-
Content Count
1710 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by rye1
-
Combat Medical System v0.1 Alpha Released
rye1 replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just finished testing and it's fantastic so far, shouldn't be too long. ;) -
ARMA 3 Close Quaters Battle video and discussion thread
rye1 replied to Takoda's topic in ARMA 3 - GENERAL
Ha! You soon learnt to stop over-extending on the staircase and I like the way 'single fire' turned to 'fully automatic' on initial encounter. Welcome to close quarter firefights! Their reactions are so variable, what do you expect on pointing out in the videos? -
The trauma of such an impact can cause someone to die - plain and simple. The people you talk of, one in particular who got shot in Iraq by the sniper who filmed a number of his kills, recovered successfully after a medical intervention - due to the fact he had fractured ribs. A rib can become a penetrating object; it may damage other internal organs or protrude from the body - never mind multiple broken ribs, other associated fractures or a flail segment issues can cause. Abdominal and thoracic cavity bleeding and associated haemotomas can lead to many connecting issues associated with both loss of blood volume, content and organ function. In reality you wouldn't argue it if it happened to you, in game any kind of system leading to such responses will never occur--the medical system in my opinion will always stay basic. The best they could do was simulate some kind of 'breathless' state, lowered stamina regeneration and overall effectiveness after being hit--non-penetrating. Think about the organs in the area and what blunt force trauma actually does. Your spleen, your liver. Two major organs that if damaged can bleed heavily -- leading to such vital intervention procedures as embolization. Pancreas, kidneys, heart, lungs, vital vessels. Beagle's got it exactly right dudes. A TRAUMA PLATE is an old-school plate designed purely to protect the heart, thus reducing the "one shot heart stopper" effect (and hence why even low-cut armour is worn high to protect the heart and aortic arch). A BALLISTIC plate will stop rounds up to its failure point, but they're not perfect. There's a beautiful distinction therefore between crush and tear injuries. The great thing about the empirical evidence boasted is that it's not a human body. Tests with ballistic gel can be wrong, often companies promote either falsified 'evidence' or bias evidence made so by the way they've actually conducted the study (off p-values and CI's). Evidence just means more likely so doesn't cover all the ground. When you look for documents on wound ballistics you have to be selective on what you stick to, and be broad on what you read. Armour with no one behind it, stuffed on a mannequin, in an air-conditioned firing range, survives 6 shots. Congratulations. DON'T TRUST IT. See this website for more information: http://m4carbine.net/forumdisplay.php?f=91 Doctor Gary K. Roberts, Wound Ballistic Expert, has an account there and regularly posts. He has some stickied threads that are very interesting. And this is where the argument of reality has to stop. Because it's not getting anywhere. Reality that can be implemented (possibly): - Deflections occur frequently in firefights, even with crappy webbing and magazines in the way. - Breathless state, for example like GTA5, would be an interesting proposal once hit. Imitating some amount of combat effectiveness and ineffectiveness. - Knocking the wind out of someone can bring someone to their knees or make them get low - that doesn't mean rounds take people off their feet but balance can be affected. - Knocks the weapon off-line when hit (We have this in our modification Combat Medical System--works pretty darn well!). - Harder to move once hit, sluggish temporarily. - Custom animations for certain hit locations and boxes, i.e. feet, legs, hands as seen in such titles as GTA 4 and 5. It's visual feedback that you've hit someone or that you are hit. I remember in games like 'The Getaway' your character used to hold his stomach and moan in pain, bleeding - even to the point of every now and then spitting out blood. - Differentiating penetrating and non-penetrating with associated injuries or problems. - Lowered perception when hit; be it red (blood) colouring and effects on the screen, white (pain) or black (decreasing conscious state) are all good ways to absorb the player into the realm of ARMA and actually communicate that he has been hit and in what regard. Quite like in some FPS games where blood, dirt and rain drops kick up onto the screen. - In-depth medical system (unlikely) that replicates better control over injuries and therefore increases the number or type of injuries taken. - Overall an improved hit detection and damage dispersion system. It would be great if damage in the toe didn't perpetuate across the body, if the hit detection was reliable enough to realize point of impact; entry and exit. You could a lot of things with such scripting, especially around the extent of damage. - Armour-piercing and other types (HE, HEI, HEAPI, RAUFOSS) of ammunition to defeat armour thereby going out of the way of any 'extended armour' errors or perceived problems. - A HUD or other visual (unlikely) representation of armour, its effectiveness or its loss. May be too arcadey. There's lots of ideas out there, the likelihood is that none are implemented but those are my thoughts. Whatever said. The reality discussion has to calm down a little bit, and for God's sakes the misconceptions have to stop.
