Jump to content

Tom1

Member
  • Content Count

    404
  • Joined

  • Last visited

  • Medals

Everything posted by Tom1

  1. I just want to see china and russia involved as well as USA.
  2. this issue happens even without any bullet hit sound mods, as long as the rws sonic crack pbo is in my mod folder it will play when it impacts instead of a normal impact sound... This only happens with certain guns.
  3. please send link to the download on chinses forums, i google translated and became a member:D
  4. http://forums.bistudio.com/showthread.php?t=119415 This post has a good method of using body armour and uses real information to mimic body armour.
  5. Assault rifles: M16, Ak47, AK74, L85, QBZ95, FN2000, AUG, AN94 Akaban, Tar21, SCAR. Machine guns: M240, M249, PKP, PKM, QBB95, QJY88, QJY67, MK48. Vehicles: M1A3 Abrams T95 Type 99 Helicopters: Apache "HAMOC" Blackhawk style transport helicopters, no super fancy space ships. New weapons will be cool, but this is 15 years in the future, not 50, many weapons such as the AUG, FN2000, and AN94 will be in active service, the rest are likely to still be found in some units and I would not be surprised if the USA introduces a new M16 rather than changing to a new weapon and if Britain are still using updated L85s. Old US, Russian and Chinese weapons should be used by insurgents and local militia.
  6. Tom1

    Sweat

    You can't sprint forever in arma 2 but can jog for ages, this is fine. I could jog that long if i wanted to, not in full gear I am not that fit, but many friends of mine who have done basic training will tell you that after the PTs they put you through each day you will be able to run for hours. Remember that while when us civs run we don't have combat gear and rucksacks, the soliders who wear them all train extensivly with combat gear and rucksacks. The accuracy is quite good now, you try taking an accuracte shot or even hold you weapon marginally stil after a run. It's hard enough when you aren't tired if you haven't got something to lay your weapon onto.
  7. Tom1

    FCS for helicopters.

    yeah man you're right, it isn't just an infantry sim, but IMO might as well be due to lack of detail in all other aspects, although if this could be changed in arma 3 I would happilly pay extra for the game :D DCS though is quite hardcore and I don't know if that much detail could be put into a game in one year of developement for EACH plane, helicopter and een ground vehicles too, IMO.
  8. I don't think you understood what I tried to say... I really like the idea of a more realistic system like aa3, and it is far from being too complex for me. What I was saying is that it will be very difficult to work on a module with AA3 style wounds and treatment and work on vanilla with 1 or 2 shot kills and almost no medic involvement. This is due to AI, it would be extremely tedious to make two seperate systems each with different AI and get the game working to the same quality. I am all for a really realistic system, but this is much more likely to happen with mods, and therefore I am making a doable suggestion for BIS because it is a lot more likely to be taken up. Beleive me though, if arma 3 had the medic system of AA3 I would be more than happy :)
  9. That sucks, hope it changes in arma 3. Does anyone know how to fix the "sonic crack sounds being played instead of impact sounds" issue? Also please upload the ak74 sound with distant sound when you get the time.
  10. I post an advanced and complex system and get bad feedback on how it is unneccesary, now i get feedback for a simple medic system and get feedback saying that more realism would be better :p IMHO a system like AA3 in the sense medics have multiple treatment options and the possibility to screw up would be sick, and I will try and find a backup of my previous suggestion and post to show you what I mean, although a really different system involving changing the AI a lot is going to mean a lot of work for BIS and lots of problems ironing out bugs after release. Yes havign it optional in a module would be cool, but the modules we currently have don't make massive changes to the game when activated, but rather some small changes similar to the default game. Vanila arma 2 there is no incapacitation (asides broken legs) and medic can heal this, in the module there is only really two differences, soldiers can heal to a certain extent (not fix broken legs though) and people who are shot in lower body become incapacitated with a different animation and can crawl about ect ect, medics can still fully heal. My point is having a module that adds a lot of treatment items, states of wounds, AI changes, lots of scripts when activated, and having one - two shot kills with no medics (asides broken legs) or any treatment options at all when deactivated is a lot for BIS to work on too very different systems both with working AI, especially when in the campaign it wouldnt be used, and both AI systems (very very different to each other) need to be working up to scratch. It would be great if BIS did do something like this, although in reality it is quite unlikely they will, although if you want you can join me and nag ACE team closer to release :D The current suggestion is just an upgraded AIS module (those three modules in editor) which would further increase the realism, the realistic flow of combat and also realistic prioritising (I have an idea for implementing stabilisation into this system) casualties and fighting. On another note, what are everyone's thoughts on adding body armour? Now that we can select our gear we may even be able to take it on and off (saw a screeny of selectable ammo vests). ---------- Post added at 03:50 PM ---------- Previous post was at 02:40 PM ---------- Changes made to first post, these changes will force players to stay by fallen comrades to make sure they stay stabilised unless they want their friend to die: Treatment: First aid kits - carried by soldiers used to temperailly stop bleeding. Morphine - useable by everyone, carried by medics, negates pain effects. Medkits - upgraded first aid kits carried and used only by medics, permanently stops bleeding and replenish 50% of blood meter. Field Hospitals - Same as medkits only heals arms and legs as well and refills 100% of blood meter. Field hospitals, MEDEVAC choppers and ambulances can all do this.
  11. Tom1

