-
Content Count
1924 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by instagoat
-
Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
instagoat replied to Placebo's topic in ARMA 3 - GENERAL
What appears to be Rebel Fighters / Terrorists of unknown allegiance in an unknown location, photograph dated summer 2030, recovered from European black network and posted to an imageboard in 2033. -
AV_IndUs (US Army inspired units)
instagoat replied to AlexVestin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
One thing about the AT4, maybe you can take a look at how the new RPG ballistics work, and that way make it throw the rocket in a trajectory. Also, does the actual launcher have a range setting on the sights? The new RPG-42 ballistics in the dev version make the weapon really nice to shoot. The straight as an arrow rockets are apparently a thing of the past now, if the community can learn how this new system works? -
Green Faction (AAF) Flag Texture
instagoat replied to Cloughy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
CSAT has the most boring and unimaginative banner ever :( -
Looks like they finally got native farsi speakers? They sound much better than in Arrowhead, where they all farsi'd with a Czech accent. Super nice, BI!
-
Do these weapons actually have dispersion now? I couldn't hit anything last time I used them because they were suddenly as accurate as if resting on concrete benches.
-
If in turret, press F and the laser designator appears.
-
America's Army: Proving Grounds
instagoat replied to dontknowhow's topic in OFFTOPIC - Games & Gaming
The Soldier models look rather mega high techy. Crye airframes, BAE plate carriers, space age multicam suits. Way more scifi looking than Arma 3. And they still can't hold their guns correctly in 3rd person. I´m not really interested in MP, but I like the art assets. -
AV_IndUs (US Army inspired units)
instagoat replied to AlexVestin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
http://www.flickr.com/photos/peosoldier/6244781910/lightbox/ This is what the OCP kit looks like. I think that vest is also an Army lightweight plate carrier or whatever they call it. Shows rather well how large the pattern is on the fabric, as well as how the seams and buckles are worked on the pouches and everything. Only difference is that this dude has the new combat pants, but I´m not even sure those went past prototyping and field testing phase? http://www.flickr.com/photos/peosoldier/4997107884/ vs http://www.flickr.com/photos/peosoldier/4777976626/in/set-72157621946931904 IOTV with groin and shoulder pads, as compared to the lightweight plate carrier. PEO Soldier's flickr is generally a good source for references, at least from some angles and layouts. I am almost tempted to pick up blender again and attempt to learn it so I can contribute to the community with bodyarmor or something. :( But I suck so badly at this 3D thing, I never got it when we did it at Uni. -
The only bad part is the cheap electronic melody at the beginning. Super nice overall, though. But they should get some more high quality synths for this, they really sound a bit dated.
-
I was gonna hold off on soundmods, but the explosions in Arma 3 sound so terrible that I´ll probably get your mod again as I did for Arma 2. Really looking forward to what you do with this, after I get over my disappointment about BI's "pew pew pewwwwwwww" exploding rubber tyre explosion sounds.
-
40mm Sabot rounds have -tiny- amounts of energy behind them compared to MBT main armaments. The Namer/Panther was designed to defeat MBT. In fact, of all weapons in the game, only the AT missiles should be able to put a dent in it. It is more heavily armored than the Merkava/Slammer. What should happen though is that you'd get shaken around inside the tank, and hear a -ton- of noise on impact.
-
AV_IndUs (US Army inspired units)
instagoat replied to AlexVestin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The eotech mount is slightly offset to the right, but that is how the sight is designed. Irl you twiddle the zeroing until it's witnessed with the irons. Can't do that here. I can live with it, though. All other sights are centered and align. BI would have to fix the eotechs on their side, really. -
That is basically the problem. Attachments for a weapon are defined in its config, which means that without hacking them, vanilla guns cannot take community addons. Likewise, community infantry weapon addons will not take any other community made item that is not defined in their config. We only have a handful of weapon mods right now, but like I said, those handful are already screwing with each other. The devs looked at it, and since we didn't hear back from them, I suppose we're stuck with this system for good now. Which is a pity, because it'll make adding realistic and up-to-date kit for the guns, depending on the era and type of mounting system a bitch, with no cross compatibility between addons.
-
Blimey, that thing looks great. I´m sad that nobody has addressed the issue with the configs yet. That was known from basically day 2 of the alpha. Attachments are already a mess for me, and I only have your mod, and one other that adds scopes. Suddenly, half the things don't work anymore. Kind of disappointing, really... There are many important things, but these weapon attachment problems will be the bane of community made weapons and addons, unless there either is a JAM type initiative where everybody submits their scopes and lasers, or the system gets fixed. Latter seems highly unlikely right now. Drat.
