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PhilippRauch

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Everything posted by PhilippRauch

  1. PhilippRauch

    Artillery, high angle used on non HE airbursts?

    Depends on tactial situation and target, i would say. I would try for example to dump my WP rounds with flat trajectory under the shelter a enemy may have, while in foxholes i would try to get the payload right upon them/into their positions. Also if i shoot at trenches i might do flat again, if the trench is aligned along the flightpath of my shells, so it spreads nicely along the whole length of it. But if there are mountains next to their positions, i might not have the possiblily to use flat at all... But i guess each army has its own rules for each situation, it also depends on what the FO wants to achive atm.
  2. PhilippRauch

    How to texture...a car

    and dont forget materials! :D
  3. PhilippRauch

    Tank Fire Control Systems

    yeeha! let the scriptfeast begin! Thanks NWD for this groundbreaking work and his generosity!:cc: Thanks mate!
  4. PhilippRauch

    AC-130 Spectre in ArmA 2 ?

    yeah you could script it, but afaik snake man tries to do as little with 'script tricks' as possible to have the mp compatability insured at all times and all servers and all players pc, which is a good thing. Its also a good project to start learning how to script, you need to be ambitious, so you need something cool as first project and its fun!
  5. PhilippRauch

    Hookers in ArmA II?!

    aehm, do smilies have a sex? ... well the one with a penis seems to be male, but is the other? I am a bit confused...
  6. PhilippRauch

    PC Gaming communications opinions wanted...

    Ah, and VON! Its already inside the game, works nicely in the meantime, good fun especially with directspeech ...
  7. PhilippRauch

    PC Gaming communications opinions wanted...

    yeah, but only for a few users its free afaik, bigger servers need some licensing, read the eula... but this could have changed i read it the last time though.. just wanted to note it.. :) maybe my memory plays songs with me...
  8. PhilippRauch

    PC Gaming communications opinions wanted...

    yeah, thats why i try to promote murmur/mumble since those dont have any fees connected with them... since teamspeak and ventrilo have fees for their servers afaik, right?
  9. PhilippRauch

    WIP: stuff you are working on!

    oh, i replied on yt as well, anyway here is more space ... again the red squares are just my debug friends, they go away in final... or maybe even the next video.. they help me adjusting the 'laserbeam' getting distance to target and such... but generally the RL javelin uses some kind of visual correlation of dark and bright parts/forms, which are used to generate data to be used in the seeker system (tracking and locking is done through the missilehead). This 'picture' then gets updated quite often, even while the missile is inflight and as such even if the targets moves or turns the missile wont loose track... in RL ... But in ArmA its much easier to keep something 'on track' you can just get any data on any object anytime, so i made it quite easy for me, the most important point in doing stuff in arma for me is that if 'feels' like the real stuff, i dont care if it uses the exactly same algorithms or even physics, as long as its comparing to its RL counterpart in usage and 'feel'/looks ... and as of now, if you are in daymode you look through a viewport in the CLU model which is at the telescope/monocular spot on the CLU model, the WFOV and NFOV are through the main lens of course and the SEEK FOV is through the nose/head of the missile inside the LTA model... and you have to use both hands to fire it, otherwise it wont really works (i.e. you need to hold seeker trigger to get lock and finally be able to fire the missile). There are/will be proper cooldown times for CLU and Seeker, with proper battery times, even the FLTR will do some stuff, i dont disclose that now, but its very simple still cool... CLU will be usable without LTA i.e. missile for recon and such, i even tried it with ACE and SLX postures so you can use it standing, crouching and kneeling without problems already, i DID compromise on the kneeling posture though, thats not SOP, its rather with legs crossed or feet and bottom flat on the ground, elbows resting on thigh, as per manual... but maybe even that might be adressed sometime... right now my goal is to get the trackgates to behave correctly, since i have never seen a real javelin myself and the many videos i have seen dont really depict how those trackgates behave.. .but according to how they are called 'track'gates i guess they 'track' the target after they found it, but maybe thats classified.. anyway... Till now i dont think i have to compromise much on the target system at all, the other things left out will be pedantic stuff like the moisture indicator at the CLU or how you have to place the CLU before attaching the LTA, or some of the possible error messages, and maybe the look of the 'TEST PWR' will be different than in RL. Right now its even like that after you spent the BCU you have to replace it to use the missile again, the most important for the javelin project right now will be the 3d->2d algorithm and putting the already working parts together (again)... but i needed some rest from that javelin the last weeks, so i just did other stuff i want to have inside arma... :D
  10. PhilippRauch

    PC Gaming communications opinions wanted...

    check out mumble and murmur (its client and server) ... since its opensource, i like it best and since teamspeak(2) isnt developed anymore afaik, it seems the best bet. Also you can use asio devices and has generally better algorithms for voice comms...
  11. PhilippRauch

    Brain-To-Machine Interface takes shape

    well i saw several for couple thousand dollars, mainly geared towards disabled ppl, but now its out from OCZ, called neural interface actuator and costs around 90€ in germany... This is a video from cebit 07, where someone test it with UT2004 Anyone used it with arma yet? Or do you guys think gamers are too mindless to connect to it? :P
  12. PhilippRauch

    Complexity Arma's greatest advantage?

    Actually... from the perspective of a new player the key setup would be the most complex 'mission' at the beginning... to get a proper key setup you need to know whats inside first, but that you know only after you played some time AND studied the game more indepth... which is hardly what 'gamers' do... Did you ever see one read the manual before playing their games first time? no they jump in and go like they used to... thats a major drawback for arma in my eyes... then comes the visual 'overstimulation' of stuff going on and you dying quite easily which totally offbalances you. I did also had with the first arma (after years of OFP playing) my problems and was disappointed(not really, rather overwhelmed) with the game being 'unplayable' ... which of course settled after a few weeks of it sitting on my shelves and then trying again. And that wasnt because of bugs, since i hardly realized those anyway, till today i dont, but thats maybe because i am OFP-hardened after so many years playing OFP...
  13. PhilippRauch

    WIP: stuff you are working on!

