Uziyahu--IDF
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Posts posted by Uziyahu--IDF
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I heard stories from the pilots in the Cav that their skids would leave behind streams of sparks as they skidded across the tarmac when practicing auto-rotations.
UPDATE: Well, I just watched some videos of auto-rotations. Sparks must be when you don't do it right. :)
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Ahhhhhh, it's because I need pedals! Thanks for that. I couldn't figure out why I was spinning when I was holding down the left rudder.
What does the "rotor brake" do?
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One thing I would like to see is a Respawn drop-down menu, rather than having to specify that in the description.ext
It would be nice if you could do that on a per-unit basis, too, in the Unit window. (Respawn after X damage =OR= X # of seconds after completely destroyed.)
Wayyyy too much has to be done outside of the Editor. Isn't the purpose of an editor to edit?
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To be honest, I still don't know how to control units very well in ArmA 2. I know it is contextual and all that, but I miss the original OFP command controls.
(Someone made an addon to bring the old command menu into ArmA 2, but it also introduced something to the game that I didn't want to deal with. Can't remember what.)
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Is anyone else using the TKOH Preview as their new ArmA 2 executable?
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I was just wondering what kind of controls everyone was using for testing?
I am the only one using mouse and keyboard?
If I didn't turn on auto-trim, I was all over the place, like in some helicopter crash videos I'm seen (so that is probably very realistic).
But I was wondering if was the result of using mouse & keyboard.
It seems like even the ArmA 2 helos are easier to slow down and hover for combat, now. Any chance the tkoh.exe has changed the flight model for ArmA 2 birdies, too?
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Will there be the ability to auto-rotate when the engine fails?
The potential for a "blade strike" is a MUST-HAVE! I want to see torn materials flying through the air at deadly speeds, possibly killing the pilot even when he survives the impact. I also want to see vibration in the air-frame when only some of the rotors have been shorn off.
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The more unusual a name is, the more likely it is going to be remembered.
I am quite happy with the name, now that I have gotten a glimpse of what the game is going to be like.
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Here's what one of the CWC missions looks like in Cold War Rearmed 2:
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The Apache cleans house. The Russian camo jumpsuits look awesome.
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I'll publicize this, but I think the Cold War Rearmed2 demo is going to serve my desire for an updated OFP:CWC with join-in-progress.
Still, this was a class move by B.I.
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Happy 10th Anniversary, Operation Flashpoint: Cold War Crisis!
wfGkpDoI-84
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I believe I detected a problem. I was playing the user-created mission "Mountain Warriors" and have never had a problem with it, before. I activated the latest animation pack and when I tried to reload the PK machinegun, it would fail to reload and lock me in the prone position. Reproduced this 2 or 3 times. It didn't happen with the AK-74.
I deactivated the addon and was able to play the mission normally, again. In the mission you play Takistani Mujahideen.
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Then we can have heat from large fires distorting the scenery behind it. A small and perhaps not-very-useful feature, but a possible one.This made a difference in World at War. There's a mission where you're facing a multi-level bombed-out building and have an option to snipe from behind a burning car. The heat distortion makes it harder to snipe the machinegunners.
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The most beautiful user-made island, in my opinion.
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Just because it's in some older game doesn't make it realistic.It certainly doesn't make it UNREALISTIC! I observed "heat shimmer" in 1975 as a 5 year-old in the South. If a 5 year-old notices it, maybe it is missing?
When a tank fires you don't see any magical distortion happening IRL like in that trailer.I agree. I first noticed that in tac-shooters in BF: Modern Combat. I've been hating it, ever since. I was talking about exhaust from vehicles, the air over fires and hot pavement.
Do you think we don't have fancy shaders in ArmA because devs are too lazy/don't know how to do that?I think I heard that it wasn't done because it would require another render-pass? Does that sound right?
Yeah, that's exactly one of the effects I was asking for, DMarkwick. (Nice Blade Runner music, too. :D )
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Maybe add Repair and Ammo trucks and an ambulance (preferably armored) on Support waypoints on the edge of the map for each side?
Also, some randomly present ZU-23's randomly placed around the map and maybe 1 or 2 set-pos'ed to the top of the parking lot buildings (it is possible to get to their top floor, right)?
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Sad, because "heat shimmer" was even in Joint Operations: Escalation. It's old news, like ragdolls.
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Ah, another fine example was the A.I. in Far Cry 2.
While I admit that after a few hours of firefights I did learn to adapt to their tactics, the first few hours were very challenging.
And they seemed human.
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What about check-boxes for various skills, like in an RPG? You would have default settings for a unit type, but an Advanced window where you could customize a unit's skills?
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Should ask this in OTHER game forums.
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I saw it in the trailer when the tank's main-gun fired.
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Ha, you could buy Israeli gas masks real cheap, back in the 80's.
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Better as in more human.
You know what a human soldier does when he comes under fire?
He "rides on a rail" to the nearest cover, stops there, and animates firing from that cover in some fashion.
If you're looking for A.I. to play Good Will Hunting on a blackboard before taking cover, maybe YOUR expectations are a bit high.
Wind Simulation
in ARMA 3 - GENERAL
Posted
I really don't understand the decision not to include wind simulation.
There was wind simulation in Delta Force 2(so it shouldn't require a lot of processing power). It made a difference when sniping.
Wind simulation would also make helicopter flight look A LOT more realistic. How will B.I. simulate attempting to land in rough weather if they don't have wind simulation in TKOH?