    FCS for helicopters.

    ^this DCS is awesome but too specific and too much work for BIS to make in an infantry sim IMO.
  12. Tom1

    ArmA3 Wishlist and Ideas

    I find shooting in real life is much more difficult than in arma anyway due to lack in stability without somethign to rest on, sometimes even when prone. ---------- Post added at 01:17 AM ---------- Previous post was at 01:14 AM ---------- on the topic of wounds, please update the first post with the stuff here, as the current suggestion is unlikely to happen and this new suggestion keeps gameplay realistic yet simple and easy for BIS to make: http://forums.bistudio.com/showthread.php?t=119415 Also not everyone liked the idea of complex medical treatment either so this simple system should please everyone :)
  13. I want USA, China and Russia and guerillas, everything else is nice but the first three would be sick :)
  14. I am downloading that campaign just because of that lol
  15. Tom1

    FCS for helicopters.

    I found that many vehicles/ their weapons did not get support from MMM, I mean the CMA mi28 havoc is not a vanilla helicopter, but featured vanilla missiles which i could never get to work, whereas if a system simlar to MMM could be implemented into arma 3 by the developers (less bugs, smoother and more natural and better intergrated into the rest of the game) it would be great, but when stuff like this is introduced in mods, no matter how great the mod is, it will never have that natural feel that vanilla features have IMO. Either way the vehicles, their targeting, communitcation and weapon systems all need to be worked on and made to function realistically and not just be copout tab locking systems.
  16. Tom1

    Density of the forrests

    Campaigns should be made so that you can use scripts goign from one mission to the next, for example mission one: if !alive man1 then{ manalive0; }; if alive man1 then{ manalive1; }; manalive(0/1) is a value that goes from one campaign to the next, this may already be possible but i could never figure it out :\ @rye do you mean in the mso and other large games like warfare, if it is in the exact same game and the mission hasnt been changed/restarted then this is an issue that deffinitly needs to be adressed.
  17. Yeah I feel the same way, my previous idea for a much more advanced system could be discussed with the ace team closer to release, but a simple yet improved medical system is what IMO arma 3 vanilla needs.
  18. @DMarwick What do you mean, other than the morphine the first aid kits used by soldiers and medkits used by medics essensially only give units the same capabilities they have now, its just that with these items it not only feels more authentic but it will open a widnow for animations and also the possibility for medics and soldiers to run out of medical supplies making the game more challenging and giving medic backpacks a purpose but without actually changing any vanilla mechanics at all, asides for improved incapacitation and body armour which would benifit everyone by making the game more realistic and authentic.
  19. Tom1

    Extended breaching Capabilities

    very good ideas arma 3 needs CQB it would be a great addition to an already awesome game.
  20. Tom1

