Scoo
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Go ahead and delete this post, should I prove a complete idiot by commenting on something I haven't even checked (still using 1.08). Minor issue: remove the weapon from the "Independent - Spy" character model's thigh holster. Would help those that want a generic "operator" type feller in missions and don't want to use the fairly kitted-out mercenary models or 3rd party mods. Current implementation hurt immersion a bit.
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Just a couple of quick thoughts: 1. regarding binoculars stowed in a case, that's not usually the case (no pun intended ) anymore. Since WWII (some, and nowadays just about all) military binoculars have been clad in protective rubber armour (example of three 1950's-1970's German ones) enabling the user to have them dangle around the neck without having to worry about them being knocked up. Generally speaking, military binos are built to be very sturdy. 2. fix focal length or zoom? variable focal length binoculars (zooms) are very uncommon amongst military field binoculars (and usually shunned by 'other professionals' such as birdwatchers) because a zoom design is more difficult to water/weatherproof and generally less sturdy. Apart from that, image sharpness usually suffers and for a zoom binocular of a given size to gather as much light as a fix focal one (usually 7x or 8x), it would have to be considerably larger, adding to bulk and becoming more unwieldly (same thing with photographic lenses or rifle scopes). Therefore I very much like the implementation in OFP/ArmA, in regards to a fixed focal length (while a zoom thingie fits the sci-fi theme of for example S.T.A.L.K.E.R). A better rangefinder reticle might be nice though. Regarding the animations, as said before, I assume Arma 2 will feature generally more fluid animations and not ones like the current ones that are somewhat Hidden & Dangerous-esque. Perhaps we'll even have dipped headlights as opposed to only high beams?
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Still nothing wrong with having optional fancy clouds right? :) Might benefit the machinima community too, or generally for "calm" missions or when there is a lull in the fighting. A nice implemention would be to scale what performance they consume, freeing more CPU power for combat.
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Hello, sorry if this has been asked before, could not find it in the FAQ nor did the search function tur up anything useful.. here goes: I´ve installed OFP all over again (lost the original "old" version because the last HDD gave up), i.e installed the EU version (OFP 1.0), the gold upgrade (CD including red hammer) and on top of that resistance. Installed the Res 1.91 patch, ran the game to check it out. Now, as I configured my keys I found out that the "Q" key was assigned twice to both slow forward and get down I think. Now for my real question and problem, I can´t find the binding for the crouch toggle (i.e no spot in the config to bind to the default Q), binding to "get down" results in stand/lie down toggle... The "new" bindings for actions as "rifle/sidearm" exist though.. but not the crouch toggle. Is it not enough to re-install in this order? (from CDs only without patching in between) Thanks for any help Scoo