Jump to content

dragon01

Member
  • Content Count

    2001
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by dragon01

  1. dragon01

    POOK SILO (CUP)

    A drug lab is a great idea, especially since someone actually did try to do just that. :) I think it was one of the biggest drug manufacturing schemes ever attempted, too. It used an old Atlas missile silo, which are completely different (for starters, they're actually square on the inside), but are also quite large in diameter. Atlas-F was the only silo-based ICBM that didn't have uniform diameter, due to the missile originally being designed to be launched from a horizontal coffin. Still not fins, but it did flare out at the bottom.
  2. dragon01

    Difficulty Overhaul

    I think that mine detection in general needs an overhaul. Metal detectors that I've seen were bulky things, so I think a mine detector should be a much more substantial object. It could take up your "launcher" slot (it could be collapsible, so that you could still carry one in your pack) and need to be equipped to work, with a corresponding way to force your engineer to equip it. It'd have a small display attached (not unlike the Squad Radar, but diegetic) that would, when the detector is turned on, show you all "metal" objects in a certain radius (correct me if I'm wrong, but IIRC, that's how a modern metal detector actually works). Mines, but also metallic magazines, weapons and other junk, to avoid making things to easy. Once a mine is detected and visually spotted, you can report it, as usual. Ideally, it'd be reported with some actual details instead of a generic "spotted a mine!" shout that doesn't tell you where to look for it. Of course, if you can't see it, well, you'll have to crawl towards the indicated locations, watching the display and the ground, hoping that your next move won't get you blown to kingdom come. :) Of course, the current behavior should be left in for those who don't want to bother with it. "Automatic mine detection" or something that would only require you to have the detector on your person.
  3. Yeah, confirmed on the latest devbranch. I reported it. BTW, the mission is quite doable without saving. :) Just clear out the powerplant with your squad (use UAV to check the enemy positions), then shell the city with cluster shells. If the APC survives, treat it to some laser-guided shells. You can thrown in a 9-round HE shell burst for a good measure, too, just remember to be ready to move in. After that, you'll get the enemy armor coming in. Shoot down the vehicles using UAV's laser-guided missiles and either shell the remaining infantry if you have any rounds left or call in CAS on them. I had them attempt to hole up in two buildings after they lost their vehicles, if you see them do that, it's a good time for some HE shells. If you want to give Hague convention people a heart attack, you can also try mining their approach. :)
  4. Just a quick note, in the campaign (mission "Crossing Paths") the "clear out buildings" help message is broken. Could someone confirm? I can upload the screenshot with the error message. Also, there seems to be something wrong with the order markers. For example, "get support" appears as "fire" and "get in" appears as "stop". There might be more, but I don't know how to set up a reliable test case. EDIT: More bugs, the mission "Preventive Diplomacy" automatically triggers "Friendly Fire" mission abort on loading a save (seriously, AIII could've done without that thing at all. AII was far more forgiving in that regard and had no bugs related to it).
  5. dragon01

    AI Driving - Feedback topic

    I hope you can reconstruct them soon. In particular, the convoy at the start of "Moral Fiber" campaign mission is acting quite hilariously. Funny up to the point you fail the mission because of it ("friendly fire will not be tolerated... courtesy of an APC ramming the vehicle I'm sitting in!). EDIT: Later in the mission, it's worse. The second time you ride in a convoy, it stops about 50m from its destination, with a firefight (one you're supposed to help with, too) taking place right in front of it. You can't dismount until the entire convoy is arrayed neatly, which takes a lot of time.
  6. dragon01

    Apex Weapon Feedback

    Indeed. SPAR-17 should have the same selection of variants (maybe minus the SAW one) as SPAR-16. Its advantage is that it's not a plinker like SPAR-16 (seriously, 5.56mm sucks in the latest version, it can take 4 shots to take down a modestly armored enemy), while being otherwise based on the same SPAR platform. Also, I'd really like a "Jungle CTRG" version of MAR-10. Its got a nice "Arid CTRG" camo variant that doesn't look that bad with the urban unifrom, but for jungle it's a bit desaturated.
  7. They'd usually shouted "Frag out". :) Though some probably did yell "bang", just for the heck of it. :D
  8. Believe it or not, this was an actual tactic during WWII and Korea, to get the enemy to take cover. If you do it enough times, they stop doing that, but if you can still serve them a surprise if you have some real grenades left. :) I like the way this mod is shaping up. Are you planning to eventually add the H-13 helo to the vehicle lineup? Also, I can see there being some use for a pink woman's dress (actual women optional, but if you do have them, don't forget the the one with the temper and blond hair). :)
  9. dragon01

    POOK SILO (CUP)

    Seconded. It'd work perfectly as a secret lab (think Stalker) or a bunker of some kind, especially since it doesn't actually look much like an actual nuclear silo. The largest ICBMs in existence are 3.05m in diameter and fill their facilities pretty well: Real missiles are also much taller and never have winglets.
  10. No, helos don't do that. At least in my test scenarios, the Huron did not overshoot. Indeed, aside form they fact they insist on transitioning into a hover and landing instead of coming in fast and flaring, my test scenario worked fine with the Hurons. You just need to give them a long enough approach (about 1km) and a clear LZ. Of course, in a hot LZ they will still get clobbered on approach, but the problem with Blackfish is when the LZ isn't hot, but some place in 500m radius of it is. The problem with the altitude from sea level is that if they did that, they'd probably fly into the ground too often. It's a though choice, really. I think the default behavior is fine as-is (the default altitude is 100m), but it should be possible to turn that off for high altitude flight. Also, I don't know what constitutes "today" for you (I'm in the GMT+1 zone, for the record), but the waypoints are missing in the build I got today, just a few hours ago.
  11. Just an update, the bug has been fixed.
  12. dragon01

