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Everything posted by Sniperwolf572
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Contact Expansion Playable Content Feedback
Sniperwolf572 replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
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For me, it's only when contact is enabled (by using the dedicated button, or manually loading it). I have it as 19, it increments every time I see it, and the welcome screen still shows. It might actually be the check that is missing, or a typo there?
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Contact Expansion Playable Content Feedback
Sniperwolf572 replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
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Contact Expansion Playable Content Feedback
Sniperwolf572 replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
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Contact Expansion Playable Content Feedback
Sniperwolf572 replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
- "Hold [space] to advance" prompts don't seem to do anything, the text just starts spazzing out (Albeit, I've only tried it during the starting cutscene of Anomalous Phenomena after a revert to it) - Performance is horrible. Max settings, 30FPS. Min settings, 30FPS. 🤷♂️ - Disabling saving in those certain zones where one might need them the most is incredibly frustrating in muh singleplayer campaign. I want to say this might be masking some technical issue, but considering autosaves and quit saves work fine, pointlessly inconveniencing your players with a mechanic that has no bearing on the game world. - No achievements at all? - Orange question marks on the map seem to disappear when you zoom out the map unless it's the currently assigned objective, kinda awkward. -
Just to add some info, as it wasn't immediately clear to me as to how launching/recovery works, until I opened up the functions: Launching: Place the boat as vehicle-in-vehicle in the boat rack, get in the boat, use "Unload vehicle" action, you'll be teleported to the appropriate location Recovering: Get close to the boat rack, a hold action will appear to teleport you into the rack On another note, I love the inner corridors and the effort put into connecting the majority of the ship into a relentless functional experience. It would be nice if the isolated upper area was connected through the currently non-usable doors/some kind of a ladder/staircase dropping down to the main deck/hangar.
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Vehicle Interiors - Feedback
Sniperwolf572 replied to bis_iceman's topic in ARMA 3 - DEVELOPMENT BRANCH
Not sure if you're aware, but you can already do this somewhat. Not sure what the defaults are, but CTRL+Numpad numbers can move and lean the head around in most vehicles. For example, head is down and to the left observing the top of the hill or head is slightly up and to the right, checking if there's anyone near the rock. They're under "View > Move Head ..." -
Vehicle Interiors - Feedback
Sniperwolf572 replied to bis_iceman's topic in ARMA 3 - DEVELOPMENT BRANCH
Nice job, a welcome return. Minor gripe. Most positions inside the vehicle seem to be in an incorrect spatial relationship with the exterior model. For example, "glass" viewports seem to sit way lower than they are positioned on the outer model. It's noticeable if you have a reference object in front of the viewports. When sitting still in the water, from inside, the viewports often go underwater, even though they are at least 30cm above water when viewed from outside. -
Jets - Sensor overhaul (Radars, IRs, Lazors, PGMs)
Sniperwolf572 replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
That should be correct, yes. I think they wanted to do something, but in the end they left it as an exercise for the reader to implement any kind of hostile marking as they didn't want to open the "what is considered a bulletproof hostile identification" and "friendly pilot piloting a hostile factions plane" cans of worms.- 957 replies
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- electronic warfare
- radar
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Jets - Sensor overhaul (Radars, IRs, Lazors, PGMs)
Sniperwolf572 replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Your install is fine, it's working as intended. The script command should be confirmSensorTarget.- 957 replies
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- electronic warfare
- radar
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Nope, 4 years, 7 months, 27 days since Alpha. Minus 5 months 29 days from that since v1.00. If you want some random analytics: If you look at the time between the release date and the expansion release for previous titles, the average percent of games time-to-sequel that the expansion was released on for each is around 27% of time-to-sequel. Considering when APEX was released, Arma 4 is looks like to have a average release date of around April 7, 2025, and the best case (33% of time-to-sequel) is February 20, 2023. So it looks like Arma 3 might end up to be 10 years old until the next sequel. Average time between titles is around 4 years (and we're already past that point :P) and longest case so far is 5 years, 7 months (OFP to A1. If you read between the lines of various official communication, it's a record that is probably going to be broken). But then again, lumps of salt, it's only 3 data points.
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I don't see anything preventing anyone from actually making a tank with a working loader position. But why would you anyway. You don't need the commander as is, let alone a loader. If the AI is manning it, it's a waste of system resources, if a player is manning it, he won't be manning it for long. Unless someone really has a hard-on for QTEs. You could make it so if you don't hit the R button in time, you drop the shell on your foot or something like that, yeah? Chance to load a wrong round or fumble it somehow in a way that destroys the entire tank! They could even make it like Division for UAVs or Battlefield tablet commanders, where you can connect to the server and be a loader of a tank from a tablet! Load 4 rounds in perfect timing and the next shell loaded gets a damage boost! Unlock extras like, grippy gloves, increased upper arm strength, in-the-zone and as a final upgrade, an autoloader!
