Apocal
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Posts posted by Apocal
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What's sad about the grass is that with it disabled you see how "flat"/smooth the terrain is, and then remember the grass is just an overlay and the terrain under it is still "flat"/smooth even when grass is turned on. It's not just hurting the looks, it's also hurting the gameplay because outside of towns there's absolutely no cover anywhere other than trees and the occasional stone wall or extremely rare rock. The terrain surface definitely needs more stones/rocks/bumps/etc, much more than it needs the massive foliage that doesn't even get rendered further than ~45m.OFP originally had a setting for this (setTerrainGrid), affecting bits of microterrain. It lagged horribly and everyone set it to the flattest possible setting as I recall.
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In game it seems to sometimes work, sometimes not.Line-of-sight.
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Except IRL you can also fire it from 10km, while in game only 2-3km or so (more or less depending on some unclear parameters). In the game you would pass the target in 30s, making mavericks useless, and still very unrealistic (they are not useless IRL). That's what I meant when I said some realistic features need to come as a "package" or they won't work.You can certainly lock on at 6 or 7km in-game and use that.
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If they're going to make realistic target acquisition they're also going to need to give weapons their RL ranges as well. When you can only fire a maverick from 2-3KM you might pass the target by the time you manage to do all the required actions, which is obviously not a problem IRL where you can fire from much further away.I'm all for more realism, but some realistic features require the "whole pack" and won't work if implemented by themselves.
As easily acceptable substitute would be a Maverick that had to wait 10-30 seconds before it would go from Acquired to Locked. Real life, it takes about that long (occasionally longer) for the IRMAV to 'learn' what it's target looks like.
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I still cannot place the NATO-symbols in the editor unless I add the module to the map. I'm using version 1.03. Haven't tried the BETA-version, though. Until today I honestly believed that adding new markers was the sole purpose of the Military Markers Module. Hence I didn't delve very deep into it's inne workings. I supposed I would have noticed that they were missing if I would have played around with the HC module, but I've hardly touched that one so far. Been too busy meddling with the ACM, SOM and Artillery.Out of curiousity,do you have the NA STEAM version? That's what I have and it seems around these parts more people understand what the symbols mean (bigger wargaming market perhaps?).
I've been looking to the scripts from MARTA but I can't get them to work.What I want is to have NATO symbols showed over units like in HC mode but without HC thing and without having enemy groups showing on map . I'm sure this can be done somehow , and may-be with MARTA i could acheive this. But I need some help.
Try setting one of the true values to false?
setGroupIconsVisible [true,true];
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Yeah, I was just about to post my "new" discovery on here. Where the heck did the stuff about editor map markers come from?
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No new symbols for me Gaia. It appears to be either A) enabled by default or B) not initializing at all.
I suspect A) because I have all the rectangular NATO infantry, armor, artillery, etc. symbols available, without any modules placed. If the "Military Markers" are b_armor, b_artillery , the various group_n, etc.
If they are different, than those, then the module is simply not initializing for me, even with your init line.
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:confused:What are those F2 "framework Markers" ?????
How do I use them or place them? :eek:
http://forums.bistudio.com/showthread.php?t=81694&highlight=framework
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Hi,i know there was allready plenty questions on the Arty Module,i also visited the BIKI,but no success.I wanna get firesupport from 2 mortars on the OPFOR Side as request per Radio,but i dont get how do that.OPFOR dont got mortars so i have to use empty,and "beam" the AI in.Maybe thats the problem..?
Help would be much appreciated.!!!thx
OPFOR do get mortars. Look under OPFOR-> Russia (or Insurgent) -> Static -> Podnos 2B14.
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They are signed servers and you are running mods.
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I *think* the markers included with the F2 framework are for one side only.
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Server-side, client-side or both?
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M240, because it's like a sanctioned form of trolling snipers and other wanna-be high-speed, low-drag types.
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I am running bog-standard 1.03 as far as I know. I have the STEAM version of ArmA2.
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Has anyone else noticed that smoke has become seriously limited in both it's intensity (obscuring) and the length of hang time? Almost to the point of worthlessness? I'm about to test in single-player, but it seems seriously nerfed, which is somewhat surprising because it was something BIS did right; lagfree and realistic smoke.
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It's clearly a game, but it does show many tactical realities.
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All i see is coop coop coop, and VERY few competitive modes like DM, why is this?Attacking is no fun unless there are lots of other people getting shot at alongside you.
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I am going ot redo the D30 and M119's ballistics and build a fire direction control system.
Something like blakeace's fire control calculator?
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I don't know about infinite, but in the cfgAmmo file there is a variable called "timeToLive=n" with n being the time in seconds the projectile is in the game world. Set it to some ridiculous number (6000 or so). I don't know about tracer burnout time though.
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So if people are interested in a combination of both, I could try to make something like that again, but I'd need some help on the realism side since I've never been around mortars in the army.People are interested. The realism side you covered rather well, adjustments are made by mils, deflection and elevation.
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I just want tank drivers to have more than one vision block. Jesus man, it's harder to maintain situational awareness as a buttoned-up tank driver in ArmA than in real life; and that is saying a lot.
Additionally, all personnel carriers in ArmA had 3D interiors. Stryker, M113, BRDM, BMP2, etc.
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I don't really consider map markers "realism." We use 8-figure grid coordinates which is 10x10m. The sheaf should be bigger than a single explosion too. I'm really not a fan of the default system.The BCS I worked with actually lays out it's own "map markers", in fact the same markers are already in ArmA2; the red "+" symbol. Although it was a monochrome display with nothing but grid refs, when a mission was being processed it'd go from one + marker to however many active guns we had, in whatever sheaf we were shooting, generally a 100m or 200m circle. You'd verify the sheaf and dispersion was correct, then send the data to the gun line.
Standard call-for-fire was a six digit grid ref, if you wanted to hit a point target it was fire and adjust. We used ten digit grids for registration, but that wasn't the kind of thing you'd do at the level of combat ArmA focuses on.
A player acting as FDC marking up the map with aimpoints for his pieces to aim at isn't terribly far off from reality. An FO marking the map on the other hand... yeah that's somewhat arcade.
SIDENOTE: WHY THE HELL DO PEOPLE ALWAYS USE THAT BIG-ASS CIRCLE X MARKER TO CALL FOR FIRE?! DO THEY REALIZE ITS HARDER TO AIM WHEN IT'S A HUGE-ASS MARKER INSTEAD OF A DISCRETE DOT OR PLUS SYMBOL?
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Playing around with it a bit, the sight view gives some degree of fine control. Not as much as you're probably looking for though.
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The ARTY module is written in FSM.You can modify it yourself now.
Add keyboard use in addition to mouse control.
He is requesting some kind of fine control in addition to the current coarse control. Anyone who used Jones' real artillery back in ArmA wanted the same after the pain of trying to get a 50m adjustment dialled in on a target 11km away.
Why a-10 two hellfire?
in ARMA 2 & OA - GENERAL
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Line-of-sight is computed by the tank's hull. Put a tank hull down behind a Jersey barrier and enemy tanks and infantry will never shoot at you, assuming that they are on level ground. At any rate galozhar, why are you so obsessed with finding reasons it can't be done without unrealistically massive changes?