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Everything posted by instagoat
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The modern warfare games have working red dot sights. OFP DR and RR had working red dot sights. Old flightsims such as the original IL2 had working collimating sights. Just to name a few examples.
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Actually, this is also pretty interesting: Changeable, maybe even fully customizeable reticles on red dot sights. Possibly also for other sights. This would be great, all you´d need is one model of ACOG, and then add the reticle for the particular weapons system you´re mounting it on. Still no proper collimating sights though. Pity.
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Arma 3: Confirmed features | info & discussion
instagoat replied to Maio's topic in ARMA 3 - GENERAL
What I noticed was that the soldier with the mystery AR-15 is wearing a russian style chest-rig instead of bodyarmour or tactical bandolier. Pretty neat. -
No vertical grip. In the lighting showcase, you´ll see it has a Magpul AFG device, no vertical foregrip. The animation in the lighting showcase simply wasn´t implemented yet, while in the new video, the soldier is holding on to the weapon correctly. Also can we get a specific showcase for reloading animations pls :> I want to see if getting hyped about those is worth it, or if you still have weapon mags detached from hands so hands are empty all the time when reloading.
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True. That doesn´t take away from the validity of their concepts, though. These stances aren´t supposed to look aesthetically "beautiful", they serve a purpose. They are supposed to give you a stable, repeatable firing platform under stress, minimize your profile and maximize the protection you get from your gear. What else do the critics want to see? Chickenwing-style shouldering of weapons? Rambo style broad legged stance? Standing up straight with no regard for the environment like the early renditions of Arma 1? I like the animations because they make sense, and they look and feel appropriate for the people that use them. They might be inappropriate for, say, untrained greek militia, though. Those should probably use some other style of stance (Which would add complexity, so that probably won´t happen.)
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I guess the stuff they teach at Magpul and the individual classes of several people involved with them and other tactical training organizations are bad for your back then :( I will call Chris Costa right now. Srsly, the animations are the best we´ve had so far in an Arma game. Now we only need a sprinting animation where the character actually observes muzzle discipline and doesn´t sweep half his squad when moving and we´ll be set. (I really hate that. Soldiers should be MUCH more careful with firearms. You never point a gun at something you don´t want to die.) The RTE is probably stuttering because they turned the update-speed for the system down to preserve performance. I think it´ll be a graphics option. RTS in TOH also stutters when you lower the graphics setting for it.
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Arma 3: Confirmed features | info & discussion
instagoat replied to Maio's topic in ARMA 3 - GENERAL
Well, time to upgrade. I will ditch XP for good this year, once I stomp and rebuild my PC. It´s not even properly supported anymore, so in the long run, to me it´s a security liability. -
That statement makes me a little nervous. I hope you guys will be alright with the new feature, it´d be really awful if it turned out to be a dud because of problems. Still got my full support. :I Rock ALL the code, BI!
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Can´t really properly simulate modern military equipment either, because a lot of the data, especially where composite armour such as Chobham is concerned is classified. All you basically know is approximate thickness, and then you have to read lots of reports and figure out what is made up and what isn´t. Hard data always helps, but only if it´s documented. With new equipment, you need to look at old equipment, see what capability improvements the new gear gives, and then estimate from there. It´s challenging all around, no matter which way you take.
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Problem in the sights and shooting
instagoat replied to DanielAbrantes's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
I´d say this is a feature, not a bug. It´s called sight height over bore: the sights are mounted above the barrel, so the shot is always going to hit below the aimpoint at a short distance. At certain ranges, it´s gonna hit dead center, at others it´ll hit above the sightline. That is how these things work. -
Texturing is an art. I tried my hand at it for IL-2, as well as painting plane profiles. I couldn´t get it right: it takes massive effort to reach the place where advanced people like Sabre (whose texturing work is really great, imo) are. I think people often forget that when looking at mods: each modder is very likely pushing the boundaries of their own box of knowledge and skills. For what they can do, everything they do is excellent. What comes in then is constructive criticism to help building more knowledge and skills, improve the work. I guess what modders need to do is ask why and what for they are modding. Is it other people? Those are terribly hard to please. Are they doing it for themselves and for fun? That makes it easier, and while we are often our greatest critics, we´re usually at least not rude to ourselves. But what this means that, in the eye of someone who pays lots and lots of attention, "authenticity" suffers. For example, I found that the slide of the KSG isn´t modelled correctly (the bottom lacks the cutout where the trigger guard goes when the slide is racked.). But, as far as functionality goes, it doesn´t matter. All it is, is an aesthetic problem. And until I am sure that the game under the hood is as good as it needs to be, I won´t concern myself with those details. I leave that to BI´s artists. Arma 3 is a massive project, things are going to get overlooked. Another good reason to go with the future scenario: it gives you a little wiggleroom when modelling things. But again, my primary concerns as a player are AI, Interface, weapons-, personal and vehicle armour simulation, as well as Weight simulation and improved movement and animations. Visual realism or "authenticity" doesn´t really come into play for me, because as I said before, I don´t think for the realism of the core game, it does not matter at all.
