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dragon01

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Everything posted by dragon01

  1. dragon01

    RHS Escalation (AFRF and USAF)

    The targeting system and all sensors were overhauled, so anything using the old system may have stopped working properly. It'll most likely be fixed in the next update.
  2. Units of AoA seem to be most often found on older clock indicators, which makes me think there was an engineering reason for that. Perhaps precision of early instruments of this kind was so low (determining AoA from inside the plane is not a trivial matter) that they were as granular as an indexer. It makes no sense to use degrees if you can't indicate with precision of at least one degree (indeed, it can be harmful, as pilots would assume the indicator is more precise than it actually is). Calibrating such an instrument wouldn't be a trivial matter, either. Later on the technology improved, but transitions are rarely fast in aviation industry and the units stuck. Jets (especially Superbug, which has to handle carrier landings) need more precision, and therefore use degrees, not to mention for "at a glance" readout they have the indexer, anyway.
  3. dragon01

    Helicopter camera

    Geez, who would have thought infantry weapons would require thinking to use effectively. I like the updates to AA, actually. They force you to give some thought to both evasion and launching. Helo camera might be a valid complaint (though can I fly and land in 1st person just fine, so I don't know), but Titan is better than it was before. I wouldn't recommend ArmA to anyone who isn't willing to do some thinking about how they fight. The series was never easy and always involved a lot of depth. This is what I bought ArmA3 for, and ArmA2 before that.
  4. Well, there's the original version floating around on Armaholic, but it probably doesn't work very well at this point, if at all.
  5. dragon01

    RHS Escalation (AFRF and USAF)

    That's' really something. Can't wait to see it in game. Between that and missile guidance updates, flying helicopters are going to be a whole new level of fun. The guns are linked to it, so it can, in fact, used for gunlaying, though at close ranges it's not too reliable against fast-moving aircraft. I'm not sure how automated it actually is.
  6. dragon01

    RHS Escalation (AFRF and USAF)

    Wow. This is amazing, I wish BIS models were of the same quality... Is this the high-poly model, or the one that's going to go into the game (I'd bet on the former, but you never know with RHS :))? BTW, that R-27 from the previous page looks great, too.
  7. dragon01

    RHS Escalation (AFRF and USAF)

    I think that a tracking radar with 20km range on Shilka won't be game-breaking, if only for the fact that guns themselves don't have that kind of range and the distance is in straight line... which means that you only get 20km range at ground level. The actual detection range is going to be lower, as the higher you fly, the longer the distance between the AA vehicle and the plane, and if you fly very low you won't be fished out of ground clutter until you've close. Also, 20km is the best case scenario for a nonstealthy aircraft - F22 and PAK-FA will get spotted at a much later point. I do hope that RHS gets better AA in general, even if only in form of some Strela-equipped vehicles for the Russians (US mobile AA was never very good and usually short-lived in service). Shilka is just inadequate against modern aircraft, except for helos and things like A-10. Unless the fast movers do something incredibly stupid, most of the time you need missiles to take them down. I'd really love to see 9K31 Strela-1M and HMMVW Avenger added for that purpose, but the team probably has its hands full already.
  8. An indexer doesn't show you the precise angle anyway. I think that "units of AoA" are mostly restricted to older "clock" indicators, which aren't featured on ArmA aircraft. All numeric AoA readouts on a HUD (the most common form in a modern aircraft, besides an indexer) that I've seen showed degrees.
  9. Anyone? This is getting frustrating.
  10. Fair enough. If you have the manpower, I'd suggest adding another "torque source", with strength dependent only on the current thrust. That would be the best way of simulating TVC. It's simply impossible to fake with parameters for aerodynamic controls (this is also why it's such a big deal IRL, it can do things that are physically impossible with aerodynamic controls).
  11. dragon01

    Project - Vertical Lift 2035

    Valor is a bit small for a Blackfish-style gunship. It'd either have forward-mounted weapons or plain old door guns (which are pretty good in a loiter, I might add). I suppose a version with very heavy door guns (.50 cal gatlings, like on some 'Nam era helos) could be good.\ Really can't wait to see it textured. Will there be a black texture variant for "utility" government uses?
  12. The latest improvements seem pretty nice, pretty much the only obvious problem are the speed-lift curves. DLC jets could also use greater low-speed (including post-stall) maneuverability, right now they feel like they have no TVC. Normalized AoA does, however. That's sort of the point of using it in first place. "1" is the "critical AoA" at which the wing is fully stalled. As for in-cockpit indicators (IRL), they mostly seem to indicate AoA in degrees.
  13. Looks like that's what needs adjusting, then. Ideally, it would include the transsonic spike (both in lift and drag). If that's how it's configured, you'll want the curve to resemble this graph: http://www.feretich.com/rocketry/TotallyStable/Images/LiftCoef2.pdf This is probably the point where the problem is. Looking at the examples (dunno how old they are), they're completely out of whack.
  14. Yes, but in absence of weight changes, AoA is directly proportional to lift. Besides banking, I don't think there's any other way of affecting lift in ArmA3.
  15. Your enthusiasm is permature. It does feel a lot better, but it's far from done. Both Buzzard and Shikra display the same, fundamental flaw: incorrect AoA behavior. This is an airspeed vs. AoA graph, for an RV-6 general aviation aircraft. It would have a different speed scale for ArmA planes, but the physics are the same. Note how AoA changes with airspeed. Not so in ArmA. There (tested on Shikra), it shoots up rapidly form about 15 degrees at around stall speed to 0 degrees (on other planes, into negatives!) at about 200km/h above stall speed, then stays there for the rest of the flight regime. This is blatantly unrealistic.
  16. dragon01

