-
Content Count
1924 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by instagoat
-
AAAAAAAAAAA Wow That trailer So this basically is battlezone X popolous X Arma?
-
The sound aliasing errors in tanks also still persist, as well as other electric sounding artifacts with some guns. I am wondering, is the sound filter system broken?
-
Is it correct that the Tanks do not have firing sounds anymore and that many gun sounds now suffer from massive volume overboost crackling? (When firing a gun on full auto, the sound gets saturated and in some cases consumed by static crackling, as if the game is sending too high a load to the output. I am not sure if this is recordable, I will try once I get my recording program to work again.) The mechanics clicking in the guns are also now extremely loud, not silenced by distance and ignore speed of sound. It's especially noticeable in the main menu for me when the firefight starts. The clicking of the bolts is much louder than the gun reports. Edit: Had the files validated and now the sounds work again. However, the volume crackling issue remains. At 100% volume and 75% it occurs, with two different sound systems, internal chip and a sound card.
-
I think this relates to the storm that will be unleashed all over Altis when they release mediterranean parking lot simulator 2014 on April 1st. But no, seriously. I'm hoping for this to be good, whatever it is.
-
New Vehicle gunner reticles and sight modes are fantastic, much appreciated BI. Will the optics for the RCWS equipped vehicles be updated at some point also?
-
Toadie's SmallArms and Animations for Arma3
instagoat replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Brilliant. So am I getting this right, that other addon makers can use the respective reload anims for their corresponding guns if they so choose? Because the ones you got look brilliant. -
Missile ricochets off of Strider, has anyone seen this happen?
instagoat replied to samyg's topic in ARMA 3 - GENERAL
The aimpoint for the Strider is slightly above its roof. Tanks regularily miss it too... what may have happened is that the missiles tried to hit the aimpoint above the roof, flew overhead instead of striking the RCWS, and then tried to turn around to hit the target again. I've not observed this particular behaviour before, but it doesn't surprise me. -
Soldier protection (dev branch)
instagoat replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
Are you guys seriously talking about the exact hydrodynamic and kinetic effects of bullets on the body? With massive walls of text that have no bearing on gameplay at all? Srsly. With the rvmat plates out of the question now, the only thing missing is wound animations. Limping, loss of control over the weapon, pain cringing, react-to-hit animations. An example here (Can't set it to the timestamp, go to 2:34 to see what I mean.): Only thing that matters is the 3 seconds following the 2:34 seconds mark in the video. The rest is run o the mill accessibility. To explain what happens in the video, instead of a twitch, there would be an actual animation where the player could continue to move but his view was thrown out of aim and alignment, and would come back upon recovery (You can tell that he's hit from the obvious blobs on the screen.). Limping of various degrees. VBS2 example, shown often before, here (0:29 seconds in.): I am not asking that this be implemented from the VBS2 platform. My point of view is that instead of a prohibitively complex medical system with gameplay stopping mechanics, proper wounding animations can do enough to affect the player and add dimension to the role of the medic ingame. The scaling of the wounding system would need to be addressed, as well as the bleeding mechanic (enabled by default.) -
Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
instagoat replied to Placebo's topic in ARMA 3 - GENERAL
Personal Uniform Retexes+EJ Scars+AV US Army+Alwarrens Attachments using Joint Rails Personal CSAT TCCU in arid hexacam+EJ Scars And an action shot from a session with Rydigiers HAL on A3MP Takistan -
http://www.cryeprecision.com/C-232/CAGE-Armor-Chassis%E2%84%A2
-
Your RPG-7 seems to be a tad overpowered. The normal PG7V warhead should do zilch against the MBTs and the Panther. It doesn't even penetrate 90s era russian ERA as evidenced by tons of footage from Syria recently. I am seeing one-shotted Merkavas rather too often with these guys. The sounds also are unaffected by the sound engine, and are not altered by distance distortion.
-
"No Army ready for combat has ever passed a parade review, no army dressed for parade has ever survived combat." And especially in a situtation like this, where this combat post is evidently regarded as a minor location, you can't expect equipment to be top notch. They don't even have plate carriers for everybody. They look as rag tag as they should, unfortunately the supposedly backwards AAF look more uniform and up to scratch than them. I can deal with the looks of the CSAT troops: contrary to the US soldiers they have a working economy and an advanced military complex behind them at this stage.
-
things that are still waiting to be added to the game which are confirmed...
instagoat replied to Tyl3r99's topic in ARMA 3 - GENERAL
Nevermind that there's no game ever trying the same, offering AI that even gets close to performing equally well, nevermind better. What exactly are you expecting, magic? -
The "old" Nato helmets are still in, they're now the SF helmets. I don't mind these changes, the US Army of the A3 verse is different from the current era one. Mind, the draft has been reinstated and there probably have been system changes affecting discipline and orderliness. It's a bit reminiscent of the vietnam era, where soldiers would decorate their helmet covers, or the korean and WW2 eras where you had stuff like embroidered jackets and helmet covers and things like that. And I don't think they look like a ragtag bunch of unorganized guerrillas, they rather look like they belong to an army that's stretched thin in a world with high political tension. I wouldn't be surprised if the reason for the Slammer's existence is merely the fact that the tanks are lend-lease from Israel, because the US Army's own stocks have been depleted or displaced to "hotter" conflict areas after major cutbacks and size-downs of the forces, and possibly more bad decisions with equipment aquisition in the past 15 years. This US Army is not the one you know today, just like the Iranian CSAT contingent is likely not the Army of Iran that we know today.
