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50.cal

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Everything posted by 50.cal

  1. Hi, I would like to know how to make ai stop watching a position I told them to watch in order to realign the turret in the general direction I am driving...to set it back to default. Right now if I tell the ai to watch a direction they will be looking at that pos forever. Any advice welcome.
  2. 50.cal

    "Watch this position" problem

    Thx! I'll try that and report how it worked. BTW disengage and no target doesn't not work for me.
  3. 50.cal

    Interface discussion

    Please just disregard this idea if it has already been mentioned as I wasn't motivated to go trough the 28 pages of this thread. From my point of view it can get sometimes a bit confusing to control large groups of vehicles and I can't count how many times I've commanded a "all disembark" instead of "all move there". ...and then you're gone for 10 min reorganising that mess provided you're just next to the group... I know you see what I mean ;-) Also I thought it would be way more convenient to have only 1 icon per vehicle and an "unload" quick command access instead of disembark. Exemple: You have 3 vehicles. Each vehicle requires at least 1 driver to be operated. The remaining free positions are shown on the vehicle icon including the commander and gunners positions as well as the free cargo positions available. Now as soon as the 9 crews have boarded the 3 vehicles they become vehicle 1, 2 and 3. Then just add an "unload" command to the vehicle in order to make the pax in cargo disembark when required instead of a disembark command that make everybody including the crew to disembark. Like that when you request vehicle nr 1 to unload, all units inside that vehicle will disembark except the crew in driver commander and gunners positions. Of course the "disembark" command should stay available in the advanced command menu. This would make it much easier to command large groups of vehicles. Now I'm not sure the engine is able to handle that kind of sub groups but if there's a way to make it work that way it would really enhance the game!
  4. Thx Il'll try that. Edit: I'm not seeing that feature in the description btw. And as I'm trying it now it doesn't seems to have any options to switch to gunner seat or optic from the pilot seat. Are you sure this works with helicopters too?
  5. Excellent! Is it compatible with OA as well?
  6. Thx but I'm not looking for a total conversion mod. Isn't there a simple .pbo compiled script or something instead?
  7. 50.cal

    Recoil (again)

    After further testing today. I'll tone down my last remark concerning the recoil. It's not perfect but it's not that bad either. Now if the damage could be increased on the 5.56 weapons/bullets it would be be nice! I think the enemy, if not dead, should systematically be combat infective after one or tow hit in any limb until a medic heal them. And this should stay true from 0 to at least 400m.
  8. 50.cal

    Recoil (again)

    I didn't mention it but I'm always using the latest beta.
  9. 50.cal

    Recoil (again)

    It's good to try to improve things but looking at how it is now we're still very far from what it should be. Nowadays with modern AR you won't see you're sight going up right. This mainly concerns those old AKs that have an heavy bolt rocking back out of the weapon axis. That's one of the main reason why you can't hit anything at range with ak47. On the other hand the kick back might stuns you bit depending on the power of the weapon. It's a small explosion going off near your face as well...(more camera shake and perhaps some VERY LIGHT blur effect while firing might simulate this better). At 200m and more the recoil itself will affect your accuracy. It's not just about putting your sight at the right place and pull the trigger. You need to be very stable and well positioned to be accurate when you try to aim at something farther than 150-200m. At 300m if your sight is just 0.1° out of its axis your bullet will go half a meter away from what you where aiming at. Now who would expect to be able to hit anything at those ranges with the recoil model we have now? Finally, again, I've done some more tests with the M249 on a milita group (not wearing any protection gear) placed at 400m. Seriously it sometimes take up to 4 head shots to kill an enemy. If one hit might not always be enough at that range ok but I would definitely expect to see them out of the fight after two 5.56 rounds in the butt. This aspect of the game is probably one of the most important and I really hope it will be improved accordingly.
  10. 50.cal

    Editor upgrade / additions

    No offences but if it's all that simple, just tell me how to do such a basic thing as editing my units loadout without using scripts?
  11. 50.cal

