dragon01
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Posts posted by dragon01
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No. There is no way how to configure changes of rotor axis angle in advanced flight model.My suggestion is, make a jet VTOL. :) Then you won't have to worry about that, at least. There's a Boeing concept that involves PETA thrusters (think scaled down pulsejet form a V1) for vertical propulsion and likely some kind of turbofan for horizontal movement. That'd look like it'd fit right in for ArmA. Crysis-style tiltjet is another option. I've been building VTOLs in (highly modded) Kerbal Space Program lately, jet VTOLs are definitely possible. :)
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Tried it out, it's a really great mod. There's one big issue I have with it, though, AFM doesn't seem to be supported, at least on helos I've tried out. It'd be great if you could add it, it really makes a difference.
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OK, I'm not fond of Mega, but it'll do, I suppose.
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Is there any non-torrent mirror? I've always had problems with torrents, I'd prefer a normal download.
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Yes but BI has their own in house mo-cap studio so it shouldn't be too financially expensive. You don't think they would have spent all that $$$ on those Arma 2 dance moves do ya?It's still very expensive to do. We're talking about redoing pretty much every animation, even in-house MoCap sessions cost a fair bit of time and money. Considering that this feature does little to enhance the actual simulation (unlike, say, sling loading, which is likely cheaper to implement as well), I'd say they're justified in not doing it. ArmA2 reused a lot of A1 stuff, not to mention it had only a single animation set, with female characters using only a few animations different from male ones (and noticeably fewer animations as well). ArmA3, with it's new character loadout system, had to have animations and everything created from scratch.
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Sadly female characters won't happen in official ARMA anytime soon - regardless how you do females in videogames, you've got a feminist mob inbound, virtually executing you for even the smallest errors you've made. Either you intend to profit from overly sexualized females (probably a bad decision in a game so focused on simulating reality), or you leave them out if you intend to make a commercial videogame.Err... you do realize that they already happened, do you? ArmA2 had them ArmA1 also did, IIRC. They were present since OFP days. This community isn't some COD/BF kiddies, a tactical simulator such as ArmA attracts a much more mature crowd, and thus can afford not to give a straw for "feminists" and their bickering. The real problem with female character in 3, as this mod demonstrated, is purely technical. I've been following this mod since the early days, and I've seen just how many hours went into it, how many issues it had. Official developer time is expensive, MoCap sessions are very expensive. Those would be necessary if BIS wanted to implement any new body type, as they'd likely get flak from trying to get away with reusing the animations. Given the amount of issues ArmA3 has at the moment, I'd say that there indeed are better things to spend time and money on. Even if they did hire Zeealex, I bet she'd end up working on something else.
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Again, I think it should depend on mass. I don't know if mission designer can change a vehicle's mass, but BI shouldn't need to "balance" liftable vehicles in any way. They give you a helo and a tank. Whether the helo can fly with the tank slung underneath should depend on how heavy the tank is and how good it's engines are. If you're too persistent trying to lift something you can't, you crash. IRL, it's definitely possible to anchor yourself in place with a sling if you're trying to lift something that weighs more than you think it does.
And on top of that, you should be able to hook all vehicles, regardless of whether or not you can lift them. It's a lot more realistic to be able to hook something but not be able to lift it off the ground than for the helicopter to just say, "nope, not hooking to that".Exactly. And not only vehicles, I think. Everything that could conceivably be transported by a helo. Of course, I'm not talking small clutter objects (that'd make actually hooking what you're supposed to a chore). This should also be the "default" behavior, as in, not dependent on something that says "this object can be sling-loaded", but rather just determining if the object in question is a vehicle/crate/whatever you might want to hook.
Also, while it'd likely be a significant expansion of the feature, it should be possible to use the sling to pick up men from the ground. SAR helicopters can do with a winch, one person at a time (should probably be a SAR-exclusive ability) and you can also do a "grape-style" extraction with a special harness (could likely be done as a vest), with multple commandos attached to a single rope. I've seen it done by Polish GROM commandos on the Special Forces day celebrations. Looks quite impressive, although I suppose you should be terrible careful not to piss off the pilot while you're flying like that over water... :)
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Wow. This is awesome. Real quality work. BI should really hire you. :) Though I suppose doing that "professionally" would take additional MoCap sessions and making new animations, what you pulled off here is still really amazing. This is something I'm really looking forward to.
