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CyclonicTuna

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Posts posted by CyclonicTuna


  1. Guys, the creator of the A-10 for ARMA 3 Mod ( Peral ) has managed the best cokckpit interaction implementation i´ve seen yet.

    You could contact him ( Peral ) to get you the info and knowledge to make the vanilla vehicles with interactive cockpits or your own vehicles !

    Acutually that kit was developed by Franze and Nodunit for their AH-64D addon for Arma 2.

    http://www.armaholic.com/page.php?id=22320

    Franze is the one who helped Peral intergrate this into his A10. Also, I doubt that it would be possible for the vanilla vehicle because you need to match it up with a model. Which in this case was possible for Peral because he has created the A10 from the ground up. All the vanilla vehicles are all finished though. Its gonna be a lot harder to do the same.


  2. @Progamer - mate we do read other posts, and also me and Franze are keeping in touch for last two years - so YES we are aware of this concept and keen on it. Regarding will or will it not be implemented I cant tell you at this moment. As Saul earlier confirmed our game plan currently is to focus on SU35 model and basic stuff around it so we get a decent OPFOR aircraft out there first. By that time we are done Bi will be finished with their vanilla jets. So by that time will clearly know which way BI is taking fixed wing simulation and what is missing so then we can decide what's needs to be added/implemented. There is no point to rush and sacrifice quality because few are impatient. Also you have to consider that if lets say we spend time developing advanced afterburner script/effects and then after a month BI ads a more better one, so time wasted, so this is just one example why we are currently on staging pattern and working only on visual improvement's so when there is more clarity we just need to update code and done. We choose to deliver a basic mod and then upgrade it stage by stage, instead of working on it for a year and then releasing all finished. So please be patient, there is a good saying Progamer - PATIENCE IS A VIRTUE.

    Please don't be rushed guys. You're doing a stellar job if you ask me. And fast also, it took about 2 years after release for someone to mod a decent aircraft in Arma 2. Ofcourse, back then we had the F35 and A10, but by all means take you're time. Take all the time you need.


  3. Furthermore I think some of the sounds need a little tweaking. I tried launching some granades with a GMG and when the landed far away (ca 400 meters) when the sound reached me it still seemed a little loud, and to crisp if you know what I mean. I would expect a grenade going of 400 meters away to sound a little more faded and distant, whilst right now it still sounds very close, only the sound plays with a delay.

    Aside from that I was very impressed with all the sounds, I especially like where you are going with the vehicle interior sounds.


  4. I'd be nice to see some really big airplanes play part in some sort of campaign. I think it really ties in very well with the whole theme that Arma has got going on. Big military operations on far away islands need big logistics and transport. Even if they were only static enviromental objects, it adds a whole lot to the scale of the game.

    Having them parked on the runway and unloading all kinds of things really makes and airbase come alive.


  5. Here is a thought; What about if you made all Hud,Pip,and Cues ,CCIP for bombing and so on ,and simply made a Mod out of it? Make it a small .exe file,for all planes in Arma 3? And if possible ,tie the behavior of missiles to a "flight profile" calculated by distance to target and a the speed of the weapon with a Range Scale and CountDown Timer,adding a Approach Heading ,making final turns for midship hits at last minute.

    Try to make some type of real simulation of HUD that helps us to use the real distance to target and flight envelop.

    If or when You have the time..,Keep up the work!Nice so far..Thnx!

    I'd really like to see that but I doubt that it would be possible for all planes. That means that every modder would have to take that into account when moddeling and texturing, and I simply don't think everybody would want that.


  6. Remember when I said a while back, that it seems as if the MLRS fires Sidwinder AA missles instead of big heavy artillery missles? I found out why, because they do. BI never made an MLRS rocket for the artillery and instead just reused the standard Arma 3 AA missle. I went into the editor and looked which kind of munitions each vehicle and each launcher fires.

    Some gamedevelopment...


