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Everything posted by instagoat
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AV_IndUs (US Army inspired units)
instagoat replied to AlexVestin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's a USMC SPC Vest, isn't it? I like it. -
AV_IndUs (US Army inspired units)
instagoat replied to AlexVestin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Alwarren's optics already contain pretty much anything you'd need for US Army Use, an ACOG (though an early model one), a current Aimpoint M68 CCO, as well as Eotech and Thermal sights, and a Sniper scope. -
NATO SF and Russian Spetsnaz WEAPONS for A3
instagoat replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
These guns have no recoil and very low dispersion, is the problem. -
Question to the Devs: re Bulletproof Vests and Penetration modelling?
instagoat posted a topic in ARMA 3 - QUESTIONS & ANSWERS
The game now models more thorough and advanced penetration for vehicles and for buildings. Combat vests with bulletproof plates right now apparently only modify the damage value of an impact over the entire model. My question is as follows: Why not give all vests that possess bulletproof plates their fire geometry -only- in those places where they are definitively not made of fabric? That means, only mag pouches, very solid buckles, soft inlays and plates should be part of the fire geometry, and have the appropriate materials applied to them. When shot, according to the firing persons weapon, different materials will be penetrated as calculated by the existing penetration model, and damage accordingly applied. That way, also, only parts actually protected by bodyarmor will be protected. Then, damage done to exposed limbs should be reduced, and damage to parts usually protected by vests increased. Hits in unprotected areas center mass should drop the target 9 out of 10 times. I have provided two example pictures below. Red is rifle grade plates, blue is soft inlays and green is filled magpouches and other materials of similar grade of protection. Note, I am not a modder, I do not understand entirely how these systems work, so I may be off the mark entirely. Can we get a reply on this, possibly? -
Infantry combat has definitely improved, few questions though
instagoat replied to the_blitz6794's topic in ARMA 3 - GENERAL
Hasn't done anything ever since it was introduced way back at the release of Arma 2, afaik. I've tried it intermittently ever since 2008 and it never did anything. -
Dropbox link doesn't work, gives a 403
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Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
instagoat replied to Placebo's topic in ARMA 3 - GENERAL
Own Insurgent / Rebel Textures + Massi's US + RUS weapons pack, Cunico's hidden identity pack and Kiory's Balaclavas -
How to force combat helo to fly in height
instagoat posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am trying to make a bunch of Ghosthawks orbit the target location after dropping in their squads. Latter works perfectly fine 75 % of the time (rest of the time is regular arma issues like Helos kissing trees and powerlines, or trying to land on the same helipad.), but after that they fly into the enemy occupied area and instead of staying at their assigned altitudes (no matter wether set by flyinheight or the waypoint alt box) once they spot the enemy or are fired upon immediately switch to highest speed and low altitude. Consequently, they make themselves super easy targets for enemy machineguns as well as being unable to maneuver among the hills, crashing within minutes, sometimes seconds of the battle beginning. So, is there a no-script way to -force- AI Units in combat mode to move at slow or medium speed, and stay nailed to their assigned altitude? -
It's an engine limitation. Arma, much like COD, is limited by the framerate in how fast a gun can fire. Previous titles used a multiplier to simulate very high rates of fire, I think. So when you hit the fire button, instead of spawning one bullet, it spawned five simultaneously.
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How our financial system is wrecking our economies
instagoat replied to nettrucker's topic in OFFTOPIC
Oh look, it's LaRouche. Next time I see his wife I´ll ask her how that trans atlantic monorail train is coming along. And the trans euro-african highway system. Or any of the other woo Ideas he has that get swallowed up by his "movement". I´ve talked to members of their german outgrow party, who are also running for our equivalent of the house of representatives. The thing they address about the banks there is what they want to fix, however, the nature of their movement makes me highly suspicious of them. They're not as crazy as the Zeitgeist people, but they're also not completely balanced in the head either. -
Agreed there. When I stand still, the game runs smooth as anything. But once I start moving, it begins to stutter up, and finally dies with a freeze and a whimper. There are some significant problems with the way memory is handled right now, it seems. Plus, I also get rather significant LOD trashing that seems to increase as the game gets more stuttery. Still, up until the crash, the average framerate, aside from the stutters, is perfectly fine. So you could say my game "runs", but it doesn't run as well as it should, I believe. Also, my rig is almost 6 years old and runs the game perfectly fine. There are people with way more massive rigs than mine having problems. Upgrading isn't a solution either since one of the advertised features of Arma 3 specifically was that "If you can run Arma 2, you can run Arma 3 (Dx10 ready system aside)." Stability is a massive concern at this stage, so these problems should be addressed. Unfortunately for me, my problems are also rather random, and I can't tell when specifically the game clogs up and when it won't (aside from that it only clogs up on Altis). Others have more regular and pronounced problems, so at least those should be reproducable for the crew and be fixed. One big complaint about A2 back at its release was the stability and performance, so I do believe BI are aware of how important this is, since the press fired shots across their bow before about this in 2008.
