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T.S.C.Plage

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Everything posted by T.S.C.Plage

  1. Found an old screenshot folder...
  2. That looks very promsising! If I can help testing again just tell me. ;)
  3. The helicopter shown in the first video is an AH-60L DAP which carries the M230 30mm cannon of the Apache. You can hear and see the cannon in action at 0:11 in the video.
  4. There's an issue with the controls of helicopters which is actually existing since OFP. The problem is if you've taken off and move forward at higher speeds you'll always have to apply full throttle to keep the helicopter at height which is simply wrong because you always have to raise the nose of the helicopter to make it climb/gain height (with the effect of slowing down the helicopter). To make it more realistic the helicopters should have a "climb reserve". This should be easy to implement just make fly "normal" with 80% of the throttle and give us a 20% reserve for example.
  5. T.S.C.Plage

    ARMA II Comref

    Thanks a lot! Didn't knew the F1 help. The "autocomplete" function (guess it was introduced with Resistance?) was already a big advantage. Stumpled about this... The accepted range luckily still goes down to "0" or even negative values at least for helicopters. Besides that it also still works for planes and jets with the exception that they always seem to keep some safety distance to the ground depending on type and speed even if you've set a lower height.
  6. I'm not Placebo nor want I take his job but I think I can answer your question as well. This topic was sticky for a long time but people (including me) got it mixed up and posted screenshots in here, too. That's why he made it "unsticky". As we see this maybe wasn't the best decision but at least worth a test.
  7. While playing around with the animals in the editor I noticed that the chickens for example have a very large movement radius. If you place some close to a chicken house they'll run far away from it. Sometimes they're even opening a gate in a fence to escape. This should be fixed so they stay closer to the place you want them to. On the other hand it looks like the sheeps for example aren't really moving. Generally it would be usefull if it would be possible to give waypoints to at least some of the animals like the dogs for example.
  8. T.S.C.Plage

    Animals movement (radius/waypoints)...

    I'm German. Germans have no humor! ;)
  9. T.S.C.Plage

    Animals movement (radius/waypoints)...

    @ mutters: I'm sorry for you because you're aren't able to understand that this adds some more realism to the game.
  10. T.S.C.Plage

    Animals movement (radius/waypoints)...

    When I place some sheeps in the editor they will stay nearly on the same spot and graze. They've a move animation but it seem like they're "setposed" to the position you placed them. While playing the campaign in MP I noticed that the sheeps placed there were moving around. Now I'm a little confused how that is possible. Are there maybe some hidden scripts you can use?
  11. T.S.C.Plage

    Helicopter "climb reserve"...

    At first thanks for all your input. I want to mention that I'm absolutely not a pro in avionics etc. but I know rudimentarily how a helicopter works. In general even a faster moving helicopter is not using all the power that is available. There's nearly always some power-reserve available (not to talk about the possibility to apply more pitch which we simply can't in ArmA because this function is totally missing). With my joystick (a quite seasoned Logitech Wingman Pro) I've to apply nearly always full throttle to keep higher speeds and height. When I'm for example just using about 80% the helicopter is "limping" around and always tries to leave it's height which has to be countered via raising the nose with the result of losing speed (massively). I know a fast moving helicopter has not such a high rate of climb but it should be a little more then actually is possible in game. Anyways, from all the comments I take that we all think that the flight model could need a little improvement. Am I right?
  12. T.S.C.Plage

    Helicopter "climb reserve"...

    Yes, maybe I was a little unclear in my explaination but you summed it up quite well, thanks.
  13. T.S.C.Plage

    Military experiences past/present/future

    Balschoiw, why don't you stay in the hole you had to dig yourself after your little "mishap" some years ago and spare us your stories. Nobody will believe them anyways! Why I come up with this? It's simple. Your comments about "virtual ranks" and "reserve superheros" force me to point out how reliable your comments really are. Have a nice day and start to dig again!
  14. Do you want any shots not "out in the middle of the ocean" with over 60fps to believe me? Like somebody said it's simply unrelevant "where" in this case. Btw, I'm not using the Tray tools just the CCC to turn Vsync off.
  15. T.S.C.Plage

    MV-22 Opsrey folding...

    I did it via a trigger activated by "Radio: Alpha" in the video. I guess you've simply messed something up. Are you sure you wrote it down correctly and in the "On Activation" line?
  16. T.S.C.Plage

    Helicopter "climb reserve"...

    That's why I didn't understand Frederf's comment. It's not possible to change the pitch in game so it has to be done by applying more power and that isn't possible because you're nearly always at 100% in flight already (at least with a joystick it's the case).
  17. T.S.C.Plage

    Helicopter "climb reserve"...

    Can you please explain what is wrong with the "facts"?
  18. T.S.C.Plage

    Carrier and MP

    What about the Amtracs (AAVPs) for now?
  19. It would be nice if the radar of an "empty" Tunguska would stay in "cargo/off" position. This is essential if you want to build a mission were you've one or more parked ones etc. Currently a ghost is raising the bowl and it starts spinning by itself. ;)
  20. T.S.C.Plage

    MV-22 Opsrey folding...

    Ooops...fixed it. ;)
  21. T.S.C.Plage

    ARMA 2 Ammo Types?

    Here is what you're searching for... http://forums.bistudio.com/showthread.php?t=73241
  22. Then I'm wondering why I can get such framerate for example...click. Maybe it's just because I'm using XP (32bit) but maybe it's simply because I've set "refresh="100"" (default is "60") in the ArmA2.cfg and changed the attributes to write-protected.
  23. T.S.C.Plage

    Multiplayer

    I just was pointed to a little problem related to the use of aircrafts with "pilot" and "gunner" positions in MP. I've tested this with a Cobra only but assume it's the same for all other aircrafts of that type. At first assigned targets (via Tab) are not shown to the other crewmember which makes it difficult to act as a real crew. Besides that it seems like it's not possible that the gunner seperatly operates a weapon besides the pilot and visavers. In OFP for example the gunner could operate the "gun" while the pilot could use the FFARs. Why isn't that possible anymore? I mean this is a necessary feature for MP and should be reworked asap! ------------------- Besides that I'm missing an option to report my position to group- and sidemembers. Was this option just turned off on the servers I played or is there really none?
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