Jump to content

SFJackBauer

Member
  • Content Count

    42
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About SFJackBauer

  • Rank
    Lance Corporal
  1. Uh? I wonder what does the consoles architecture have to do with Arma 3 at all. The requirements are completely distinct from a PC game like Arma 3. Console games need more rendering power than CPU power, are constrained on heat generation and power consumption... like the nVidia vice-president himself said, there is no way a 200-watt xbox is going to beat a 1000-watt pc. All the engines and titles mentioned in this thread would struggle in a next-gen console hardware. And all those same engines and titles still do not extract 100% cpu and gpu power theoretically available from parallel processing in the PC. Actually, not even the PCI express buses are bottleneck to any commercial title - it is easy to saturate the buses in a one-off demonstration or an academic exercise, but not when you put everything together in a real-world application. I think the BI customers should focus on discussing improvements of the features they want instead of the technicalities of the RV engine, because they will always get it wrong when discussing something they have no domain knowledge. You end up with people demanding engine XYZ, multi-core processing, deferred rendering, or any <insert your regurgitated technical blurp here>, without pondering which practical consequences it will have to the gameplay itself. Leave it to the developers instead, the only people capable of determining whether something needs to be rewritten or not are the people who have the source code.
  2. My oh my, I return to Arma after a year or so and the first thing I read in the forums is this thread... never seen so much crap in one place. I cannot spend any time quoting every piece of crap I found written here, so I will just answer a generic answer - if you think you can do a better job than Arma 3, well... go ahead, grab this book, and after some dozens (hundreds?) of thousands of man-hours, and many many head-bashing nights and weekends looking for that race condition in your inevitably buggy multi-threaded code, come back here and post your amazing product so we can all enjoy it.
  3. You are probably right, since when you are in armor or aircraft you have that overhead cheating minimap that shows everything that has LOS from you, 360 degrees. AI is probably just using our minimap in the case of BMP vs Abrams.
  4. You CAN do it in most of the games, but you have to do it through your video driver, and it doesn't offer fine control as Arma does. Its called Super Sampling Anti-aliasing, the image is rendered n times bigger than the monitor resolution and then scaled down.
  5. SFJackBauer

    Dead Trees should be obstacles

    I can understand the pathfinding issue. But for the AI to be able to view through the fallen trees... This really needs a fix. We should be able to use them as hard cover also.
  6. SFJackBauer

    Design Discussion -- Movement and keybindings

    Humm.. instance up and down already exists, so your point here is null... Solution - activate the action only after holding the button for a second - meanwhile give visual feedback about the action to be executed, so you release the button, nothing happens. Solved. You have other options. You can contribute to the topic in a constructive way.
  7. SFJackBauer

    Design Discussion -- Movement and keybindings

    Would the devs have the guts to break compatibility with the long-lived key and animation system of ARMA? :D I think what you said make good sense. I would add: - Keep the gun steadier while in the slow walking mode. Whoever walks with the muzzle drawing an 8 in the space ahead needs to take some lessons. - Make the map integrated into the 3D world. The switching back and fort between the map, the "Receiving" screen and the 3D world is annoying. - Get rid of the mouse scroll commands menu. Anything is better. Right now, the act of enter a vehicle could become the "Activate satchels" if you slip the finger... - Give at least an option to turn off the crosshair and the FOV reduction you have when aiming down the sights. An option that would work even on multiplayer, regardless of server settings (if anything, you are taking a penalty for it). Ermmm, better stop here or I would turn the thread into my pet peeve list :D
  8. SFJackBauer

    FCS for helicopters.

    Yeah, but note that I propose a middle ground. As SUBS17, I have played an indecent amount of hours in all kinds of flight simulators available to the consumer market, from FSX and its add-ons to DCS and all in-between. (just a "little" bragging, but I know from memory the startup procedures for a 747-400, F-16, A-10C, F/A-18C and a Kamov KA-50 :D). But ARMA is a different kind of thing. For instance the map size. You take off in Krasnostav in a jet aircraft, and 1 minute later reach the enemy base in Balota - not time to even warmup the systems on some aircraft. Even in the claustrophobic Georgia theater of DCS, you can have flights of 1 hour legs. So I think some concessions should be made from the simulation side so that those features are accomodated in the space ARMA offer. As long as those concessions don't violate the platform-sensor-target relationships. For example, you would not need to remember to turn the RWR on. But the RWR should work for its purpose: if a guy paints you, he appears on RWR, if not, he don't, but then he can't fire at you.
  9. SFJackBauer

    FCS for helicopters.