    [OA] Leanin' while in vehicles

    Will be less than that if they know their last pos AND if the do not move the plane from it's last pos. There's not much redundancy by aligning only 1 irs...hopefully the holly gps is here too nowadays ;-)
  12. 50.cal

    Editor upgrade / additions

    I agree that the editor could be a bit simplified while keeping all those advanced scripting options open for those how have enough time to spend on it. The modules is a good start. Now I could make use of an "integrated 3d asset viewer". would be a lot easier to know what you're selecting! Also having the ability to edit the standard equipment of it in the same interface would be something! (ie for vehicles and soldiers). Let's see how we could use this: Ok I want that group. I can't remember the name of it. No problem I just scroll trough the list and look in the 3d window what I have. Once I've found it I can edit the group equipment from there. Eventually I could just create a new personalized group from that edited one. Now I want a vehicle. I just select and view each model in 3d before choosing the one I'm interested in and then edit the loadout. Imagine being able to do that without having to type a line of script! This would be heaven for most ppl.
  13. 50.cal

    [OA] Leanin' while in vehicles

    wow the inertial ref sys aligns really fast on that plane!
  14. 50.cal

    Recoil (again)

    Well it's still there but it seems it has been lowered to a level where I can't notice it with many weapons. Instead It should be increased specially while aiming (using the sight). More camera shake and less up going barrel would be perfect. In full auto the reposition of small barrel weapons should be more random while staying within a defined circle. Other MGs should be very stable while lying prone but please...more camera shake effect too! This really add the kick back feeling you have while you aim and shoot for real. Also there's something wrong with the ratio aiming difficulty/effect on target. When you carefully place a shot and hit the target, the result should be more noticeable. The ai doesn't seems to feel anything until they simply die. It's like on or off. We know it has been reported that some wounded enemies did fire back on the battlefield. Nevertheless I don't think it means that they all do that. Specially when they physically can't. We're not throwing rocks at them, these are bullets flying at more than 900m/s. Isn't there a way to improve how AI are damaged and reacts to recorded hits? Something making it more "believable". I mean a single 7.62 deadly bullet hit in the leg doesn't help to make it believable either. Sorry for that last part being a bit out of topic...
  15. 50.cal

    Recoil (again)

    what happened with the camera shake effect on latest beta btw?? seems it as been removed...
  16. 50.cal

    [OA] Leanin' while in vehicles

    BTW it would be nice to have this effect on 3rd pers view as well!
  17. Hi, Simple question : Is there a way to adjust the dead zone in the game parameters? Thanks
  18. 50.cal

    Joystick null zone

    Well I actually could adjust it from my device controller setting via my OS. Using Win 7 32 bit. BTW I'm using an old Seitek Cyborg Evo. Still needs a bit of tweaking...specially for analogue throttle but it's getting better. Thx.
  19. 50.cal

    Recoil (again)

    Tested on Build 72107 (no mods). I for one prefer the old arma 2 model with added camera shake as it pretty accurately simulates the longitudinal kickback of the weapon. Some variation could be added according to the stance and the fatigue state but once the shot has been fired the weapon should return near it's last pos very fast (specially while in prone pos). Having to steer it back once the trigger has been released isn't realistic at all. I never fired one of the weapon we have in the game but had a lot of training with a 5.6 (5.56) SIG 550 (standard Swiss military AR). I can tell you that even in full auto the grouping is excellent and the kickback is very manageable for a normally constituted 70kg guy. Perhaps we could instead have a little more camera shake and longitudinal kickback. Continue the good work!
  20. Affirm! edit: lol 2 mins and 4 replies...I'm not the only one waiting here :D
  21. I'm glad they're not at E3...and I think they are as well. One day spent there should look just like one day in hell.
  22. 50.cal

    Keep running, walking!

    If you want I can provide you an AutoHotkey script that will do this for you. That's what I'm using for vehicles.
  23. This seems to be a quite advanced module!
  24. This or till the demo comes out. Wondering if it's going to be an after release demo btw..
  25. 50.cal

    Quality vs Quantity

    Affirm. I can understand that.
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