andersson
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Posts posted by andersson
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Ahh, thank you, that explains it.
Thats right, now that you mention it, I dont like to jump into a chopper in arma and the engine starts up because I didnt have the throttle on min... Annoying..
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I made a practise mission for myself where I had 3 triggers:
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Radio Alpha Repetable
Heli1 setfuel 0
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Radio Bravo Repetable
Heli1 setfuel 1; Heli1 setdammage 0
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Radio Charlie Repetable
Heli1 setpos [getpos heli1 select 0, getpos heli1 select 1, 200]
So by activating radio alpha my engine stops. When I land I activate radio bravo and the fuel as back and the helicopter is good to go without damage (also good if you see whats coming and do not want to crash...). If I do not have the patience to wait for altitude (or to avoid a crash) I can activate radio Charlie.
Remember to name your shopper heli1....
edit: Is it a bug that you cant shut down the ingine when you are flying? If i remember correctly you could do that in OFP?
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@Panda[PL]: the things you say are probably true, for US-forces. But from my experience in the FDF (finnish defence force) we only used tracers at night (every 3rd, MG every 5th), IF we used tracers.. The groupleader could have all-tracers during the night to direct the groups fire.
We never used tracers during the day, not even in the MGs.
As this script shouldnt be US only I think its best to have it disabled as default. Some forces do not use tracers so much (SLA?), and do any use tracers during the day in rifles??
I would love the possibilty to define tracer mags so you can reload it when you want..
I should add that I cant speak about the FDFs use of tracers in a real hot situation, as I only did my year..
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You can doubleclick on the compass, gps, clock and so on while in Map-mode to make them smaller or bigger.
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Simba:Just been thinking about your ideas about changing bullet etc... I think this is going to be a problem in Multiplayer where all clients change the bullet trajectory in a random fashion

The tracer is a locally created effect. The bullet is probably global, or a local copy somehow, so I dont think we should change it's trajectory randomly on every client

There are workaround but I'm not sure if we should go to such lengths in a system that gets fired 100's of times when firefights are busy

^For me its ok if the tracerround ballistics are equal to a normal round. Ofcourse I support realism, but I want a fluent game without to much scripting.
Isnt it possible to define tracer-magasines? So you can load up a magasine with tracers anytime if you want to? Then you can make the dispersion alittle higher also. Ofcourse 2/3 of the bullets are normal if every 3rd are a tracerround, that should be taken into consideration. IF its necessary to simulate the different ballistic for tracers...
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Ok, I think I understand what you are doing now simba
You have some good ideas.But now I´m off to bed, must get up for work in 5 h...
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Tracers do behave quite different to "normal" rounds, the US experiments with LEDs and capacitators. That way, the tracer does not change it's mass mid-air and the trajectory is repeatable, still not the same.Ahh, ok. So there is a bigger difference? I have never used tracer for any presicion-shooting.
But then I think the trajectory of the bullet should be changed instead of just the tracer-effect, if there is need for that... Is the difference so big that there really is need to slow the bullet down?
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Sth that just came ringing in was that if the path would be very different, then it's not very usefull for MG gunners to direct their aim maybe?Quote[/b] ]But to have the tracer following another path at a different speed?
Exactly, then the tracers have no real use.
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In my experience the tracer bullet isnt so different from a normal bullet regarding speed and ballistic. Its affecting the bullet, but how much? I dont think its noticable with an assault rifle..
To change the speed just to make it look better isnt the way, I think. In my experience the tracers on internet are much more visible and dramatic than in real life. Unless you put on NV-goggles

