zork
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Everything posted by zork
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Hi, I am currently using only RHS for weapons and vehicles. Is it possible to disable all core Arma 3 weapons and vehicles so that I dont see them in the editor?
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Hi, I haven't been here in a minute. I'm coming back to Arma 2 OA and looking to add "the best of the best mods" for single player. So far I got: * ACE * JSRS 1.5 * FZA (Apache AH-64D) Looking for: - Best tracers mod - Best AI mod Any other really interesting mods community came up with in the last 3 years?
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ShackTac Fireteam HUD (STHUD)
zork replied to dslyecxi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Did you get inspired by America's Army 3? I see something very similar there... -
Can someone point me to some technical documentation where i can read about material penetration physics simulation model in Arma 2? I see that to some degree it is implemented, although in my opinion very poorly at the moment. There are no even bullet holes visible. Take a look at this presentation for the Infiltration mod. The material penetration physics is just beautiful... and this mod is around 10 years old. o52V6JsjrJc
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I conducted some experiments in the editor, both in VBS2 Lite and Arma 2:OA (no add ons) and it seems that indeed the penetration model there is pretty limited. I was shooting with 5.56 round through different materials and with live model placed behind those obstacles. It seems that even a window pane is blocking completely the first round in VBS2 -- it only shatters the window without penetrating suspect behind it. This is ridiculous. Arma2:OA is somewhat better in this field. Bullets does penetrate through glass and doors, but still the suspect could be behind cinderblock corner and even if you empty the whole magazine at that corner he will be unharmed. This is not realistic either. From recent games, America's Army 3 properly simulates shooting through corners, although it also does lack a proper penetration model in other areas.
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It's not a problem at all to do that with 50. in real life, so that shouldn't be a problem in a virtual world. The problem is that you should see bullet holes going through each layer of material and they should stay forever. To my knowledge Infiltration mod is simulating this perfectly. dKhMOfaYwvE Did some of you performed some more penetration tests to verify their accuracy to real life penetration by different weapons?
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Carl, exactly. Those decals are also definetly not top quality in my opinion, especially when taking into account the overall high visual quality of the Real Virtuality 3 engine in other things, I find it very lacking in this matter. Also what is the purpose of those decals when they fade out so quick away. When you shooting through cinderblock with continuous shots from rifle or machinegun you should be able not only to see the holes but eventually make them so large that the cinderblocks should just crumble. That's how it is in RL. Can anyone post some links to technical programming documentation about this in Virtual Reality 3 engine? And to clarify, yes I mean those decals (bullet impacts) and the overall penetration model.
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Yes, i need to agree with some of my previous posters here -- the movement animations and the overall *feel* of them is completely wrong in the Arma series, feels very robotic. And if you ask me it was the same way since the very beginning of Operation Flashpoint. Not too much has changed since then. Take a look at the smooth animations of America's Army 3 -- in my opinion much much better.
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Player looking for squad (not for squads to post looking for players!)
zork replied to Placebo's topic in ARMA 2 & OA - SQUADS AND FANPAGES
Hello everybody, I'm trying to find some squads with mature members that are over 30+ years old and concentrated on ultrarealistic tactical simulation in Pvp mode (some members with real military training preferable). It could be Arma 2 or VBS2 Lite. Thanks for the attention. -
Any squads out there with members over 30+ years old...
zork posted a topic in ARMA 2 & OA - SQUADS AND FANPAGES
Hello everybody, I'm trying to find some squads with mature members that are over 30+ years old and concentrated on ultrarealistic tactical simulation in Pvp mode (some members with real military training preferable). It could be Arma 2 or VBS2 Lite. Thanks for the attention. -
Language mod for 'locked' language versions
zork replied to wiper's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Any progress on this? I'm interested in polish to english translation for Operation Arrowhead. Is it possible? -
Wolfstriked --> VBS2 is not that realistic either. Yeah, the weapon sway and recoil are better than in Arma 2, but that's about it. AI is from RV2 (Arma 1), same with the overall graphics engine. It still got the terrible hitpoint system (vehicles exploding after few rounds from small arms weaponry etc). Arma 2 looks and sounds (with proper mods) much better than VBS2 will ever be. Now they will probably release VBS3 that will be based on RV3 (Arma 2), but at that time BIS will probably release RV4 and Arma 3 :) It would be nice if BIS implemented weapon sway from VBS though. I think if we as customers could generate the necessary interest in this, they would definetly do this.
