POTS
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Posts posted by POTS
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Wait, wouldn't setting a marker to 15000m x 15000m create a marker that is 225sqkm? I'm confused because it's a lot bigger than the sahrani land mass.
EDIT: Also, the max for the sahrani map is like 20000m x 20000m which is 400sqkm so that fits nicely with reported size.
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Just to let BIS know, there wounded system is fairly realistic (as long as being shot in the heart and head make you die instantly). People don't die right away. Sad fact, some people sometimes do not die right away when their shot in the heart (extremely rare). They'll sometimes be in intense pain bleeding out holding their chest and fading away. Death is really screwed up like that. So I think BIS's addition will actualy improve in the direction of realism. And maybe give modders a chance to improve it even more to add random chances, or unique bleed out times for every soldier.
EDIT: And you can reload while moving, even running. Even cops can do this. My uncle volunteering for a rural police department can run while reloading. BIS's upgrade is a very smart one to add.
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Flat turns, if that is even a term, does not seem to imply flat spins. Â It seems to mean it has yaw authority at all speeds, and its fuselage and vertical stabilizer provide enough aerodynamic force to alter its course. Â This likely has more to do with the fact that it has a rudder than anything else. Â Also, 'flat turns' does not imply sideways or backwards flight at all, and hardly even implies a large degree of fuselage deflection- only that it is capable of turning while maintaining a semblance of level flight.It is commonly used for tracks, where the track turns and remains flat. So it should be pretty simialer.
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"Because of this, this aircraft is unaffected by wind strength and direction, has an unlimited hovering turn rate, and gives a smaller profile and acoustic signature, while allowing a 10-15% greater power margin. The HOKUM is fully aerobatic. It can perform loops, roll, and “the funnelâ€, where the aircraft will maintain a concentrated point of fire while flying circles of varying altitude, elevation, and airspeed around the target. "
- website i had just posted before
"Absence of the tail rotor enables the helicopter to perform flat turns within the entire flight speed range."
- http://www.military.cz/russia/air/helicopters/Ka-50/ka50_en.htm
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It says that it's capable of doing a flat spin in the full flight speedOh, I doubt it.
oh really...
EDIT: Well, I found some sights that said 80km/hr sidewards, and 90km/hr backwards, but that doesn't mean it cant break out of it's speed. Which is what I think they mean now. So I guess it may slow, but it isn't stopped by it's current speed like in arma.
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I'm getting kind of sick of this. You got people saying arma2's land mass is larger, and you got people saying arma2's land mass is smaller. Where is the truth to this? I know arma1 has 400sqkm map, but whats the main land mass size difference?
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80km/hr? I hear things that range from 120km/hr to 220km/hr, but 80km/hr is a new one. It says that it's capable of doing a flat spin in the full flight speed range, so i highly doubt it's 80km/hr.
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You know, I personaly don't like steam, but maybe it's the best for this game. I mean, if we don't get some more players playin this thing, thats kind of lame. I'm sure the game structure itself will stop any run and gun fools from playing like that for to long.
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I hope BIS knows what we are achieving animation wise. If they don't have anything close to this in arma2, we are being ripped off...
also this
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Why not the avgani iraq solution for the taller sections of grass at a distance?Try completely covering all the terrain with it and you will see why.
It can work for some tall sections of grass, but it gets more difficult to get both good performance and good looks as you increase the amount of grass.
No, i'm not talking about completely covering it, i'm talking about the tall grass sections. You have the low grass and the tall grass. The shorter grass is low and makes up the majority of the base. The tall grass is the tall tan clumps you see in the pictures and video. If you replace only the tall grass areas at a distance you can bring realism to the terrain of the map letting people actualy use it as cover. If you calculate the total amount spread over that set range, I think it should go out 200meters past the circle of detail, then it should probably be near the compacted amount of textures you have to view in the avgani iraq map. This should have little impact on performance at all. I'm not saying your entire view distance, which would be invisible at that range.
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Something has to be done about the distance grass. If nothing is done to spice it up a little bit more, then I will start a massive mod team to hack the game to pieces then fix it up myself. It's been done in the avgani iraq map, it's possible now, and we don't even need it as detailed, just enough to bring believability to what your seeing.
Basicaly, it looks really good when your looking at everything in the circle of detail (close grass, vegetation), but it is quickly killed as soon as you look 10 meters further. Why not the avgani iraq solution for the taller sections of grass at a distance?
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I think if they let female soldiers play, then we hold the right to decide if they can join our server or something like that. Then you'll have some servers that say, no women allowed, and some say women welcome or nothin at all.
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Yeah, I think they should let special forces carry two rifles, but not the regular soldiers because they arn't trained to handle it as well.
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Resistance generaly use the same weapons there enemy is using, or their government.They can use any weapon with a caliber that is easily accessible or they have a big stock of. Hunting calibers and 7.62 are quite preferrable to small GI standards because of their power, making FN FAL, G3 and SKS good choices over 5.45 Kalashnikovs and 5.56 NATO rifles.
Generaly the weapons that they have a big stock of are the weapons already around them.
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Resistance generaly use the same weapons there enemy is using, or their government.
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Just to let everyone know, arma2 is supposed to be more efficient than arma1. This means it requires less of a computer than arma1. The only new thing you need to run it is a dual core minimum. Which I think is a good thing because i'm sick of those old p4's. I heard that the computer he used to run arma2 on in the previews only had a 8800gt. I think he nearly maxed it out, and he had a good sized monitor, so that says a lot already. (8800gt is $120 right now)
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Everybody should send a message to the developer and say, "we don't care how long it will take, please implement a real non-hitpoint dammage system". Or we could ask, "we don't care how long it will take, please implement shooting out of vehicles"...
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Thanks Maddmatt... I knew someone would have mentioned it before. I was just surprised to see it in latest ArmA2 video and it spooked me. Even this picture here: 4-gamestar.hu_pressday_5.jpg you see two old guys standing in the road.I understand it's a pathing issue.. that on the map they draw all these lines around the island and the AI won't be able to distinguish between a "road" path and some other path.. it's unfortunate. Still buying it when it comes out!

