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Second

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Everything posted by Second

  1. Second

    armed assualt weapons

    Yeah... I spent one year in AT-training and amout of time that was used to aiming and shootingtraining was minimal (we had more with AT-launchers and Recoiless gun).
  2. Second

    Suppressionscript-pack

    That's odd, it shouldn't do that (about 1 minute should be enough)... Did they give hint like :"Your group is ready proceed!", it should inform that there has been safe for a while and group starts to act "normally". Thanks for info, i look in to this. Another thing to be informed as well: l- and m-versions seems to have bad-bad bug... I'm not sure why they sometimes works well and sometimes script misses allmost all bullets that it should spot. Hopefully it's not bug in 'nearobjects'-command, but in scripts. i'm suspecting 'position'-command: with groups that haven't moved it works fine, but moving seems to cause some issues sometimes.
  3. Second

    Problem with misson AI

    Reason why i hate doing missions with transport helos... playtesting missions for hour and notice that when helo should pick you up and deliver to safety: It either doesn't come at all or it just stays hovering in the air or takes in cargo but never rises in the air or rises in the air but hover there... Or crashes in the ground Ofcouse thats mostly because i never truly learned how their waypoints should be done to sync with others... My advice is that when you do mission: test helos flightplans before doing anything else... Saves from lots of trouble (like wasted couple of hours because helo isn't working in the way you want it)
  4. Second

    armed assualt weapons

    There's limit for it shooting over water. Depending of couple of factors. Bushes/trees can cause troubles to wire, but individual trees/bushes won't cause trouble if wire don't get stuck to it... Tank hiding behind bush @jkandjdk: How is the shooting so hard I reached accuracylevel of 90% in first shootings (doing with laser)... Allmost all of my subordinates reached atleast same level and Our regular gunner never missed (stationary and moving targets)... Recoiless guns or AT-launchers are way more harder to aim and hit even to close ranges (less ~200 meters). Hardest and most important part of TOW-handling is to keep that cubersome thing hidden and disassembling it as fast as possible, to get out from possible impactzone. I envied our AT-5-squads, as it's much faster to dissassemble, ofcourse when AT-5 turns around and guides itself back to missilesystem, i more happilly stay with TOW Shooting by my experience is mildest part of whole TOW-thing. Really important work is performed before and after launching missile and when thet missile hits... So atleast i don't really care how ArmA does that: click-and-lock or guided.
  5. Second

    Armed Assault weapon ballistics

    Wouldn't be supprise... Being in optics of sniper is one of worst nightmares to grunt. But, was that guy sniper or designated markman? I don't know how US uses snipers (do they have these marksmen atall, or are all just called snipers?)... We have pretty many classes for those and terms aren't always clear: Some of them works in platoon/squad level, some little bit higher level and in little bit different tasks.
  6. Second

    armed assualt weapons

    No-one seemed to get it right (OFP's limitation most likely.), they all adjust their position too slow and start doing so at about 400 meters. That distance could be somewhat okay with AT-5 and other fast missiles but not with slower TOW. Funny thing is that with Operation Frenchpoint-addon's missilesystems i remeber clearly that i was able to hit moving vehicles (about 40 km/h) relatively easy with both Milan and Eryx. Tested it about year later but result weren't good at all: If tank moved over 20km/h Milan- and Eryx-missile couldn't keep up. Well, it can be that i just remeber it wrong.
  7. Second

    ECP, where are you???

    I remeber my first mission with ECP. It was Warcry from resistance-missions. What an experiene!!! I was killed one time by LAW's backblast, once i wandered around blind and ears ringing and to be shot by enemy just as i started to see something. Flares in Vietman nights, with distant gunshots... ohhh man! That mod was awesome in terms of atmosphere That russian song sounded good, sad that it was just files that i listened: Didn't hear them to start singing ever ingame. ps. Old OFP farts silences to remeber the good ol' days
  8. Second

    Armed Assault weapon ballistics

    Is there going to be better ballistic model in VBS2? I think that military doesn't much care. VBS2 is most likely used on command&teamwork-training (improving cohesion of unit aswell), not sniper-, firearms-training. I once made a rough list to what things computer-simulators can be used efficently, when talking about basic-infantry stuff... There were only one or two from about 20 skills/trades... Using laser in combat-training is far better choice.
  9. Second

    New way to improve the AI?????