    Thanks for compliments, although i still got to wrap my head around the math for transforming 3d coordinates to 2d screen coordinates, i think it has to do with matrixes or such ... right now its very simple and my script is pusing the trackgates around quite uncontrollable, but thats ok... for now it still locksass... :D @Takko... put a (mini)gun on it... or the stinger pads... hehehe or some stretchers... and make it supply vehicle (ammo, repair, fuel (two barrels stacked horizontally)) ... argh its hot here under the roof where i life, i think i get some lemonade in my basement.....:beeeers:
  14. PhilippRauch

    Scripting

    but you know Armalib already? if so nevermind my post :). But im sure something like that will emerge soon after ArmA2 release, although 'built-in' is always (?) better .
  15. PhilippRauch

    WIP: stuff you are working on!

    hehe, i dont know if our had lights AT ALL ... but i have faint memories of some bmx style infront (you know caged) and some at the back (half torn off and fixed with duct tape)... i guess it was some enduro/quad stuff added to comply with some law or insurance... we never drove them in traffic though... just to drag fair (carussel and such) from the truck to its spot on the field we were supposed to put them up... well and because they were fun to drive some nut did a wheely/salto or something with it trashing it, but wasnt me :D...
  16. PhilippRauch

    WIP: stuff you are working on!

    A new video with exploding missiles of my VIG_Javelin Addon... i also reworked the flightpaths to be correct and also have a nice time blasting away at various targets, including helos and houses... see comments inside video though ;) (ca. 4:40min)During today i will upload some more, minor stuff from my other addons. @Takko: hehehe, we had a green one of those at some company i used to work for ... fun to ride they where... till we wrecked it :P
  17. PhilippRauch

    We want KOZLICE!

    I am keen on the first "Hunt the biggest boar" MP Mission to be out for ArmA2... :) we in europe hardly go hunting with military grade rifles... ;)
  18. PhilippRauch

    F-22 and US-101 Cancelled

    Its the same like always... most weapon systems get cancelled sooner or earlier but never before there where the millions or billions of tax dollars invested... just check out the designation sites with dozends of cancelled projects after they where just approved, why should this plane have a different fate? I have never really seen those decisions based on whats REALLY needed for the warfighters or the taxpayers (which are basically the same).
  19. PhilippRauch

    Complexity Arma's greatest advantage?

    I love ArmA for its Sandbox thingy ... and thats complex for me already... :) i came from Rainbow Six and the first Ghost Recon and just recently we showed ArmA to some hardcore shooter guys and they where like "Whoa? I can run around there too??" ... meaning for me its as complex as you as player can think of tactics/strategies to do your fun. I mean doing the same SP Mission over and over with the same approach is just too boring for me, even IF i would KNOW its the best possible approach, but the engine teaches me different everytime (depends a lot on missions designer too, of course).
  20. PhilippRauch

    MBDA Spada Air Defence System

    Hi, i and GodHammer are so full of juices and ideas, we are going to wrap that into our "Unified Air Defence" Project since this thing is modular anyway (different nations using same missile with different radars or the other way around). So if someone is going to do (or already has :D ) ... we need some Trucks ( like the Lkw 5t mil gl 4x4, 7t mil gl 6x6 & 10t mil gl 8x8 by MAN), please let us know we need some european transports for them later on...
  21. PhilippRauch

    FP : DR - News & Discussion

    Interesting enough, FP:DR seems to me more like a modular hodgepodge out of several, allready made, engines and systems than a genuine new-development (Like instant noodles or such, just add a dash of C++ and done). The 'developers' merely 'developing' content for those stitched together systems, just like Frankenstein did with his creation. First i was a bit shocked at the nice graphics i have seen at the youtube videos about FP:DR (spelled flapoidari) especially the shells impacting and the mountainous landscape, but as a friend of mine said 'I dont like the grey look of it' ... its too CNN/FOX whatever to me too... I think with 'ultra realistic' they just mean that 'docu' style which is imho childish and pedantic at least since i dont need my game look like 'real war' on my TV (whatever that is and as if they would show it there anyway) ... :computer: (Yeah im a bit mean here and there, just check the interviews and news releases of those 'developers' ... i just dont like their demeanour and way how they talk and...) argh .. i stop here :blues:
  22. PhilippRauch

    Graphics engine improvement

    I wish for a better particle system! I.e. more particles at the same time! And faster... less laggy with many of them around, and a viewdistance setting for drop/emitter command (i.e. when particle gets (in)visible for player, no purging anymore) and more, better, HARDER VFX!!! :D .. ah and animations for particle objects maybe... so you can stretch a particles shape, at least over lifetime or so...
  23. PhilippRauch

    WIP: stuff you are working on!

    and some fitting guitarcases, for the guitar or the thompson... mariachi style...
  24. PhilippRauch

    two monitors and low res side-monitor?

    yeah, to bad for my bro though.. was about to give him my old 6600 .. hehe now he has to stay to onboard vga...
  25. PhilippRauch

    two monitors and low res side-monitor?

    oh, thanks for pointing me to that golden treasure of software... man i love this guy... bringing stuff thats amazing ... i wonder why no newssite did mention it.. or maybe it was a day i didnt check the newssites (and thats very few days) ... cool, i will try asap im back home again!
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