-
http://feedback.arma3.com/view.php?id=12806 Can any dev give any feedback on this issue? AI crew need to be taught how to repair vehicles - this would help greatly, reducing the need for many vehicles in a mission. Instead, a few that could get repaired by their crews could be used. This reflects real life: for example, in WW2 it was common to defend a broken down tank mounted or dismounted until you could get out of it in a lull and fix whatever damage was preventing you from moving on. They also need some look into their formation following behaviour, I have to add. It seems as if they orient their formation onto the position of the highest known thread, causing column formations especially to wave around, instead of staying in the tracks of the leader. This is true both for units on foot, and in vehicles. Otherwise the formation behaviour seems to be random at times when under threat, with vehicles bumping into each other a lot. I mostly observe this with the tracked vehicles (kamysh), however it's random and so far I´ve not yet reliably reproduced what is going on. I will make a ticket once I know more.
- 5179 replies
-
- branch
- development
-
(and 1 more)
Tagged with:
-
http://feedback.arma3.com/view.php?id=11075 I've made a comprehensive suggestion as to how this and the also way to easily reloaded heavy launchers could be handled. Such as forcing the player to remain stationary while handling a 40 kg heavy piece of equipment. You don't reload a javelin on the move. This is an important thing. I'd rather have actual gameplay difficulty, rather than what the current trend seems to be, which is nerfed AT weapons (going back to the 19 laws per T-80 from OFP times.) You can do better than this, BI.
-
AV_IndUs (US Army inspired units)
instagoat replied to AlexVestin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Knew something was wrong with my acronym, but I get this wrong every time. Alex: The normalmap of the Arma vest really shows its age. I think with a new one it could still look well up to date, though: do you have any plans to update the normals? There's an ACU-patterned version of this vest, the late model, which has MOLLE bars all over the front and back, instead of just the front. It also has a velcro strip at the top of the chestflap for a name/branch tape. So many pics of airsoft copies on googlah, though, and most pics are front side only. http://oefoif.forumotion.net/t1774-variants-of-outer-tactival-vest-otv-interceptor-body-armor-iba here's a list of the different variants. Would I be allowed to use your import of this vest and produce a set of retextures for it, for use by Rebels/Police/Vintage Forces. You know, aged surplus vests and airsoft copies drafted into actual service by guerrilla fighters? -
AV_IndUs (US Army inspired units)
instagoat replied to AlexVestin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Technically they should use the OITV. The current vest looks like a chinese model, as used by the Pakistani army, for example. Which makes sense for the AAF (talking about their Vest used in this mod) The Arma 1 vest was basically an Interceptor OTV, which was used proir to the introduction of the OITV. I believe there are four or five different versions of the Interceptor too. Wasn't there someone on Armaholic who was working on an OITV vest? -
Air Power of 2035... Can a Subsonic jet (ALCA) hold up?
instagoat replied to CaptainAzimuth's topic in ARMA 3 - QUESTIONS & ANSWERS
Canon now is that Altis had trouble with an insurgency of some sort. Maybe they purchased super-cheap throwaway Alcas from the middle east and had them re-built into what they now call the Buzzard, as a COIN plane. Slow and low works better against an insurgency than fast and high. -
All improvements aside, but watching the tank part was mildly (ie, rather severely) disappointing. No active protection, no half-popping the hatch, and the effects both visually and sound wise were not at all showing the kind of power behind them. And the tank close combat was more reminiscent of a kind of high speed WW2. Why do all explosions, including tanks firing, have this pewwwwww noise? And why are they so weak? Without ear protection, the sound of the main gun being fired would be enough to blow your eardrums from a hundred meters away if you weren't careful. That said, I liked how the vehicles did not explode all the time in the shown version. In one part you could even spot a sabot round overpenetrate an ifrit and fly off into the distance if my eyes didn't deceive me. Many of the other things I liked too, such as the now hard-coded as opposed to scripted UAVs.
- 244 replies
-
Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
instagoat replied to Placebo's topic in ARMA 3 - GENERAL
Grey Ghost camo scheme painted AH-99, 12th CAB, 7th ID, TF Aegis during 2031 at Stratis NAS after repairs doing test runs, prior to being shipped back to its parent unit in the Balkans. -
Demonstrating the capability of the game, to inspire the new community members to go into the editor and start doing what the game was built for: create their own content.
-
ARMA 3 Addon Request Thread
instagoat replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Question to anybody with the info, what are likely US Army combat aviation brigade Units responsible for Europe/Africa in the near future timeframe? Ideally any Unit with a symmetrical ID badge, since the Helicopter I´m working on uses a mirrored texture, so one side will inevitably be reversed. -
They don't have an asymmetry. When played to their strengths, they are equals, ideally. The test for the player is to construct a tactical situation where he can play his faction to their strength while keeping the enemy from developing his. Further, the factions aren't symmetric. They maybe have technological parity, but probably not even that (at least as far as the fluff goes). And ultimately, it is up to the mission designer, too. But eh. The core content seems to be nailed down by now anyways, and it's just filing away rough edges. How about doing away with that silly action menu and adding reload animations for the launchers?
-
Yes, yes, yes, female soldiers, good! You have my 100 % attention and support!