    Density of the forrests

    I reckon lemnos will be great without forests, dont get me wrong i love a bit of forest, i like everythign for variety, and hopefully someone will port chernarus over, it feels like a crappy map with not manny landmarks when looking for place to start mission, but when in the mission the lay of the land was near perfect. I am hoping a lot of old maps are ported over, might not happen but I expect to see chernarus at the very least.
  21. @xioness although alot of data talking about ammunition versus body armour is not floating around the internet, enough is to get a rough idea on how many shots at what speed will destory armour/ penetrate. I did some simple 'philosophying' :p on the first post talking about how many 5.56, 5.45 and 5.8 shots will be required to break the armour (standard ball rounds) which is decent in my oppinion. Stuff like 762 is much easier as that ammunition is what the armour is tested against and that information is readilly avaliable. When it comes to 50cals, there isn't much that they wont penetrate regardless of range, I don't know heaps about 50cals and other sniper ammunition but Rye might be able to give some detailled information if he wants as he knows his 50cals very well :) In the previous more realistic suggestion unpenetrating rounds would still 'wind' the player which was simulated by reduced stamina but this is probably unnessecary, a simple "ouch" could show that you have been hit.
  22. @Bee8190, for high calibre weapons like 50cals and 308s we can look at real world statistics and make estimated guesses on how the patient will end up after taking a hit, but I can assure you that the majority of targets who take a 308 or larger to the torso wont live to tell the tale, although there may be some cases which I am happy to look into where 762s and similar rounds may not outright kill a man. For your second point it sounds like you are talking about a system in which medics are used to stabilize the casualty and are forced to stay near them in order to monitor them and make sure they stay stable until a field hospital/medevac/ambulance heals them, I love the idea and it was actualy included in my previous suggestion (which also had multiple treatment options for wounds so medics had the chance of screwing up - just like in america's army 3 (@ghostnineone) and also had stuff like AED portable defibulators, cpr, smelling salts, IV bags of plasma, cardiac arrest, not breathing status, tourniquets, and more) but my previous suggestion, while much more realistic and in my oppinion would be more fun, it was not everypone's cup of tea and many people did not like the idea, and in heinseight it was too complicated and different for BIS to add as it would also involve ai changes, whereas this new system is perfectly doable for BIS. I will do some thinking as to how stabalization could be implemented into this system using only first aid kits, morphine, medkits and feild hospitals/medevac/ambulances and reply ASAP, feel free to share any ideas although please dont go off track with stuff like epi and plasma etc, some BIS devs may even think having morphine alongside firstaid kits and medkits may already be unneccesary. The main intention of this suggestion is to make the flow of the combat more realistic rather than the treatment (rather than previous suggestion which aimed at getting both realistic), but a stabalisation system without going off track could be an awesome addition to the system.
  23. ak74 has no working distant sound and also rws sonic cracks ae bugged, whenever i shoot a road, a rock or a person with an ak74, certain pistols and some other guns, all thos eimpact sounds turn into your sonic cracks, even with VOP, JSRS or Vanilla impact sounds. Once the ak74 makes that sound on a rock or person etc, all guns for that game will make the same sound on impact. Please fix this is an annoying bug on (in my oppinion) the only good sonic crack system. ALso, it is with all sonic cracks in the game not just yours (even vanilla) but could you please make sonic crack sound play more often. If I make my character invincible and put him infront of an enemy unit, 5/6 times the sonic crack will not play, this is unrealistic as the sonic cracks should be playing even when they are quite far away from you, not just every third bullet that passes your head missing it by 2ft. This may not be an rws issue although if you could somehow adress this... well I don't know but it will be very awesome :)
  24. Tom1

    ArmA3 Wishlist and Ideas

    @DMarkWick Great point, I will reword it to better get my point accross and also make it clearer what I mean. Arma and the old OFP are awesoem games with heaps of features, you spend hours and hours making stuff in the editor testing it to get it just right then you play multiplayer and boom, you lag so bad it is all unplayable. On good days lag might only stuff up a mission momentarilly, on bad days you can't kill a single enemy. If these major issues are not properlly addressed and not 100% fixed, BIS will lose its support for arma 3, which will be a huge shame because just like arma 2 and arma 1 before it, it looks like an awesome addition to the BIS milsim familly and is chocablocked with neat new features with plenty of potential, it would be a shame to see it go to waste.
×