Jump to content

dragon01

Member
  • Content Count

    2030
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by dragon01

  1. There should be some considerations for whether you're reloading an empty or a full mag. In combat, for empty mags or cases where quick reload is essential, you're going to skip the dump pouch, saving a few precious seconds. You may not even need to pull out the mag (though I don't know if they drop out easily on the real M4), in case of the AK series you can just "knock out" the old mag and insert a new one in a single motion. Not exactly what they teach you in boot, but in combat procedures tend to get... adjusted for reality. :) Reliability is another problem altogether, of course, and sadly not simulated in ArmA. On the other side, MG reloading when the mag is empty is a bit longer than it should be, as your character has to take out a nonexistent belt before loading up a new one. It's more of a problem with MGs, actually, since they need to be able to do sustained fire. Then again, we don't have to change barrels, so it's a compromise, I suppose.
  2. dragon01

    AI Driving - Feedback topic

    I can. Your "simple" attempt to add it would likely end up breaking the whole AI for a reason that would take a month to track down and another month to fix. And then somebody else would make a change in armor code and they'd have to do it all over again, because the armor change broke it for some mysterious reason. We're talking about OFP-era code that's already been patched multiple times by a whole lot of people, and this is a typical result of such lengthy development. They should focus on making driving work, as though as it might be. Boats are a much less integral part of the gameplay than that.
  3. dragon01

    Tanks - Damage improvements

    Do note that a "mission kill" such as engine, gun or tracks, is in general, pretty much a reason for the crew to either surrender, or bail out and run (if it's too bad to be fixed in the field, of course) once the immediate threat has been dealt with. For most situations, this is as good as dead. Modern tanks are very well protected, so actually killing the crew is rather difficult. Disabling a mission-critical system is easier and has, more or less, the same tactical result.
  4. dragon01

    Tanks - Damage improvements

    I don't think they need to explode. In fact, I'd rather see IR-guided missiles like Scalpel on Titan home in to the hottest parts of the tank, such as the engine. That'd allow a tank to be disabled by a HEAT jet more often than simply blowing up. There doesn't seem to be a mechanic for catching fire from engine damage, but from what I saw it can be quite enough to knock out a tank.
  5. Armored AA was, in fact, specifically invented to deal with attack helicopters. Don't expect to go up against those and have a chance. MANPADS too, though if you manage to dodge a missile from an isolated team you can usually retaliate and flatten them. Fixed wing aircraft can deal with armored AA, with some skill, but it also involves a lot of dodging an a fair bit of luck. And even that's only a SHORAD system. We've got a Sea Sparrow equivalent, but that's also a "point defense" system, albeit a medium range one. Serious AA missile systems simply aren't present in ArmA, and can cover a few hundred kilometers. Aircraft weapons, outside cruise missiles and dedicated anti-radar munitions, can hardly match them.
  6. Note that this time, there was an update, it seems, and a pretty substantial one at that (some 900 megs). It's just the changelog that's late.
  7. So... does anyone have an idea what's in today's update?
  8. dragon01

    Tanks - Fire-control system

    My original point was that generally, FCS can't usually give you a good lase at those distances. IRL, even if the rangefinder did return something at 5km, I wouldn't expect such distant readout to be all that accurate, even before considering the weather affecting the shell's trajectory. It is definitely possible to input this kind of range into FCS on several modern tanks (and even shoot beyond when using the tank as impromptu artillery), but this is firmly in the realm of trick shots that are not commonly used, though they're definitely possible for a skilled tanker.
  9. dragon01

    Tanks - Fire-control system

    I have no doubt it can fire rounds that far, as this is pretty much only limited by how far up you can angle the gun. The question is, can it get reliable range at this distance (on some tanks you have to manually enter range to shoot this far, dunno if it applies to Merkava). Hitting targets is yet another thing, especially since you need to use the lower-velocity HEAT rounds, as APFSDS would simply bonk and bounce off anything that's not a softskin at this distance.
  10. dragon01

    Virtual Reality ARMA - Oculus/HTC Vive

    I do hope that they consider VR for ArmA4. If they do support it, that's probably what'll make me get a headset (and, in all likelihood, a computer upgrade. Good thing it's still a few years away...). :) Seeing as the latest DLC allows almost entirely eliminating non-diegetic UI elements, if they go further in that direction, it'll mesh really well with VR.
  11. dragon01