    Apex Vehicles Feedback

    Don't give it straight "attack" orders, it has to be set to loiter in a fixed distance around the target. See my post above for an example altitude/distance combination. It would be great if attack orders would do that automatically, but it's a very peculiar setup.
  13. If the AI improvements were supposed to fix VTOL landing approach, well, they didn't. They still do the "overshoot and circle back around" routine, no matter what I do. This is especially bad with the Xian. They do land (eventually...), but it doesn't look right and makes tight insertions problematic (it'd overfly the target in VTOL mode trying to bleed speed, getting shot full of holes in the process). It seems that they are transitioning to VTOL mode only when directly above the "land" waypoint, when in fact they should do so much earlier. Also, is the smoke and thermal haze on Xian ever going to be fixed? Right now, it doesn't move with the nozzles, making it look weird when landed. The smoke could be removed entirely, IMO, since real jet engines (decent ones, at least) don't smoke unless something goes wrong.
  14. Just an update, in the latest dev branch update I still don't have "Vehicle Get In" and "Vehicle Get Out" waypoints. I should probably specify that I'm not an Apex owner, but since this is an engine feature, not content (I am very involved in testing Apex content, though, despite the inconveniences), I should have those available.
  15. Tthis should be toggleable. There's actually a control binding to do this, even. In AII:OA, when the system was first added, some vehicles had multiple firemodes for CMs. I think that there should be multiple burst settings available.
  16. dragon01

    Apex Vehicles Feedback

    IIRC, 1000m range and 500m altitude worked just fine for me, at least as far as being able to elevate the gun goes (putting rounds on target is a different matter...).
  17. Would that be possible to make VTOLs and helos optionally ignore landing pads? I had a vision of a mission where 4 Blackfish VTOLs approach the Stratis airfield, skimming the sea, then touch down on the runway and unload a huge amount of troops directly into battle. The way it turned out, the VTOLs circled around a few times, then crashed into each other trying to land on the two dinky landing zones. :) The "Land" waypoint should have a field allowing you to specify whether the VTOL or a helo should use the runway (yes, helicopters can do it, too! In fact, a fully loaded Hind gunship requires it), the landing zones or land precisely at the waypoint. I moved the scene near Kamino and they managed to land... eventually. Hurons pulled off the scenario (at Kamino, I suspect helipads would've screwed them over as well) with much less problems. Also, VTOLs still make a huge fuss on approach. Instead of slowing down when approaching the LZ and then landing like a helo, they overshoot, circle around a few times, then come in from a random direction (assuming the manage not to crash or get blasted in the meantime). EDIT: Looks like there's an invisible landing pad marker that improves the situation. It doesn't help with the circling, but it does make the landing more precise. Let's see if we can avoid the pileup now...
  18. dragon01

    Apex Gear Feedback

    I suspect the "no flag" variant is meant for clandestine CTRG ops. I noticed that those are the very same vests that CTRG uses in vanilla, only green and with a different, generic name. They do go nicely with the new uniforms (well, as much as anything can go "nicely" with that camo, anyway...).
  19. Much obliged. After the update is out I'm going to play through the campaign and see if there are any other issues like that.
  20. dragon01

    AI Driving - Feedback topic

    Just a heads up, the issue discussed in this thread seems to be related to AI driving improvements (mods can merge if they see it fit): https://forums.bistudio.com/topic/191878-can-not-pass-mission-in-boot-camp-latest-dev-branch-damage-control/ I'd consider this an important issue, it seems that AI isn't respecting waypoint restrictions properly.
  21. Load up "damage control" and see for yourself. The Hunter you're supposed to board near the start will be over 200m from LZ. It's hard to pinpoint, but it seems that AI completes one of its waypoints when it's not supposed to (it should only start driving once you're on board).
  22. Still not fixed. Sorry for nagging, but this issue very much shouldn't be here for so long. At some point, dev features will be merged with the main branch and I wanted. Also, I wanted to test how the AI driving improvements affect the campaign, and this issue prevents me from doing so. If anyone has an idea how would I go about reproducing the bug in a custom mission, please post.
  23. Vehicle occupants only. In that regard it would work a lot like units embarking and disembarking. Vehicle embarking and disembarking works (from the player side) much like analogous actions for units, so it makes sense for them to share solutions. Also, internal consistency is always good.
  24. dragon01

    RHS Escalation (AFRF and USAF)

    That looks amazing. Can't wait to fly this beast around. Mi-28 is what the vanilla "Hamok" should have been. :)
  25. dragon01

    Spatial Awareness Improvements

    The new squad radar is nice, but I do support the idea of putting it on tactical glasses/Defender helmet. Indeed, on high difficulty levels, this could be made mandatory. In that arrangement, I think that squad radar should be limited to squadmates equipped with GPS or UAV terminals. Of course, this would only apply to the high difficulties as well. In fact, ArmA needs more diegetic interface elements. For example, wearing either tactical glasses, Defender or Viper helmets they should grant you additional UI, with actual, physical "bits" in your sight on which it would be displayed. That means they should be made to look like actual HUD (the current UI design is rather game-y). Ideally, they'd differ between helmets/glasses, as well. The glasses would project the HUD onto the eyepiece (well, I assume this bit on them is a gizmo for that, not the display), Defender would be similar, but sharper (as it seems to display it directly on the glasses) and Viper would have something not unlike the current HUD (as it covers your entire FOV anyway). Diegetic HUD should include squad radar+compass (it's an actual feature of some "future soldiers" programs), GPS (the CTRL+M UI element for it should be redesigned into something more like a PDA, or perhaps a car navigation system) and a waypoint display. Possibly also an UAV feed and visual cues to your squadmate locations. It'd be both logical and realistic.
×