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-FHA-Dynamo

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Everything posted by -FHA-Dynamo

  1. -FHA-Dynamo

    Stance to analog axis?

    been discussed the death already. i would love to have a stance adjust that was not tied to forward and back (it's just dumb like this.. FIX IT), but it seems some people here think it would be too radical to have intuitive control of your stance.. cause when ever i need to pick something up from the ground, i have to 1- stop where i am, 2- lower my stance so i can reach the floor, 3- then proceed to move to the object i want to pick up.. cause you know, REALITY... remove "stance up" from "move forward" and "stance down" from "move back". add "stance up" and "stance down" as their own actions! i realize that the transitions between stances isn't smooth, but I DON'T REALLY CARE! having to STOP.. change stance, then move, is retarded! games from over 10 years ago don't have this handicap, a 2013-14 game has no excuse. we can reload on the move (how many engine generations did that take.. ), so why not also change stance? because it's tied to the move forward and move back action.. therefor you can't move forward or back while changing stance.. such a bad implementation. you know whats hilarious? if you bind "move forward" and "move back" to "scroll up" and "scroll down" you have your self full control of your stance, but now you can't move.. lol if there is one feature that i was looking forward to when watching the videos from E3, it was the advanced stances... shame it was implemented so poorly as to make it completely useless in the middle of a fire fight, where it would be most useful. ---------- Post added at 09:37 ---------- Previous post was at 09:27 ---------- i had a dream... press and hold "lean left"(or right) key, use scroll wheel to control how far you lean, middle mouse locks angle, scrolling again unlocks, and release of lean key cancels lean. sort of like- press&hold "adjust" key, use scroll wheel to dynamically adjust stance hight. or kind of like- press&hold "menu" key, use either scroll wheel to cycle through a list of available commands. or alternately have a radial menu open and used a simple cursor (or mouse gestures if you want to be fancy) to select an action from the various contextual tabs located around the radial menu. is it just me? (sitting here, day dreaming of what could be, and realizing that it will never happen) god forbid this game ever gets intuitive controls in, what would EA and Infinity Ward do if that were ever to happen..
  2. -FHA-Dynamo

    Day Z Announced as standalone title.

    yes, because drinking 4 liters of water and powering through 3 cans of pasta, only to be hungry and thirsty again in 15min is NORMAL... (rolls eyes). they need to make the eating/drinking calorie based. i go through enough food in an hour to feed a family of 4 for a day. obviously, some "tweaking" is needed.
  3. -FHA-Dynamo

    Day Z Announced as standalone title.

    woaw, slow down there. let them fix the "need to eat and drink every 15 sec or you go into a coma" issue fixed first.
  4. -FHA-Dynamo

    Multiplayer dying fast??

    i gave up multiplayer a while back. i try it after every update but nothing changes. in single player, i can run all settings at max with the exception being view distance which i set to 2km. i get no less than 30 FPS with occasional drops to <5 FPS every 15-20 sec. it really is a shame BIS have yet to find the cause of the low client fps in multiplayer, and also fix the overly too common stuttering. many of my friends would drop BF4 and COD:Ghosts in a heartbeat if these issues with A3 were fixed.
  5. -FHA-Dynamo

    Arma models in WoT mod

    the models look similar, not the same though. a T72 will look like any other T72. the only way to know is to look at the mesh and see if indeed it's a copy. this thread is silly.
  6. -FHA-Dynamo

    Walking slow and using the mouse wheel

    don't forget the thumb and pinkie finger on the 4 side buttons.
  7. -FHA-Dynamo

    Holster have non gun

    well considering they finally got proxies working on weapons so attachments can be added to them, i don't see why they can't get a pistol in a holster to work. back in 2001 i had made a post suggesting that they add proxies to the weapons, so that attachments could be put on the guns without needing to make a complete model of the same gun with all the different combinations of attachments on them. i thought they brushed off the idea back then, but it's nice to see they figured it our for ArmA3.. just a shame it took them until the 4th game to do it. maybe having the pistol in the holster is a minor thing and they plan to add it later on when close to ArmA3 going gold? they would have to make not only a thigh holster, but also a hip and under the armpit holster and have all the animations to go with it. they may as well add a combat knife as well.
  8. -FHA-Dynamo