    That's glad to hear! I had same experience when i tested it with enemy AI which my groupmemeber were firing (and they missed alot), now i tested it with empty RACS 4x4: There was no effect: fire was as accurate with those same skills being at 1 and 0.1... Is this related to threat levels? If it is...
  10. Second

    Suppressionscript-pack

    @Jack-UK: Ohh, now i understand. You mean that does AI use suppressive fire? No, it doesn't use suppressive fire, these scripts just monitors what amout of suppression group has and adjusts it behaviour, skills, fleeing etc by that. There should be nothing that prevents from using these two in same mission. @froggyluv: Thanks Basicaly when squad is split the remaining part of squad is only monitored. The other half can be grouped to other group-name and then launched one new script for with that new group-name. But there's one issue here: remining part of squad thinks that the other half is killed when they leave squad and by that receives a BIG amout of extra suppression. So here's what need's to be done to counter that: 1. Assign both halfs of squad to new group-names so that they aren't anymore known by that original group name. 2.The original script terminates itself as it thinks that whole group is killed. That way both half-squads starts from clean table. 3. After a while return that original group-name to remaining half of squad and launch new script for them or lauch new script with that new group-name. This way no-one has been marked as dead (unfortunately, also really dead ones are forgotten), and their will-to-fight remains better.
  11. Second

    Suppressionscript-pack

    Thanks One thing would be (if i understand this correct) to lauch script and check that is unit leader of it's group, and if not: Script shuts down itself. Any good? I don't know anything about configs... I'm the kind of person who wont even bother to learn new thing if old ones can do the job somehow someway. But maybe i should look into this... @Jack-UK: unfortunately no, atleast at the moment. But you can suppress yourself... don't ask me how i do it to myself
  12. Second

    New way to improve the AI?????

    There is, by my experrience as i was testeing them. For example 'aimingShake' and 'aimingAccuracy' seemed to affect to accuracy of shooting a lot. But i haven't tested them complitely, so i'm not 100% sure (more like 50% )... I'm on my way to test them... EDIT: no, 'aimingShake' and 'aimingAccuracy' doesn't seem to work. I just imagined things earlier
  13. Second

    M1A1 Cheese tank?

    Amen! EDIT: They have 2D sprites in Steel Beasts! What kind of simulator is that! Atleast not simulator that armies would use, because of it's lacks in infantry- and aircombat and 2D sprites...
  14. I didn't notice that in .SQF, although i haven't tested it in game... I have one (under work) which models supression, combined with this ... One other colonel just convinced me to finish it and the thing i should be doing takes little bit more of thinking, suppression-issue is good relaxing project.
  15. Second

    Some ?s before I buy ArmA in U.S....

    I just made small suppression script... When bullets fly near, guys hit ground, start for look cover, their skills (hand shaking and aiming accuracy) drops to bottom... Not hard infact. When having more time, i could improve it... But i should be working on something else or GrimErazer is going to kill me BIS should do something about that 'Take Cover'-thing... I don't know what is wrong with it, but guys act as they couln't deside is this better cover or that next one. Or then 'move' messes with 'take cover' and so for every ~second they try to move and seek for cover?. Any one else has better clues?
  16. Second

    Some ?s before I buy ArmA in U.S....

