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Everything posted by Variable
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F.R.O.G.S -- Combat Diver Project
Variable replied to Von Quest's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Wonderful mod! Just a slight correction: After the chamber is flooded it also get pressurized. That means that this is when the diver's ears will pop, not when he opens the hatch. If the chamber is not pressurized, the diver won't be able to counter the differential pressure from outside the sub to open the hatch.- 109 replies
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- navy seals
- lockout chamber
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TPWCAS for A3 - AI Suppression System - suggestions/comments/ideas discussion
Variable replied to ollem's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Lordprimate, thanks for keeping this great mod alive! -
RHS Escalation (AFRF and USAF)
Variable replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The Javelin missile takes about 15 seconds to lock on a target. Is that intentional? Seems a bit too long to me.- 16577 replies
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Well if an AI runs out of rifle ammo and is left only with its sidearm it should either go prone, take cover, flee, or close the distance to engage from effective range. All these options are better than firing from 75m because even if it hit its target (extremely low chances) the damage inflicted will be too low to make a difference.
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That is a bit extreme. I believe the average effective range for the typical soldier (not Wyatt Earp) using a sidearm, would not exceed 25 meters in battlefield conditions.
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Is there any way to remove the text "hold space to respawn"? It's not fitting groups that play without respawn.
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[WIP] Friths Ruin: post-apocolypse rvmat re-textures
Variable replied to lordfrith's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is great. Have You considered doing the same treatment for vehicles? They all look like they just got out from the factory... -
Vasily, it's not a zero-sum game. If you watch ruPal's video and other examples along this thread, you'll see for yourself that there actually IS a problem, that is visible also during daytime. In night it becomes much more emphasised. If this is fixed it will not make the night simply brighter, it will keep the darkness level while keeping other colours visible, but not glowing like it is now, allowing to distinguish between different types of shades.
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Sure road runner, if there's an aspect of the game that YOU don't use, there's no reason to maintain it. Everybody who enjoy a certain aspect of the game that is not on YOUR list, should simply refer to YOUR list (can we have a link please?) and change his preferences to YOUR preferences. To top it all, all gaming companies can price their products according to road runner's bank account, because if YOU can afford it, it must be affordable to everybody.
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hehehe... your post reminds me of a guy on the Visual Upgrade thread who didn't see a reason to fix the broken night lighting because "everybody uses NVGs anyway".
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Boats no longer get stuck when contact is made with the bottom! As long as the engine is in the water, the boat will move. That's a great fix BIS! :627: I love seeing water insertions getting some love, lately the AI spotting of divers was tweaked down.
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Robalo, I'm confident there is some issue that relates at least partially to ASR AI. We have the same problem and this problem is gone if we remove ASR AI. We confirmed that the issue has no correlation to Zeus. We also checked on a server running no mods other than ASR AI and CBA vs. a test on a vanilla server only. The only thing we confirmed is that without ASR AI, this issue does not happen. see this screenshot (out of a regular, modded mission, but it shows the problem perfectly). http://images.akamai.steamusercontent.com/ugc/254840103045675453/AD904D1C9CA32C735638DAE21F92DE14EA73072B/ You see the unit at the bottom, where the camera is, and the line to its group leader that is almost 1.5 kilometers away. These guys were just too far away to react to fire. These are our settings: Dropbox link. I hope this post can help, we really can't play without ASR AI... :)
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Thanks for reminding us the purpose of the forums; sharing opinions. And for the extra reminder that it's within our right to use it. There's enough people who specifically complain about night lighting for this to become an issue. It's not a competition of majority vs. minority. A significant amount of people are complaining so this should be addressed, as simple as that. This does not necessarily mean reverting back to 1.58, it does not mean that BIS must address it, but as long as this is an issue and BIS did not specifically announce that they are not going to fix, then this is still on the table as far as this thread is concerned.
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It's just not worth the horrible lighting at night and all the bugs.
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Can anything be done with the AK rifles look like they are wet?
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revive A3 Wounding System (AIS by Psycho)
Variable replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Maybe this will help: http://cia.friedenhq.org/forum/showthread.php?tid=2759 Note that it's a temporary address. We are switching host providers.- 914 replies
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For some reason one of our member's XML doesn't show, but only when he plays on our server! If he connects to any other server, dedicated or hosted his xml works and his tags and unit patch show. Does anyone know what to do with this? The server is Linux and all other members' XMLs work just fine.
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We should move on? We HAVE moved on, just look at the date of the last post on this thread before the OPREP. And then BIS came up with this aplogetic, full of false-reasoning-over-trying-to-justify-failure OPREP. That's because you are looking at the wrong place. The target audience is not any player group. I'll leave it at that...
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Ok... deep breath. I find Apex Protocol refinements OPREP as one of the most apologetic things I have ever read. I find every other sentence there infuriating and I think we would all been better off if it wasn't written at all. Once I manage to cool down a bit I'll elaborate.
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I agree, I feel the visual upgrade introduced more problems than any advancements. Especially the night lighting is still horrendous.
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Oh boy, adrenaline level peaked...
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Is that for AI on shore detecting submerged units or submerged units detecting other submerged units? From videos we've seen them playing, I'm afraid you are right... They play in recruit with all HUD elements. I'm not sure they keep in mind veteran players that play without when they design missions. I hope I'm wrong on that.
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BIS it's clear that the current 0.2 precision should be the new 0.5. It's more important for new players' accessibility than a campaign with forced respawn and no saves ;)
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I believe that the fact he was wearing a vest and died from a single shot tells him that it was a headshot. Vasily, what's your AI skill and precision levels? I also feel that the AI is way too accurate on the default 0.5 levels. What I don't get is why BIS, that is so occupied with making the game "accessible" does not change that (making the 50% precision less accurate). I think that's the primary block for making the game accessible for new players. We run a server with veteran players and have the AI precision level on 0.2, that tells a lot.
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Thanks for the reference weaponsfree! I have uploaded all these missions to the CiA coop server and we will provide feedback once we get to play them.