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About instagoat

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  1. Did I understand correctly that only new buyers will get early access to the new DLC content, but not supporter edition buyers? I am asking because the DLC already appears in my list, but no content is downloaded.
  2. instagoat

    Arma 3 DLC - CONTACT

    I hope the Aliens have a good reason to be on earth. Maybe the CSAT device turns out to be some sort of Alien technology that they have clandestinely seeded into the human information sphere, to provide a some sort of jump beacon. As in A for Andromeda, where the Aliens sent plans for a supercomputer supposedly designed to help humans grow, but is in fact a device to take over the planet. That Aliens in fact -are- hostile towards humans is quite possible. For example, if the Aliens have the capability to travel interstellar distances, their tech level also allows for extremely destructive weapons. Such as relativistic kill missiles. Thus they know that any species of their own tech level is capable to potentially destroy their own planets. They also know that communicating with other species is nigh impossible (which we know because there are human languages that cannot be translated anymore, and that's the same species). So a good life insurance policy is to destroy any intelligent life emitting radio waves within a certain radius around your location, kind of the same way we destroy ant colonies when they pop up inside our homes. Except the ants do not have the potential to nuke us if we leave them alone, 500 years down the line.
  3. instagoat

    Arma 3 DLC - CONTACT

    Considering that A3 was supposed to be scifi before it was rolled back to its current near future setting, maybe the story is a little more involved. That they spoiler the twist in the trailer is the disappointment, if anything. The Units seem to be kitbashes from existing meshes, but the vests look at least partially new. Making new buildings from scratch is probably out of scope for what appears to be a side operation when compared to the main studios in CzRep. So is completely new vehicles, etc, thus the sidegrades for existing ones. Such as the hardtop for the pickup, and the new textures. The russian units do not use the TCU of the persian and chinese CSAT units, apparently. The Uniforms look more like Gorkas. The Helmets are reskins though... I hope they read some good books (or a helpful site such as atomic rockets) before writing this. If the Aliens are there to steal our water, I am going to scream.
  4. instagoat

    Arma 3 DLC - CONTACT

    The reaction to the aliens has been less violent than I initially expected, nice! After playing XCOM again, I'm completely down for them. The Campaign/Missions are a bonus, and most community groups do not seem to use vanilla assets anyway. Fighting Aliens (if they even are actual enemies and not just atmospheric props and post processing filters.) with modern warfighting technology is interesting, at least after almost 20 years of shooting people wearing green suits in forest/desert/mountains. Hopefully it is not going to be magic invulnerable Aliens, but more like the Aliens in The Underhandler, who completely underestimate the degree of violence humans are capable of, as well as how well they are armed and successively get curbstombed back into orbit. A nice change of pace, and a good complement to the GW DLC. One for the milsimmers, and one for the milsimmers who like space.
  5. instagoat

    Arma 3 DLC - CONTACT

    After playing XCOM again, I'd be down with some Aliens. I'm gonna put a notification on my calendar and buy some popcorn. Really looking forward to this...!
  6. Has anybody ever experienced blacklist markers not working? I have OPFOR Units spawning inside BLUFOR TAORs that I have added as blacklisted to OPFOR. I also have a problem with units of a faction that is not selected spawning. (OPF_F, while all Modules should select OPF_T_F). Is there an easy way to troubleshoot this kind of thing? I can't tell which module the debugger needs to be on for so I can see why this is happening. Thanks in advance for any help. Cheers Insta Edit: Also getting error messages such as this: https://imgur.com/a/iULUqbv Mission file here: https://drive.google.com/file/d/1JAfKldPGuHuZTcFu2DocVUUTVG0jFoCY/view?usp=sharing I was attempting to make a kind of SF insurgency, with USSF and CTRG operating on a CSAT occupied Island. Maybe I've not quite understood how the modules work?
  7. instagoat

    In need of an Air Assault Consultant

    Maybe this helps: https://www.globalsecurity.org/military/library/policy/army/fm/3-99/fm3-99_2015.pdf US Army field manual for airborne and air assault operations.
  8. instagoat

