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Everything posted by instagoat
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Wow. The Alamut. Wow. I. Wow. Guys. This is just like the ACE Rpg. It even has the correct crosshairs! Guys. Guuuuuuuyyyysssss. I am fangirling so much right now even though its just a little thing. Hopefully the AI can cope with this too. Now we only need some fix for the magic titan missiles and then the AT stuff will be splendid³ I´ve not understood the changes for the weapon handling, though. Another thing that remains is the encumbrance/weight system. The light AT doesn't kill the IFVs anymore so easily, though, so that's good. Edit: Only thing that's missing from the Alamut right now is a launch effect.
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There are newer screenshots of the T-100? Where? I´ve not seen those... Also, the T-100 is based on the Black Eagle, which was a next-gen MBT mockup based on the T-80 chassis as far as I know. Badass too, DKMM did a fantastic addon version of it for OFP/ARMA:CWA. Apparently BI aren´t just fans of their Comanche. :>
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wat I thought that was fixed in Arma 2 times. The Namer is as heavily armored as an MBT. Even autocannon fire will not penetrate unless you hit the rear door. 40mm grenades should not hurt it either... Devs?
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Re: Injury Visualization http://feedback.arma3.com/view.php?id=11940 Made a ticket here with a demo screenshot, this does not necessitate blurring, and will show injury in a manner approximating what you'd actually see when injured.
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Uniform Texture Wrong
instagoat replied to Miroslaw Kowalski's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Yeh, then it won't work. The model you are using is the blufor soldier, the texture of the competitor has a totally different layout than that. -
Uniform Texture Wrong
instagoat replied to Miroslaw Kowalski's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Are you sure the texture is rotated in the correct direction? Can you post a shot of the .paa, maybe? -
http://www.army-guide.com/eng/product3096.html This cites a ready rounds storage of 65 for the autocannon and 800 for the LMG, for the Turret type the AMV-7 uses (Denel Land systems LCT-30). The Arma 3 LCT-30 has a CT-40 mounted instead of a GI-30, but still has more ammo than listed there. In fact, it is carrying 35 rounds too many, and considering it uses 40mm instead of 30mm ammo (though telescoping), I don´t think one can complain about the amount of rounds it carries. Ultimately the Turret was designed for a Gun with higher precision than the average autocannon, as well as advanced, super-lethal ammunition (such as guided 40mm rounds as well as air-bursting 40mm rounds). So the higher amount of ammo in our AMV compensates for the lack of such advanced ammo types.
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Many MANY thanks for the re-worked AMV-7, it´s a blast now! Only thing I´ve noticed is that the AI seems to aim too high now when firing at infantry targets, I´ll do some more testing to confirm. Spotting at long ranges for the vehicles is also wonky at the moment (they only spot enemies reliably at around 500 meters, even if they are clearly identifiable as enemy (such as Vehicles).
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What I was hoping for rather was him attempting to take cover, primarily. Only when used as a team and with their team leader killed will the AI start to move, it appears. The AI is generally preferring to attack an enemy, rather than taking cover, as I´ve documented here: https://docs.google.com/document/d/1gfUZBAvqugrveCmFZ-O84gieJQ6dFsdIw-pxAkqJQKw/edit?usp=sharing Refer to the bullet points at the beginning of the document (page 2) as well as Tests 05 and 06. The most casualties were units shot out of cover or when not exploiting cover well, even in all other tests. 05 and 06 were just the most egregious examples of the AI charging headlessly into enemy fire. I think them not exploiting cover as well as players is not a major problem, because it´s too complicated to make them use the sidestep and different levels of ducking, but they should at least prefer to hide away from the enemy rather than standing upright in the middle of a driveway, blazing away over the heads of prone enemies. Another thing is their first round accuracy and them missing all successive rounds. I am also thinking about how to simulate covering, suppressive and area fire for the AI, since right now they only appear to understand distinct point targets. 90% of the time you do not see your enemy clearly in real life, at the start of an engagement or at large range, so you give area fire rather than point fire. I refer to the videos Dslyexci posts on his channel, from the shacktac sessions. Players in contact who do not see the enemy will rather blaze away in the general direction of the enemy until a clear target presents itself. The AI, conversely, appear to only shoot at observed point targets (individual enemies.). Can you confirm any of this, or are we just not seeing the behaviour that is intended due to the configuration not being adjusted yet?
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rgr: I´ve pasted the mission sqm here: http://pastebin.com/kJxeWfyS It´s really basic, just one unit vs one unit. It also shows that bullets flying past the enemy do not alert him, only nearby bullet impacts do. It is realistic that he doesn´t immediately turn towards you, however, he should at least try to find cover (there are buildings and walls nearby) and/or fire in the general direction of the incoming fire. I´ve tried sniper too, with 50% skill on the sniper and default skill values for veteran difficulty (no edited config). He didn´t even turn towards me on the two attempts I shot at him. I used the same locations as in the setup I pastebinned above. (CORRECTION: Tried again, this time he shot me. Nice!)
