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Everything posted by MehMan
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Isn't it a bit useless to buy a Quad for ArmA? It doesn't even support multiplecores. But you will be able to render a complex scene in 3dsmax much faster than me, heh.
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Thanks man.
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I have no clue man, that's what I know from watch shows. I think it was advanced avionics that enabled it.
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IIRC the comanche was designed that way. Should you try something like that in an Apache you'd be sure to break something.
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Because it's 505/Idea that is editing the images most likely. Atari even used Dsylexics footage with custom sounds.
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Is Queens Gambit going to have better animations
MehMan replied to Dudester's topic in ARMA - GENERAL
I've also noticed that the OFP way of handling is much more responsive than ArmAs. It feels like you're battling the character to move where you want it instead of it cooperating with you. It's not a huge deal, but it's noticable, it makes just about everything harder. Not a lot harder, but enough to annoy you. -
With overdone effects. Like the bloom. Why so much bloom on cars? Jeez, I feel like I'm driving a popemobile.
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@PROPER_VegetationReplacement - beta release
MehMan replied to .kju's topic in ARMA - ADDONS & MODS: COMPLETE
Indeed. Or you can make a fully 3d tree, but that'll take a lot of time and polygons which will cut down preformance unless you include 100 LODs. Also, tried importing some of Berghoffs work? I'm interested in seeing how his stuff works out. -
I was wondering about something, why does every vehicle have to explode? Every tank, humvee, truck, stryker, helicopter and plane explodes when reaching damage 1. Wouldn't it be better if things rarely exploded, depending on ammo count and on fuel level, and then a bit less rarely burned. I'd like to see more knocked out tanks, crashed helicopters and destroyed planes, than everything blowing up and burning. I think the LibMod guys have done this the best in OFP, hats off to them. Tanks that actually look like they've been knocked out instead of being blown up at a javelin range. I can understand that being hit with a missile or bomb will blow up a tank, but sometimes I'd like to see more variety in the possible damage and destroyed effects. This is one thing that bugs me, that is also actually part of the flawed hitpoint system that ArmA and OFP uses, that I was hoping would be refined. In a 2003 RTS game, C&C generals, you could mod it and set it so that small arms fire would not harm a tank. And it still used a hitpoint system where things acumulated damage. That armour system was rather easly made and I think it could be implemented into ArmA without major changes to the code. The system was made so that weapons were given classes, like small arms, gattling gun class, bomb, missile, etc; each had a setting in the .ini armour code file that you could set how many percents of damage would the intendend class cause, relevant to it's setting. Lets say a missile causes 100 damage, and the armour code says the armour setting for missiles is 80%. The missile would case 80 damage instead of 100. This is a kind of system that I believe could be implemented into ArmA without major problems. Each ammo type could define it's own values for how much damage would it cause to each vehicle class. But then you'd have to define vehicle classes, which are already defined. Perhaps a more refined option could appear. That would give about 6-7 extra variables and multipliers. But that would create basically tanks that are no longer vunerable to small arms(you wouldn't be able to destroy a tank or an APC with an M16, a lot of mags and a lot of time). It something that I'd like to see implemented in a patch, if possible. I don't know if this is possible already, if it is, my bad, I haven't digged into ArmA code a lot, if not, perhaps maybe this can be implemented? Maybe with EHs? Also, this could be linked to the kind of damage explosions vehicles recieve, could allow for custom ones for each ammo type, a bomb could make the tank blow to smitherines, same with a javelin missile, but a sabot round could actually knock out the tank, by just putting it out of commision without blowing it up to pieces. I, again, don't know if this is already possible in ArmA without heavy scripting.
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Yeah, but bullets won't cause a fire there. Tracers only.
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Nice specular map. One question, are those reflections I see?
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Anything on this Jerry?
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Nice hearing about the Mig-29, I sure like the looks of that plane.
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already done ,check granq`s work mech stalin and bwmod. its al a myth about tools apart from visitor 3 to allocate the rvmats precisely ,they are not needed. While the tools are not the first thing in my view, what comes with the tools is. The refrence models. That is the major obstacle awaiting us in modding ArmA to the fullest.
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Uuuh very nice man! Very nice!
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Regular Basis/In the coming weeks ?!
MehMan replied to manzilla's topic in ARMA - ADDONS & MODS: DISCUSSION
I agree with one point: the updates. It would be nice to hear what's going on with the tools. Most topics get hunted down and locked saying:"they are being worked on". Well I figured that one out myself, I wouldn't be asking otherwise eh? -
Plantiff, good, it's fuel and ammo dependant to some stage. Still doesn't cover why a humvee explodes.
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This is somewhat achiveable in ArmA seeing how the realistic ballistics mod made it possible that a bullet fired from an M16 from 1km away doesn't kill you if you get hit in the body armour. The rest is just a dream for now. I do believe my idea is somewhat achievable since it requires only a few more variables and a multiplier action added, I do believe, standing from my current knowledge of general coding, that it could be added in a future patch. However I have no idea how the ArmA engine is coded so I'm just talking out of my ass, but following common sense one would think that it wouldn't be too hard to implement that.
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I hope they'll try to implenet more armour damage techniques, because adding a simple multiplier to the damage a thing does can't be that hard. But then again, I could be completely wrong. I'd just love to see bullets that don't destroy tanks. The biki says that EHs don't register if a tank has been hit with a bullet even though it adds damage. I'd also just like to see tanks not blow up, but rather, if there must be a fire, take on flames slowly. Again Liberation 41-45 for OFP has this done awsomely in their mod.
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Wasn't it also because the spring in the mag wasn't too good?
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You need to play with the View LOD to get a good solution.
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IMO ArmA doesn't fit this role because it can't simulate 1/4th of the things LOMAC can. ArmA for dogfighting, well haven't tested it out yet, but I'd guess it wouldn't reach LOMAC by a mile. The flight controls and flight model is way too shabby for a LOMAC mod. I think it'd be best if you rather played LOMAC. I found it pretty kickass for those couple of times that I could get my joystick angle just about right.
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I don't find normal maps that essential, nice touch, but I can play without them. I also have to, otherwise it kills my machine as soon as I look through some bushes .
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I'm in for my mod, but there's a problem. My mic doesn't work properly. Can I perhaps just listen?
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I don't know if it does or doesn't but I think they're not there because they don't care that much about candy as they do about functunality.