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dragon01

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Posts posted by dragon01


  1. Would getting a hotas set up make my life easier.

    It'll make it more immersive, that's for sure. :) Getting it exclusively for ArmA might be overkill, but if you really enjoy helos and planes, it might be worth buying. I haven't yet tried the latest iteration of the FM, but if it's anything like TkoH, then flying with a HOTAS is quite an experience, it takes a while to get used to, but it gives you the same amount of control over your machine as a real pilot would have IRL.


  2. (so things like Redeye and Stinger never actually made it over the Atlantic)

    Actually, pIRA had at least 7 SAMs. They even had a song about them (search for "The SAM song" on YT). :) I'm not sure what exactly they were (might've been from Libya), but I recall a mention of them being Stingers. They didn't have many SAMs, and didn't actually manage to use any, but they had them.


  3. Thanks for the feedback guys!

    The DPM soldier 95 gear wasnt brilliant for my figure either, made me look like a giant ball of greens, but I did have a shirt that was HUGE on me.

    Well, the "great big ball of green" part is kinda the point of camouflage, isn't it? :) A full MARPAT uniform is downright dazzling to stare at for long periods of time, especially if you turn up the collar (though it does have an advantage of looking much more badass than DPM). Regarding the size, let's say it's not an uncommon issue... http://terminallance.com/2013/07/30/terminal-lance-282-size-matters/

    Also explains why it's easiest to obtain good cammies for ASG purposes either in huge or dinky size. :) Anyway, I love the latest progress, looking forward to the beta.


  4. Probably a small tweak to a big .pbo. ArmA III is poorly set-up for Steam, since it's files are not fragmented much, meaning a small update necessitates re-downloading a whole big .pbo file. A few kB config tweak results in a multi-GB update if it's in a particularly big .pbo file.

    Regarding sway, I found it a bit excessive, but not too bad.


  5. This looks nice, but unfortunately I'm more of an SP player. It'd be nice if it could be enabled for some AIs (not all, though), so that you could, for example, set up your squadmates to run the full medical system, while the enemies would have a simplified version (all interactions disabled, healing simplified to vanilla level, damage model mostly the same as player, but subtler and long-term effects disabled). That should balance performance impact (you usually don't have too many squadmates) and realism (damage model is mostly important for enemies). While having AI medics capable of using a realistic healing procedure and dragging you out of danger would be nice, I'm mostly thinking about this in context of putting the player in the role of a medic. That would be something new, but vanilla medical system is too simple to make it interesting.


  6. Remember though, that realism=/=fun and vice versa.

    It's the case more often than you'd think with games like ArmA. "Partial realism" is often the most annoying kind, since some things are simulated, and make the game harder, but others, that would make it easier, are not. Flying a plane, even as advanced as A-10, is pretty easy, all things considered. As such, flight physics should act realistically. A-10 isn't prone to any weird behavior, deep stalls (like the F-16 is) and it's, from what I've heard, rather "tame" and handles very well compared to many other planes. I've found flying an F-16 in FreeFalcon much easier than in ArmAII (well, that was a mod, but still), for example.

    The real challenge in flying modern warplanes comes from their complicated weapon systems, radar and radios, which are en entire science and take a long time to master. This "switchology" doesn't have to be simulated. Though realistic store management or radar could greatly appeal to flightsimmers (and would probably bring the planes' capabilities more inline with RL), they could also be simplified without compromising real pilots' ability to fly the plane. :) I wouldn't mind ArmA easing off on switches and knobs, but the physics of flight should be modeled as realistic as possible. Also, it should have realistic displays, even if their operation is simplified. Somehow, real ones are always better-looking, more readable and logical than whatever game/movie designers can come up with. :)


  7. What's up with those Kurdish girls wearing DMARPAT cammies? At first glance, I thought they were USMC troops. :)

    in that particular case the woman said she tried to look prettier to be accepted easier by Afghan women she had to work with. so make up could serve that as well.

    and Arma doesn't try to emulate garrison life, it's mostly combat oriented so any grooming standards can be ignored to a degree I think

    ArmA gameplay is combat oriented. That doesn't mean we don't see any garrison troops. Indeed, the main campaign has plenty at the start, and in prologue all soldiers would all be garrison troops and thus would have to obey grooming regs. I'd say, play it safe. Save any blatantly "out of regs" heads for SF (they never care about this stuff anyway) and leave normal troopers looking like they could pass muster if the Gunny had a good day. :)


  8. Well, in the field, you can get away with a bit more than you can in the garrison. Some would, perhaps, use this as an opportunity to put some makeup on. I know Marines sometimes get a bit "drunk" on relative freedom from grooming and uniform regs and such while deployed. But I have a feeling this wouldn't be very widespread, though. No to mention you still can get chewed up for looking "un-sat" while deployed. Fobbit SNCOs (anyone who chews outs troops on deployment, probably just back from outside the wire, for dirty uniforms is inevitably a Fobbit of highest degree) who do that aren't exactly popular, but it happens.


