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dragon01

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Everything posted by dragon01

  1. dragon01

    RHS Escalation (AFRF and USAF)

    Would that be possible to make the S-24 and S-25 rockets "semi-automatic"? Ripple fire is great for smaller rockets, but when you have only between two or six rockets, you may want finer control over how many you fire. Right now, there doesn't seem to be a way to avoid firing them all off in a single volley.
  2. Glad that time doesn't fly quite as quickly as I feared. :)
  3. Has it already been ten years? That's really something for a game. :) It's amazing how good it looks, even when compared to modern games. Sure, it has its quirks, but it's still up to par with settings cranked up. Gameplay is still superior to anything else on the market, and Orange DLC has been said to have really great writing, as well (didn't have a chance to play that one yet, but from what I've heard, I hope the writer for that will stick around for ArmA4).
  4. Yeah, though if you're caught outright lying on a contract with the military, you're going to be in a lot more trouble than the usual false advertising lawsuits. :) They usually do stick to theoretical limits.
  5. Yeah, though if you're caught outright lying on a contract with the military, you're going to be in a lot more trouble than the usual false advertising lawsuits. :) They usually do stick to theoretical limits.
  6. Yes, exactly. That's why you don't trust manufacturer data. Turbulences are there, which also affect the rocket and are the source of the "artificial" dispersion. Also, it is possible to hold a helo quite steady in AFM and IRL, so this isn't that effect. Manufacturer date is always going to be the theoretical maximum, which is never reached in combat.
  7. Besides high speed and high mass, numbers and big warheads. Unguided rocket arty is well known to have worse accuracy than tube arty. Why do you think Grads are fired in salvos of 40? Their dispersion is quite big indeed. Other, larger rocket systems use less rockets per salvo, but make up for it with a big honkin' warhead, which only needs to land in the general vicinity of the target to level it. Combined with those rockets generally being big (which always helps with drag due to square-cube law, not to mention you can have a really big motor there), they can be used at much longer ranges than air launched ones.
  8. Well, the video showing the S-5 rockets seems to suggest otherwise. As a matter of fact, we are talking about (folding) fin stabilized rockets not fundamentally different from WWII ones. You've got a solid motor and a bunch of fins at one end, warhead and a fuze on the other. All you can do it manufacture it all to greater tolerances, which costs money and can only get you so far. Granted, S-5 is not exactly a paragon of accuracy, but it's quite clear that 4-3 milirad dispersion is exceptional for this kind of weapon. It would be appreciated if you could post a video of a rocket actually being used at 8km. In actual combat, the end result does tend to look like this (this doesn't show how far the launch aircraft was, unfortunately), which I about what I experienced in ArmA: I found it difficult to find a video that clearly shows both the aircraft and the result in the same shot (there is some distance between them, after all), but this seems to show the Harrier going quite low. From a helicopter, dispersion is definitely pretty serious, despite the hill not being all that far (there's no info on what rockets on what helicopter those were, but that's a western design):
  9. You're not supposed to "hit" anything with it. You're supposed to spray rockets in the target's general direction and let explosions do the rest. A burst of seven or so rockets should knock out any softskins and infantry just fine, and do it in a large area. That's why I asked for ripple fire for larger pods, it's far more practical to employ them that way. A rocket pod is an area of effect weapon.
  10. Actually, I think it's good. Rockets are not precision weapons, previously they had gun-like accuracy, where in reality they're more like a rocket shotgun. They are very good for firing in ripples to attack area targets, but individual rockets have poor accuracy. IRL, a 7-rocket pod contains a single "shot". If you need precision you have to use guided munitions.
  11. Falcon 4.0 and DCS are the most realistic of those sims... It's rather silly to say it's a "false notion" in the same sentence, you know? There's no such thing as "AFB button" in any real aircraft cockpit I'm familiar with. You get a detent on your throttle and that's it. Also, afterburners can be throttled just like military thrust, which is done in this upper part of the throttle range. So what's done here is actually realistic. Flying with keyboard and mouse will never amount to much, anyway, any remotely realistic simulation is best experienced with a stick and throttle.
  12. Actually, that's how real aircraft do this. The upper 10% (typically) of the throttle is the afterburner. It's RHS that's unrealistic about it.
  13. Dispersion on rocket pods is amazing. Any chance we could get ripple fire on the larger pods? Especially Tratnyr, but Shreiker as well. Currently, you have to tap the trigger to fire the rockets, which is rather bad. Skyfire works fine (and it's pretty darn fun to use now).
  14. dragon01

    Bring up the Bridge Layer, Engineers!