    Tanks - Fire-control system

    I still think 5km is a stretch. 4km would be more like it. Leclerc is specifically optimized for long range cannon fire, any other design probably couldn't hit much at that distance, anyway. Generally, APFSDS rounds will lose most of their speed at that point and HEAT rounds fly too slowly to get that far to begin with. Armata uses ATGMs and so does Merkava, which is a better way of increasing your effective range than pushing the gun to the limits.
  12. dragon01

    Tanks - Fire-control system

    RHS did something like that already. BTW, 5km range for FCS is rather unrealistic. IRL, Armata can't even manage 4km, it uses ATGMs to hit beyond around 3km. Other tanks are more or less similar.
  13. Could we have ripple fire added to the larger rocket pods? Now that dispersion is a thing you need to fire several to get a good hit in, especially from planes. It'd improve their usefulness a bit, IMO.
  14. 20mm feels much better now, though rounds from Nyx' autocannon seem to ricochet more than they explode. Damage seems good when they do explode, at least. EDIT: Although I have to point out that the Blackfoot's gun sound and ROF still suck.
  15. Well, they did it for wheeled, they should do it for tracked. I don't care of those are two different commands, but they should be there.
  16. The proper solution would be to either introduce "tank left/right" binding, or make the option for cars do double duty (quite logical, TBH).
  17. Actually, tank steering doesn't seem to respond to a controller at all, at least in my setup where it's bound to "car (analog)" steering commands.
  18. dragon01

    RHS Escalation (AFRF and USAF)

    I'm not repeating anything (at least I hope not). What I'm trying to do is to present further arguments to strengthen my case, which is kinda the definition of discussing stuff (why even have this thread if the team doesn't wish to discuss?). You of all people should know how important interiors are. I want to make my point now, before Tanks DLC is out and I'm drowned out by much less refined "arguments" (or straight-out begging).
  19. dragon01

    RHS Escalation (AFRF and USAF)

    I know it's difficult. Still, just trying to get back from vanilla vehicles to RHS makes it clear just how much of an improvement they are. Even in RHS, BMPs that do have a modeled interior are more pleasant to drive than vehicles that don't have it (even with textures dating back to ArmA2).
  20. dragon01

    RHS Escalation (AFRF and USAF)

    Let's hope that the pics inspire someone, then. :) They really do wonders for immersion.
  21. Well, unless Enfusion is further along than I think, or there's something else in the works, the art team will be left kind of twiddling their thumbs after Tanks. So I guess it'll be a good time to fix any outstanding graphical glitches, as well as omissions like this.
  22. As long as ArmA4 isn't out (not anytime soon, that's for sure) it'll be good. ArmA3 will have the last planned DLC come out in April, and it'll have plenty of time left after that. So nothing to worry about.
  23. I never got good results with strafing using those cannons. IRL, they use SAPHEI (Semi-Armor Piercing High Explosive Incendiary) rounds for AA uses, which can be effective against ground targets (softskins and exposed infantry, mostly), but in ArmA, they get AP rounds which are only good on direct hit. They may be able to damage light armor, but considering the speeds at which the DLC jets move, the guns' spread and their low ammo capacity, getting a good number of direct hits in is very difficult.
  24. dragon01

    RHS Escalation (AFRF and USAF)

    That looks great, the US faction is finally getting an MRLS. I kind of hoped for M270, but a pair of those will do just fine. :) BTW, I promised to forward what I find on tank interiors, here's what I found: T-72 and T-90: http://www.primeportal.net/tanks/marek_solar/t-72_int_walk_1.htm http://gurkhan.blogspot.com/2011/08/blog-post_3131.html T-80U: Hope it helps. It seems like there are some variations between versions, but overall layout seems to vary little even between T-80 and T-90, despite them being different designs. I'll try to find more, driver's position in particular.
  25. That would be amazing. :) Make sure to check all weapons using 20mm HE. This includes Blackfish, Blackfoot, the Buzzard's gun pod and Nyx. All of them have significant damage problems.
×