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PG Services - Private Military Company
instagoat replied to Pomi Git's topic in ARMA 3 - ADDONS & MODS: COMPLETE
How does that even work? Aren't materials just pertaining to RVMats? I've been unable to find anything on the Biki, I´m just asking because some of my own stuff has been bonked (like a set of mexican naval special forces skins I was working on) by the new speculars. I´m looking forward to seeing if you'll be able to put in adjusted smdi and normal maps without model edits, that'd mean reskinning models whole will be so much easier. Would you be able to document how it works, or do you have a source for this trick documented elsewhere already? Cheers Insta -
Realistically, the breast would compress underneath the vest, so the chest girth would be less prominent. Isn't it possible to do some magic with hidden selections in that regard? I think what'd be more problematic irl is the chest to waist ratio, which was one of the reasons why the US Army introduced specialized female IOTVs. I think we can also anticipate there being female head models for Arma 3's release (at least I hope so...), will you use those if they are indeed in, or will you do entirely custom heads for these?
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The dispersion is frustratingly low. All guns on helos have this problem now, the AH-9 and Orca were the only ones who were correct, and they were nerfed. http://feedback.arma3.com/view.php?id=9805 I have updated this ticket with the relevant information, please vote on it so it gets noticed.
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"Thank You" Card for Bohemia Interactive ArmA 3 Team (sign up and thank them)
instagoat replied to rehtus777's topic in ARMA 3 - BETA DISCUSSION
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SetObjectTexture and Equipment
instagoat replied to Kydoimos's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I don't even think you can use setobjecttexture to reskin gear. You'd have to make a config. -
AV_IndUs (US Army inspired units)
instagoat replied to AlexVestin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Those look beautiful! The only problem I would see is that because the vest is rather thin, it will clip a lot on many of the models. For example, the crye cage vests from BI have clipping issues in front and back when worn by the rangemaster, and they are rather bulky already. Making these a little bit "fatter" as far as the depth is concerned would alleviate this issue mostly, I think, unless you want to hand-tailor them to the specific models they should be used on? Looking very much forward to seeing those ingame, though, delicious vests! -
The armor system needs a bit of an overhaul. Penetration for the RPG-42 should be on/off and not hitpoint based. :/ Actually, pretty much -all- weapons shouldn't "chip away" at armor. You either get through, or you don't.
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Altis is causing my PC to crash within 10 minutes of starting up the map, and it appears to always be memory issues (ie, the running out thereof). So I'd say somethings fishy here. I hope this is not an actual bug but a quirk of the dev branch. Otherwise it'd be pretty major, as it also seems to tie in with the performance problems people have been reporting.
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Will old scopes/optics come back ?
instagoat replied to roberthammer's topic in ARMA 3 - QUESTIONS & ANSWERS
Because of their silly attachments system? http://feedback.arma3.com/view.php?id=2766 There were -tons- of scope UI pics at the start of the alpha. There were at least two more ARCO type sights, TI, NV sights, and at least four more red dot sights including a trijicon SRS and a docter sight, as well as UI pics for an arrowhead style ACOG sight. -
http://feedback.arma3.com/view.php?id=13397 For vehicles, I've made this ticket. I feel the ability to control who is turning out is vital, because you should be able to direct your main weapon on a vehicle when turned out. For example, in the Arma 2 T-72, you couldn't fight as commander with hatch open, because driver and gunner would turn out too: this is -wrong- and needs to be addressed. Unless they are ordered to, they should stay inside the vehicle. Is this possible to change, at this point? It would be great if it were. The other two issues are not -as- vital, but at least the weapon selection I'd also see being addressed. What does the rest of the community think? Cheers Insta
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Iraqi's had spare parts and fuel for the vehicles. Without spares and fuel, after a while you can just throw the vehicles into the ditch. Actually, it'd make sense if the Altians would use packing animals, but I don't think we'll see Mules anytime soon :(
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Getting tons of crashes with this update, on altis, even with -nologs. FPS are okay, but it begins stuttering and after a while seems to run out of memory?
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This Island has seen war and economic destruction. There were parts in east germany after the wall came down that looked more run down than Altis. And they didn't have a war... I think the amount of destruction and wreckage is just about right.
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Arma 3: Confirmed features | info & discussion
instagoat replied to Maio's topic in ARMA 3 - GENERAL
SPOILERS AAAAAAAAAAAAAAAAA (No srsly, I´m like, staying miles away from the domes. They're like, THE secret that was hinted at for the campaign, I don't wanna know what's in there. Maybe they should've replaced all spoilery logos with alien warning signs.