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You asked what the "Support Type" is for, and the answer is that it's for the same feature as I described above. UAV Support waypoint (Place Waypoint -> Right Click -> Type -> Support) puts the UAV in "Support Mode" where the UAV will respond to any team leader calling it for support from the "Backspace-5-1-1" support menu. But I just tried it, and the game actually crashes every time if you call for support from UAV.
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Support is just another waypoint type, you can read more about it here. I don't remember using this in Arma 3, but in OFP, there were missions that used this feature, where you as tank crew would request support from trucks waiting in the back. If my memory serves me well, the command number combo to enter that menu was was something like 5->1->[support type]. In this video, at around 6:58, you can see Yankee Black 1 call for support and Golf Black 1, which is waiting at the support waypoint, replies to their call and arrives sometime later. So the intended behavior probably is, that if you have a medical drone with a support waypoint, it would go there and wait for the call, then move to whoever requested medical support until they signaled that the support is done.
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East Wind used to be 3 campaigns/parts (Survive, Adapt, Win), as for the original release of the game the campaign was unfinished and parts were released as they were completed, months apart. They've been all merged into a single campaign now (East Wind) as all 3 parts have been released and keeping them separate served no purpose as they are meant to be played chronologically.
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Recently a friend introduced me to Frozen Synapse. It's a tactical, simultaneous-turn based game on randomly generated maps with a lot of planning and tactics involved. I guess some of you folks might get a decent kick out of it aswell. So far I've only played Dark Extermination mode, so I'll explain a bit. In the game, turns are planned simultaneously, you tell your soldiers what to do that turn and when you're content with your orders, you finalize (Prime) your turn and wait for your opponent to finish doing the same. (Planning is like giving units advanced waypoints and behaviors in the ArmA editor). When you're both primed, your plans are played out and you get the outcome, and the next turn starts. This continues until a team is eliminated or you reach the match turn limit. There are 5 types of weapons and each of the soldiers is given a random weapon at the start of the game. Your opponents soldiers have the same weapon distribution as you do. The weapons are: Machinegun (Assault Rifle) Shotgun Sniper rifle Grenade Launcher Missile Launcher As I said, I've only played Extermination mode, but there are following modes available: Extermination (Kill the enemy before they kill you) Secure* (Defending/attacking a location on the map) Disputed (Boxes spawn at turn 5, collect and escape with most boxes) Hostage (Hostage escort/elimination, hostage is given his full escape plan at the start) Charge** (Charging down the map, trying to get as far as possible. Other team is trying to stop you) "Dark" and "Light" are modifiers, in light matches you can see the current position of your opponents units at all times, in dark matches, it depends on line of sight. Modes marked with stars involve bidding: * - Players bid on the area they believe they can keep the enemy out of. Player who bid on the larger area is defending. ** - Players bid on the distance they think they can cross. Player who bid on the longer distance is charging. The game also has a single-player mode with a campaign mode and skirmish versus AI. Both are interesting but PvP is way more interesting in my eyes. :) Screenshots and videos can be found here, and here are some replays from couple of games I played: It's currently available for PC and Mac, at $19.99 for a bundle of two copies and also on Steam (bit more expensive I guess). If you've got more questions about the game, ask and I'll try my best to answer.
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If by "handle it" you mean cut down your FPS drastically even tho the maps are the size of your nail clipping with the amount of enemies you can count on your fingers after you were in a horrible tablesaw accident and simulation complexity of counting sheep in bed, then yes, it handles it really well.
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Not only is the RL picture saturation/contrast adjusted, the "2016" picture isn't even what it currently looks like ingame, water reflections can be turned off if you don't like them, and contrast/saturation can be adjusted in game as well to your liking. Tweaking with some ingame settings you can get the similar oversaturated blues, oranges and greens as in the RL picture. I've lived on the Mediterranean coast for 6 years, and I'd never claim that RL picture looks accurate.
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If you are rolling on the ground with some speed, and the throttle is at 0: - The wheels on the Shikra don't rotate. - The rear wheels on the Buzzard don't rotate, the front wheel starts to rotate really slowly.
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There is nothing to worry about. Arma 3 team handles communication beautifully and whenever they plan on stopping the patches, you will be guaranteed to know. Compared to ArmA 2 and older products where you couldn't really guess when a patch would hit or what it would even contain. Arma 3 team has spoiled us on the communication front. Spurred by the incoming 16th anniversary, I'm compiling some data on the Arma history right now but as a sneak peek, average time between the 45 non-hotfix patches we have had is: Pre-release: ~17 days Post-release: ~ 1 month Post APEX: ~2 and a half months.
