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old_painless

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Everything posted by old_painless

  1. old_painless

    Not able to use NVG's through most scopes. Intentional?

    I use the NightStalker or TWS optics, they have all sorts of imaging, NV, TI and so on. Used them in the "Into the fog" mission which is a night mission. Not mods, but they might from the Marksman DLC. Surely OP for regular infantry, but then again, I played as a sniper :)
  2. old_painless

    BloodLust (Version 2022.04.13)

    Would it be possible to configure, say, 1 blood pool per unit hit by an explosive charge - I suspect that would not be too taxing on performance ? Otherwise, when inspecting a ground zero from artillery shelling there would now be no blood splatter (except for BI's) but the aftermath from a simple gunfight would have plenty. I would really like for the artillery to have that kind of impact. Also when gunning against infantry in a Hunter I would expect the carnage to be more visible than from small arms fire. I hope you can come up with some solution in the future. Thanks for a great mod regardless :) OP
  3. old_painless

    BloodLust (Version 2022.04.13)

    Nice video froggyluv, especially the zombie headshots :) To be absolutely honest, I never was a big fan of SLX (or was it GL?) gibs in A2. Some unit gets hit by a hand grenade, and he turns into 4-5 pieces of charcoal. Not a very realistic transition from a greenly dressed uniformed soldier to that pile, plus the textures were crude. I hope zooloo can do better in A3. This is already good!
  4. old_painless

    Arma 3 - APEX - NEWS and SPECULATIONS

    Anyone with a link to Bohemias GDC 2016 presentations ? Btw, really liked that they would do a 1-4 player Coop campaign (in todays Sitrep)
  5. old_painless

    BloodLust (Version 2022.04.13)

    Alright, a follow-up question that I just thought of: Will a wounded person give off several of your blood splatters as he walks, or does it only apply to the initial wounding shot he receives ? So is subsequent bleed standard or still the mods blood ?
  6. old_painless

    BloodLust (Version 2022.04.13)

    Oh yes! This is already brilliant - so anything even better will be so great. One thing about the blood vanishing: if I wound some OPFOR will I be able to trace him using the blood marks ? Or does the blood disappear too fast for that (I am thinking in terms of SP missions) -OP
  7. old_painless

    Arma 3 #milsim Livestream - Submit your questions

    There are like 11 fragments in Past Broadcasts on Twitch, was it not just one event ? No logic like part 1, part 2 and so on. Waiting for the youtube video .....
  8. old_painless

    Design Mastery Lights Script

    Very nice! My favourites are Colorful and Highlighted -OP
  9. old_painless

    Visual Upgrade – Feedback

    Who would have known - the midrange textures in real life are crap as well :)
  10. Nice study. I actually did my own mini-menu inspired by WindWalking's (sp?) mod menu. It has just two commands so I can invoke an extremely simple menu. I put the disableAI stuff into menu item "Break contact" and re-enabling the AI brain was "Be Alert". Then having called "Break contact" I would then issue move orders to obtain a retreat setting. I also found that wounded soldiers can hinder an effective move command, I guess because they maintain their internal order in the team even if one unit is wounded. To remedy that, I guess a reordering of the team could work, say a team red with all non-wounded troops, and team blue with wounded ones. That might do the trick to make the non-wounded ones move when told to do so :)
  11. I just tried and was able to use this link at ArmaHolic: http://www.armaholic.com/page.php?id=26759
  12. Ah, so you drop all the way down to the bottom, but the cushion from the water is ignored (leaving you dead). Not good
  13. This can be achieved with scripts in 1.56 - we managed to figure out how in the AI thread in Dev Branch after BI introduced disabling of AutoCombat: https://forums.bistudio.com/topic/150499-ai-discussion-dev-branch/page-190#entry2989325 Not as good as a proper command, but better than before
  14. Could this be used to get a series of FPS measurements during a mission into a file for analysis? That way one could trace which parts of the mission are taxing. I am thinking about an fps measure for every second or every 5 s. -OP
  15. Awesome, thanks Solano
  16. Hi does anyone know how to uninstall/disable ReShade - I would like to compare vanilla to new Dev branch, but I installed ReShade into my Arma3 install. The install instructions only mention how to install, not how to revert (AFAICT) Thanks, OP
  17. old_painless

    General Discussion (dev branch)

    Not on dev branch myself, so not quite clear what the extent of the graphics update is. I run https://forums.bistudio.com/topic/181183-real-light-v5-reshade-preset/ (ReShade) by Solano and I have very nice colours already on stable branch. Is this just a way to add ReShade-like features to the vanilla game or are there more features than that ? Cheers, OP
  18. old_painless

    [WIP] Terrain "X-Cam-Taunus"

    As for occlusion I don't think it is in the engine yet for Arma3. Dayz is advertising it as something underway
  19. old_painless

    [WIP] Terrain "X-Cam-Taunus"

    This is not the terrain you're looking for
  20. old_painless

    [WIP] Terrain "X-Cam-Taunus"

    That's one nice config, eh chaser. On the density of forests one thing that might help is the new occlusion they are working on
  21. old_painless

    AIs can walk through walls, concrete objects

    Is it only through doors (without opening them) or is it through walls ? doors can happen
  22. old_painless

    Terrible Frame Rate on Windows 10

    Just a crazy thing that I once was affected by - you do run on the power cable, right, not battery? I have a gaming laptop for the road, but it is only useable when plugged in. Also, do you by any chance have a SLI laptop with two GPUs combined - then the driver may disable SLI as part of driver upgrade, happened to me at least. As for things to turn down, visual distance is no. 1 to slide downwards. Is it set at the distance that you used to have when getting ok fps ? -OP
  23. old_painless

    AI - suppress command

    Wow - really nice feature, excellent ! :) If you really want to spitshine this feature, make sure "stop suppressing" is available (not mentioned above) and that some low-ammo usage mode is available as well. Like "suppress on full auto" vs. bursts with a few seconds between. From a mod which had suppression, I remember that the AI could go through their ammo rather quick .
  24. old_painless

    Possible Solution to Stamina/Fatigue Conundrum

    Unless you write for PC Gamer or something with similar clout you will end up disappointed, sorry to say. It is a conondrum indeed, and in the initial report on the development there was also mention of how even the development team at BI was very divided with the decision to redo fatigue/stamina. So somebody pulled rank at BI and we got this. The truly sad part is how much developer time it took away from fixing really important game flaws, but that is water under the bridge now, cf. the thread in development branch. -OP
  25. old_painless

    C2 -Command And Control

    Hi mad_cheese, this is an awesome piece of work that I tried out yesterday. I did run into some real beginners stuff so a few questions below :) For the tablet: Should it be possible to assign a unit to team Red from the tablet, or should they be in color-coded teams already before entering the tablet interface? I struggled a bit with the green vs. yellow font colour, so as a suggestion perhaps make it more visually apparent who is selected. Another thing, I read the manual but couldn't quite figure out how to make the tablet interface be map-only; I saw from a video that you could hide the controls ? Cheers, OP
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