Daniel
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Everything posted by Daniel
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Just asking because, like Kirby, i'm trying to think of an in-game reason why one might not fit a bayonet permanently. The collision box argument sort of defeats itself, since close-in fighting is when you definitely would want a bayonet fitted.
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Wouldn't a bayonet affect accuracy over long distances?
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Agreed, it's a nice feature. Problem is I think the grass pops up again once you move away, so it doesn't really work for overwatch positions.
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In real life you make this minuscule adjustment without thinking. We shouldn't have to move our avatar's heads to avoid grass, the grass should be transparent. Nearby transparent grass will not allow you to see through grass that's on level with you in a field. There will still be tactical considerations. But setting up a sniper rifle or machine gun on an incline will no longer be hindered by that 1mm blade of grass waving back and forth, blocking your view with its pixels.
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ToraBora "Sandbox Edition"
Daniel replied to Chill xl's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
As I said, just far enough for an A-10 to take off. There was enough flat land on the Aiaktalik borders for us to make our own airbase, and human piloted A-10s came in very handy as air support. We actually "built" the airbase from an old abandoned Soviet strip over a number of campaign missions. So given a long enough patch of flat, clear land, we can do the rest. -
Great idea this.
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ToraBora "Sandbox Edition"
Daniel replied to Chill xl's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Even if it was a patch of flat ground long enough for an A-10 to take off, we can do the rest. :) -
Please consider an improved sat map update for this, it would really make it! Terrain with small, detailed settlements and good distances between them are in demand.
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AV-8B Harrier in VTOL mode instead of V/STOL?
Daniel replied to avengerzx's topic in ARMA 2 & OA - GENERAL
Think that was the original concept, but if you read it into it, Harriers will take off and land conventionally whenever possible. As stated above, they can only take off vertically under the lightest of loadouts. -
Absolute win.
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So many clans, such little acitivity
Daniel replied to PsychoPigeon's topic in ARMA 2 & OA - GENERAL
If squads play every night, all the time, they soon get burned out. It's more enjoyable to play a fresh session once or twice a week. That's why it's hard to catch a good game randomly, the best take some degree of planning. -
So many clans, such little acitivity
Daniel replied to PsychoPigeon's topic in ARMA 2 & OA - GENERAL
There are plenty of big, active clans and squads out there. Most of them require you join them, but not all. -
[Island] NG-Studio present "Isola di Capraïa"
Daniel replied to Gamerz's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Try the zip again, shouldn't take long to re-download. -
[Island] NG-Studio present "Isola di Capraïa"
Daniel replied to Gamerz's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This is an incredible island! Attention to detail is perfect, great scenery too. Only thing i'd say is that it could perhaps use some more small rocks scattered in the countryside, but that's purely my own taste. Back to exploring! :D -
Pfft, the UK launched Skynet years ago. I fear bacteria based circuit boards...
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Buy ArmA2:Combined Operations. Can't go wrong with that. ;) Ninja'd dammit.
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MultiDiscussion : TES5: Skyrim, BattleField 3, COD, R6 etc.
Daniel replied to Second's topic in OFFTOPIC - Games & Gaming
Hmm, I played a bit of both, but I only found the time to complete Oblivion (dear God those Oblivion levels...:p). Although I actually enjoyed fighting with swords, shields and arrows in Oblivion, unlike Morrowind. I'll concede Morrowind had a much better atmosphere. -
Real Life Photography/Photo Editing II - NO IMAGES >100kb
Daniel replied to Major Fubar's topic in OFFTOPIC
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So trying to be three aircraft in one doesn't constitute a Wunderwaffe? :p This is unfortunately very true, it certainly applies to defence companies outside the US.
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mechas and walkers - doom-bringers or death-traps?
Daniel replied to moach_mayhem's topic in OFFTOPIC
Nah, far too buggy for any meaningful test. It'd have to lose the cloak and add a more "realistic" weapon too. I agree with Max Power, in that it's hard to think of a situation for a mech that something like the Apache doesn't already fulfil. Perhaps if the enemy had a strong AA threat, but that's clutching at straws. -
Project Reality - WIP Discussion
Daniel replied to craig.turner's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Yes, now give it a rest. The category is specifically for mods that are under development. -
mechas and walkers - doom-bringers or death-traps?
Daniel replied to moach_mayhem's topic in OFFTOPIC
I think ArmA2 would be an interesting platform to test the concept, if we imagine the technology is available. -
I think areas that could pass as post-apocalyptic, such as wartorn landscapes would be better than "actual" post-apocalyptic terrain. It wouldn't exactly tie in with the rest of the series otherwise. Western European and North American terrain would be too implausible for open conflict. I'd like to see BIS make a big tundra-esque map within the Takistan/Chernarus region. http://www.digitalculture.co.uk/images/central_tibet.jpg http://rst.gsfc.nasa.gov/Sect6/TibetanPlateau3.jpg http://travel-china.net/imagesen/new/1/rongchag-tibetan-village2.jpg That'd make a good mix of new scenary, open expanses, and detailed little villages. There are simply too many settlements, too close together on Takistan and Chernarus.
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The first line is a little difficult to understand. On the collective issue, are you using a joystick and throttle or mouse and keyboard?
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Well, the argument goes that the coders work on the engine and the AI while the artists work on the content. So there's no reason why the production of DLC content (and thus extra funds) should hold up AI/engine development.