    Taking the scroll menu to the chopping block

    making the choice to do something, then performing the action are two very different things. that is where the problem arises. the current action menu is too clumsy and gets you kill more often than it helps you. at the very least they should remove the function where the menu opens when the scroll wheel is touched (in some cases just looked at). have a dedicated [open menu] key that needs to be held down while selecting an action. and closes when the key is released. the action can be selected by pressing the middle mouse button or hitting Enter. when the [open menu] key is released during action selection, it should just cancel any action and close. far too many players and helicopters have been blown up due to the current menu system... it's just not good PERIOD.
  9. -FHA-Dynamo

    low fps with 7970

    i got a 5870 and regardless of what setting i used (with the exception being view distance) my FPS changes by 2-3 at most. i am currently getting 14 fps on the beta build when i was getting 30-40fps in the pre-beta DEV build.. WTF! CPU Phanom II X4 940 black edition @ 3.2ghz 4gig OCZ platinum ram i don't know what they changed from the DEV pre-beta to the current build... but i want that version back!
  10. just to be an ass, that VectorV you posted on the first page is in fact a 6mm version.. more accurately it's an airsoft gun. but yes, the real Vector is indeed .45ACP. ---------- Post added at 02:55 ---------- Previous post was at 02:52 ---------- i'm sure BIS are just using 9mm as a place holder.. we're not even Beta yet. this disease must end..
  11. simple solution for this issue ADD A DAMNED DEDICATED ACTION MENU KEY! simple! effective! intuitive! remove the action menu from the default scroll wheel. instead give us a bind-able "open action menu" command we can bind our selfs. the key needs to be pressed for the menu to open, THEN the scroll wheel can be used to cycle through the many options. clicking middle mouse or hitting the "action" key selects the menu item. if the "open action menu" key is released the menu closes (no more god damned spamming the backspace key to close the action menu, then the command menu in the middle of a firefight... ). this is just one of a couple of key-bind issues that need to be completely reworked. it's been a gripe of mine since the demo of OFP:CWC back in late 2000... FIX IT! the other key bind issue is the "too cumbersome to be of any actual benefit" "adjust stance key configuration".. if we have dedicated keys used for going prone, crouch and stand, who's genius idea was it to lock the stance up/down function to "move forward/move back"? how is that intuitive? all it does is give the player the option of either "stop where i am to chance my stance, or don't change stance as i approach this low wall and get my head blown off" since there are already three keys for changing stance (prone-crouch-stand), why not use those with the stance modifier key to adjust stance hight? it would free up the movement keys.
  12. -FHA-Dynamo

    release date beta

    when it's out. doesn't matter how many keep posting the exact same question, the answer will remain the same.
  13. -FHA-Dynamo

    Quick poll about the game so far

    nice poll, should post the results for all to see. my final word at the end of the poll "A few changes would make the A3 experience so much better. Default the scroll wheel to "change pace/speed" for better control over the player's movement speed as well as the speed for land and sea vehicles (acts as an de/accelerator). Adding a dedicated (and bind-able) action menu key + scroll wheel for navigation, would be a huge improvement. no more fighting with the menu when ever it opens when not wanted. No more accidental placement/detonation of explosives. No more going into the gear menu in the middle of a fire fight. Add a "stance up/stance down" function that is bind-able(would allow these functions to be bound to the scroll wheel for those who want it). remove the currently locked stance change function from "move forward/move back" keys. this will allow players to change stance on the move, as currently we are forced to stop before changing stance.. and we all know that in combat, if you stop moving, you're dead."
  14. -FHA-Dynamo

    Walking slow and using the mouse wheel

    this has been discussed in 3 other threads in the last two months. the devs have yet to say anything about changes to the movement and stance system. sad. also the new update has screwed up the tactical pace and weapon sight up interaction. before the patch we could go into tactical pace, and bring up the weapon sight without issue. now if you bring up the sights while in tactical pace, the player goes into a jog instead. come on BIS, forwards, not backwards please. basically all three threads discussed how better to implement movement and stances to better improve the dynamics of urban inf movements. what was generally agree on was that the scroll wheel would be an excellent means of controlling movement speed and also stance positions. there was some discussion on also using the scroll wheel as a means of controlling vehicular speeds, as an analog accelerator. example: default scroll wheel for infantry - controls movement speed in conjunction with W. while pressing W, use scroll wheel to increase speed. retain 2xW for going to a sprint from any speed. to access the action menu, an action menu key should be implemented, to avoid having the action menu open when not wanted. example: windows key opens menu, scroll through menu with scroll wheel, release windows key to select action. must add "close/cancel menu" option to action menu. the scroll wheel can also be used to change stance. example: Crtl + scroll wheel up/down changes stance up/down fluidly/dynamically. this should be able to be done while on the move, as in, no need to stop, change stance then start moving again... thats very clunky. but like i said, it's been discussed in length in 3 threads, with no dev input. ---------- Post added at 08:32 ---------- Previous post was at 08:23 ---------- i have played around with assigning the stance up/down keys to my scroll wheel.. just happens that the stance up/down is the "move forward/move back" commands (W&S). i bound W&S to my scroll up & down. it was crude but worked. holding down Ctrl and scrolling i could quickly cycle through the stances. unfortunately due to the stance up/down function being locked to the move forward and move back commands, i could not move while changing stance (real shame). if BIS were to unlock the stance up/down functions from "move forward & move back" and create separate binds for it, then maybe we would be able to move while changing stance. this would surely lead to players binding the commands to their scroll wheel, or which ever two keys they want. just being able to cycle through the stances while being able to move, would be a huge improvement, even if it's not very fluid.
  15. -FHA-Dynamo

