Jex =TE=
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Everything posted by Jex =TE=
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Chopper Transport difficulties
Jex =TE= replied to Jex =TE='s topic in ARMA - MISSION EDITING & SCRIPTING
Thanks BB -
I'm busy doing my first ever mission and thought I had everything working fine. That was until I tested it in MP. At the mission start, a blackhawk flies in and my group of PLAYER and PLAYABLE units are waiting at base. They have a GET IN wp synchronised with a LOAD WP for the chopper and similar wp exit points further up the map. Now when I test the mission, The chopper lands when I hit the waypoint and then takes off, as expected, when all the AI get in. However, when someone else is in the squad lead, the helicopter just flys away without landing and will only work if I am SL. Being a noob at this I have no idea why this is - it is very frustrating to work with this mission editor. Anyone remember Delta Force 2 ME?
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Speed bleeding while turning Fixed-Wing aircraft
Jex =TE= replied to hailstorm's topic in ARMA - GENERAL
IRL the SU34 should be a much greater threat since it can carry the R77 AAM which is an active radar guided missile. As for A/G it doesn't just carry anti-ship missiles but also a much broader range of rockets and bombs which are deadly against ground targets. The A-10 dosen't really operate in Arma the way it does IRL as we already know its the draw distance etc You never know though since Bis has practically mastered FPS in a quite realistic manner then its possible that they might do something about it in the future. I wouldn't be surprised if they did theres alot of potential there for some decent battlefields if they decide to use the right people as advisors. Being an avid flight simmer I realise the realistic loadouts of these AC and the R77 would be fired before the Ac got onto the map. As for Bis mastering realistic FPS? I'm not sure about that claim as I'm not accustomed to getting stuck with bino's in hand, unable to pass sideways through doors, stuck animations, innacurate ballisitcs and a host of other unrealistic behaviours. Arma is a great game but I think there's a lot of work that is needed before we approach realism. Saying it's the most realistic sim we have (as i've read on differing forums) means nothing in any real terms if the next most realisitc sim has a banna gun firiing angry lemmings -
Speed bleeding while turning Fixed-Wing aircraft
Jex =TE= replied to hailstorm's topic in ARMA - GENERAL
I did it earlier today - Cobra vs human controlled UAZ. -
That's funny - I always thought Arma was exactly the same as OFP except for a few minor changes.
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Try this... http://community.bistudio.com/wiki/ArmA:_Weapons
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Speed bleeding while turning Fixed-Wing aircraft
Jex =TE= replied to hailstorm's topic in ARMA - GENERAL
I thought the A10 did own everything, alongside every other aircraft where all you have to do to lock a target up is press the TAB key. The only thing preventing quicker destruction is the fact you have to RTB and rearm - other than a next to useless SU34 AI, nothing shoots you down where the AI are concerned if you fly tactically. Arma cannot handle large draw distances needed for a flight sim, lacks the flight model, doesn't have any avionics and a laughable HUD and targetting system. In fact, the only thing resembling the actual aircraft is the model. The inclusion of AC must therefore be incidental and I doubt we'll see any major change - however the speed bleed and the throttle need addressing. On my throttle, I seem to have two speed settings, full power or nothing. Choppers seem ok with the throttle but planes seem to suffer. -
Perhaps you could either set up trigger points to teleport the player back, or if he gets too far from a unit. However, limiting players ability is not usually a good idea and if this is a walk with no action, replaying it may not be much fun.
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Thanks Wipman, I Dl'ed those faces and they are the ones that nobody see's in MP. (edit) unless they have the face pack installed too it would seem.
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So if I am expecting some flak, would it be a good idea to bring up the menu - that way if I take hits and my engine goes out, will the menu change and give me an instant warning? Reading on this thread it seems that once you hear the rotor begin to wind down, you could be in a lot of trouble. Would this menu method give me more time? Thanks for the correction on Janes as well, that was a great flight sim and still is - if you go over to SimHQ, both LB2 and enemy engaged are modded and working well - definitely worth checking their forums if you want some decent helo combat. Both support Track-ir and EE supports 6dof on 2 choppers Crickey LB2 used to rock I still have it somewhere it was one of the 1st sims to support having a person fly as gunner online. Here you go subs, http://www.simhq.com/forum....&page=1 Check it out PS - I think you can get Enemy Engaged for free, check this out... http://www.simhq.com/forum....&page=1
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Once you convert a face image from a jpeg into a .paa file, how do you then use it? Do I need to pbo it? The faces are not showing up for me online but if I use goarma, they work but as they are jpg, they look awful on ati. Thanks.