  9. This is a general statement about "big iron" types of vehicles (MLRS, B-52, M1A1): It's too big scale for ArmA! On an island that's a few square miles at most with a small amount of players or AI it is better to have similar scale vehicles. I would be much happier with a C-27J than a C-5 for example. In the future please consider smaller scale equpiment.

    I think they're fine for A3. C-5 seems very useful as an "off-map delivery vehicle" that brings the player into the mission. MLRS is a bit long-ranged, but it works on AIII scales. Dunno why you included the M1 Abrams, since it's a tank, no "big iron" of any sort. Oh, and there's nothing better for inducing a "Holy #*@!" reaction from the player than a B-52 showing up. :) Especially if it starts either carpet-bombing or dropping nukes while still in view.


  10. Women in the military are just like women outside of the military- regular people, just like you and me. Why overcomplicate it?

    Not quite true. The military has regulations regarding makeup and hair, which means women in military look much more "plain" and more natural than in civilian world. Most civilian women wear makeup, but the military regs limit this a lot, nor is it really practical in there unless you're talking some very POG MOS (which are not present in ArmA). You'd definitely see a lot more imperfections that would be covered by makeup in civilian world.


  11. Children aren't really necessary, besides, in civilized places they're usually the first out when the shooting starts. It's easy to "write around" them, much easier than around women. Also, technical challenges involving them are much greater. Since the AI is generally programmed around adults, you'd have to re-write that along with modelling a completely new body, animations and faces... All that from scratch, to boot, since nothing like this was done before on this engine. Not to mention there's an issue of children being annoyingly diverse - the term covers humans between ages of about 4-16, and the body changes dramatically during that time. Meaning more work... And all children being conspicuously of the same age (think Skyrim) is even more jarring than there being no children at all. In fact, short of a procedural skeleton (I don't think this can be done in RV), I don't see that being possible to pull off for a "lifelike" population. And even for a sparse one, you'd need probably 6 models (preschool, early teens, late teens, all in both genders) to really make it workable. Given how much work a single model takes, I don't see it happening anytime soon.

    I didn't realize former meant something different, thanks for that clarification! :) she's still technically serving, just as part of the US army instead of the Marines.

    Well, it's kind of weird, actually. "Former soldier" is fine (assuming you're talking about an actual solider, anyway, Marines hate being called that). "Former Marine" might get you lifed by some overmotivated SNCO. :) It's a part of this "Once a Marine, always a Marine" ethos, there is much more of that in the Corps. It's definitely something to remember when writing a character with USMC past. A Marine's stays a Marine, even long after being discharged from USMC. That goes double for 03's (grunts). There are even linguistic differences. A soldier calls a helicopter "chopper", a Marine would call it a "helo". And boy, I loved when they got that right in ArmAII. :) Terminal Lance forums (and TL in general) generally seem to be a decent place to go to get a feel of how "average" (i.e. ones not grossly overmotivated nor ones that hate the corps) Marines act.


  12. Nice work. I really like who it's shaping up. BIS should indeed either hire you, or make a DLC adding both female troopers and civvies. I understand that rigging a new body model is hard, but complete absence of women in the entire game seems somewhat jarring, especially with such an open architecture.

    I had an idea for a game design, similar to yours actually dragon01 in terms of the central character. the design is an rpg fps hybrid involving a former female marine, currently writing out the narrative in my free time. I hope to develop it into a game eventually, i've got some experience with unreal 4 so it should be a reality.

    ArmA3 is suited for an RPG-FPS hybrid (heck, the BIS campaign comes close at times), so you might be better off using RV engine instead. :) Unreal 4 is pretty great, but I haven't seen neither this kind of scale nor detailed simulation on other engines. Though that depends on what exactly you want to do. Oh, BTW, unless you're writing a "villain protagonist", you should probably call her a retired/veteran Marine. "Former Marines" are the ones thrown out of the USMC.

    I'll probably be going with a more traditional, fully lineal campaign, perhaps with (slight) branching (something like AII:OA). She'll be active duty, and a Marine's life is very lineal indeed (unless you want to get ninja-punched, that is). :) Female civvies will also come in handy, but I suppose that goes for any campaign that wants to show a proper civilian population.

    Anyway, looking forward to release.


  13. thank you! too kind ;) yeah, it just brings back that old feel that arma 2 had i suppose, a dynamic sort of feel, so no one is running around all muscular and tough, i mean, you can't possibly put an old guy in a t-shirt and shorts in vanilla A3 because the muscles he has just looks strange!

    You should've seen my grandfather then. :) He may be old, but doesn't look the part. The only reason he isn't cycling around the city anymore is that traffic increased and nobody on the road respects cyclists around here, so it's a rather risky endeavor. But then, he used to be a basketball player, later a referee (in addition to being a renowned chemistry professor :)). It's hardly unrealistic, if not that common, for an old man to have the "Arma III standard physique".

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