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I understand. My argument is that "fidelity under/over compensator difficulty settings" don't really matter. Experience is what matters. If you want your experience to be "I'm looking at that guy and I know that it's him because he has a floating nametag above his head" that's fine. If you want your experience to be "I have a compass in my pocket, I know the exact positions, direction and role of people in my 30 meter radius is" that's fine too. For example, there are a bunch of first person vids with people flying helicopters with Track IR and whatnot and brouhahaing around how using third person in helicopters is not "true simming". Well neither is it realistic to expect me to have three hands to control the helicopter and the direction of my ingame view because I don't have a head tracking device, so I rather compensate by being to judge where I'm landing in other ways. I'd love to be able to hit a button to lock my first person camera to horizon so I don't have to pop into third person because I want to see the ground and not the sky while flaring for a landing. In the end, until someone specifically defines what a "serious mil-sim" is and everyone agrees on it, the definitions can vary wildly. Personally, I'd rather focus realism on actions, effects and settings rather than compensators. I.E. I care more about my round hitting a guy and showing the wound in the correct place than if shot him with a help of a crosshair glued to my screen. And then ACE ties into the position of the bullet hole and displays the action on the correct position so I can patch it up and leave a bandage on that exact same spot. Mmmmmmm.
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Dayz's new revamped foiliage in Arma 3, Possible?
Sniperwolf572 replied to Frankdatank1218's topic in ARMA 3 - GENERAL
To me, it looks like they generated new models and did some wind-based bone movement/transformation to get the sway going. Vegetation can already sway in the wind in Arma, but I believe it's a transform that is model shape based. They seem to have stepped it up a notch. -
There are multiple things that go into "realism". Realistic actions, realistic feedback, realistic sensory input, a realistic setting and so on. Realistic actions are "I can jump 50 meters in the air". Realistic feedback is "I got shot in the chest, I bled out and died". Realistic sensory input is "The wind is blowing and I can feel it on my face". And realistic settings are "This is something that I know exists or has existed or could have happened" What you're saying here is "They pretend to be soldiers in a realistic setting using realistic procedures, but they're using all these artificial enhancers for the lack of realistic sensory input! Ha!". Names floating above heads - Compensate for all the subtle visual identifying clues that are lost when the battlefield is in a game. Everyone is the same sized man, with the same identical movements, with the same identical gear, with the same identical head shape while looking at me on a screen at 4 or more times less visual acuity than IRL. Third person on foot - Debatable. This argument is mostly for spatial awareness, looking at your ubercool operator. Using it for cheating like in PVP is less hampering to the experience of everyone and in general, you will still probably spend most of the time in first person when shooting and there is a lot of incentive to not use third person due to the experience of "through your own eyes". Waypoints - I'll agree, this seems to be the realm of navigational and ranging skills that are actually fun to use and can be used instead of compensating for the obvious lack of detail. Crosshair - Aiming weapons in 2D without looking down the sights is much harder to do "naturally" than it is IRL. Plus, if you lock someone down in first person, the crosshair provides you the information that your barrel is inside that wall/post and not to the left of it as it appears, as your body and the weapon will render on top of anything else. It's not such a huge disconnect as you make yourself think it is. If we sometime end up playing the same thing in a VR contraption, that lets them experience stereoscopic depth, with soldiers that are not clones of each other, all of the things that you present as disconnect would go away and they would probably use those things. But hey, some liberties can be had, and in the end, if you don't like it, don't play with them. :) None of these seem to be the type of things like "god mode", "auto-aim" or "enemies glowing on screen", so I don't really judge for the things listed above. Besides, roleplay is roleplay. People find it fun to charge at each other dressed in medieval uniforms while carrying foam swords, and shoot at each other with tiny metal pellets or balls filled with paint. It's no less fun just because the swords and projectiles can't injure and the people who should be dead are walking around the battlefield with their hands raised instead of lying on the ground pretending their dead until the session is over. "Just buy real guns/swords and shoot each other guys! What's the point otherwise!" Besides, what about the guys that are playing space marine in almost unpenetrable armor, in first person, no name tags and no crosshair, while calling each other by their ranks and following realistic radio procedures? What about the boxes that have infinite weapons and ammo and give you an interface to select what you want from them? Why not use logistics and ammo trucks and carry food around and sleeping bags and shovels and clean their boots and blah blah blah, you get the point I guess, you can pick holes into how everyone plays if you want to down the "realistic" rabbit hole.
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Fixed Wing Flight Model (dev branch)
Sniperwolf572 replied to dezkit's topic in ARMA 3 - DEVELOPMENT BRANCH
As another KB+M user with no clue about aerodynamics, this "correcting" when you tap pitch up or down feels horrible when trying to aim at any weapon that needs aiming. And if I hold the pitch up or down, the plane will start pitching up or down, start feeling like the pitch rate is progressively being slowed down by a rubber band, the rubber band then snaps and pitch resumes at full speed again, until I release the pitch key, then the process repeats itself. This happens if you towards any direction, vertically, horizontally or diagonally. It feels as if I'm fighting against the auto-pitch and it's trying to correct me, then gives up and lets me do whatever I want as long as I don't release the button. If there is a system that I need to keep me level, I'd rather turn it on myself when I need it (rest, targeting pod usage) rather than fight against it when it's not helpful (at all other times).- 874 replies
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- flight model
- flying
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