-
things that are still waiting to be added to the game which are confirmed...
instagoat replied to Tyl3r99's topic in ARMA 3 - GENERAL
I'd just be happy with the code improvements, really. Make bulletproof vests work like proper vests, with plates and all. Make the ERA on vehicles work, add Active Protection at some point and make the AI perform better. There is so much headroom left unfilled with the existing content which I'd love to see filled to begin with. Maybe PMC style campaign DLC that doesn't really add tech or content, aside from the missions and artwork would be feasible, but for something like an Arrowhead to occur again, they'd need to get certain things up and running. Possibly, what's needed is some sort of really concise goal plan? (Which I think they already have internally, but just for the sake of it: Advanced Armor simulation: ERA, Hitpoint handling (Burning fuel leaks, Ammo cookoffs, Crew kills for example), APS) Infantry protection simulation: Bodyarmor using RVMats in fire geometry instead of maths, Injury animations (Limping, Arms dragging, Crawling with legs dragging, such things.). So, Five things in total. Lists should be small. I even think this may be too much, considering how much work the APS alone probably would be. Especially since it was announced as part of the sim back at the first E3. Pretty much all those things involve AI, too, so that complicates things. -
This approach alone deserves applause. I am very much looking forward to see if something simple and beautiful comes from this, hopefully to result in improving the existing vehicles along with future content. Especially with the selective ability to apply these surfaces to the appropriate areas on a vehicle, taking careful aim at an enemy target will become more useful. As an intermediate step, this is more useful than attempting to make the Active Protection work. I am looking forward to seeing what you guys can come up with, hopefully BI will take what you've discovered and if at all feasible, bring it to the native game. Community-Developer synergy, hopefully.
-
The thread title is misleading. Vehicles in general have poor spotting abilities, especially against opposition vehicles at larger distances. I've some tests at home which I'll post later. Though, Camouflaging in civilian vehicles and/or civilian clothing should at least make spotting more difficult for the enemy, I agree.
- 5179 replies
-
- branch
- development
-
(and 1 more)
Tagged with:
-
Basically, I am wondering three things, and hope that a dev could enlighten me about them. Are personell and equipment for the armies persistent, ie, if I shoot a guy in a mission, will the total amount of troops available be reduced? For example, I managed to destroy a Hamok gunship at the end of Survive, I blew up three Ifrits and a Strider and killed at least twenty CSAT and AAF soldiers in Adapt. On the campaign map, the vehicles are displayed: will they be reduced by the amount I destroyed? Will the killed soldiers be removed from the total of enemy forces available? And if not, what is the point of the orbat interface if it does have no bearing on the world I am playing in anyway? Is the amount of weapons and gear available in the campaign, in total, limited? For example, the total amount of katiba rifles on the Island is XYZ, or explosives, or ammo belts. Thirdly, how do the campaign missions and scouting missions relate to each other? Do they impact each other, or are the scouting missions merely an optional fluff to bring in more varied gameplay?
-
I've got the feeling that these were a great Idea, not entirely thought through. Why no effect on the main campaign? Why no teammembers (Buddy teams are a rule even for guerillas)? Resistance even had persistency in personell and vehicles. It had been done before. What's the hitch?
-
Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
instagoat replied to Placebo's topic in ARMA 3 - GENERAL
Personal Uniform reskin, Cunico's hidden Identity pack, Alwarrens optics+attachments -
AV_IndUs (US Army inspired units)
instagoat replied to AlexVestin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The pants on the AAF soldiers are EMDOM contractor BDU pants, which were converted tru-spec (edit: might have been propper, not tru-spec) tactical pants, apparently. http://www.militarymorons.com/gear/gear.2.html#cbdu They were never standard issue, and were only made in a small amount. I think it's rational to think that the AAF somewhen during the 2010s - 2020s picked up the cut and had them manufactured locally for their military in their own camouflage pattern, or maybe outsourced them to China or Pakistan (their plate carrier seems to be based on a chinese model, too.). ACU-pants look rather different. I got an FR one myself, which would be what's issued to troops in the relevant timeframe. FR ACU's have square tabs of nylon fabric in foliage green center on the left hand thigh pocket and on the left hand sleeve cuff, so leaders can immediately tell wether or not a soldier is wearing their fire resistant uniform. The jacket that came with the pants is a standard issue ACU jacket, but is lacking that tab, so it is not an FR jacket. These tabs should not be confused with IR patches, though. I also don't know if the massif combat shirts that the units are wearing have FR indicator tabs anywhere on them, though. -
Classname should be "H_HelmetB_camo"
-
Wasn't removed, in fact it is now available as part of the standard kit.
-
So... doing these missions has no impact on the overall campaign progress?
-
The artillery seems to some as the enemies in valley of death were to me. I in the end succeeded on the fourth or fifth try in tipping point, with only one or two casualties when taking the base (I flanked on the left side, up the dirt track, and then camped at the entrance of the base by the concrete wall.) The artillery was much more difficult, three of my attempts failed with the arty instead of failing elsewhere. In the end I just legged it, went up the far hill (where the paratroopers come down) and stayed there while I waited for the team. Next ridge over, the mission ends anyways, afaik. I have to note that I played completely without mods. No AI mods, no weapon mods, nothing. Maybe that is affecting the performance of the enemy arty, mods?