Uziyahu--IDF
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Everything posted by Uziyahu--IDF
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Battlestar Galactica Ships| Space Map
Uziyahu--IDF replied to icewindo's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hard to control in 3rd-person and the distance at which A.I. will switch to machineguns needs to be increased. Also, I missed the ability to do a quick turn-about with maneuvering thrusters on the newer Viper. Otherwise, a very nice distraction. Here's video... COij96n0osw -
I've been noticing that in ArmA 2:OA the rockets and missiles seem to fly fairly slowly, not according to real world specs. This is especially apparent at about 2:06 on the following video... ...when the A-10 could practically arrive at the target before the rockets do. I suspect that one reason this is happening is that the missile speed is not being added to the launching platform's current speed (something most apparent with aircraft). Just because a missile or rocket may release from the platform before achieving full thrust, that doesn't mean the momentum of riding on the platform should suddenly be disregarded.
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Rocket Missile Speed Adjustment
Uziyahu--IDF replied to Uziyahu--IDF's topic in ARMA 2 & OA - SUGGESTIONS
Thanks, Myke, but is it REALLY going way beyond what should be done in ArmA 2? WW2OL/Battleground Europe has been going this far for years, giving its players what fans of OFP have been asking for since its inception. Watch some "How to kill..." videos for Battleground Europe on YouTube. If I shoot this rifle from this distance at this spot at this angle, I stand a pretty good chance of killing the gunner inside this vehicle. Each panel of an armored vehicle has its own thickness and resistance to kinetic objects, kinda like how riders in a helo in OFP/ArmA have always been vulnerable to machinegun fire through the windows. (But now I really am talking about ballistics, so I digress.) Thanks for your input. The Cornered Rats have a development team that is smaller than that of B.I., I'm guessing, and they are willing to put in the time and effort. If B.I. isn't willing to make the game that should be made, maybe they should make another game that inspires them? I'm tired of reading posts from fans who feel like they've been ripped off, AGAIN. -
I think another pass over ArmA 2's inventory of objects needs to be made for items that would show up white-hot in TWS or FLIR. For example, an illuminating flare? Not just tracers, but every bullet gets hot. The light-source in a lighthouse? Pavement on a hot day? Rocks? Dark bricks? Not sure, but do the seagulls/crows show up? Exhaust from a vehicle? Vapors coming off a human body?
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Yeah, vapors. I've seen FLIR imaging where running troops leave short cometary tails behind them. I mean, if a game is going to focus on graphics over gameplay (horribly broken and robotic A.I., for example), why not work on the graphics more?
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Rocket Missile Speed Adjustment
Uziyahu--IDF replied to Uziyahu--IDF's topic in ARMA 2 & OA - SUGGESTIONS
Sorry, while I wasn't trying to compare ballistics and missiles (only pointing out that closing speed is important in another similar game where the physics are much more realistic, though I'm sure that FFAR's do a certain though possibly negligible amount of kinetic damage in addition to their explosive effect), your theory about missiles is akin to believing that they have gears for wheels and run on bicycle chains. A missile does not launch from a fixed point in space and it doesn't immediately slow down to zero miles per hour, just because it has been released. (FFARs certainly don't work this way.) The missile has momentum, even before its engine fires. The firing engine has less work to do to bring a missile to its maximum speed (limited by maximum thrust and the missile's drag coefficient Vs. air viscosity?) if there is already momentum in its intended direction. Once released, the aircraft's speed is irrelevant to the missile's maximum speed. It is only the inherited momentum and the other attributes of the missile and the environment that combine to result in its current and max speeds. For example, would a HEAT round, if launched from an aircraft, explode more deeply in the target's body if fired from an aircraft with a higher closing speed or a lower one? While the explosion is triggered faster than the blink of an eye, an eye focused on the very spot of impact probably wouldn't see the missile at all. Simple common-sense says that the detonation would occur more deeply in the body of the target, even if only by a millimeter. -
I would like the game to auto-detect when a mission is COOP and in those cases to default the chat channel to Global, with Global working between the "living" and "dead". It really doesn't make much sense to prevent players from doing something they could do with any number of 3rd-party voice comm applications.
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Beginning at about 00:30 I find the game world in this graphics engine to have almost perfect lighting... y1xYiehWEqI
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You may not see them if they are coming directly at you (which means the bullet should be striking you in the eye), but you now see them when they are flying just over your head. I was so pinned down by a Tunguska's tracers that if I went from prone to kneeling, he shot me in the head. That's good enough for me!
