phunkmaz
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Posts posted by phunkmaz
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Key word is 'possibly'. It has absolutely massive amounts of potential, it is already the most realistic war simulator out there, one of the best editors I've ever seen in a game, incredibly realistic graphics. But there's one big thing its lacking: story. ...You forgot the physics and multiplayer (net-code). If BIS could improve these two parts A2 could be the best "war" sim. ATM it's just a real good inf sim.
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As far as i know the weather module just add 3d clouds to the sky. No sync needed. For random weather conditions you need to do a script.
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This video is of the only game I know that uses a true balistics to armor and internal components. It is the MMO Battleground europe. The video is old with out dated graphics but the mechanics are the same.
If ARMA could move away from the gamey "hit point" system and implement something like this, it would go a long way in cornering the market for being a true war sim.
100% agree! It's not just the ballistic model that makes BGE a great sim. The vehicle physics, feel of weight and the steering (separated brakes, manual gearing, ...) is much much better than in A1 or A2.
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The last time i did some modeling/texturing stuff ist back to ofp so i can't exactly describe the way you could do such a material. The idea of a fake light is to use the ambient channel of a rvmat. I'm sure an ambient color/texture is also used for taillights on vehicles or the nav lights on planes. The ambient color behaves like the hud in planes. They are always glow green, day and night. To show you the difference i did a small figure. The left sphere has a simple material with RGB 255 0 0 in the color channel, the right sphere has the same color but this time in the ambient channel.

I hope you can follow me, my english isn't the best :D
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The lights on the LHD could be fake lights. Maybe just some textured polygon points with a glowing material that is not affected by the daylight/environment-light. The lights itself doesn't illuminate surrounding objects.
To answer your question: I think it doesn't matters what brightness the lights have. They are there (as shader programm).
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You can remap the mouse axes for nose up and down to whatever you want ;) I don't see a problem here. There's also a mapping-category for aricrafts only.
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An option to test the ingame VOIP (local loopback) would be great too. ATM you don't know if anyone can hear you in MP.
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Norrin has done a great job, thats for sure. But i'm talking about real ropes and not static "rods?". I think in VBS2 they use small rope-parts connect together to a long bone similar to a backbone. With static ropes cargo and the vehicle looks glued together. Also, with physically simulated ropes we might be able to tow objects.
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+1 ... Sounds good for me.
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[sacasm] pls BIS give us the ability to skin the patcher [/sarcasm]
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I don't understand why BIS ripped out the rope system of the attachTo command which is included in VBS2's attachTo. That would make all that thinks easier :confused: The pro vs. entertaining-market argument cant be the reason because realistic ropes was a wish since A1.
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It's a "nice to see" feature but you cant walk into the c130. The reason is not the height of the ramp but the collision model :( The same goes for the Osprey.
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Sounds fantastic! BIS should include this sounds in a official patch. :D
Can't wait to hear the engine start and shutdown sound and interior.
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- can you guide them via script with domove dofollow or such ? (untested)
not working :(
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Whats about attachTo including the option to bound 2 objs with robe physics ? :bounce3:
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It seems to me that they don't have improved any part of the sound of physics engine. Best example is the tank sound in this video: http://www.youtube.com/watch?v=i8jVCFPEmX8
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For the next gen. i think BIS should more focus on the sound-engine. At the moment we have only 1 engine sound for vehicles which make it impossible to design realistic sound i.e. for gas turbine driven tanks. I wish they could implement layered sounds so we can do more loops for various rpm-ranges.
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I've derapped all the BIS configs so I can edit them without bothering to do the conversion.Can you tell me how you derapped all the original .bin's ? I tried most of the tools but everytime i get a "not a valid raP file". Â

Thx, PhunkMaZ
Edit: PBO Plugin for Total Commander was the problem. Mission accomplished!

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The helicopters in OFP were great, I personally do not want more than that.If i wanted a helicopter simulation i would go for a different game.
That's your opinion but ArmA is not just a infantry-simulator. Alot of us are also interested in aviation and i think a military-simulation should cover all domains on the battlefield. Take a look at America's Army. It's mainly build for infantry but now they also have vehicles with alot of systems modeled.
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Quote[/b] ]Hello yes i agree the flight model in Desert Combat was a really good mix of arcade and realism TAKE NOTE BIS.I made a short flight video of Desert Combat several years ago. Here's the link:
BF1942_DC_Helo_Lesson_by_PhunkMaZ.avi (~15MB DivX AVI)
Flying helicopters in DC was a dream. You got the right heavy feel and precision. But i don't think BIS can make it even like in Desert Combat because they need to completely rewrite their physics-engine.
PhunkMaZ
(Pls excuse my english)

Game physics
in ARMA 2 & OA - SUGGESTIONS
Posted
100% ack!