    Tanks - Damage improvements

    Which is why I said explode, not burn out. For example, an ammunition explosion (such as a HE shell detonating when struck by a AP fragment or a HEAT jet) in a T-type tank is sufficiently strong to rip out one side of the hull and throw the turret dozens of meters aside. It should only happen if a shell explodes, not when the propellant burns, but being in the way of a blast like that will do hell to the equipment on the outside of your tank if it happens right next to you. A slight distance should already greatly diminish the damage. However, I just saw a chain-reaction with a couple of nyxes standing next to each other. One got hit, blew up, and then one popped after the other. This shouldn't really happen. The vehicle fire simulation in Arma is flawed, though, it is very simplicistic. Maybe screwing down the damage is a good fix.
  9. instagoat

    Tanks - Damage improvements

    An explosion sufficiently large should also damage the tank, not just the crew, especially vulnerable auxilary parts. Blow off slat armor and ERA fixtures, destroy gun turrets and tracks. Is there any real world data suggesting how large an explosion needs to be before the crew inside feel it? A tank blowing up is a pretty huge explosion, typically.
  10. instagoat

    Bad Weapons Dispersion

    Thanks for the quick answer Kju, much appreciated!
  11. I have a question. I found that AI unit weapons dispersion is way off the charts for me, and when I came back from my hiatus to check out tanks, the problem was exacerbated as it seems. I have made a thread here: Is anybody else affected by this? It only hits AI units for me. All mods are turned off. Player weapons accuracy is completely fine, which is making me think this is a game issue.
  12. Anybody else get this? Only AI vehicles are affected. This is a tank shooting at a 3km distant target. Player weapons are perfectly on target. The dispersion near the target is around 10 meters in radius(!!!). At the distance of the tank (920m), the dispersion is almost 5 meters in radius, as an estimate. To get this number I used the 10x10 meter cubes and stacked them. Dispersion was large enough to miss a single floating cube reliably at 3 km distance. Arma's copyprotection for illegimate copies used to be that player weapons were affected by progressively worsening dispersion. My copy was bought way back in early access phase. For a couple of patches, only AI has been affected for me. I didn't play Arma a lot recently, and I used mods so I thought maybe something was wrong there. Now tanks are coming, and I want to get back and see how they work. I turned off -all- mods for this. What is going on? I am on Dev Branch.
  13. instagoat

    Tanks - Damage improvements

    One major problem with A3 vehicle ammunition is ricochets. I have tested the Kuma, Slammer and T-100 extensively, firing from distances of 500 - 2000 meters, and found very odd behaviour when encountering angled surfaces. One example here. I found that the APFSDS behaved much like a rubber ball when hitting angled surfaces, for example I had this happening: https://imgur.com/a/LHSX4 AP from slammer at about 1km, ricochetting off the armor, without doing damage twice. This shouldn't happen! Modern APFSDS rounds are designed to be very resistant to ricochets, in fact they are designed to nose into armor they encounter. Apparently the angle at which they bounce is approaching 80° to normal. Anything less and the armor needs to be thick enough to stop the projectile from plowing through it. Tank rounds need to be -way- less bouncy. What often happens is that the projectile shatters, and the tracer goes flying off while the penetrator in the front of the round continues through the armor.
  14. I tried running this and found that CBA appears to break the addon. Running only this, and CBA it says that watcher.sqf is missing, and crashes the game when trying to enter a mission. Is this a known problem?
  15. Loved some things, really disliked others. Positive: Nice pacing in the missions, good challenge: no mission really felt unfair or broken. Good tour around the island, with nice scenery to be seen all the time. There's freeform gameplay with the scouting missions, and objective based story missions inbetween hubs. Overall design of the assets helps the immersion. With the new sound design, the new features and assets it is even better. Negative: Reason for CTRG being on Altis is pure schlock, like something out of a 1960s B movie or a pinball table theme. So many reasonable cyberpunk dangers to bring into play, and they picked what they picked? This broke the immersion for me quite a bit once I realized what was going on. ORBAT is useless: killing enemies in missions, or destroying or stealing equipment does nothing to this. Feels like it was meant to do something at one point and then left in when it was realized that it wasn't doable. Smells a bit like harvest red. This also goes for the scouting missions: the only thing this does is recover equipment, which is a nice bonus, but overall they feel pointless because they do nothing to the enemy. Generally I liked it more than I did harvest red, or the Armed Assault campaigns. Still not quite OFP, but I think that campaign wouldn't fly today either.