-
ARMA 3 Close Quaters Battle video and discussion thread
rye1 replied to Takoda's topic in ARMA 3 - GENERAL
It's not realistic to be accurate at close ranges under high duress either. -
ARMA 3 Close Quaters Battle video and discussion thread
rye1 replied to Takoda's topic in ARMA 3 - GENERAL
Hold your stance adjustor button and click A or D (left or right). -
ARMA 3 Close Quaters Battle video and discussion thread
rye1 replied to Takoda's topic in ARMA 3 - GENERAL
Yeah I remember you telling me. That should be good. -
ARMA 3 Close Quaters Battle video and discussion thread
rye1 replied to Takoda's topic in ARMA 3 - GENERAL
There's always issues with A.I. They're not human, they're sometimes superhuman and sometimes borderline retarded. In close combat they tend to be superhuman more than not--unless that is they're repositioning which normally puts them into your crosshairs rather than the opposite. Sometimes extended armor means you can shoot someone to see them 'recoil' from the impact and still need a few more rounds to be taken down - by which time they've usually shot you dead. Sometimes scarily accurate. Some people I believe get the idea of accuracy mixed up there - that you're more accurate the closer you are. Maybe on the range but in a very stressful environment with someone on the opposite side of the door it's just as likely to miss. The A.I. seem to react opposite to this, headshots and chest shots moving upwards. There are some minor issues when it comes to CQB. Doors that can't be run (flat) to the wall (most have lips on them and cannot be pushed all the way back, even if so they're static objects) and therefore stick out, some small LOD and clipping issues on corner feds and outward swinging doors that I have seen on occasion since the Alpha. Grenades help but ladders are still frustrating choke points where you cannot really offensively do anything productive. A huge improvement, couldn't ask for more really but if you were looking for encountered problems there's a few that I have come across. An article I wrote a while ago on three basic entries: http://www.ausarma.org/topic/3068-close-quarter-battle-the-three-stepping-stones/ Light reading. By way nothing of great value, but I know some people like that kind of thing. -
Combat effectiveness is something that is difficult to implement. If wounded = shaking, blurred vision, cannot walk, red tint is about the best we've seen. Often people view an 'arm shot' as something to laugh at but in reality it's often you out of the fight from that point. Obviously you don't want that to be in a game, that wouldn't make it a game. When you blur reality and gaming it starts to get awfully iffy. Reality has a few rules but quite as often exemptions to the rule. Research into wound ballistics and there are... plenty of stories!
-
No Bipods or ability to carry two rifles - Are you kidding me!?
rye1 replied to Delimontana's topic in ARMA 3 - GENERAL
Poll's mean nothing to what will be developed. Who cares? Someone WILL mod it. That is the GREAT thing about this community. -
Realistic within reason. For the exact features as above if were implemented with only realism in mind would become a burden on anyone who actually wanted to play a game.
-
Troll recognized. Troll avoided.
-
Got to love paper-target theory. How would the Haley/Costa fan base do it? Super-cool drop-leg holster, bring it up to their chest, push it out? Super-awesome mid-ride holster, snap it to the chest, flick it out?
-
I think the percentage based system dependent on unit is a bit too roleplayish. I have no problems with weapon switching currently to be brutally honest.
-
Nice videos. Enjoyed them. :)
-
Combat Medical System v0.1 Alpha Released
rye1 replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
That's a hit detection issue, not a 'damage system' issue. But we are adjusting damage values, yes. -
No, I explained why people used to make pop-shots through incremental opening in RVS and added on that on top of that in relation to ARMA that grenades would become more a utility alongside this feature. Context. "For grenades" means for the use of.
-
The problems with features like incremental opening are that there are very limited cons to them for example doors do not make a noise therefore you can operate freely creeping open a door with little consequence. Gameplay wise people may be fine with it having zero noise but I think it's kind of odd. In RVS people used to do it all the time because the AI were haxor and could one-shot face-fuck you in little to no time. If there was multiple AI in the same room or vicinity it was nearly always guaranteed death so you'd creep open a door, shoot and creep open some more. The AI tended to get 'confused' you could say by seeing one AI drop dead and no enemy in sight, do a random ass patrol script then stop again. So it was exploitable by players who just opened a little bit more and shot the next one and then sometimes waited for more to come into the room or moved in. That could be used against ARMA 3 AI who go prone and hug down areas but they will engage doors and walls, they'll shoot at areas they lock down. What I'm saying is the incremental opening feature in RVS was a feature made around the game and AI, nothing more. In ARMA it would have a hell lot more utility for grenades so on.
-
Except they only open to a certain angle. To say it was made for "CQB" that was a mistake, unless it was an engine/design issue.
-
Open door... door opens behind you. RAAAAAAAAAAAAAAAAAAAAAGE.
-
Will Arma 3 Have Better Medical Equipment Like ACE2?
rye1 replied to cabowabo4000's topic in ARMA 3 - GENERAL
ACE does not have vital signs, IV infusions, etc. CMS does. -
Will Arma 3 Have Better Medical Equipment Like ACE2?
rye1 replied to cabowabo4000's topic in ARMA 3 - GENERAL
Or "Revive" and "Basic". :) -
Would be very cool!
-
Silly request in my opinion useless it's a bayonet, riflebutt or muzzle strike.
-
The community's definite suggestion for better heli immersion and guided weapon FCS
rye1 replied to twistking's topic in ARMA 3 - GENERAL
Awesome thanks for the update. -
Combat Medical System v0.1 Alpha Released
rye1 replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yes, documentation will get a needed overhaul. :)