    Graphics

    why would BIS lower the graphics of ARMA3 lower than ARMA2? if your computer is "utter ****" as you put it, why would any developer bother with you? it's 2013, if you can't even run ArmA2 half way decent, you need to upgrade or give up on PC gaming and buy a console.
  16. -FHA-Dynamo

    Vehicle Acceleration Feedback.

    if you have a look in the Arma3AlphaProfile file in your documents folder, you will find command functions for shifting up and down gears. gears 1-8 and 2 reverse gears. i have already suggested that the scroll wheel be default speed control, for player movement as well as vehicle movement. have at act as an accelerator. could be done if they remove the default action menu function and change it to a dedicated key to open the action menu, then have the scroll wheel cycle through the actions. the current action menu is too clunky. any movement of the scroll wheel opens the damned thing and then you have to press back space twice to get rid of it. action menu key would open the action menu, and as long as you hold that key and not select an action it should stay open. on release it should close the damn menu, or it closes after selecting an action. should free up the scroll wheel for more practical function like speed control.
  17. -FHA-Dynamo

    Alpha update 0.56 problem

    not running any mods at all and am getting the same debug console. also my game has started to freeze for periods of 10-30 sec at a time, every 2-3 min. never did this in the previous version. overall performance has gone down, and the game is now using up most of my pc's memory (not GPU).. it's always at <90% system memory usage now, but CPU usage is under 30% all the time.. hope they sort this out soon. oh i also noticed that the LODs for some of the trees, bushes and buildings are messed up. as if the order of the LODs got mixed up, like the LOD for 500 meters is used at 20 meters, and the object disappears past 300meters only to re-appear at 400... wtf is going on? why is this happening on the stable non-dev version?
  18. -FHA-Dynamo

    Movement speed tweaking

    or, they could make the movement speed controlled dynamically via the scroll wheel. if you look at the swimming animation, slow swim and normal swim speed use the same exact animation, just one is sped up. the fast swim animation is different. so, who not make the speed dynamic? just need 3 main animations with the ability is changing the speed at witch the animation is played. walk, jog, sprint. slow walk - casual walk - normal walk - fast walk - speed walk (transition over) slow jog - casual jog - normal jog - fast jog (transition over) sprint - balls out sprinting. if you put someone on a treadmill and watch them as the speed of the treadmill increases, you will see that they only really have 3 ways of moving. so each of the three movements have a range of slow to fast before changing to the next faster movement method. i don't see why that could not be done for ArmA.
  19. -FHA-Dynamo

    no shadows

    if the clouds could cast shadows, my eyes would bleed tears of happiness.
  20. -FHA-Dynamo

    Movement speed tweaking

    they already added a stance indicator on the top right, just left of the weapon status box. i'm not asking for fluid leaning and such as in RvS, i just want to be able to adjust my stance hight on the fly as i move through either scroll wheel or dedicated stance up/down keys. having it locked into the WS keys causes more problems and makes using the stance change a pain in the ass.
  21. -FHA-Dynamo

    Movement speed tweaking

    it had one fluid stance. having the scroll as default stance change would be good too. have an action menu key that have to be pressed to open the menu, and closes when released.
  22. -FHA-Dynamo