  7. Arma 3's damage model is actually much more extensive and complex than Arma 2's. Arma 2 just calculated what armor value a character had depending on all the gear that he was wearing and gave the character a single health value spread over the entire body. In Arma 3, the healthdrainege is based upon where the character is hit, and what it penetrates.

    If you strip a character down to his boxers, pretty much any hit in the torso and head is critical, and any in the limbs severly wounds him. But when fully kitted with combattrousers, full armor bodyvest, helmet, boots etc, its a diffrent story. Like it or not but a trained soldier, can actually take several hits of 7.62 caliber rounds to the gut with combat armor before being killed. Espescially the modern dragon skin armor is really tough and really good at spreading the impact of a bullet.

    For the same reason, a shot to the throat is deadlier than a headshot when a soldier is wearing a heavy duty combat helmet.

    I agree that some aspects could be done better. For instance, a 9mm round to the head when wearing a combat helmet may not kill you, but it will certainly hurt a lot, and you'll be desoriented or knocked out by the blow. Instead, now a character will just turn to you and pull out his weapon immediateley, and start firing back. The same goes for hits in the torso when wearing a combat vest.


  8. Hey Spartan and Saul,

    I came across this the other day:

    Was wondering what your guys's opinion is on that. This guys has gone pretty far into cockpit simulation with help of Franze (he worked on the AH-64D for Arma 2). I think it would be pretty cool if you guys could implement some of the same features. I espescially am very fond of the fully functional MFD's controlling the targeting pod using PIP.

    Here's the thread: http://forums.bistudio.com/showthread.php?169460-A-10C-for-Arma-3


  9. Heres my few cents. I'm not a modder, but i know it can be hard to do things like this. Here is kinda my insightful motivation. The "Make Arma Not War" contest was dropped not too long ago, maybe you should see if you can get this fine work of art into that competition. This also gives you a deadline of around... 2014-2015 ish. No rush what so ever, just motivation to create the best product you can, and hell, you can even win cold hard cash for it, even if that's not what your into. I know if i did mods, it would be simply for mods sake. But i suggest not listening to the negative comments, and just doing your thing, because no one likes doing a job they don't enjoy. Cheers.

    Agreed, if there is something that's holding you back more than you would wish for (which I'm not saying there is), you already have my vote for the "Make Arma Not War" competetion. Even if its only for the fact that you are the only person really improving the effects. Having said that you have all my faith in creating a solid addon. Good luck, and above all, have fun.


  10. Hey Opticalsnare!

    I was watching Project Reality video's on youtube and came across this one:

    I wondered if you had ever seen the improved particles and explosions done by the PR team in BF2. I'm not sure what it is about them but they look pretty nice. Ofcourse they are not the best, they look a bit animated and the dust disipates very quickly, but still. I guess they just took a good look at what real military munitions do. And for the constraints they had to work in did a pretty nice job.

    Just wondering what your opinion is.

    Good luck with the continued development of blastcore, looking forward to it :D


  11. @John

    One more question though while we're on the subject. Isn't it (theoratically) possible to lase you're own targets? Wether its by the use of a copilot in the gunners seat, which if I recall correctly already has a laser designator. Or by doing it yourself by making use of the targeting pod.

    I'm not an expert but I believe in the military a JTAC is mostly used to call out positions and movement of enemy units, and to lase only when the pilot does not have a clear line of sight to the target. So that when the GBU comes close enough, it will lock onto the lase of the JTAC's lase.


  12. I saw this video by Rock on his Eurofighter Typhoon mod for Arma 2.

    He seems to have implemented pretty nice engine flame and afterburner shaders for his mod (which is pretty much finished now). He's also planning on making another Eurofighter for Arma 3 specifically. So maybe it would be an idea to keep an eye on him, and try to work something out where you guys could help each other out from time to time. Or maybe even start projects together.

    Anyway, the least he could do is give you guys some advice when he starts modding in Arma 3, on how to implement a nice afterburner, and maybe some other things like a HUD and flares, which he's also pretty good at.

    Just trying to help out ;)

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