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dragon01

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Everything posted by dragon01

  1. dragon01

    Next DLC

    Let's start with the fact that naval warfare would require new AI routines, which are definitely not in the cards at this point. The best we can hope for is another static, maybe for OPFOR this time. However, I suspect that those new assets have something to do with civilian side of things, since that's the most under-explored aspect of the game.
  2. dragon01

    Next DLC

    The next DLC will be from the 3rd party project. As far as I remember, BIS only has the "Old Man" mission slated for this year (probably soon), and it'll be a free addition. Very few people are left on ArmA3 by now.
  3. Ah, allright. I suppose I forgot to test that when interiors first came out. It's now working as intended, then. 🙂
  4. What's the "settle-in animation" thing about? I've tried the Gorgon and neither mounting nor turning in or out seem to have any new animations.
  5. dragon01

    RHS Escalation (AFRF and USAF)

    Just as well, Russian military equipment is currently a moving target. With Armata, Su-57, Ratnik and many other projects kicking into high gear (and, at the same time, money trouble due to economic downturn and sanctions), it's hard to say how the Russian military will end up looking like. I'd imagine it'll take them a while to both iron out the kinks in the new equipment and to find the best ways to make the most of it.
  6. dragon01

    RHS Escalation (AFRF and USAF)

    From what I heard, A few years ago at least it reflected reality pretty well. 🙂 Aside from a few elite units (those that the government uses for photo-ops, that is), the average Russian grunt would have the same gear (not just the same kind, but the exact same items, too!) as his equivalent from just before the USSR fell. Not sure how current that info is, but they certainly haven't gotten rid of the 90s equipment. I once investigated making an Afghanistan/Gulf War mod based on RHS, and while for the US it'd require a lot of new assets, the Russians would only require some config work.
  7. Well, the mine detector uses the same system, IIRC. Although I don't know if custom panels can be done.
  8. Aegis is a system that allows multiple ships to coordinate their radars and missile fire, as well as providing the commander with a comprehensive picture of the situation. It also records it, which is useful in case the commander does something stupid like shooting down an airliner. All in all, it's of little use in ArmA, since it doesn't really provide that kind of depth to naval combat.
  9. I think you didn't understand what I meant. ArmA3 is getting expanded, instead of replaced, because the devs are still working on Enfusion, presumably to get it into a state where it could be used for ArmA4. This is taking a long time, much longer than usual (otherwise we'd be on the 5th game in the series by now, or at least a major expansion for 4). They need to keep the series alive in the meantime, so they keep adding things to ArmA3.
  10. It looks similar in size to other modern destroyers. Yes, it's big, but what is considered a "destroyer" has steadily balooned in size. A Zumwalt-class destroyer is 190m long, same as New Mexico-class superdreadnought from WWI era. I haven't measured it, but it seems to be around that length, as well.
  11. If I had to choose, I'd rather make it arty-only. It's the same argument I've made for the USS Liberty destroyer's gun while it was on dev branch. 5 inch guns in ArmA are most useful for shore bombardment, and, especially in absence of OPFOR naval assets, have limited utility otherwise. A situation in which you're picking off tanks on the shore with direct fire is a rare one, and against small boats the gun is overkill.
  12. I have to say, it's amazing that ArmA3 is still getting new content after all these years. I think it shows just how colossal an undertaking Enfusion is. I hope the end result lives up to it.
  13. dragon01

    RHS Escalation (AFRF and USAF)

    BIS really should've added cannon rounds to Dynamic Loadout. It might be that Apache is sometimes flown without a full magazine - hot and high conditions, for example (or logistical considerations), might necessitate lighter loads.
  14. dragon01

    RHS Escalation (AFRF and USAF)

