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dragon01

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Everything posted by dragon01

  1. The trick is that you're not buying a 1500$+ PC, plain and simple. You carefully monitor available options and build yourself a respectable machine for what amounts to 250-500$. Price of computer hardware drops quicker than its performance increases, and if you're used to being smart with money, spending 1500$ (which is 5000 in my local currency) is a waste. Since these days any job above the lowest level requires some sort of personal computer, it's a necessary investment anyway. Bells and whistles like TrackIR aren't. People live here for far less than 150$, at least in terms of balance (that is, money that's left after you pay your bills). Where I live, you can live fairly comfortably with that much, as long as you don't need to support a car or another person. This is the case in many countries with good living standards and weak currency. Just because dollar value seems silly doesn't mean we all live in run-down shacks.
  2. Yeah, where I live, minimum wage here is 4$ per hour, on a good day. I find it rather annoying that people whose currency is actually worth something go "come on, it's so cheap!" to people who can earn (after taxes, rent, etc.) earn less than 150$ per month. And yes, it is possible to have a decent computer despite that, usually by saving up, buying used parts (usually from westerners who throw money at every version number increment) and knowing where and when to look. Internet connection is not a problem since just about everything except computer parts have prices set on a per-market basis.
  3. dragon01

    Project - Vertical Lift 2035

    Looks great, can't wait to try it out. Hopefully the AI won't be too terrible with it...
  4. That depends on how you configure it (default is flexible for up-down, snap for left-right), but yes, once you get used to it.
  5. By "POV Hat" he meant an 8-direction control that is present on most better joysticks (T-Flight X doesn't have it, though). It's in the top right part of the stick: It allows you to look around very comfortably.
  6. dragon01

    RHS Escalation (AFRF and USAF)

    Note, it doesn't say anything about porting over old RHS content. ArmA1-era models are probably not quite up to the current RHS standard, but I have to say that T-64 wouldn't look out of place next to certain other A3 mods out there.
  7. Well, the problem is that if you're trying to be realistic, you will impair controlling aircraft from keyboard in some way. Discrete input is just not suitable to anything that can be remotely called a realistic flight simulation. Most people here seem to want realism, and the unfortunate consequence is the appearance of realistic behaviors that would result in pulling the stick "to the stops" like the keyboard does. If you want to pilot an aircraft like IRL, you need a 3-axis analog controller like a joystick or perhaps a gamepad (a similar arrangement like the latter works for RC drones, so it's probably OK for flying). Simulating analog input with keyboard is clumsy and hard to do right.
  8. Why would LOS be a factor? Every commanded arty barrage I've seen in ArmA used a high-angle trajectory. Elevation means very little in that case, and there might be a mountain in the way, for all it cares, unless we're talking about modded maps with large elevation differences. Unless that script command does it differently, it should work for anything that's further than 2km up to 73km (you can get such a distance between points on land on vanilla maps).
  9. dragon01

    Zee Identity Pack

    Great to hear from you, I was looking forward to updates on FEMAL3. I hope the bodies will get done someday before ArmA4... BTW, any chance of MTLB-based mortar carrier? :)
  10. dragon01

    Bombs

    You need to lock the TGP on the target. It should show "POINT" as opposed to "AREA" and move with the target. The bomb will go where the laser is, so to hit a moving target you need to track it with the laser. You also might need to lead the target a bit when releasing bombs. It's only slightly harder than before.
  11. dragon01

    Arma 4 a look to the future

    Try the Tanks and Laws of War campaigns, though. It seems like BIS have picked up some slack in the last DLCs. I hope that the writing team for those will be retained for ArmA4. If so, we can hope for a good story this time around, especially if they keep the civilians in mind. I'm really excited that they're looking to expand the soldiers' emotions. IMO, a big problem was, for a long time, a limited amount of unscripted animations and facial expressions, making the NPCs look wooden. Hopefully this focus will also result in a better selection of character models (or even just a female body...).
  12. dragon01

    RHS Escalation (AFRF and USAF)

    There are some interesting tweaks coming up on devbranch... any chance we'll get some compasses and watches to match what the relevant faction uses? :)
  13. dragon01