    I see that you have been keeping close eye on these formuns That's long list but i think that most of it can be fulfilled with "negative"-reply at the moment.
  17. Second

    Mk-19 AGL

    ... One idea... If there would be bus/rock/tank/building/invisible object created behind hummer/Stryker/UAZ so that recoil wouldn't hop vehicle backwards... No that ain't good, as expacely UAZ get damage if it's hits object. And if men start to disembark from Stryker's cargospace and Stryker starts to fire Mk-40 -> Lots of spaghett&ketchup-effects Well it was good idea at start, but didn't last for long. Has anybody experince of setvelocity? I've used it to make created artyshells fall in 45 dergees, so could it be used to counter AGLs recoil?
  18. Second

    Does squad AI actually work?

    Ain't right mouse button the one which orders them to target? And left orders them to engage? You have point there: There are lots of thing AI fulfills too slow or insufficently. fortunately i haven't played MP very much, so it doesn't sadden me that much. But if someone has experience in MP, he most likely feels that AI is too dump&slow and most of all uncreative. With AI leader they can start finding cover pretty fast (another thing is that do they find cover, which can take long), that's because AI leader can issue takecover silently and without command-hassle: 2, take cover 3, take cover 4, take cover 5, take cover 6, take cover 7, take cover 8, take cover To what player is forced.
  19. Second

    M1A1 Cheese tank?

    There can be some legal stuff in the way (or possibility to get sued by military). Like our Mechaniced infatry material. It's designed for selfeducation but if someone, like me, would create&release a mission for ArmA which uses clearly that guide's teachings, i could get in trouble (they even would ban me from getting these manuals ) I'm not 100% sure how clear it has to be, but don't like to test it. Usually field manuals and such don't have legal stuff writen on them, but i don't know is there some general rules how they can be used. One possible example of how they should be used: -selfeducation only -individual ain't permitted to use them as training (or anykind other) material, if military isn't involved in that event on which they are to be used. Im not lawer, but run across something like this, when some resrvist tries to train forexample his & his friends kids to become uber-soldier (it's good to start early ). It is possible that military can interfere such things or social-care takes away kids.
  20. Second

    M1A1 Cheese tank?

    I tested it, and he's talking true. about 250 BMRD's 14.5mm rounds disables cannon. About 900 rounds from Shilka disables (or makes crew to bail out) M1A1
  21. Second

    M1A1 Cheese tank?

    Basically when info has been taken from comercial sources it should be fine. Just like with Steel Beasts...
  22. Second

    Average age of the Armed Assault player

    26... I don't feel anything, no joy, no sorrow *BANG!*
  23. Second

    M1A1 Cheese tank?

    Why not? If some guy calculates that it takes this amount of rounds (14.5 mm) to hit this area (frontal section of turret) so that it can hit this spot (all optics + things which my english can't spell etc...). Then we have somekind simulation, right? Did anybody undertand? Another example: If i take step in field where has been herd of cows for two days, i have this amout of luck not to step to cow's shit for every step i take. Did this make anything clearer? (idiot's smile)
  24. Second

    M1A1 Cheese tank?

    It hitted your cannon with 250 rounds (yup. i tested it as well as shilka). That is awfully lot of rounds... Each of them capable to penetrate about 4-6 centimeters of steel IRL. So mostlikely cannon would have reminded a cheese with holes, barrel filled with pieces of metal and twisted bullets, some of them would have stucked cannon's lock etc.. I fired almost all rounds what can be fired from BRDM (saved 1000 PKT rounds, as my ears were bleeding already), but crew remained inside MBT with broken cannon. So you were hitten by something else also. Or i'm not sure, i didn't try that test to back of tank. EDIT: Oh, sorry. You didn't speak anything about bailing out.
  25. Second

    M1A1 Cheese tank?

    Well it takes about 800 rounds to make M1A1's team to bail out (i just tested that ) Cannon notches earlier (if all rounds hit cannon or it's shield)... AI fires awfully accurately and from front it aims to cannon (against AI i usually loose cannon first). Just remeber that Shilkas rate-of-fire is awesome
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