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I REALLY want maps of American settings. I have for a long time wanted to play Red Dawn-type scenarios in American neighborhoods and commercial centers. Modern Warfare 2 was the first game to provide this fun experience.
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Rocket Missile Speed Adjustment
Uziyahu--IDF replied to Uziyahu--IDF's topic in ARMA 2 & OA - SUGGESTIONS
Ah, thanks! Flares. I must be spoiled by addon flares, because I don't remember ever seeing flares dispense so closely together. And thanks for your thoughts, but do you agree that rockets and missiles seem to launch from a fixed point in game-space, rather than a moving point on the aircraft? "Closing speed" seems to be a big factor in Battleground Europe, bullets from a WW2 fighter plane having a better chance of penetrating the skin of the fuselage at oblique angles when the closing speed between the two birds is greater. -
Beautiful! I prefer the flat paint job, too.
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killjoer, are you telling me that it DOES NOT affect A.I.?
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Does walking on pavement make you less tired than walking in a field? If so, good. Does walking downhill make you less tired than walking up the same hill? If so, good. Does this affect A.I., too, so that you might be able to catch an OPFOR squad resting and take advantage of their weakness? (Note that surging adrenaline should temporarily negate the effects of tiredness, but cause a greater "crash", later.)
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[OA] UnitCapture & UnitPlay Functions
Uziyahu--IDF replied to Big Dawg KS's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That's too bad that this doesn't work with ground units, because I had an idea to get in a ZU-23 and spray random AA fire across the sky, the play it, in order to achieve a "Shock & Awe" effect above the skyline. -
They look great!
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Post battle behaviour
Uziyahu--IDF replied to Vroemmm's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I think this is one of the reasons I enjoy Far Cry 2. The A.I. in it dynamically reacts to situations with varying kinds of emotion. I have long been calling for more HUMAN A.I. Just listen to an A.I. machinegunner sustain fire on an enemy unit. His pattern of fire is robotic. No random pauses, no random length of bursts, etc. I'd like to see A.I. drop a live hand grenade on odd occasion. I think fanboyism has required B.I. to focus too heavily on graphics, when OFP's biggest strengths were A.I. and gameplay. Just once I would like to hear a wounded soldier screaming bloody murder so that it almost drives me insane. -
If the Bizon has proper dispersion because of its short sight rail, the SCARs will win. If not, I used to use the Bizon like a silent LMG in Operation Flashpoint: Resistance. The large mag capacity meant I could keep peppering someone while they were busy reloading.
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WotG Realism Platform WIP
Uziyahu--IDF replied to Seil's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Great job! It is "little" changes like this that really improve the game. Any chance you'll be giving some splash damage to the Apache's 30mm? Also, I'd like to see a result more like this from the A-10's nose cannon... S3oZP2tEbH4 (at about 00:20) -
I've really enjoyed using this. Machineguns and snipers now engage me even out to 1000 meters, providing realistic (inaccurate) firefights appropriate to Afghanistan's hills. I like the feeling of chimps flinging doodoo at each other that it provides.
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BD Tracer Lights
Uziyahu--IDF replied to Big Dawg KS's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks for the info. I'll definitely use this once the next full patch comes out. -
Robalo, how about this? If a unit runs out of ammunition for his primary, he can get another mag from a squad member using the same ammo? If a unit doesn't have any weapons, and there are no crates, dead bodies, trucks, etc., nearby, he can get one from a friendly soldier from his side? (Here, use my pistol.) I would also like to see an addon where if a squad runs out of ammo for all of their effective weapons, they can be taken prisoner by running up on them.
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BD Tracer Lights
Uziyahu--IDF replied to Big Dawg KS's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
So are those ACE tracers? They finally got incoming tracers to be visible? That's what I want. Visible incoming tracers. What do I need to do to get them? -
Female Soldier (beta wip)
Uziyahu--IDF replied to schnapsdrosel's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I request that you expand this addon with the inclusion of a lady pilot. We had a few in my Aviation Brigade in the Army. -
For realism, you might have a small random chance for any given unit to have a very high accuracy (especially if they are civilian/non-military combatant and carry a bolt action, sniper rifle or shotgun), to represent extra-curricular markmanship or hunting as a hobby.