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So if I am expecting some flak, would it be a good idea to bring up the menu - that way if I take hits and my engine goes out, will the menu change and give me an instant warning? Reading on this thread it seems that once you hear the rotor begin to wind down, you could be in a lot of trouble. Would this menu method give me more time? Thanks for the correction on Janes as well, that was a great flight sim and still is - if you go over to SimHQ, both LB2 and enemy engaged are modded and working well - definitely worth checking their forums if you want some decent helo combat. Both support Track-ir and EE supports 6dof on 2 choppers
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lol I'd rather have neither.
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Maybe - China censors a lot of internet usage so that may not be an option.
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Did Michael Jackson join the army!?
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Attach Satchels to vehicles.
Jex =TE= replied to HeinBloed's topic in ARMA - ADDONS & MODS: COMPLETE
This is great and opens up some interesting possibilities for mission making. One thing I would like to see is a bit more time setting the bomb and an animation (maybe the healing animation) - this would better approximate the rigging of the device -
If you bring up the menu, will it say ENGINE ON if ur engine has been shot out?
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Most turbine driven helicopters since the UH-1 Have a automatic centrifugal force clutch that opens whenever the Rotor has a higher RPM than the Engine. I seem to remember that in Longbow you had to disengage the engine from the rotor. I'm not talking about exceeding RPM, i'm talking about when you have to autorotate you need to free the rotor from the engine. I've since tried AR and now that I am keeping the chopper level, It's a piece of cake to get it down though I need a bit more practice to get it down undamaged - i thought it would be harder.
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Hey Daniel, Can you go into more detail how to do this? I have tried to autorotate the following way, with an undamaged bird; 1 - turn off the engine 2 - Bottom the collective 3 - Angle nose down slightly I cannot accomplish it so I must be doing something wrong. If I turn off the engine, or if i'm fast enough if it gets shot out, I can hold "Z" and it keeps the rotors spinning. This way you can keep a bit of lift until you hit the bottom. Saves dropping like stone. Not sure how much different from reality this is but autorotation is without doubt a feature. I have actually done this on a number of occasions, and flared before touching down and survived pretty much intact where I would usually have blown up. It's easy to test too. Just jump in a Blackhawk and place two enemy AA soldiers in your flightpath. Autorotation Thread Thanks for the info Daniel I use an X45 (throttle and stick), and bottom out the throttle, which I assume is the same as pressing z though I'll try that later. As I understand from what I've read (and ahem, flown - Longbow 2, enemy engaged), the rotor must be disengaged from the engine to allow it to spin (I guess a little like pressing the clutch on a car to allow the wheels to spin/or take it out of gear). The collective then needs to be bottomed (as in your z key) as this angles the blades to provide zero lift (and the least resistence to the blades to keep them spinning as fast as possible). After this some forward motion is desirable, 60-80kts (though I'm pretty sure this is different for each chopper). This keeps the blades spinning, keeping their energy. Then I guess its crunch time - when to apply colective. That's how I understand autorotation to work in real life.
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Well it's fairly annoying. We blocked an entrance to a courtyard once witha car and the AI just ghosted through it and killed us all. Hardly realsim at its finest.
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Is anything going to be done about the AI walking through walls and vehicles? I had one walk through a wall, shoot my mate, walk back into the wall then out again at a different part to shoot me!
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Hey Daniel, Can you go into more detail how to do this? I have tried to autorotate the following way, with an undamaged bird; 1 - turn off the engine 2 - Bottom the collective 3 - Angle nose down slightly I cannot accomplish it so I must be doing something wrong.
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That was a great game, "On the Way!" I seem to remember that getting hull down was a lot easier in M1, yet in arma the barrel won't go down enough to make it so. I have no idea though which one is accurate, if any.
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sorry but since you locked my last post by giving me a link to another post that doesn't answer my question, I'm re-posting it. This * Compatible with community created content * Large selection of playable military and civilian gear and vehicles * Fight for freedom in a new storyline * Map covering over 100 sq. km, in extreme detail * Comprehensive multiplayer support with join in progress * Customizable game with built-in mission editor is the press release you link to. This doesn't really answer my original question and "Compatible with community created content" is a little bit broad. That could mean that post OFP content is compatible, it does not state past OFP content will be. Can you tell me if all the old missions will still work? It would be great to already have some good missions to play instead of having to wait for new stuff. Mods I'm not so interested in at present as the original has enough in it already to keep us busy. Thanks again.
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This may have already been answered and I did do a search but these days they seem to return 1000's of hits. Will any ofp missions be compatible with AA? Is the upgrade just graphics and physics, etc but the scripting and mission building still the same? Thx and can't wait till the release. J.