    As a matter of fact, the AH-64 actually does carry 1200 rounds for its main gun. It is a very large amount, but that's exactly what you get on the real thing. 30x113 is fairly short (for a 30mm round) and the shell casing isn't that much larger in diameter than the bullet itself, so you can cram a lot of them into a small space. If you still want to adjust I recall there being an "ammunition" slider somewhere in the unit attributes. That said, I don't know how it interacts with dynamic loadouts, you might end up with some missiles gone, as well.
  15. Actually, I have a suggestion regarding arty that might be useful. Make the players buy individual shells if they want to use it. This might be hard to implement, but from game-balance standpoint it'd not only allow the arty not to be overpowered, but also allow selection of shells according to situation. If you're short on points you might want to stick to smoke rounds, while you might want to shell out (pun intended :) ) for a guided one if they're using tanks (of course, you need to decide between that and buying a tank of your own...). The arty system itself should have a modest cost, except for MLRS launchers, which should have an "endgame" price. Ideally, smoke and illumination would be the primary use for most of the game.
  16. Not true. My father builds drones as a hobby (quadcopters and fixed-wing, for most part, but knowing him he'll eventually go into helos as well), and you can definitely mount a gimballed camera on something that small. Those cameras can be tiny, and you only need a pair of high-angle servos and a mount. Two-axis gimbaled cameras in general aren't very practical on copters (single-axis movement can be useful to a degree), but if you wanted that for some reason you could do it. That said, Black Hornet doesn't look like it has it.
  17. It's a problem with any game that does not account for where forces used for steering come from. In particular, a "magic" speed increase on one side without either slowing down on the other or putting extra load on the engine. If this was accomplished by braking a wheel/thread instead, it would be better, but the vehicle would lose a lot of speed in turns (a serious problem with IRL systems that operate in this principle).
  18. This is pretty realistic. Normal HE detonates when it hits something though enough to give it resistance. Thin walls it just goes through, and it can fly through plenty. Remember, this is a 30mm round, and those things are big and heavy. It takes a lot to stop it. There are special wall-piercing rounds that are specifically designed to explode right after exiting the wall, but we don't have those in ArmA3 and they also need a fairly solid wall to trigger. Depending on the exact specifications, a round like that could fail notice a wooden fence, too.
  19. dragon01

    RHS Escalation (AFRF and USAF)

    Note that aside from the (undoubtedly useful) info to launch from outside 1km, this is very much not the "tips how to use AGM-114K". The wiki page is a somewhat lacking systems description, not a manual. It tells you what the modes do, more or less, but nothing on how to actually employ them in combat. I haven't played in quite a while, TBH, but I can say that the other modes are standoff - you're best off firing from well outside 1km. They should be able to get over hills, so if you've got a rough bearing on where your target is and have someone to lase it, you can launch without exposing yourself (or at least, that's how it works IRL).
  20. You have to set this up manually in the editor. Scripting is required to allow changing weapons anywhere else, so a script doing that should include an appropriate check. Note that the dynamic loadout system is designed for use by mission designers, so it has no problem with, say, overloading a bird past MTOW. It's up to the mission maker to ensure that the loadouts make sense.
  21. dragon01

    Weapon Resting & Deployment Feedback

    A leg isn't going to be as good a support as a piece of solid ground. Also, there already is a "high prone" stance which, while less stable, would definitely be suited to firing at high targets from a low position. However, bipod or not, firing from low stances at elevated targets from an opposite slope is, IRL, a difficult task.
  22. dragon01

    RHS Escalation (AFRF and USAF)

    Also, plan your approaches so that you're not flying over AA for extended periods of time and at high altitude. If you're doing CAS, coordinate with ground forces to keep the enemy AA down. If you're not, the preferred tactic is the tried and true "one pass and haul ass". TOO's are fine, but anything with a ZSU-23 or a bunch of guys with MANPADS next to it doesn't count as an "opportunity".
  23. One more thing, are all those with Exile loaded, or can #1 and #3 be reproduced without it? Do make sure they're not all compatibility problems.
  24. dragon01

    RHS Escalation (AFRF and USAF)

    That the crew's stuff was burning is not in question, but the APU fire might've still been there. In fact, I imagine that if the latter caught fire the crap in the bustle rack would soon follow suit (another reason not to keep it there). Of course the exhaust is not in the back, but things like "bounce off the back of the turret, then the rear deck, then off the inside of an APU's armor plate, and hit a fuel line" are well within the realms of things bullets are known to do. I once saw a video where a guy was shooting a .50cal at a range, at some distant targets and the bullet flew back and took his earmuffs out. It happens, though thankfully not often. If you shoot a few belts' worth of rounds at a complex shape (like the back of a tank's turret), you're bound to get at least one or two that seem to have no regard for proper terminal ballistics. :)
  25. dragon01

    RHS Escalation (AFRF and USAF)

    The APU still has to have its exhaust come out at somewhere. Bet that's how that MG bullet got in, you can't really armor an exhaust pipe (a grate is just not the same as a proper plate). One in a million shot, but if you spray something with enough bullets, you will get a handful that do strange things like that. It's not a really the kind of thing that could be consciously exploited, though.
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