Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

dunk

Member
  • Content Count

    36
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About dunk

  • Rank
    Private First Class

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. dunk

    Apex Vehicles Feedback

    The good: Most of the new vehicles feel great to fly though spawning as a drone has some weird consequences, ie. Dieing as the drone will force you to restart the game as you cannot exit normally. I do not think I was able to spawn as a drone in the Base Game. <--That is bad. The new strike vehicles and Jeep are actually pretty fun to drive. The pain in the ass anit-rollbar is still there but far from intrusive! The vehicles flip over satisfyingly, they dig their wheels in and flip sideways when landing a jump at an angle, and they just feel better when driving over rough terrain. However, just like every other vehicle, none of them feel right when their suspension bottoms out. That violent ricochet is what I want to feel! Furthermore, they all still have that problem where if the bottom of the bumper so much as scrapes the ground both front tires immediately explode and the vehicles comes to a sudden halt, as if the topsoil is made of concrete and glue. Lastly, they just do not sound the parts. Others have said they are relying on recycled sounds and I have to agree with them. They need to sound the part otherwise immersion is lost. The propeller plane seems to lose steam really fast. I have seen a similar plane in person do some gnarly stunts without any egregious modifications and this bugger stalls at a twitch. As for the VTOLS, I have nothing that has not already been covered by everyone else. I have yet to bugger around with the jet ski though.
  2. dunk

    PhysX Discussion (dev branch)

    I hope information about updates to the physics engine come with the announcement of the new terrain. The vehicles are really uncanny with how they handle and even two years later it bugs me just as much as when the game was first released. Anti-Rollbar, stiff-ass suspension that still somehow absorbs all force instead of (minus the complex deformations) or , and a frustrating gearbox system.
  3. dunk

    PhysX Discussion (dev branch)

    Two games that pulled it off to varying degrees were Mercenaries 2 and Steel Fury. In the former it was arcady as hell but I distinctly remember tank tracks being part of the simulation in some cases while in the latter it was much more realistic however I am struggling to find the tech demo showcasing this exact feature in a video that used to be on youtube... 15 minutes later and I still cannot find it, crap. Might download the demo later just to try it out, push it to da limit!!!
  4. dunk

    PhysX Discussion (dev branch)

    The tank tracks are still pretty borked when driving over obstacles if not outright silly to watch/handle (bumpy, bumpy, bumpy). I will play around with the tank fall damage to see how that handles, by throwing it into a mountain at mach 2 and dropping it from 500 meters, and update the video accordingly. :3 P.S. Has anybody answered as to what would happen if you made all of the tank's wheels large enough to overlap?
  5. dunk

    PhysX Discussion (dev branch)

    Sorry'bout that, I could not find a proper way to articulate myself. The first part is a rebuke against my interpretation (if my interpretation is wrong then let me know) of your statement that seemed to imply that the engine behaving oddly under extremes was not really a concern given how it was not a normal way of playing the game in lieu of the fact that we know it is a game and will not emulate how we would behave in real life and when the game cannot keep up with our general use to outright shenanigans with it it becomes jarring, and to varying degrees, disappointing/unpleasant. The second part is pointing out how despite the obvious improvements in the game's physics it has fallen into an uncanny valley. Not realistic enough to hammer out the flaws that become more noticeable the more realistic the physics become but at the same time not unrealistic or arcadey enough that said flaws do stand out given the already unrealistic nature of it. If you watch the video it touches upon this, just apply it to physics instead of people/graphics. The reason I find the physics in Arma 3 jarring is for similar reasons why people cannot enjoy Final Fantasy: The Spirits Within or Polar Express. Heh, well what do you know, you are completely right. I remember during the BETA when I tried to test this after a thread was made about it and found that just by launching a tank accross the map it would more often than not sound like it was revving at full speed yet remain completely silent when spinning its treads but at the same time just moments ago I found a few examples when toying around with the editor today yielded odd results where various vehicles pushing against obstacles or climbing hills would randomly change the sound of the engine with very little change in input from me. Just one quick example had me spinning the Slammer's treads when pushed against a wall and when I let go of all of the keys the engine would rev at maximum volume for a few seconds. It appears to be mostly mild glitches at this point. Thanx for pointing this out, I will modify the video description.
  6. dunk