    Russians don't generally use bridge layers much (if at all), and they're not tank-based when they do. They either ford or swim if they have to cross a river, and they're good at it, too. You may notice most Russian armored vehicles are amphibious and those that aren't carry snorkels for deep fording. The point is to avoid fussing about with bridges on your high-speed offensive. I can't recall a singe example of a modern Russian bridge layer, and even if it exists, it's probably one of those huge trucks with bridge pieces loaded on the back. Oh, and by the way, last time I checked Tanoa bridges were indestructible. Which is a shame, but makes a bridge layer rather redundant (and also makes a warning in one of the Apex missions ring somewhat hollow).
  15. dragon01

    Arma 3 Third-Party DLC Pitch Discussion

    Indeed, we'll see how it goes. I'd expect 3rd party stuff to be more like this and less like Tanks or Jets DLC. Bah, that's what happens when you post in the middle of the night. You probably read that right, but this wasn't what I wanted to say. :) I wanted to mention Resist as an example of content that would be well suited for this program (by implication, you're going for the same level of quality), but for some reason I didn't think to actually mention Kydoimos. To think of it, if he ever gets around to making a sequel, that could be a good DLC material, too.
  16. dragon01

    Arma 3 Third-Party DLC Pitch Discussion

    Quite frankly, you're the only person I can currently think of who could possibly take advantage of this. :) Hence why I mentioned Resist - it's on par with BI campaigns regarding quality, has great VA (best I've heard in an ArmA campaign), but also did cost money to make. This is a good option for SP campaigns striving for top quality and shipping with custom assets.
  17. dragon01

    Arma 3 Third-Party DLC Pitch Discussion

    This is not "asset reuse". Source textures, maybe, perhaps some meshes were shared, but this is just a hallmark of those things being made by the same artist. Some of that can be attributed by the fact that the controls were based on what is used in real aircraft, but models and textures in the new jet are of noticeably higher quality. They are made in similar style, yes, but it is not reselling content that used to be free. That is an author who made a free mod also making a plane for the DLC.
  18. dragon01

    Arma 3 Third-Party DLC Pitch Discussion

    That's why I don't think it'll catch on. Unless you provide assets and a campaign (or at least a very good mission), nobody is going to buy new assets. A standalone campaign they might, although I don't think that most authors will allow use of their mods in a monetized campaign, effectively locking such a campaign to vanilla assets. Not that you can't make anything good with them. I suppose I could pay for something like Resist, if it was reasonably priced (by my country's standard, of course, so 5$ at most). That said, paying for things is a hassle and getting paid for things can be an even bigger one. I'd rather keep mods free, getting money involved is a sure way to get a lot of bad blood in. Where did you hear that? Jets DLC assets were made from scratch by a professional studio. Yes, people from that studio made mods for ArmA3 before (mods which remain free, F/A-18X looks nothing like F/A-181, uninspired names notwithstanding). Other than that, there's no connection.
  19. dragon01

    Arma 3 Third-Party DLC Pitch Discussion

    That's because they're relatively few and they're very high profile. The uploader (nevermind the uploads) wouldn't last five seconds on Steam, and there could even be legal action taken. I don't think it'd work that well for 3rd party DLCs. Even if the exact same sorts of failsafes are added to the 3rd part content, lower profile and greater quantity (assuming it happens) would make them more vulnerable to piracy.
  20. dragon01

    Arma 3 Third-Party DLC Pitch Discussion

    I really don't think large teams will go the DLC route. First of all, they can't monetize any content already released for free. They could release a "premium pack" with new content, but not only would it quickly be uploaded to Steam Workshop (and taking down unauthorized uploads is a chore, even for authors with official Workshop releases), but also mean that they would have to provide support expected of a paid product. You know all those "entitled" people in big mod threads? Well, if money goes on the table, they would actually be entitled to the thing they paid for, and every way in which those people get told off would go out of the window, because again, paying customers. I don't think most mod makers would too keen on that kind of commitment.
  21. dragon01

    Arma 3 Third-Party DLC Pitch Discussion

    Well... I suppose it's a nice experiment, but at the same time I think little will come of it. The "should not replace something which is already free" clause might be the killer. From what I've seen, the DLC protection system is meant for assets and missions. From my experience with ArmA3 modding, quality assets can be in dev for years. It sometimes seems that outside major projects, asset mods end up abandoned more often than not. I guess this would open doors to quality campaigns using professional VA, at least but you don't see many of those, either. A project of any kind that actually gets far enough ahead to potentially start talking with BIS about monetization seems to be a rare bird. There's also another big question: ArmA4. I doubt paid mods will be allowed for it from the start. I don't think that making a mod paid for A3 and free for A4 would be allowed. Unless BIS confirms otherwise, mod teams that want to look forward might be better off avoiding paid content.
  22. You can use setSpeaker command to override your default profile voice.
  23. It's probably not that easy to find programmers good at doing AI. It's a very complex matter and I wouldn't be surprised if suitable talent was in short supply.
  24. There's completely no recoil. Also, while HE ammo has lower muzzle velocity, it's heavier than APFSDS. Recoil should probably be somewhat lower, but not much. TBH, I'd expect them to be similar, since the point of a sabot round is to provide a small projectile that moves very fast. Both rounds use similar propellant charges, but for HE rounds the charge needs to accelerate a much higher mass, leading to lower acceleration and lower muzzle velocity.
  25. I found a bug with the improved recoil. On Kuma (didn't check the other tanks yet) it doesn't work with HE-T rounds. APFSDS are fine, but HE-T recoil doesn't affect the suspension.
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