I have seen that the phosphor can get scraped off the bullet when it hits something and ricoshett in another trajectory than the bullet, sometimes I have seen it glowing in the sand/dirt where the bullet hit. But to have the tracer following another path at a different speed?
Please explain to me if I have misunderstood anything..
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for me the tracers where going too fast, I modified a little your code for better ballistics.I dont understand why you are changing the tracers speed, shouldnt the tracer follow the bullet as in real life?
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Yes, the aimpoint is problematic. I have thought about it some time, and as I see it there is no easy fix to that.
I dont know how it would be possible to make a realistic aimpoint with the 3d sights, as it should be "subtracted" from the view. If you use the 2d image for scoped weapons to get the freefloating red dot you would loose the the new great features of a "free-bobbing" sight (when walking) and the ability to look around with trackIR. And loosing that is not worth it..
Even if it was "subtracted from the view" when you zoom in, it should only happen when you use it. So if I`m zoomed in and aiming through the aimpoint I should experience a floating point, when I look away with trackIR, still zoomed in, the aimpoint should be visible like today.. (edit: maybe not so important to make it visible when its not in focus..?)
This is not easy to fix, I think. One way to solve it would be to use 3d goggles and only project the aimpoint to the right eye. Then you have a fully realistic and functional aimpoint.
Maybe it could be possible to make the texture on the aimpoint transparent when you have it zoomed in and in focus? That could simulate a real aimpoint and make it more reallistic and usable. How to do that? No idea.. Maybe with some alpha channels that makes the aimpoint transparent when you look at it directly from behind and some magic use of some, not yet discovered, "features" in the arma-engine? Â

(edit: maybe its not that important to only have it transparent when you are using it (in focus..), maybe it is as "simple" as having transparent textures on the faces that are at the back of the aimpoint. So when looking at it from the side or front it looks like today, but if you look at it from behind its tranparent? The transparent textures at the back of the sight could go unnoticed if you are not using the sight or holding the gun as the faces are small. Do anyone understand what I`m trying to explain? That could be a fix to this. Maybe..?)
EDIT: sorry about my edits, but the transparent texture-idea growed on my as I was typing..
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From version history patch 1.08:
Air.pbo
Ah1Z fire geometry fix
2D optics models enlarged for 16:9 aspect
config.cpp
    set damageResistance
    balanced helicopter armor and hitzones, so they survive emergency landing but remain vulnerable to AA gunfire
Tweeked texture of 2D optic
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Ahh, ok. Good

The aimpoint is very difficult as its impossible to make a realistic visual "experience" of it with a 2D image. But a realistic reskin is better than nothing!
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Will work on other guns in June including a new acog and a better aimpoint (zoom).Do I understand you correctly that you want to have zoom on aimpoint? If so thats not realistic at all.
But good initative upgrading the weapons!
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The problem with that is it's entirely unreasonable to expect that modders should have to make their content conform to BIS's engine. It's unfair and impractical.When they've got an idea, it should as the modder envisions it, and not crippled by so-called conformity to someone else's 'standards' which don't reflect the accurate realism studied by the modder themselves.
If ArmA can't handle multi-million poly models, that's the engine's fault, not the modder's, and BIS needs to fix that glaring deficiency immediately before moving on to anything else. The same goes for shadows. The modder shouldn't have to worry about shadows at all, are shadows modeled in real life? Of course not, real life is what ray traced dynamic shadows try to imitate, that again is the engine's fault, not the modder's, for that lack of crucial functionality.

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And I opt for a change in the script, so the tracer will start at the muzzle. If possible gradually increase the brightness to 100% for the first 100 m.Which is the actual behaviour of a tracer. They are ignited with the muzzleflash.
That would be very nice!
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If your descent is still too fast, you can try to use collective (throttle), but i am not sure whether this does have any effect in this situation in ArmA.I´m not sure, but I think that you can use the collective/throttle to brake. I believe that the throttle are combined with collective in arma as I have noticed that effect. That would also explain why the rotor slows down if you do not put the throttle to minimum.
If I brake succesfully the chopper doesnt get damaged (not much anyway), but if I brake to early or to late its a wreck. This is with the same angle and speed before landing.
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why cant this be compatible with earlier versions, i mean, the reason why im not downloading 1.07 is1# because its not compatible with my fav sound pack FDF
2# The community has yet to download therefore the only reason why i play Arma (multiplayer) would be impossible
My two pence lol
Quote from this thread - SLX Desert Island
Quote[/b] ]Apparently only ArmA versions 1.05.5 and greater are able to use the OFP version .wrp islands without crashing so make sure you are running ArmA with the latest beta patch.So it looks like you can use v1.05.5. I dont know..
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I was playing 5 min ago with my friend. I managed to do a soft landing without taking any damage. I was flying an AH6. But yes, I need to practice...
He hadnt plugged in his joystick and he tried this with mouse and keyboard. We saw flames... Is this possible with mouse/keyboard?
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In the beginning I thought that this non-blinding sun was a bad idea. But come to thiink about it, the sun in real llife is not that blinding, this might be more realistic. Gonna try this out!
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It would be nice if pilots in ArmA couldn't eject (since I'm sure most choppers don't have an eject feature), then it would force pilots to use this instead of just bailing out.Ofcourse pilots must be able to eject! But parachute or not is another thing Â