I thought there new system doesn't utilize those paths anymore? It should be as simple as taking the texture and saying no no ai, get off the F****** road!
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We also need to ask what kind of performance affect that will have. Islands, besides buildings, are mostly static. If all materials and objects are dynamic, won't that cause increase demand on your processor/ram?
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On weapons jamming, it would give the "russians" a considerable advantage because AK's are known for never jamming. While the m16 and m4 are the jam masters, they jam at least 5 times every time i've gone shooting with them. My ak-103's have never jammed and i've never cleaned them.
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I really like the explosion and dammage in this videoThanks for linking this, looks awesome. Â
 
Wow, where did that video come from? Â

I like the new explosions, though I'm disappointed that the car still explodes from bullets. For a game that focuses on realism it's sad to see something so inane.
Well... Maybe there really big bullets! IDK lol
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Two simple suggestions from me:1). Somehow AI in Urban environment should stay away from going prone in the middle of a street right in the open. In one of the latest clip BIS showed deployment of russian specops unit in a city. There was a machinegunner that just walked in the middle of the street and went prone right in the center lane. There should be a condition set for AI rule of engagement when in Combat or Aware mode - they should move along protected area away from the centre of a street. Street sidewalks, along building walls? It goes back to the issue of more human behavior - right now they move around like telepathicly controlled zombies with little regard to whats going on around. They don't move from cover to cover - straight on, from waypoint to waypoint.
2). AI shouldn't be able to rotate/spin around on the belly in prone position. It's humanly impossible. The same goes for upright stance - they rotate along their vertical axis like a tank, on a spot. Different animation should be applied here - side-step to change orientation or similar.
I don't think it's impossible to turn while going prone, you just have to lift up a bit to relieve friction. Arn't soldiers trained at doing this very well? (all those push-ups i would assume)
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I don't really know if we should have it or not, it all depends on performance. I believe ofp2 is going to use a very stuffed physics engine, probably with ragdolls, and they are setting the multiplayer unit limit at 32. That is unacceptable for tournaments and and big battles. Everything war IS!
ArmA 2 vs OFP 2
in ARMA 2 & OA - GENERAL
Posted
IMO, arma2's level of moddability will allow us to put in our own systems probably, even though they are pretty realistic already. OFP2 is all talk, and their ownly ingame screenshots suck really bad. They've only shown one area of their game, a field house and hill area, and they repeat, "we've simply told our AI to attack that hill". Wow, thats informative, how is the AI any better? How are the graphics so good if you havn't shown us anything besides the same area, some 2d trees and a 8bit retro game land screen shot of a helicopter? I really want ofp2 to be good. I hope it has everything they say it has, but they have shown barely any information. It's pretty sad...