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nerdwing

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Everything posted by nerdwing

  1. nerdwing

    13€ DLC, hefty price for 2 choppers

    $16 is too steep IMO. I'd say that with a campaign or some such attached, it'd become worth that price-tag. As is, I'd be hard-pressed to price it at $10. A campaign, or a good handful of single missions using the aircraft would even out the pricing nicely I think.
  2. nerdwing

    Advanced Helicopter FDM Feedback

    Thanks! That seems to work fine for any horizontal autorotation, but I was told that vertical (or from a hover) autorotation is simply not supported in the current Rotorlib version. Is anyone able to confirm that? You just piummet entirely, and your engine blades slow to a halt. http://www.copters.com/pilot/hover_auto.html It certainly seems doable in reality. So hopefully its something I'm not quite understanding, or will be implemented in a future Rotorlib update. EDIT: Just ran a dozen tests ingame. Due to the current absolute loss of lift and any stored engine energy when the engine is disabled/damaged, a drop from as low as 15 to 20 meters in the Blackfoot from a hover or near-hover causes a roll-over situation that immediately destroys the helicopter. You're forced to touch down way too hard, and sort of "bounce" up and flip onto your side, destroying the chopper and killing the passengers. This is from a hover, keep in mind. I've attempted with brakes enabled or disabled with little-to-no difference in results. The helicopter survives the impact most of the time from such a height, but the seemingly inevitable ensuing rollover will kill all aboard and destroy the helicopter with 100% certainty.
  3. nerdwing

    Advanced Helicopter FDM Feedback

    How are you guys handling engine failure for now in a heli? My descent rate plummets to -20 meters a second even if I bottom the collective immediately and trade what speed I can. When I impact (even if it looks... ok-ish" in the Blackfoot or Ghosthawk, I always roll over to the left and the helo gets destroyed :( Anyone able to routinely autororate in these two helo's and has any advice?
  4. nerdwing

    Advanced Helicopter FDM Feedback

    So I hope this isnt 100% offtopic given the nature of the thread... but can we hope to see any method of weapon stabilizer for the helicopters ingame? Namely the AH-99, Mi-48 etc's gunner turrets. They sure as hell arent stable at the moment, it seems. Even autohover (of all things) causes a very rapid jerkiness for the gunner of the AH-99 which makes precision shooting impossible. Or is that out of the project's scope, and something for mods?
  5. nerdwing

    Authentic Gameplay Modification

    I think you can remove the AGM_Noradio.pbo to fix the silent problem. For the second part, you can remove AGM_Medical.pbo. I think that should fix things. I've made these two changes as well in a personal mod :P
  6. nerdwing

    USS Iowa

    Same issue here :( The guns being limited to 2400 meters range or so manually sort of hurts the ship's use, the arty-computer access via the positions you mentioned would help massively!
  7. This is one of the must-have mods for primarily armor-based players it seems. I cant wait to give it a shot in MP tomorrow evening! I'm getting a texture error on starting a mission after placing an M1A2. Its not major, but I saw reference to it earlier in the thread. Is that a pretty much non-issue priority wise? Just want to make sure I'm not repeating something that isnt on the tweak agenda.
  8. nerdwing

    [Campaign] Operation Aegean Spear

    Mission to advance and retreat I had to complete by running solo towards the second objective to trigger the Retreat command. Wasnt able to complete the "Protect the Convoy" objective on the mission where you're returning to the airbase. Restarted twice, and it never triggered so had to skip it. On the airbase mission, was killed instantly twice when the command area was hit. Apparently its intended, but killing the player outright seems kinda wrong as a design decision (if they dont flee the area) That mission also was just too difficult in general given its you versus 2 BMK-2's full of troops + a Mi-48. Save and reloaded a dozen times it felt like. And mission after had me instructed to destroy an Ifrit, a Mi-48, and a wheeled APC... with a 6.5mm minigun on the door of a Ghosthawk. With only the default amount of ammo. To the campaign's credit, I liked the pre-located enemy AI in buildings etc. They werent TOO common, but enough to harass the player and allies without just relying on the AI's squad AI to do the work. I appreciate the amount of effort that went into this campaign, but I'm only 5 missions and it appears there are some very noticeable flaws. If I'm the only one who feels this way then please forgive me.
  9. nerdwing