    Oh such a large thread... Probably my point will be drowned on it but anyways. First, the Tablock problem is pervasive across all weapon systems - be it choppers, tanks, or hand-held ATGMs. It is awful because it implies that the weapon system knows instantaneously where every enemy are, leaving you the job of just pulling the trigger. Compare to the small arms system for the infantry, where you have to take into account the ballistics and recoil of the weapon you firing, and then see the massive difference in complexity between the two. Second, the system could be improved by applying simple mechanisms. Its not the intention of ARMA to be a full-fledged SAM simulation. But it is also the intention of ARMA to be the "console-kind-of-push-button-and-things-go-boom-game"? So a middle ground must be found. We don't need all the cockpit buttons and dials and radar modes you have in the aircrafts. We just need to model the interactions between: - The firing platform acquisition and fire control systems; - The weapon; - The target. For example, an AH-1Z pops up behind a hill to survey the area. What the pilot could use to find its targets? - From onboard equipment: CCD/IR cameras only. The human pilot (or the human gunner) would have to acquire the target visually in an MFD. - From outside: static target position relayed by laser designators (a simplified JTAC), a moving target could be provided by continuous laser designation. The AH-1Z then fires its own laser to paint the target (which should have a maximum ON timer and a cooldown timer). The target in this case is a T-90, which has laser detectors. The tank commander fires a smoke screen to interrupt the designation, while trying to also maneuver to cover. The chopper is now unable to engage, but it has coordinates close to the tank position. It, however, cannot move closer to fire its rockets since the pilot sees in its RWR the presence of a Tunguska system painting it with its search radar. The RWR only displays an imprecise bearing of where the threat is, and knowing how the Tunguska outranges its own missiles, the pilot asks the special forces on the ground to find and destroy it so it could prosecute the armored targets. Isn't this description much more fun, with more teamwork involved, than the simply absolute superiority choppers have currently? And you don't need to delve deep into the small details of the equipment involved - just keep it abstracted, but do not abstract the necessary interactions between the platform the weapon and the target. Doing so dumbs down too much to be acceptable.
  10. SFJackBauer

    ARMA 2: OA beta build 77159

    Quote me where did I said that. Under fire the AI should seek cover - unless there is no cover nearby, then it should return fire as accurately as possible. But I was talking when you issue the "Danger" mode. I issue it when I expect enemy contact soon. Is it the same mode when the AI gets under fire? In danger mode I want them moving along, but under fire I expect them to do the behavior you described. For example, I have half of my squad engaging a group of enemies. Other half is on other side of road, behind a hill, where I'm inside a Humvee. This second element is not under fire, neither has line of sight to any of the enemies. However, the simple task of ordering them to embark the Humvee takes ages, because after the order is issued, they look around, run, look, run, look, and then enter the vehicle. In the end they comply, but the lack of urgency in executing certain arguably simple actions is what bothers me most.
  11. SFJackBauer

    ARMA 2: OA beta build 77159

    Danger mode =/= Seek cover command. Modes are like "state of mind" from my understanding, in danger mode the squad still must not break formation, but should move more cautiously. Once a command is issued, unless its a "group move to" command which still should maintain formation, then the priority should become executing the command, be it seek cover, engage etc.
  12. SFJackBauer

    Sound Of Anders (soundmod)

    Sound of AK-47 supersonic crack Another video
  13. SFJackBauer

    What gun are you using (And why)

    In ACE: As OPFOR - CZ550 and Skorpion as a sidearm. I absolutely love the CZ550. Antitank - Metis or good'ol RPG-7. As BLUFOR - M4A1 203 RCO. Since they have put back the iron sights, no need for sidearms, which means more space for grenades :) Antitank - SMAW. Love the spotting round feature.
  14. SFJackBauer

    What Mouse For ArmA2?

    Razer Mamba. Very good wireless, when the battery dies you can recharge and use at the same time with the usb cable. Has dedicated buttons for sensitivity change - useful for a large monitor where Windows speed settings aren't enough. Also it is big - my hands are 20x20cm and I don't like using small rodents.
  15. Agree with limiting the towns. Anyone who plays the AAS missions know that. The entire Chernarus seems good to divisional battles. A smaller map could be an alternative. This would help people stay focused and battles would be more intense. Air strikes can be abstracted. An air strike could be available like once every 10 minutes. I dont think we need players flying - aircrafts are way too omniscient of the battlefield in Arma. Maybe helos can be allowed, but somehow they must be limited - but I'll gravitate towards the "abstraction" side to give more emphasis to the ground war. Spawn - you spawn in the rear. Period. Otherwise (which, unfortunately, happens in AAS missions...), you can't really control a zone, since you kill a guy and have to keep scanning to see where he will magically appears. And then not dying suddenly has a new meaning. Instead of money or supplies - reinforcement points. Say like each side starts with a thousand points. Every time one of the team dies - 1 point less. One of the victory conditions can be to zero out enemy reinforcement points. This simulates attrition, otherwise battles would last forever. But the main objective can be to kill the enemy commander, or capture him. I dont know, maybe those ideas are crap, but I agree that something can be done to make warfare more hardcore. Maybe we aren't even talking about warfare anymore, but something else.
×