    PhysX Discussion (dev branch)

    Even so the suspension still feels... incomplete/weak during mundane use. Like specific components native to suspension behaviour are missing. Furthermore, I eyeballed the height (no doubt completely off) of where vehicles are airdropped so... not... entirely unrealistic... maybe. Anyways, just because it is not normal does not mean that such components should not be simulated. To take it to a logical extreme, anything that is an deviation of normal military operation or action could be impossible to enact through hard-coded engine and game mechanics despite the fact that there are always unseen obstacles that require unconventional solutions to solve. Where I am going with this is that by limiting the scope of a simulation through personal discredit of perceived aberrations of the norm means that you create artificial obstacles in an otherwise imperfect representation of real life that further impede its realization. HOLY Crap, now I am losing myself. Argh, massive brainfart, let me try this again. By choosing through action or inaction to limit the scope of the simulation you limit the potential of the end-user to explore that space or inadvertently create uncanny artifacts when said user deviates from using your product as intended but well within the available toolset provided and gets incomplete or non existent results. At that point it is both jarring and ultimately disappointing. For example: You would not normally drive off a cliff but the environment is mountainy and it could easily happen under normal gameplay but if you do, one would expect the result to emulate life to a certain degree, at least to the point that it lives up to the rest of the game's quality and that of it's peers. Despite its blatantly arcadey nature, Just Cause 2 has more individual components of vehicle physics simulated than ARMA 3. The fact of the matter is that the game is not real life and thus we do not behave within the virtual world as thus and as thus we are more likely to take everything to extremes and when the game cannot keep up with us it comes off as incomplete and/or incompetent. The problem is that throughout the entire video their are scattered examples of me turning at EXTREME angles and still finding invisible hands violently trying to flip me back onto my wheels. Check out the 3:00, 8:00, 12:00, 12:18, mark in the video for some very cooky examples. Ultimately it seems in every way to be a bandaid for underlying issues with the game engine or implementation of the physx engine. Yeah, I should make the distinction because as near as I can tell it is still tied to velocity when it comes to cars, I will have to recheck that. In conclusion. The physics are uncanny.
  7. dunk

    PhysX Discussion (dev branch)

    I created this video specifically as a reply. :bounce3: Took forever to upload (4gigs) then youtube botched the processing twice. Ultimately it is uploaded so have a look and read the description, and then tell me what you think. It is a very long video so I do not expect you to watch it all but at least give the first and last couple of minutes a try before skipping to 11:14-13:30, OKAY? :cool: The Description: P.S. I did not include that much climbing but I does indeed seem a bit better but only noticeably to me, everything else still feels that same as the BETA, as in no new physics components have been added to the vehicle simulations.
  8. dunk

    PhysX Discussion (dev branch)

    For me personally, it is the vapid suspension physics and complete lack of any track physics though removing the anti-roll-bar technology would be nice. It would give recovery vehicles a proper place. You know, is the only reason that I keep coming back onto these forums because I can only think about one thing that bothers me about the game as a direct result of being too blind to see anything else that needs fixing? Or is it because I feel that because a large number of people could care less about vehicles as this is a Mil-Sim-FPS first to them and thus there needs to be a stronger voice on the matter? I dunno, just a moment of donkeying around in my mind.
  9. dunk

    Refined Vehicles

    Ooooy. Just because it is not a normal but still completely possible action does not mean that the effect should be negated or any attempt to rectify it immediately shot down. Furthermore, you do not need to have been shot to argue the protection a bandolier does not at all provide or ran over a car (devoid of any I.E.D.s) with a tank to know that it does not explode every time so why should he have climbed out of a moving vehicle for his argument to gain the merit to argue that it should not automatically engage its brakes or the engine friction to not immediately stop the vehicle? Hell, as far as I know, several automatic transmissions do not even let you go into park when moving. Lastly (pointing out your odd grouping of the plausible scenario of dropping an apc with the less plausible jumping out of a car), if you drop an APC (or any vehicle for that matter) you are going to screw it up, no argument. Just look one minute in to know what happens when you drop a vehicle too fast. It bounces onto its roof and probably warped its frame. It is not exploding but it is still disabled vs absolutely nothing happening. Now time to run out and grab some coffee before I get back to work. COFFEE, COFFEE, COFFEE!!!
  10. dunk

