Daniel
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Everything posted by Daniel
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A.C.E. Advanced Combat Environment Public Release!
Daniel replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Disregard. -
A.C.E. Advanced Combat Environment Public Release!
Daniel replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Without having heard an Apache in real life, that sounds better again!! -
Looks fantastic, maybe he was being sarky. Actually after comparing, they lost a hell of a lot of quality in compression. What did you use?
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A.C.E. Advanced Combat Environment Public Release!
Daniel replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Apparently turning too sharply in an Apache makes the rotor blades a lot louder. That Apache sample vid sounds a lot better than ACE. -
A.C.E. Advanced Combat Environment Public Release!
Daniel replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Likewise, havn't found any side effects either. Good find! -
A.C.E. Advanced Combat Environment Public Release!
Daniel replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Awesome, didn't think it'd be as simple as that. This really gets rid of all effects? No side effects? -
A.C.E. Advanced Combat Environment Public Release!
Daniel replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Norrin pointed out a piece of code that can be deleted to stop the anim problems, on the ACE forums. -
You'd have to find a clever way of implementing the damage, which is the most important bit. You need a set "splash" radius for each Fuel Air Explosive (FAE) weapon, around the size of a house in some cases. But it needs to have the destructive power to kill any infantry, light vehicle (occupants at least) or normal buildings in that area. Am I right in thinking that thermobaric weapons shouldn't be too effective against sealed MBTs and similar vehicles?
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Hell yeah. Although it could be a little overkill in most games. Do they ever use them like daisy cutters? To clear areas for landing zones? Also what would be cool is thermobaric warheads. Shots for weapons like the SMAW that do massive pressure damage in buildings, killing occupants without much unwanted large area damage. I can imagine visual effects being an interesting challenge for both fuel air and thermobaric. Some interesting principles and weapons for both sides on the wiki page: http://en.wikipedia.org/wiki/Thermobaric_bomb
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A.C.E. Advanced Combat Environment Public Release!
Daniel replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
It's already been discussed, apparently Aushlife plans to make it more like the RKSL version. Go back a page or two. -
Really cool! I like this sort of terrain. Some suggestions: Add some patches of grass texture amongst the trees. Work a little more on the beaches.
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Griff and a six man squad about to embark on a training session. STALKER, Isle de Pollo, UKF
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A.C.E. Advanced Combat Environment Public Release!
Daniel replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Agreed. Perhaps have a clunk noise if you manage to rest your weapon. Or a hint message. -
I actually can't hear an airborne Lynx further than about 20m away. Recently had to change some PC internals too, now using VIA HD sound and still got the same issue. The BIS Blackhawk seems perfect, as with all other choppers. Do RKSL aircraft use a different/slightly more complex method that isn't coming across on my rig?
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A.C.E. Advanced Combat Environment Public Release!
Daniel replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
@Aushilfe My bad! Assumed since someone had complained that it hadn't been tweaked yet, apologies. Will check in future. -
A.C.E. Advanced Combat Environment Public Release!
Daniel replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
ACE should use the RKSL flight model. The BIS one doesn't take into account the fact that engines generate thrust. -
Looking forward to an update. Hopefully some work on the volume levels at various distances would be really appreciated.
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Gotta have the laser deg for buddy marking, that's the whole point of this bird!
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I'd just like to echo a call for a way of using the 1.08 FOV in 1.15. I've tried the patch but the FOV really makes my head hurt and makes playing the game difficult. Feels like the view is about 3 ft in front of my head.
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A.C.E. Advanced Combat Environment Public Release!
Daniel replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Is there a away to get AI to stay on their feet in very close combat now that setunitpos "up" and "middle" don't work? Kinda need it for compound fighting placing them on rooftops. -
Brilliant. I actually quite like the tracer combination too.
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A.C.E. Advanced Combat Environment Public Release!
Daniel replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
I've only started to notice FPS drops with 1.01. As an example, repeated use of the "weapon rest" during a firefight soon began eating away at FPS to the point where it seemed likely to crash. You might want to concentrate on ironing out all the issues that are being reported at the moment before considering adding any more new features, otherwise you're just going to end up getting bogged down. I know a lot of people were just happy to see a well rounded medical system. :P There are some really innovative bits in there, i'm still in awe of the HUNTIR system. But "basics" (I use " because I realise implementing this is anything but basic :P) such as enemy AI suppressive fire over long distance is missing. ACE has already added to the community in so many ways, i'm sure you want to see it running smooth for everyone too. Anyway, keep it up! -
As long as it gets a bit of dirt on it, it's really the sounds and weapons handling that give an addon soul. As a friendly you just wanna see tracers and all sorts of hell flying out of it and blatting whatever's been bothering you. And as an enemy, you shouldn't even want to lay eyes on it.
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A.C.E. Advanced Combat Environment Public Release!
Daniel replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Havn't tried anything other than the M240 so far, but the weapon rest works really well with it. So I guess it's doing its job there. -
Zoom isnt too bad, I always found the ACOG in ArmA difficult to use. The widescreen fix is really appreciated, thanks!