Daniel
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Everything posted by Daniel
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Arma 3: Interview with Ivan Buchta, Creative Director of Bohemia Interactive
Daniel replied to Butulino's topic in ARMA 3 - GENERAL
BIS artists still need to be kept busy. Expansions are a great way of doing that, especially in the lull between Arma 2's release and Arma 3's production. They ought to be producing content for DLCs whenever things get quiet. -
I can vouch for that, i've known times where someone has just helpfully mentioned that the / key is to type, and it has helped someone start communicating. But yeah, sometimes people are simply ignorant and aren't interested.
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I think it's a very good idea. When everything explodes it sort of takes some of the drama away. And the uncertainty. I think it would even work if vehicles sometimes had mobility and crew kills but with no obvious damage, not even a fire, until you actually walk up and see the hole punched by the sabot. Was it ECP that had the incredible fuel truck and petrol station explosions?
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Ooh, this is the kind of thing that makes me fire up Arma 2 these days. Downloading!
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Problems when trying to fly with Auto Trim Off
Daniel replied to habnor's topic in TAKE ON HELICOPTERS - COMMUNITY PREVIEW
I'd definitely recommend first person. Sorry, this made me think you hadn't done much Arma 2 flying, along with being a new forum member. In that case though, you should pick it up easily once you sort your torque problems, it's not dissimilar to Arma 2's flight model. Ah, might be better off waiting for a dev to answer that then. :p -
Problems when trying to fly with Auto Trim Off
Daniel replied to habnor's topic in TAKE ON HELICOPTERS - COMMUNITY PREVIEW
Auto-trim looks after your anti-torque rotor so you doin't have to worry about it as much. It basically makes flying less realistic but easier. It should definitely stop you spinning as much. -
Arma 3: Interview with Ivan Buchta, Creative Director of Bohemia Interactive
Daniel replied to Butulino's topic in ARMA 3 - GENERAL
So we've established that it's piss easy to disable AI and pick a small map with high frame rates. What do you mean by good characters? I assume by good animation you mean more fluid or more sensitive? Obviously everyone wants BIS to do their best to counter lag and warping. -
Apparently it's because they are concerned about how new players and AI will handle it. I'd still like to see it implemented in the core game though.
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Problems when trying to fly with Auto Trim Off
Daniel replied to habnor's topic in TAKE ON HELICOPTERS - COMMUNITY PREVIEW
Might be an idea to master the Arma 2 flight model first. It's very similar but less complex. Also I assume you used 3rd person for the sake of filming? It's much easier to fly from first person, Arma's 3rd person camera is far from ideal. -
Go to your .ArmA2Profile file in your user profile. Find the line called precisionEnemy and change it to a lower number. Make sure it corresponds to the difficulty you have set, or change it for all difficulties.
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I think throttle/brake = raise/lower collective. Just badly worded.
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That sounds very strange. How does it handle using just mouse, keyboard and auto-trim?
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It's fairly straightforward to turn the music down or off. Although I am intrigued to see how or if BIS handle radio chatter. The best solution for me would be, as some have already said, to have the music volume drop during incoming messages.
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How about being grateful that BIS are making a dedicated PC game without any compromise for consoles? Turn down your enemy's accuracy value if it's hurting your game.
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It'd be excellent for 50cal gunners on Humvees, or anything similar.
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Wow, that's not what I imagined at all. I've spent a lot of time in multiplayer squads were any number of people work on the same mission, either doing different stages, or creating different areas with one person merging them at the end. So you might have a few people working on the same map and planning the mission over TeamSpeak at the same time. I didn't think it'd be too technically difficult, that might just be me being naive. But i've seen some pretty crazy things done with the editor by third parties, this struck me as a logical step. Obviously it'd be like any other multiplayer session where you password the server and only give the password to people you trust.
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I reckon he means multiple people working in the same editor session simultaneously. Which would be kind of cool. In fact that would be very cool.
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Question: Can helicopters be armed?
Daniel replied to ricnunes's topic in TAKE ON HELICOPTERS - GENERAL
In fact i've just spent the last half an hour mowing down Takistani regulars in my M230 cannon and S-5 rocket-equipped Light Special. Took a bit of fire too. -
What conflict was Arma based on? You're arguing for the sake of it now, BIS aren't going to change their entire design intent after this much promotion.
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Auto-Rotation and Blade-Strikes?
Daniel replied to Uziyahu--IDF's topic in TAKE ON HELICOPTERS - GENERAL
It was possible to autorotate to save your helicopter in Arma 1. It might not have been a very authentic simulation but it served its purpose. -
FRL Airforce Addons release thread
Daniel replied to [frl]myke's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ah, understood. Though I still think there's room in Arma for a Lightcycle arena. :D -
FRL Airforce Addons release thread
Daniel replied to [frl]myke's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Looks like a blast! Thought much about adding the trails? -
That just got me thinking, it would be fairly simple to make a mod that replaces what many have trouble accepting as plausible vehicles and weapons, with real world equivalents. So as you say, swap out the Commanche for a Eurotiger, likewise the Mi-48 with a Havok or SuperHind, etc. It wouldn't be a massive change, you could even keep the relevant config values the same to avoid breaking the campaign. The only issue would be vocal recordings, although there's every chance they'll only mention callsigns, and there's no problem there. There seems to be an audience for it. Though frankly i'm looking forward to my Commanche.
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Honestly, I think auto-trim should be enabled at all times in Arma 3, unless a pedal input is selected.
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Yep, i'm using mouse and keyboard. I'm not finding it all that dissimilar to Arma 2 now that i've sorted my collective key binds and found auto-trim. Obviously Auto-trum is a necessity if you don't have rudder pedals, you can only do so much with "bang bang" key control. Although I do find I still have to add some rudder in forward flight, so there's some complexity added.