    Refined Vehicles

    I just tested it and did not experience any problems with the mod installed. Sorry man.
  11. Can the bullshit. What in the hell do I have to gain by lying?! I only have the improved mid-range texture mod and the refined vehicle mod installed, none of which influence the gun ballistics. Maybe it was just a fluke that happened to a few people, me included, but none the less it is fixed now and I have no further reason to discuss it.
  12. While I have not had the same experience with penetration I will unflinchingly vouch that the a.i. armour and super human aiming, even on low difficulty, are omnipresent in the newest campaign. One specific element that appears to have been addressed (by increasing the density of soldiers’ bodies to improve head shot lethality) in the latest patch however is emptying entire clips (speaking from experience here) into enemy heads to absolutely no effect. Another is how sometimes I can pull off a few shots to the legs of an enemy soldier and see him crumple but watch as my shots (4-8) land on the entire torso at close range and have a bloody hunk of meat turn around and do me in. Lastly, and it has happened multiple times but in only one instance , I was hit maybe a hundred meters away by an a.i. with a pistol. It was on the first level and I made it to a patch of rocks just north of the town when someone started shooting at me, prompting me to get down then save. I peaked around and saw only one guy about fifty meters in front of the empty truck at the Northern outskirts of the town holding a pistol. He shot a few times and hit me. He did not kill me but I loaded from the same point a few times and found no other soldiers nearby and about every third load the guy would repeat the same thing by going prone and then shooting (and hitting me) with a pistol. Most of the time the a.i., with the same weapons and posture as me, will have much tighter grouping at ranges exceeding 200m. Those are my personal observations. ---------- Post added 01-21-2014 at 12:11 AM ---------- Previous post was 01-20-2014 at 11:54 PM ---------- They're are not lying. EXE rev. 114426 Size: ~65 MB Engineer should be no longer stuck after repairing a vehicle Increased density of soldiers’ bodies to improve headshot lethality No longer creating target lists for empty groups (small AI optimization) Fixed: CTD caused by broken skeletons - added index check Music updated by: New versions of 2 tracks (instrumentation) duration parameter has been set properly The patch notes seem to imply that something was off. In the first campaign soldiers could sometimes survive a head-shot but never without a helmet but using the pistol on the first level I could put all 16 rounds into someone's head without a reaction. It is pretty much guaranteed that not all of the rounds hit but when you are less than three meters away and can see the bullets hitting against the house right next to them, parallel with their head to no effect then you know something is off. P.S. I need to start working on a 3D project right now so I will not have time to test the new patch unfortunately. Read about it later ya'll.
  13. dunk

    Refined Vehicles

    Is this only with tanks or with all vehicles? If so, why do you think that is, what factor differs from real life to such an extreme degree in the physics engine that causes such unstable vehicles? Always good to hear.
  14. dunk

    Refined Vehicles

    I had a lengthy (NOT XD) discussion about this in this thread. http://forums.bistudio.com/showthread.php?160385-Tracked-APC-Physics Also a ticket here. http://feedback.arma3.com/view.php?id=12056 I also find it interesting that they decided to do this. Mercenaries 2 from 5 years ago had this down and Steel Fury 2 years before that. Furthermore, it seems impossible to set the suspension up in such a way to simulate compression bounce or remove anti-rollbars entirely.
  15. Well... I have played about 3 hours so far and... not bad. I did not realise you could do side missions and skipped the first couple of batches sadly but I am trying a couple but at the same time noticing a few niggling issues. In the first mission I had to restart the entire thing several times. What would happen is the gun would jam with my ammo indicator turning red and at that point I could not fire, reload, loot, or open and close doors. It was entirely random and only happened on the first mission. Now for the side missions.
×