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It seems the type of the enemy also affects wether or not they are able to spot you. I used a rifleman on hill 86 between the OP and the Farm near Stratis Airfield, and placed myself as an opfor Rifleman (with an ARCO instead of ACO, so I could see if I hit) on hill 59 east of the petrol station. The blufor rifleman was not able to spot me even when I hit him multiple times. When I used an autorifleman, he turned towards me and did not get up again as the rifleman did, but he also did not open fire.
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:I If it only were that easy... I remember my coding classes from Uni: I hated that stuff, I didn´t understand anything. I couldn´t fix a single page code thingy, can´t get my head around how you´re able to fix things in such a massive game at all. Just begun my AI testing, and man, so many variables, it´s exhausting.
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https://docs.google.com/document/d/1gfUZBAvqugrveCmFZ-O84gieJQ6dFsdIw-pxAkqJQKw/edit?usp=sharing I have uploaded my first 8 test reports here. I think you can notify me on the google docs thing and post comments, I would also be happy about feedback here or by PM. Note that none of this is statistically relevant. Around 50 tests would begin to show a pointer towards average AI behavior, but since I and many others have played this game series for so long, I have allowed myself to draw some very light conclusions. Also, I will try to optimize my methodology further. I hope that this will be helpful to the developers in some way.
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Never observed either of those. Sure you´re not running mods?
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I´ve re-started my tests, and at least when firing at jogging enemies at a distance of about 25 meters, they were able to reliably hit them when prone or kneeling. Problem is that when kneeling or standing up, oftentimes they will even miss targets that are right in front of them because they fire over the enemies heads (veteran difficulty, no alterations to config), and then kill with the 1st bullet after reloading. If they hit, it is usually not like players who hit with one of the later rounds in a long burst, but rather with the very first and then throw the rest away into the sky. Edit: Mind, I have done 3 tests so far, so this is not at all a statistically relevant result.
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Hopefully. The guns of the helicopters were -way- too accurate up until now.
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Oh Supr, totes gonna keep on eye on this here thread. I´ve noticed they are still very accurate over long distances and like to fire from standing up, rather than kneeling or prone positions. High processor load and low fps also leads to them occupying identical grid nodes and sometimes even clipping through doors/walls: I am going to finally flesh out my documentation and post what I´ve found here. Unfortunately I deleted the stuff I found during alpha because the changes were so rapid and non-transparent, and I also didn´t use default settings most of the time, which made quite a lot of things I found useless. I´m gonna report back once I´ve managed to assemble something. If life doesn´t get too busy, I´ll hopefully be able to contribute. Knock on wood.
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When can we begin to critique vehicles??
instagoat replied to Wolfstriked's topic in ARMA 3 - BETA DISCUSSION
AMV is now slightly bugged, but thanks for the CITV :> -
Opfor APC is not based on the BMD, it is based on the 2T, which in turn uses the running gear from the Tunguska. The 2T and Tunguska cannot swim, and have a fording depth of about 1.2 meters. http://tanknutdave.com/the-belarusian-2t-stalker-tracked-reconnaissance-vehicle/
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It weighs 60 tons. You´d need a lot of helium to keep that thing afloat. Also, was there an update today? My thing doesn´t show anything for some reason...
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http://feedback.arma3.com/view.php?id=2766 Can we get a statement on this? We are already beginning to see problems with addons for the weapons as far as compatibility, and weapon creators will be pretty restricted for the attachments if this remains as it is... it´d be really neat to get something official on this at some point.
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That sucks. I´d hoped that somebody actually talked to somebody at some point, but it wasn´t adressed in the Alpha, and we´re already in the beta now. I am beginning to think that we won´t see this changed anymore. So much for community attachments working universally.
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Infantry and apc armor have been improved
instagoat replied to Qosmius's topic in ARMA 3 - BETA DISCUSSION
The chassis used for the BTR-K is not based off the BTR-T, but off the Tunguska running gear. The real life vehicle is a reconaissance Vehicle (T2 Stalker, built in Belarus.), not an IFV. -
They are identical right now. Beta added tons of uniforms, all of them look the same. For example the SF Fatigues (Sage) look identical to the recon fatigues we´ve had since alpha.
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Yeah, that looks -much- more like it. Belarusian, eh? Pretty neat Vehicle, and a nice choice. Now its stats just need to be tweaked. Do we have any Idea how large it is, compared to the Namer (That one seems to be modelled way too small at the moment, and I am beginning to find the dimensions of some other vehicles to be off too, unless I am hallucinating.)?