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Good idea. Whether a vehicle can be sling-loaded should depend on it's weight, not some arbitrary restriction.
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I'm really glad to see the issues being slowly ironed out. Really looking forward to the release. :)
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Does this mod support the advanced flight model? I've been having great fun with it, and it sounds like the HUDs would allow me to ditch the non-diegetic TKOH-style gauges.
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I agree. While lack of women might be excusable on technical grounds (there's a mod in development for them, and given the sheer amount of work involved, I can see why BI didn't chose to include them), what little is there of the civilian faction is vastly underused. ArmA2 had superior atmosphere to 3, it really managed to feel alive, with elders, women, priests and all the other ordinary inhabitants populating the world and trying to go about their business. None of this is present on Altis, which is a shame. It has a lot of abandoned cars, but Chernarus had just as many ones that actually worked, and were even quite diverse. ArmA3 only has a few trucks, 3 normal cars (awfully similar looking, at that) and a pickup.
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Oddly enough, I've never really noticed the input delay. I'm using CH Products Fighterstick, Pro Throttle and Pro Pedals, in case it's of any help. I've been able to sling-load and manually hover, with pretty much the only problems coming from VRS. While it's not an easy feat, it's certainly doable.
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Kajman's VRS is overdone, as is Huron's. I like the DLC helos, but VRS in general needs quite a lot of adjustment. It shouldn't result in a plunge to the ground from a 1-2m/s descent. I was able to land (no autohover) the Kajman in the gunship showcase, but it was really, really hard. Getting stuff on the sling (and off it) is hard because of that, too.
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Finally everything works. :) It looks really great, too. Can't wait to try it in-game.
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oh btw, i like your Su-35 john, i'm waiting for the next update here.. and i keep wondering how could i do cobra pugachev on that plane :confused:I'm afraid that ArmA 3 FM isn't advanced enough for such maneuvers. Since it depends on AOA-based stall (flow separation) and not airspeed-based one, it might be hard to do in ArmA. I think that that no matter how rapidly you pull up, you'll just climb, with no stalling that'd let you pull off a Cobra.
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Great to see some progress. It's really amazing to see what you're doing here. :)
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Well, time to shoot up some IS bastards... :) What you have is a decent start, looking forward to more additions and refinements.
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Lovely. You nailed it. :) It could've been eastern Polish countryside as well, I live somewhat near Ukraine (not in it, thankfully. I'd rather have war stay in my PC :) ).
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That would be great. :) Maybe an OFP-style "steal the car" mission could be made, with certain Dr. Johnston as the car's (soon to be former) owner...
You probably misread the fact that they had SA-7 Grails (i.e. Strelas - about twenty of them from Libya) as having 7 SAMs.No, I didn't. Those 7 (unfired) ones were seized from them in some raid. Well, they were probably SA-7s or SA-14s. I know they didn't use them much, but they had them.
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Can't wait. :) Would go perfectly with some modern Russian unit pack...
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My cammies don't have any shoulder padding, and I didn't notice any of it on MARPAT combatshirts, either. The shoulders do look a bit off, especially compared to the head. They make the head look very small.
Also, now I understand why BIS didn't implement women in AIII. :) It looks like every time you fix an issue, two more crop up... I hope you manage to get this all sorted out.
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She really looks nice. :) Really can't wait to try the mod out myself. I hope the remaining issues don't cause you too much trouble.
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I'd like to suggest expanded animations. For example, putting on NVGs should make the trooper reach towards them and flip them down. Same with taking them off. Death animations should be more varied, you don't instantly die when hit, there should be some coughing/wheezing, perhaps the dying troopers should sometimes drop and die while on the ground. I just played Metro: Last Light and realized just how important are those small, "atmospheric" animations. Perhaps even animating the firemode switch could be done (for most guns, it'd be switched with a flick of one's finger, but watch out for AKs!).

Zee Identity Pack
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Just when I have the least time for playing ArmA... :) Nevermind, congratulations on finally making this work.