I think that it would be best that no unit, except fighterpilots, had parachutes as default. I really dislike this auto-parachute that everyone have right now..
It would be best to equip yourself with a parachute ingame if necessary, and ofcourse there is the ability to add parachutes in the editor so you can have all fancy paradrops in a mission.
Quote[/b] ]Also autorotation in ArmA should probably be improved, it's pretty difficult as it is. I usually end up in a burning wreck when I try itTo get an almost 100% survivalrate try this; decrease your throttle BEFORE the engine stops, then you have a nice autorotation. If done right the flare and increased collective just before touchdown can save your chopper from any bigger damage. But you should be able to survive a quite hard landing.
I can do a succesful emergency landing from very low altitudes, the qlue is to be proactiv and decrease the collective in time.
in "real-game" (
) you must be pro-active, because 1/10th of a second to late you have problems getting the autorotation started. Do like 4 in 1:Quote[/b] ]edit:in fact i got a little habit that whenever i got hit, i decrease my throttle right after it when i got enought Atl b4 i check if my engine is on or off in menu -
As there might be alot of people unaware of the possibility to do an emergency autorotation landing with your chopper, I thought I should give some info about it.
About autorotation.
If your engine stops for some reason (out of fuel or engine damage) you must decrease your throttle to the minimum as fast as you can. If you do it quick enough your rotor do not slow down and your chopper will decend slowly (but steady..). So during that time you need to find a spot you can land on and carefully manouver over there. When you are a couple of meters above the ground you give full throttle so you brake the speed a bit before touchdown.
If you are too slow with your throttle and the rotor slows down (doesnt need much..), you better have enough altitude.. If you are high enough (~1000m, maybe lower?) you can hope the rotor will pick up speed. I have tried to figure out what you can do to speed up the autorotation, but I havent found anything. Sometimes it works and sometimes not...
If you do this right you can get away with very little damage (my best is ~5% damage loss). But often the landing is a bit hard (~50% damage loss), and you should always be ready to jump out incase the chopper is too damaged and explode..
I only play with joystick with throttle so I dont know how this works with mouse/keyboard. I suppose its the same, but I`m not interested to find out as I think flying without joystick is boring..
The only thing I would like to have changed regarding this feature is alittle more time before the rotor slows down. As it is now you need to slam the throttle to min almost simultaneous as the engine stops. Maybe it is realistic, if so I´m happy. Maybe there is some trick, if so please inform me. I have tried this with a trigger that put the fuel to zero (as I cant shut down the engine when using the lates beta-patch).
I suppose you can as a safety measure pull the throttle to min the moment you are taking serious hits/damage, and you are afraid you will get a serious problem with fuel/engine?
Ok, into the editor and practice emergency landings now! Its very exciting to do it above forrest, in the dark or when flying low and fast! In the next MP session with my friend we will take turns as co-pilot shutting down the engine when the pilot least expect it, just to practice this Â

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I would love to put it in use!!

Collection of Undocumented/Lesser-Known Features
in ARMA - GENERAL
Posted
@Manday: That is an exploit, not a feature