    Tank drivers interior

    Try putting a tank down in Eden, then clipping your camera into it. You'll see the crew are present inside, as with any vehicle that has an internal space. There's no way to see them during gameplay, but they're there, and probably can be hit if you're very accurate with your shots. For some reason, individual crew damage is far less likely in ArmA than it was in OFP, but I see no reason why it wouldn't work. This is certainly something for BIS to improve when making Tanks DLC. EDIT: It seems that it's just the commander (sometimes also the gunner), at least in vanilla vehicles. Odd...
  17. dragon01

    New Rangefinding system

    Sorry, the old system was lousy and is not coming back. The readout is much more stable that way (useful when ranging distant object) and is actually realistic. A rangefinding laser is surprisingly strong (it has to be, in order to give a return at 2km+), and thus running it constantly would overheat it in short order, not to mention discharge the batteries. My advice is: get used to it, that's how it works in reality. Also, ranging should be bound to "T" key. I have no idea why would it end up at "\", but if you remapped your keys, you should know how to fix it.
  18. That depends. In a situation like ArmA3, it's probably true, but what RWR can actually tell apart are radar types. If both sides happen to operate the same type of radar, you're out of luck. A Shilka is a Shilka, no matter if it's operated by CDF or the Russians, but one will shoot at you and the other won't. A warning tone would depend on radar type, as well. Generally, no matter which side's radar paints you, the RWR will let you know about it.
  19. You're flying the Wipeout, the Buzzard is the one with updated FM. Wipeout still has the "Apex" FM. As for the old FM, bank used not to cause turning at all. So even this is an improvement.
  20. dragon01

    Blackfish

    Hangar. :) I'm not saying it can't land on a carrier. In fact, it's perfectly suited for it, needing no arresting gear or a catapult launch bar. However, being too big to fit in the hangar, there's no reason for it to fold. It would take too much space on flight deck, too, even if it could fold its wings. Blackfish on a carrier would come and go, either delivering stuff to it and taking off as soon as it's unloaded, or using it as a refueling point on the way to somewhere else.
  21. dragon01

    Blackfish

    Yeah, Blackfish is the size of C-130. You can't get much bigger than the Osprey (about 17m long) if you want to fit on the elevators.
  22. dragon01

    Tank drivers interior

    I think that it should be possible for the crewmembers to be injured and even die individually. It was the case in OFP, it'd be strange if this capability was removed in ArmA. It doesn't seem to happen anymore, but Tanks DLC will probably change that. Also, similarly to the recent cockpit improvements, it should be possible to add some diegetic indicators to the interior. Combined with PIP, it could be an interesting option.
  23. I noticed the "auto-level" effect, but it's not always present. It doesn't seem drop the nose when flying upright at high speed, but something like that definitely happens at low speeds (though it's only the nose dropping, it doesn't rise when in a dive). There is definitely something odd going on with that. Also, the "fake AoI" isn't gone, AoA behavior is still somewhat unrealistic, especially at high speeds. That said, turning and lift behavior is much improved. I even measured the turn rate with a watch and found it's pretty much correct. :) Stall behavior is also nice, very gentle, like I would expect from a modified trainer.
  24. dragon01

    Arma 3 dev team decreasing?

    Do yourself a favor and watch some MASH, at the very least. Korean War was nothing like WWII. Nothing. They used some WWII-era equipment, but that's it. Jets, helicopters, battle rifles and many more technologies were used there on large scale for the first time. Even if those things were around during late WWII, their potential was not fully realized, unlike in Korea. Really, if BIS is going to go back into the past, I suggest either Soviet war in Afghanistan or Gulf War (possibly both). ArmA was always about modern era, and those two are the earliest wars that can be called that. I think that they'll stick to "modern/futuristic" setting, though.
  25. dragon01

    Tank drivers interior

    If BIS was consistent on one thing, it's that DLC assets are of noticeably higher quality than ones from the base game. Interiors might not have the hype, but people do care about them. Using the art team's time to introduce more than 4 vehicles seems unlikely to me, it'd take too much programming and balancing, plus trying to fit too many new vehicles into the game would not be easy. More vehicles that are nonetheless exactly the same is even more useless than adding interiors. I'm actually very curious what BIS is planning to do with DLC tanks to set them apart from what we currently have, because as it stands, every faction has a perfectly good MBT in its roster. There's a reason most countries don't field more than one type of MBT (and those that do are usually transitioning from one type to the other). Unless BI goes fully fictional (which it may), then besides the Armata, it's difficult to find an MBT design that would be much of an improvement over Merkava IV or Leopard 2 that we have.
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