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There´s a Gulf War mod, and there is a Vietnam mod. There also was a modding team working on the soviet war in afghanistan, but they kind of disassembled I think. It is true, modding is hard. Which is why so few people are doing it, and even fewer are getting into it while others are leaving.
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I´m against rehashing the A:CWA soundtrack, or any other. A3 should have a completely original soundtrack, striving to be new, and just as memorable and atmospheric as the original OFPs. Without actually being like that.
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Extremely bouncy there. There is a difference between moving under combat stress, where your first priority is to keep the enemies heads down and yourself and your buddies intact, and deliberately focusing outside of that and aiming with purpose. <- Watch how steady his muzzle stays as he moves. He´s concentrating on keeping it on a known, close target (maybe 50 meters out at most, probably much less. Anything further away should be -seriously- difficult to hit while moving.)The difference is concentration and stress, I guess.
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They kind of already do this. This is especially obvious at the edge of their detection range: they extrapolate their targets position based on the last movement, after they moved out of sight (for example, moved behind cover). They don´t anticipate change in direction of movement, however, and as soon as you reappear, they instantly see you again: they never "guess wrong", so to speak. They have perfect eyesight once they´re aware of you. Making the AI more human is a difficult feat to do. I hope BI will show some improvements at E3: so far we´ve barely seen anything but promises.
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Rivetcounters with their own skewed perception of realism will pounce anything they think is threatening their status quo. At the beginning I thought with discussion and reasoning, you could show them that new stuff and creative stuff wasn´t so dangerous. Unfortunately, it´s so much of an ideology, it doesn´t come down to arguments, but beliefs. In this case, opinions. And nothing is worth less than an individuals opinion. Mine, or anyone elses. What is worth is actual effects. I like the new tactical pace. If you watch helmet cam videos from tactical shoots irl, oftentimes the operators are actually able to keep their gun just as stable as it is there. Real life apparently is unrealistic too :(
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Maybe Israel supported the overthrow of the islamic government or something. What I am worried about currently is that we´re not being shown any substantial gameplay improvements apart from new animation sets. Where´s the AI? Where are the weapons features? That is, penetration, bodyarmour, fragmentation, realistic ERA and composite vehicle armour, advanced AT and AA weapon interfaces, the stuff that will allow the community to make the really realistic missions and mods. I am hoping that E3 will bring light to those areas at last. If everything is about graphics again i´ll throw my table out of my window and run twelve miles in uncontained, white-faced, nerdy nerd-rage. 8V
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Okay. GFX, etc. I have meditated on this and after levitating heads down under my ceiling for an hour I have come to the conclusion that what I -really- kept watching this video (lighting) for was to spot things I actually cared about, rather than gfx improvements. I play OFP because I don´t care about graphics. Most people might, but as a milsimmer, I am more interested in the gameplay. We have been saying that the gameplay won´t be changed. Does that also mean it won´t be improved? We have heard there´s work on the AI and interface being done: we have seen pretty much none of it. BI, next time, please show us dedicated oldtimers something that goes beyond beautiful superficialities. Let us peek under the hood! :> Edit: Re this mystery gun: http://i.imgur.com/DU6rF.jpg <- a gunsmith friend of mine who is a bit more well versed in the matter than me had a look, and he says this thing doesn´t exist irl. That, or BI is aware of a prototype gun he isn´t aware of. His guess is that it is a caseless assault rifle to go with the LST LMG thingy that was also shown in the same video.
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[HELP] How to create a squad of NPC in...
instagoat replied to RedShootLeo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If it´s unpacked, open it, find the player unit (the one with the red ring around it), select Units (F1), double click near the player Unit, and place the units you desire. Save and play. -
weh I guess the animations of this guy are shit then too :( damn irl, you so unrealistic. and damn, half of those guys are badly modelled too. :<It´s not about looking good. It´s about being realistic. This type of shooting stance has been going around for a while now, and you can spot it elsewhere too, apart from these semi-civilian shooters.
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Pay attention to the collimating sights. No red dot/crosshairs are visible. Maybe we´ll get working holographic and collimator sights at last?
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Arma 3: Community wishes & ideas- NO DISCUSSION
instagoat replied to Maio's topic in ARMA 3 - GENERAL
http://www.wired.com/dangerroom/2012/05/combat-exoskeleton-afghanistan/ Powered exoskeletons please. -
Uh, yes it is, and has been since the 70s. http://en.wikipedia.org/wiki/Underwater_firearm http://en.wikipedia.org/wiki/APS_amphibious_rifle http://en.wikipedia.org/wiki/Mk_1_Underwater_Defense_Gun and more recently: http://en.wikipedia.org/wiki/ASM-DT_amphibious_rifle
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Yah I noticed, I mean the two guns in the video. The underwater rifle and the assault rifle at 02:03. The KelTec looks pretty rad though, I wonder if they fixed the non-ballistic, mega-deadly, ultra-long range shotgun pellets yet :V
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New lighting, okay. I really like what I see here: but what really jumped to my eye were the two new weapons. I am currently trying to find out what those are.