automatically turns itself towards the target as soon as you lock on it.
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Oh, and as an additional note I haven't found any info yet about the ripple modes on the S-8 FFARs, so it is just a qualified guess with 8 rockets in a salvo. If anyone knows more exactly, please share!
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Ohh... Clickable cockpit would be nice, but then again... I think the ArmA world is too small. 40x40km in ArmA2 is overflown very, very fast with a jet and you don't get much opportunity to maneuver the radar modes, TFR, FLIR, LANTIRN, slewing of Mavericks or setting burst altitudes and arming delays for bombs. But well, to model RWR and laser warning, toggleable TWS, GM and GMT radar (and possibly SEA radar), CCIP and CCRP and maybe even DTOS bombing modes, and more proper radar and IR A2A missiles. But something that should be easily solvable in ArmA itself would be to separate the yaw to roll at over standstill speed for fixed and rotary wing aircraft, so that the helicopters become a bit more useful. The Ka-50, and FFARs with all other helos, are silly hard since you can't make small corrections with the yaw.
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BPA Realistic Sound Mod updated
Inkompetent replied to BPA_HawK's topic in ARMA - ADDONS & MODS: COMPLETE
There is a multiplier variable for the volume inside vehicles, so that you can reduce it as much as you feel like. If you use 3rd person mode when in a vehicle you'll still have 100% sound volume though. -
Well, if the wanted to give us a modern helo they could just have tossed in the Mi-28 Havoc. I understand if they didn't want the Russian steel beast of the Hind, but since the Hokum A isn't remotely useful due to severe targeting problems a Havoc would probably have been more useful since it's a two-seater. I've tried to improve the Hokum A a bit by altering the firing mode for FFARs. I'll see if I have an easy way to fix the sounds and the HUD, and if not I'll toss out an early release anyway.
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BPA Realistic Sound Mod updated
Inkompetent replied to BPA_HawK's topic in ARMA - ADDONS & MODS: COMPLETE
This is my favourite sound mod, so I sure hope there is work still being done on it. As others have said louder vehicle sounds would be nice. Helos in 3rd person should be really loud imo. A pity I don't have a clue about sound editing or I'd gladly help out. -
The Ka-50 can turn its cannon both vertically and horizontally. The movement up and left are very limited though, if I remember correctly, while the movement down and to the right is wider (about 30 degrees). By the way, while we are at it. Anyone here know the different firing modes with S-8 rockets? Which kind of salvos are there?
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Seeing that the ArmA engine is very bad at treating momentum of helos it sounds like tricky work, but it sure *should* be possible. Lock on a vehicle and then maybe have an action menu option to centre the gun on the target. One problem here though is that you can't turn a chopper around it's own axis above some certain speed limit, a maneuver the Black Shark is the best in the world at doing and thus should be able to do, even at high speeds. I dunno if that is hard-coded or not.
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I don't know how demanding this is on the GPU, but I'd love if one lost some focus on the target and the rear sights when using normal ironsights, giving one a reason at all to use the AimPoint/Cobra in the game. With the new 40km x 40km map it would also be nice with more realistic engagement ranges, both for vehicles and infantry. Infantry with a machinegun should be able to open fire at 500+ meters without coming under fire first (will of course require more work with the AI so that it can analyze the situation more correctly before opening fire), and vehicles should be used at way longer ranges. There should also be options for using active sensors or not on vehicles. Take the Shilka for example. By using its radar it should give away its position to any vehicle equipped with radar detecting systems, but of course get greatly improved capacity to engage at ranges like 3000m. Information-sharing between units would also be nice. Not only as in Grouplink, but to take the Shilka example again, one Shilka or other radar forwarding its data to other vehicles so that they can stay with radar off and still track the AC (not the same as locking on it.That would require the vehicle's own radar, unless we are talking SAMs). Also, active armour on the Abrams and T-90 would be really nice, as well as more real armour values (MBTs being pretty much impenetrable from the front with RPGs) And please, more real vehicle damage! Don't make the vehicles explode when they are destroyed. Let them get the engine knocked out, or crew killed with the vehicle still operational. Incinerate the people in a BMP-2 when shot from behind with an RPG, and so on. Oh, and for God's sake! Make the canopy on the Cobra bulletproof! Should be in a patch of course, but if it isn't... Oh, and sight and gas pressure adjustments! Definitely sight adjustments. Most useful for snipers, but it could be really nice for the standard rifleman too to be able to correct them depending on distance, and if we get real winds... well, then you'll need windage compensation too! And if I'm not wrong then at least the M240 have easily adjustable gas pressure so that you can variate the ROF from between just a few shots a second to a constant "Whaaaaaam!", emptying a box of ammo in seconds. Could be nice to be able to change that depending on the situation.