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Wolfstriked --> this can be done with adjusting weapon recoil parameters.
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In my humble opinion this mod do not drastically improve the situation. The 'aimprecision' value is definetly too low as to portray the realistic weapon sway mechanism. This is (again my humble opinion) perfectly done in the VBS2/JCOVE, but Protegimus himself remarked that it is probably impossible to implement it in Arma 2 as of right now, so we need the help of someone from the BIS team to really make it happen. As the situation stands right now though, I will try to improve it plus also add more realistic weapons recoil (which also some of us know from VBS2/JCOVE) and release it as another mod, which will be based on excellent Protegimus work... I need some time though. If anyone can share some light on how we can improve the weapon sway system and/or recoil in Arma2, you are most welcome to post here...
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What you think about implementing weapon sway from VBS2/JCOVE? It goes up and down together with the breathing and is very realistic. It would definetly add a more immersive feeling to shooting a virtual gun.
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I added a sugestion to the BIS devs to implement it (weapon sway from VBS2/JCOVE) in the future Arma versions. http://forums.bistudio.com/showthread.php?t=98878
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Thanks, Protegimus. Also do you know where is the pattern that actually is responsible for simulating the weapon sway. From my understanding it should be similar to something like recoil[] patterns. Maybe we can reproduce exactly the VBS2/JCOVE weapon sway (goes up and down with the breathing). What you think?
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Anyone know how to increase weapon sway effect when aiming? The original Arma2 has relatively very low weapon sway even when aiming in standing position. If there some mods that are increasing the weapon sway? or can someone explain how to edit the config files to do it? Perfectly I would like the same weapon sway as in VBS2 JCOVE lite. How to use the exact same values?
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Language mod for 'locked' language versions
zork replied to wiper's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Kroky --> how did you manage to play in full english using ACE2 mod? I still see some polish names here and there, especially in the gear menu... Do you have a special @poen version that is working with ACE2? -
Protegimus --> in which of the original Arma 2 .pbo files did you find out that the original 'aimPrecision' value is 1?
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Protegimus, thank you. Weapon sway is in my opinion one of the most important factors affecting simulation that differentiate VBS2/JCOVE from Arma 2. It is a very important factor in creating the immersive, realistic weapon handling. I don't really care about the fun or gameplay -- I'm all for the ultrarealistic simulation that i know from VBS2 (but I prefer the graphics engine of RV3). Protegimus, is the weapon sway in your mod configurable? I would like to play with the settings and try to imitate VBS2 as close as possible...
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Can anyone know which parameter controls weapon sway? I was looking in core.pbo and weapons.pbo config files and can't find it. In old OPF it was called 'precisionaim'. I would like to increase the weapon sway while aiming.
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Carl, good points, but I doubt BIS devs will implement even half of what you described in the next Arma 3. Do you know how ACE1 devs implemented weapon sway in Arma? I can perfectly live with the "static" weapon sway.
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Peace_USVMC --> so do you know which parameter is controlling it? I would like to add it so I got a "weapon sway" constantly. If we can't locate the config line for "weapon sway" then maybe we can increase the fatigue level or something, just to make the aim more dynamic... I only found this, but this is for VBS2 1.22 and up... http://community.bistudio.com/wiki/setWeaponSwayFactor_%28VBS2%29
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Supressive fire is a one thing, ordinary weapon sway is something different, although related. And even on the hardest level (actually you can control it much more clearly in the user config file) the sway is very little, as compared to JCOVE. I was looking through core config.cpp and weapons.pbo's config.cpp files but I don't think I got it. Carl, you are right the 'aimingShake[]' is related only to AI. Can any of the Arma coders point us in the right direction? Thanks.