    The Blackfish is not powerful enough

    Do remember that Blackfish now has a perfectly serviceable 20mm cannon. It was a joke before, but 20mm rounds were buffed and now can actually kill infantry with decent efficiency. That doesn't change the fact that HEAT-MP should have a better blast radius (it currently seems like pure HEAT), but it does mitigate the issue with the gunship overall. Really wish AI could use it properly, but with player as the gunner it's good enough that I've started thinking about setting up a mission using it (currently figuring out how to script a seat change).
  14. @oukej, any chance we'll get ripple fire for larger rocket pods (Shreiker and Tratnyr)? The AP variant of Tratnyr in particular needs it badly, as it's rather inaccurate, so tapping the trigger results in too low rate of fire to be of much use. Rockets are generally deployed in ripples of 2-4 shots, which translates to 4-8 rockets in the air on a "mirrored" setup. With AP rockets, this is generally enough to score at least one direct hit on whatever you're trying to take down, but it's still a bit of a crapshoot. Right now, you can manage one such burst spaced out evenly over the pass, which isn't very good for most targets. If they could fire in ripples instead, it'd be possible to get off 2-3 of those per pass, which would have much better probability of destroying or disabling the target.
  15. Probably should've opened it properly instead of watching in a dinky forum window. :) It does look like FLIR, allright.
  16. I never saw this effect make any difference, though maybe I didn't use the right times of year.
  17. Are you sure it's thermal and not NV? It really looks suspiciously like the latter, plus the FLIR NOT CONNECTED caption makes me wonder... :) The problem with ArmA3 TI is that only things "of note" seems to actually have a temperature. Tanoa, for example, is a tropical island hot enough so that during daytime and especially in the sun, the air itself will be hotter than the human body temperature. Altis, during the summer, would also be hotter than 37 degrees on some days. And let's not forget metal sheets, vehicles standing in the sun, garbage cans, asphalt roadways, anything black... :) In fact, this is the primary reason for the "Black Hot" mode - when you want to highlight something that's cooler than the environment. This is also why thermal sights are often considered a kind of NV, on a sunny day their usefulness is somewhat reduced. I hope that ArmA4 takes this into account, as well as effects of the environmental conditions on fatigue.
  18. dragon01

    RHS Escalation (AFRF and USAF)

    Ever considered donating the model to RHS? The quality is there, it depends on RHS and it doesn't seem to be a start of a distinct weapons pack. I'd say it'd be right at home there. :)
  19. dragon01

    Tanks - Fire-control system

    Actually, it's not anywhere near that point. This only works reliably for radar-linked weapons, which in turn are only reliable against aircraft, and even then, they need to use high-ROF weapons to ensure high enough hit rate. If you don't care much about IFF or have an auxiliary ID system, you can also make a TI-based anti-infantry MG (though given it won't distinguish civilians or medics, it might be frowned upon). However, in general, computer algorithms for target detection, identification and engagement tend to only work well in the laboratory. In the field, humans beat them hands down, and probably will continue to do so for the foreseeable future.
  20. How do I use BIS_fnc_AircraftCatapultLaunch? When I put the AI plane on the catapult, ready to launch, and call this function, it either gives an error or doesn't do anything. I used the example from the script's comments: [_fighter01] call BIS_fnc_AircraftCatapultLaunch This doesn't appear to do anything. What's the correct way of doing it?
  21. I thought you were comparing to NATO tanks. As far as exploding goes, this is an issue with the damage model, not the weapon itself. Also note, this site lists penetration of the triple-charge shell as 800mm, and the tandem HEAT at 650mm. Vorona is based on Metis-M, which beats them both at 950mm of RHA penetration. The hard shell appears to be an important factor here, as 125mm Invar-M missiles (tandem HEAT) can manage about 900mm. Tank shells will be hard pressed to even approach the performance of an ATGM.
  22. Sounds correct. Metis is a big missile, 130mm with a tandem HEAT warhead. That's much better than you can get from a tank HEAT shell. Penetration is around 950mm RHA for the Metis-M version. Can't recall the exact values for 120mm tank gun shells, but they tend to be quite a bit lower, due to a combination of smaller diameter, hard shell and only having a single warhead. In fact, from my tests, Vorona is not effective enough when hitting ERA, since the current HEAT simulation doesn't seem to account for a tandem warhead.
  23. Well, they're definitely good for visual camouflage. On Tanoa, especially, compare Green Hex tanks with and without camo nets. The latter are definitely harder to spot, especially at a distance. Didn't test in NV, but I'd expect similar results. If it doesn't affect AI, it definitely should.
  24. dragon01

    Bombs

    I found the LGBs surprisingly flexible in terms of the release point. You can drop them in the general vicinity, or when you're roughly over the target (assuming you're not flying very fast) and they'll hit.
  25. Much like with the real missiles of this type, this is less about top attack and more about obstacle avoidance.
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