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Cheers! And in the process we might also get rid of the ridicilous fact that AT-4s and RPG-7Vs can destroy MBTs. Blowing the tracks are one thing, but without Javelins or some equivalent, why even try to engage a MBT with only infantry? And yeah, would be nice to see some more vehicle specific damage models, like incinerated crews in the BMP if shot from behind, and simply being disabled or parts of the people in it getting hurt/killed when penetrated by AT weapons.
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Thank you for all this! I love TrueView, and as soon as my reinstall of ArmA is done I'll try TrueMods out. I'm sure it'll be a blast.
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I want to warn about the European Tactical Force server, tagged -eutf- Coop Public. Admins there seems to be loose cannons, apparently liking to blame innocent, very recently respawned (after a long mission) people for shooting at them (why would a M9 pistol against a Abrams matter anyway if it were us shooting, since that was what we had?), then TK them and kick them from the server. Way to go to lose players, EUTF. The server seemed pretty nice until not a random arse went loose, but the people running the place did. I urge people to boycott them to help create a nicer environment to play in.
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European Tactical Force server warning
Inkompetent replied to Inkompetent's topic in ARMA - MULTIPLAYER
Because they kick me that has shot nothing but russians, and that as the commander of an Abrams 1,5km away until it got blown up by RPGs? So in your eyes kicking people that has done nothing is a good way to keep servers in good shape? -
What do you want in a co-op mission?
Inkompetent replied to Circle_A's topic in ARMA - USER MISSIONS
Open and dynamic missions, first and foremost, and lots of players. To me it is important not to be herded around in a very strict way, but rather to be given open objectives like destroy that, liberate this or rescue him. I don't like to be told how to do it by the mission objectives. To play in half platoon or platoon sized battles with a need for logistics and so on, that's simply fantastic. Air Cavalry is my best example, even though it isn't an ideal one. Urban Patrol Script in some areas, maybe random objectives, and not really any objectives that says "If this happens you fail" (like in Air Cav). I'd love stuff where you have to have pilots fly people out, recon an area before attack, sneak in and do your stuff and get out, or where needed, gather up for a large assault and let hell loose with 20 infantrymen and supporting air and land vehicles. Again I refer to Air Cavalry. You lose if the convoy reaches Ortego. Baaaad. I'd love if the computer got enough material and people down there to assemble a counter attack though or something like it, so that you lose if they beat the shit out of you in the Airbase that is your HQ. This way you can fail with stopping the convoy, but it'll raise the difficulty of the mission if you do so. Of course these maps are silly vulnerable to retards that loves ruining stuff and run&gun players, but when people really try these are the kinds of missions that gives the most back to the player, imho. A great sense of achievement. And as mentioned earlier there should be a spot for everyone. If you have people that loves driving AFVs, let them have some Stryker to play with. Have some choppers in, even if you limit the attack choppers to AH-6 Littlebirds and put a *need* for transport choppers/trucks/cars to be used. Some people love doing the logistics stuff, and if missions uses big parts of the map (as I love them), the pilots will really feel and be needed. And well, random scripts/events for the win! Let's say you take a town from the enemy with the 'seize' trigger. Let a counterattack be launched, but randomize to where. Maybe against the place recently taken, or maybe they will go around the backside to your base since all your troops are at the front. Oh, and for this kind of missions respawns are a must, just so that you don't forget that. I think this pretty clearly shows where I stand, so I think I don't need to add more. Oh, one more thing! No long intros. They can be nice to see, but at an adminless server they are just a pain since they can't be turned off by anyone, and with lots of players around it is hard to vote an admin into place. -
World's Smallest Mod (M24 Desert)
Inkompetent replied to frederf's topic in ARMA - ADDONS & MODS: COMPLETE
I just get an error when I try to start ArmA with this mod: "Circular addon dependency in 'CCAir'". Do I need to make a mod directory like "Desert M24", put an 'AddOns' folder in that and the .pbo file there?