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    [MP] co40 Domination!

    Hi.... first off, I'm super happy this mission is under active development again. By far this is my all-time favorite ARMA mission. Thank you! I have a question regarding spawn radius - not really Domination specific but thought I'd post here to see if an idea makes sense for a potential Domi update. I really enjoy CAS in jets - unfortunately air to ground combat in ARMA is kind of hamstrung. The problem has always been spawn radius. CAS gameplay needs large object view and spawn distance to be effective (>3-5km say). However, if you have enemy units spawning 4km around a player in a jet flying around the map performance can seriously tank. A common strategy for mission dev's is to disable enemy spawning triggered by players in jets, and instead rely on infantry players in an AO to trigger enemy spawns that the jet player can then see . This works well if enough infantry players on the map to spawn enemy units (and prevent despawn and reset) but doesn't allow for players in jets that want to work a different area of the map, or are waiting for infantry players to join. Here's a potential idea that may allow some spawning for players in jets, but may not tank server performance: - keep current spawn rules for infantry players - introduce new spawn radius with unique rules for players in jets - "pilot player" spawn radius has large distance - say up to 5km - "pilot player" spawn radius ONLY spawns vehicles / armor, or even limited specific classes of vehicles (no infantry spawning - which I'm assuming would be the bigger burden on server performance. All enemy infantry spawning would still need to be triggered by an infantry player on the ground) - "pilot player" spawn could be limited to a max number of units I am no scripter - so I don't know if any of this even works in ARMA.. Just curious on what others think. Thanks

    Speakeasy VoiceAttack profile

    Hi. Does voiceattack with this profile allow direct selection of commands in the ai action menu (command tree menu 6)? Example - unit 3 check inventory. Easier command of action tree menu is my biggest gripe right now. Hoping to see another video using latest profile to see fluidity. I use articulate. Great work.
  3. Tried for a couple of hours today - died when paradropping (chute did not open in time). Resulted in repeatedly respawning mid-paradrop falling with no chute or equipment which would result in splatting again. Would not respawn at base. - after a couple of hours of playing noticed no more search or body bag function in scroll menu for downed EI - sometimes difficult to keep civ on screen when speaking, resulting in conversation dialog off screen / not visible Questions - could not figure out how to repair vehicles. Damaged vehicles don't appear to respawn on their own. With toolkit can't repair. maybe need roles module to have an 'engineer' - is there a revive mechanic? could not revive downed player with medkit. maybe need roles module to have a 'medic' Nice polish and good balance with 3-4 players so far.... keep up the good work.

    TAC-OPS DLC discussion (speculation and hopes)

    At least it's still coming. No coop is a disappointment.
  5. Great post. Thank you. Sent from my SHIELD Tablet K1 using Tapatalk

    AI Discussion (dev branch)

    Is malden any better for ai urban traversing and pathfinding? Bis seems to highlight the urban focus of malden and indicated a new process followed for the map. Could any if this indicate possible improvements? Need to check if malden is as broken as Tanoa. Sent from my SHIELD Tablet K1 using Tapatalk


    For me I'm not interested in any more assets. I'd like to see well crafted, optimized vanilla coop scenarios using the gigabytes of assets already on my computer. Sent from my SHIELD Tablet K1 using Tapatalk
  8. I'll try that but any idea why radar would not pick up ground targets outside of 3km to 4km when approaching head on from 12km? I really think the symbology I am getting on the radar display inside of 4km is due to visual range identification. I get the same behavior on the Wipeout which has no radar. It seems like radar is not adding any sensing capability for ground targets beyond visual sensors. I must be doing something wrong or radar is not working for AG units. Thanks for replying. BTW maybe someone has a video showing radar detection of ground units at 8 - 12km or something greater than 4km? Sent from my SM-T280 using Tapatalk
  9. Placed 3 mechanized platoons on the salt flats in Altis. Set view distance and object view distance to 12KM. Turned radar on. Flew toward Salt Flats. Did not get any indication of radar contacts until under 4km. Under 4km contacts are white dots/boxes. Also show on HUD as 'dots'. Turned radar off and approached again. Same behavior - got contacts on the radar display and dots on HUD under 4km. I think these are 'visual' markers / indicators as they appear even when the radar is off. Any ideas what I'm doing wrong?
  10. Very strange. I was able to get the visual indicator in the wipeout at about ~2km, but no radar indicator in the F181. I am going to try again. Note - all I am doing is placing a crewed OPFOR artillery piece beside the runway then doing flybys with the radar active / turned on using various ranges and at various AOA (incluiding pointing nose of the aircraft right at the vehicle). I'm using a 12KM view distance and 5km object distance so I don't think this is the problem. The purpose of my evaluation was to test the radar effectivity beyond a clients set object view distance and different AOAs). Has anyone done this? is the radar effective beyond an object view distance or is it like the old simple radar where the radar can only see up to the set view distance? thx for the reply.

    Jets - HUD improvements

    I checked all new aircraft and only saw the TGP indicator on the Wipeout. I will try again to be sure. If not good to hear it is planned / in process. The only reason I suggested the heading tape marker was because I noticed that the TGP marker disappeared from HUD once the aircraft turned away from the area locked point. If the TGP marker is intended to be shown at the side of the HUD when turned away from the lock point then the heading tape marker would be redundant and not necessary (but currently I don't think that is working). Note - I will have to check dev branch but the above may be working when the TGP has a valid target locked (ground unit / object). The important missing piece is when the TGP is area locked without (necessarily) a valid ground object locked. thanks!
  12. this is the biggest roadblock in my opinion to proper Jets integration into ARMA 3. My system (4.3GHZ core and 1070GPU) can render 4-6K object view distance with satisfactory frame rate for me. Though serviceable, it is awkward for proper target acquisition time, line up etc... I think it would be a great idea to incorporate a cone of extended view distance tied to Radar and TGP visual / IR sensors.... this would solve most of the problem.
  13. I was not able to see a manually placed ground unit on any new jet radar in the editor.

    Jets - HUD improvements

    1) HUDs for all aircraft should have TGP area lock point shown. Currently only see this on wipeout (dashed circle). 2) When TGP aim point / area lock point is out of FOV of HUD, there should be an indicator (on heading tape?) on which way to steer to align TGP aim point / area lock point with FOV of HUD. Similar to how a steer point or waypoint would be handled when out of FOV of HUD. Thx
  15. - Is there a reason why only the wipeout shows where TGP is pointing / area locked on the sensor window and with a specific HUD icon? In the new jets there is no visual cone that shows where TGP is pointed or any icon on the HUD that shows the point where it is area locked. - On wipeout when TGP is area locked there is an indicator that shows up in the HUD (dashed circle) that shows the specific point on the ground to line up for CCIP or gun runs (very useful). When this area locked point is out of HUD FOV (either left or right ) there should be an indicator (maybe on the heading tape) to indicate which way to turn to bring the area lock point into the HUD FOV. Can this be added? - Does radar only work for Air targets? I could not get the Radar to find or lock ground targets. Maybe ground targets are laser and IR / TGP indicated and locked only. Thx