    Movement speed tweaking

    thats only if you have your right mouse button as default. the menu closes when you select an action, but if you don't want to select anything, there should be a "Cancel" or "Close" option at the very top. this should also help reduce the occurrences of accidental set off of explosives. i played around with using the scroll wheel to chance stance (bound "move forward/move back" to scroll up/down).. it is SOOOO much better. if the transition from stance to stance was more smooth/fluid.. good gawd! the only other problem, is not being able to move and cycle through the stances at the same time. there is so much potential here, shame it's not implemented. having a means of controlling movement speed other than just stop, walk, jog and sprint would be awesome as well. could have a speed system similar to what the stance change is. like we could have 3-4 speeds for each movement type, were the fastest for one type of movement changes over to the slowest if the next movement type. ei: [walk] 1>>>2>>>3>>>4 [jog] 1>>>2>>>3>>>4 [run/sprint] 1>>>2>>>3>>>4(balls out springing) so when you are at walk speed 4 and go one more up, the animation changes to the jog animation. then at jog 4 it changes over to the running animation as the next step. if controlled via the mouse wheel, it would make for an awesome dynamic movement speed control. could have another modifier key for it, say "speed" key. which could also double as a means of controlling the speed of vehicles, as currently there are only 3 speeds for all vehicles.. slow forward, forward and fast forward. i know that the config file has already the commands for shifting through gears (not active), but who knows if BIS will implement it. a linear speed control would be enough if we can't uses gears. as for controlling vehicle speed via mouse wheel, it would act as a top speed limiter. as in, you press W to move forwards, and scroll up the accelerate. when you release W you slow down, and when you press W again, you need to scroll up to accelerate again. think of pressing W as releasing the clutch, and the scroll wheel as the accelerator. which would work great for reversing as well. if you scroll down while pressing W it acts like braking, and the more you scroll down, the harder you apply the brakes. we already have a hand brake key, and hitting that to slow down for a turn just makes you skid(fun for drifting, not so much for staying in control).
  23. -FHA-Dynamo

    Movement speed tweaking

    i have been asking for this for a while. switching to the left shoulder also known as weak side transition is extremely common in urban combat. when leaning/peaking a left side corner, you ALWAYS switch to the left shoulder. to not do so, you will expose you whole upper body and head to enemy fire. a lot of lessons have been learned in the war in Iraq in this regard, so much so that the military has incorporated most of those lessons into their training regiment. switching the rifle to the left or right should be linked to the lean keys. lean right and weapon should stay on the right shoulder. when you lean left, it should automatically switch the rifle to the left shoulder, and keep it there until you lean right again just to make things easier for the devs. right now the only way to transition to the weak side is to do the left step out. this is why i have repeatedly asked to incorporate lean and step out together, where stepping out can be done with the use of lean + modifier key. combining that along with automatically swapping the weapon to either shoulder, will make things more fluid and players wont be falling over them selfs in urban combat. this of course ultimately comes down to unlocking the stance change keys from WASD. AD for stepping out, and WS for cycling through the stances. nothing more frustrating then trying to adjust your stance hight to peak over an object, and your character runs out from behind cover... urgh. i would much rather have this : lean left, lean right works normally but now has the weak side transition automatically tied to it. holding left Ctrl + lean left, lean right would be the step out keys, with weak side transition. left Ctrl + W/S should be removed. the use of W and S is really not that good. instead it could be left Ctrl + scroll wheel up/down. when not holding down Ctrl, the scroll wheel would work normally for the action menu. also adding a "close action menu" option on the top of the action menu would be a HUGE help... i hate it when the damned action menu opens and i have to hit backspace to close it, where then it opens up the command menu.. so i have to hit back space twice every time the action menu opens.. very counter productive.
  24. -FHA-Dynamo

    Movement speed tweaking

    nice addition of the weakside transition with the rifle, only problem is that the way it's done is wrong. when you switch to your weakside, your hands also swap. i would recommend watching Art of the tactical carbine.
  25. +1 for controlling stance hight via mouse wheel. i freaking hate the scroll wheel action menu.. any touch of the mouse wheel and the damn action menu opens up.. and every time i gotta reach over and hit backspace to close it.. urgh.. have a key assigned to open the action menu. hold to keep open, scroll to desired action and click middle mouse button or press the USE key to perform the action. on release of the action menu key, the menu closes(simple and prevents accidental selection of an action.. like detonating a satchel instead of climbing into the back of a heli.. and thereby killing everyone in it) . expanding on the scroll wheel's use, while holding the "adjust" modifier key, we could transition through all the stances from standing tall to low crouch. using the scroll wheel alone could change you movement speed, from a slow creep, to balls out sprinting(as an addition to the default keys). and of course once the action menu key is pressed, control of the action menu. the "step out L/R" stances could be done by pressing the "adjust" modifier key + lean keys (what ever they may be bound to), and would also double to get into the "urban" prone positions while in prone (just pressing lean while prone should be the tactical roll). this is just to reduce the control cluttering and conflicting actions. having to come to a stop to adjust my stance hight is really ridiculous. all movement actions/changes to stance hight should be dynamic and capable of being done while on the move.
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