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Lhowon

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Posts posted by Lhowon


  1. The blacking-out effect for being tired was one of the worst parts of how ACE modelled tiredness in my opinion. I assume it was an engine limitation because it's silly to have the same effect for being tired and getting shot.

    Not to mention entirely unrealistic - I'm sure people have blacked out from being tired, but that's beside the point. In ACE it signified you were becoming very tired, which is quite different from reaching an extreme peak of exhaustion and collapsing.

    And while I'm not a soldier I have, like most people, run until I've become extremely tired (to the point where I was incapable of going on and had to lie down) and while there are a variety of significant physical effects blacking out certainly isn't one of them.


  2. The thing is BI haven't done proper targeting like that for anything in the game - so I think the general feeling is if they do it for one weapon they'd do it for everything, and we haven't seen any sign of that happening.

    There's a glimmer of hope in OA with the IHADS system they're apparently going to add, but it remains to be seen whether this will be much of a change to the targeting system as it is.

    I really want this sort of thing too, but I wouldn't hold your breath :)


  3. I don't use a soundcard, so whatever my ASUS P5K Pro's onboard is.

    I do actually get some sounds dropping out in ArmA 2, it's the problem where the game can't seem to cope with a lot of sounds at once - most typically when firing unguided rockets from an aircraft. I don't think this should affect the beeping though as I never have sounds drop out unless it's when a large number are playing at once.


  4. Sure:

    - This is single-player in the editor and in sp missions. I don't know about multiplayer.

    - It happens with any aircraft.

    - It happens on every map, including custom maps.

    - I've tried disabling the sound mods I use (VopSound, RH Heli, TRSM Tracked) as well as my other mods but it doesn't make a difference.

    - From simple tests it seems that most of the time the sound kicks in after the 3rd flare is launched, beep for couple of flares, then cut out for 2 or 3 more flares, then go again. It seems fairly inconsistent though as I've had the beeps fail to play for much longer in other scenarios.

    Another small issue I've noticed is that in 3rd person the cannon on the front of the su-25 (and I assume any gun) flashes very briefly every time a flare is fired, but I think you know about this.

    I would attach an example mission, but it seems I can't :(. If you know an easy way I can send you it I'd be happy to.

    The same problem occurs in the RKSL sample missions though.


  5. I think Defunkt's point is that presumably if modders didn't give out their work to essentially anonymous "testers" or what not it wouldn't come to this. I don't know the details but I assume that's basically what happened?

    I wouldn't have phrased it like that because I am acutely aware of how disheartening it would be to have half-finished stuff you've been working on freely distributed. Creating something you put a heap of time and effort into means you want it to be as perfect as possible before publicly releasing it. That's totally understandable and I feel for anyone denied the right to do that, especially when a large number of people then won't even know who made it.

    However trying to drag something constructive out of this, perhaps it should be made clear to all modders that giving out work to anyone they don't implicitly trust (and the proven experience to back that trust up) means there can be no guarantee that their work won't be distributed, without exception.

    It pains me that that's the case as I would have thought people in this community would be better than that, and the idea of the community testing mods is one I very much support. But the reality is there are assholes in any large enough group, and the internet lends them the anonymity to go unnoticed.

    Anyway I'm really sorry to hear that, I hope you regain some enthusiasm in the future.


  6. From what we know, there might not be regular forces (OPFOR) in OA.

    If you look here and specifically in the "Features document" PDF listed there you will see a list of features:

    FEATURES

    2 NEW GAME ENVIRONMENTS

    Takistan: 160 square km of Central Asia modeled with extreme

    precision using real world data

    Zargabad: 70 square km of extremely realistic environment

    including full areas of dense urban CQB confl icts.

    DEEP STORYLINE

    The chance to enlist in various roles within the US Army from

    basic infantryman to pilot and tank crew.

    NEW FACTIONS

    Amazing variety of local army and guerrillas.

    NEW WEAPONS AND VEHICLES

    AH-64 Apache, MH-47 Chinook, AH/MH-6 Littlebird, Stryker

    variants, M3 Bradley, T-55, BTR-60, M113, UH-1H, FN FAL, FN

    SCAR variants and many more.

    ARMA II WARFARE MODE

    Improved large scale multiplayer experience with elements of

    real time strategy gameplay.

    STANDALONE RELEASE

    Operation Arrowhead does not require the original ARMA II.

    ^ See the red text. I suppose the local Army could be BLUFOR though...


  7. Autohover works like this for the F35:

    1. Turn it on via action menu (scroll wheel).

    2. Hold down Q until the F35 rises off the ground. Raise landing gear.

    3. Turn off Autohover the same way and continue holding Q.

    4. The F35 will start moving forward, slowly at first but gaining speed.

    5. When you reach about 150 the F35 will automatically switch from VTOL to normal flight (you can see it happen in 3rd person).

    For the AV8 (Harrier):

    1. Make sure you have a decent amount of space in front of you.

    2. Engage Autohover.

    3. Hold down Q. The Harrier will start moving forward as if it's taking off normally.

    4. After a short distance the Harrier will lift off the ground.

    5. Raise landing gear :)

    I think this is known as STOL (short take-off and landing) but I've also heard the way it works in ArmA 2 isn't realistic.


  8. LOL, any of the battlefield series games have better (and more enjoyable) flight model and that's none of them are "flight sims" and none of them even try to be realistic. Shoot, Battlestations Pacific has a better flight model and that game far away of being of a simulator. The "jetfighter" series are long told to be an arcade shooter, and it has better flight model.

    I dunno about that, it's been a long time since I've played Battlefield but looking at some videos on YouTube it doesn't look as good ("good" being relative ;)) as ArmA 2. For example

    and
    .

  9. I vote 1.

    I think both 1 and 3 would make it too unlikely for the plane to be hit, especially as it'll probably be flying very high when the missile is fired anyway, meaning its countermeasures have the most chance of working.

    My personal preference would be to make the set altitude as high as is possible while still having the plane's equipment work properly with the viewdistance. It wouldn't feel right being able to (at least clearly) see the plane from the ground yet not be able to get a lock.

    Fantastic work so far, this is easily one of my most looked-forward to mods :)


  10. At a guess this is an engine issue - I've noticed that when moving forward there's no recoil animation, so I suspect the engine can't do both animations at once. I might be wrong but it seems the logical explanation.

    But randir14 is right, the sight still sways a lot so you're still very much disadvantaged if you fire while moving.


  11. The unguided bombs aren't :p

    So long as you have a square around your target and enough height (and you're moving towards instead of away from the target obviously) they're pretty much guaranteed to hit. This doesn't work with Laser-Guided Bombs though, so you have to judge - I find dive-bombing works fairly well.

    I hope some mod (ACE2 maybe) will implement a more realistic way to use unguided bombs.

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