    RHS Escalation (AFRF and USAF)

    Ahh, I gotcha. You're Damian from tank-net, correct? I'm a fan of your posts over there! Yeah it was mainly the different IR zoom levels for the M1A2 etc that I was curious about. The ones in Steel Beasts Pro are absolutely unparalleled in terms of zoom (well except maybe next to the Apache Longbow :P). Something like that in this mod would be perfect.
  10. nerdwing

    RHS Escalation (AFRF and USAF)

    Absolutely gorgeous work so far! I'm extremely impressed by the amount of content. I was having some issues with the FCS of tanks, and while I know its a WIP/to-be-upgraded, I wanted to be certain; the levels of zoom available currently are a WIP, correct? Because currently, you can barely zoom in at all. Not a gigantic problem of course.
  11. This mod is fantastic :) I'm having a blast salvoing Hellfires from 4km with a friend as Copilot, and just ruining armored groups before they can scatter! Only request would be more loadout choices, but I'm not sure exactly how much tweaking that'd take or if it'd require new models, etc. Other than that, this is one of my current favorite mods and I've enjoyed it thoroughly! :)
  12. nerdwing

    Advanced Helicopter FDM Feedback

    Speaking of which... pressing Q rather than turning on the engine in the Mi48 causes instant explosion of the helicopter :(
  13. nerdwing

    Advanced Helicopter FDM Feedback

    Keep in mind folks that Collective does snot equal "Go high, go low" in helicopters. That was the biggest thing to grasp for me when I tried a DCS helo, and its true here as well. There's naturally a delayed reaction and smooth transitions are key to flying. Not sure how well transitional lift etc is modeled atm, but I've done a few rolling takeoffs and landings just fine in the AH-99. Its obviously a bit sketchy overall, but this is a huge step up from the default FDM in my opinion! :) Using a Thrustmaster T-16000M at the moment. Very very much looking forward to any future FDM updates. this was a great experience and I only flew for 15 minutes! :) Mi48 really seems to be underpowered though for flying at sea level. I imagine it'd be capable of a bit higher an ascent rate than it is currently.
  14. nerdwing

    TMR Modular Realism

    Thoroughly loving this mod :) One of my must-haves in general! I've noticed that the bipod function for the MXM SAW/LSW (the BLUFOR machine gunner) doesnt seem to benefit from the Bipod even when it is deployed. Meaning it seems to have minimal effect compared to its peers, such as when used on the Zafir and Mk200. Am I missing something? Or is this a mistake? Either way, the mod is fantastic and as said, a must-have.
  15. nerdwing

    The A-164 WIPEOUT Fixed Wing Aircraft

    I think its worth asking if the Avenger of this time period would even have a DU mix. Against modern armor, the cannon is of questionable use against things bigger than a T-62. It has however proven very effective in CAS of infantry. As such, maybe a pure HE loadout is a good thing from that perspective? If anything, I think slightly boosted HE damage with slightly higher AoE is a good move.
  16. nerdwing

    The A-164 WIPEOUT Fixed Wing Aircraft

    I personally find the gun to be totally fine versus tanks. I'd use it vs infantry to support buddies on the ground anyways, you've got the 6 ATGM's for any actual tanks you engage.
  17. nerdwing

    The A-164 WIPEOUT Fixed Wing Aircraft

    While we're at it, can we rename it to something that isnt awful, and isnt a negative connotation? A-164 is just random as heck, and a "Wipeout" is a bad thing. Call it the "Marauder II" IMO, to continue the WWII-plane naming tradition.
  18. The ending killed it for me :( Very disappointing, and felt totally rushed at the end. Any ending with a "But this is only the beginning!" or hint that something else happens right after is a pretty shoddy ending IMO. I chose to help NATO, for the record. The insinuations throughout the campaign that people know each other, have worked together in the past etc (like the one guy you're driving for in Act 2, who gets out to talk to the AAF commander he "knows"), but the absolutely lack of elaboration on those points may be realistic, but I dont think that is the kind of realism people want in a mil-sim, if that makes sense :P Win was definitely the weakest chapter for me. The last missions in particular just left me frowning. The story was good until Win (at which point it really seemed CSAT had run away, and had no real reason to have instigated AAF to begin with), and you end up just mopping up regulars, much like the often-forgotten ArmA1 campaign ending :(
  19. nerdwing

    Ivory Aircraft

    Very nice! I'm amazed by how fast you're getting the planes ready. Its extremely impressive :) I found some small issues with the new Tu-154. It seems that the landing gear visibly cannot be raised, they appear stuck in the deployed position. In addition, the cockpit fans and some other pieces of the cockpit are untextured and display as black artifacts. Nonetheless, I'm already thinking of ways to use these new planes in missions with friends. Their addition to the game is thoroughly appreciated!
  20. nerdwing

    Ivory Aircraft

    Enjoying the 747! The copilot however seems to not be seated, and is standing atop his seat and clipping into the cockpit's ceiling. Also, the engine sounds remain extremely loud. To the extent they caused my speakers to pop, and for all audio to cease ingame for the duration of the session :P
  21. nerdwing

    Ivory Aircraft

    This mod is fantastic! I'm going to make some missions based about it for my buddies tonight including it. Only complaint is that the engine accelerating sound is extremely loud/shrill even inside the plane. Shouldnt it be much more subdued? Aside from that, this is one of my most enjoyed addons so far :)
  22. nerdwing

    Soldier protection (dev branch)

    From a realism standpoint, I totally agree. Bullets are inherently limited in their potential for growth due to the dimensions of the bullet and its related ballistic statistics. On paper, I'd say that the potential for growth in 21 years offers much higher potential than that for growth of the 5.56, 6.5, and 7.62 rounds. However, from a gameplay perspective, I think the playerbase's protest at soldiers being too resilient really illustrates (to me at least) that this is a necessary concession for the game's enjoyment. Its totally possible for future body armor to repeatedly take hits from 7.62x51 (in theory, because its the future, unexpected developments etc). But that doesnt mean it sucks any less to shoot someone 3 times with said round and have them still standing :P This thus illustrates the overall poor modelling of traumatic impacts etc. "If they dont die from 3 rounds, shouldnt they at least fall down or be stunned/" and such. These are totally valid points, and in a best case scenario I think it'd be utterly fantastic to have that kind of infantry damage model ingame. But it just doesnt seem very likely at this point to have a damage model everyone is satisfied with. Thus it seems more popular to side with those who desire similar damage from small arms as those featured in OFP, ArmA, and ArmA2. It all stems down to modelling superior/advanced body armor as simply soaking more bullets being unsatisfactory when the traumatic impacts of hits, stunning, knockdown and all arent modeled. Its an unfortunate design decision that would require alot of workarounds and tweaks, when just making bullets hit harder achieves a more desirable result in many player's eyes; the target drops.
  23. Lovely mod! Cant wait to try it with Adapt later today! :)
  24. Had alot of save/reload moments on Bingo Fuel, due to the Warrior APC's and losing my squad to a Strider GMG. The Warrior (Mora's) were actually responsible for killing my fuel truck after I reclaimed it and began driving to hand it off to CTRG. Feels like that mission asks a bit too much of you overall in terms of length, etc.
  25. nerdwing

    .

    Same sort of error confirmed for the Katiba with suppressor.
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