dragon01
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Posts posted by dragon01
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I know only one flight sim that can pull of the loadout aspect, it's called YSFlight. Not the best, its more arcade like but the way the scripts are used, are so simple, it's probably worth looking into. You can take off in an empty CF-18 and it would maneuver fantastically, but if you were to load 500lb bombs on, it would take longer to gain lift, and elongate the time it takes to reach the end of the runway. I was in a situation ounce where i had to drop my bombs, or risk being shot down in an Air-to-Air Engagement, that i would have surely lost due to too much weight on my wings.The old F/A18 Super Hornet also does this. Not only weapons, even fuel load. If you take off the carrier full, with a huge load of heavy bombs, you're going to "settle" so much that it seems like you're gonna hit the water for a while. Also, it flies like a cow with such a load. You actually have to jettison fuel and ordnance before landing if you're overweight.
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jakes on you, i run arma at +40fps in 50 player multiplayer, with a $600 rig.Gotta know what to spend your $$$ on.
caveat: sometimes with lots of AI and fighting in Kavala, fps drops to 28+
What CPU do you have? I know that it's what really matters in ArmA. I'm looking for a good, cheap-ish CPU. Could be dual-core (though a quad would be best), but what really matters for me is how much it can be overclocked.
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Also, BI might already be working together with DCS guys. I heard about a special system that could provide data exchange between VBS, Steel Beasts and a (IIRC, DCS based) military flight sim to provide a higher level battlefield simulation. That's mostly a feature for the military, though. Really, I'd be happy if BI did something like Take On Airplanes and implemented their flight model properly. They're already doing it with helos.
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Then why updating games such as Tropico 4 does not cause such disk usage? I've had a 100MB update today and it didn't really take much more than that. Are the files more fragmented, or something?
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For some reason, ArmA 3 reserves an obscene amount of HD space whenever it updates on Steam. It took 8GB with the current Dev Branch update, and it behaves that way since Alpha. No other Steam game does that, and I see no reason whatsoever for an 850MB update to hog 8GB as it downloads. Does it back up the whole game to update? While I do get the "hogged" space back after the update completes, if I don't have such space available (and I've been running low lately), it clogs up the disk and refuses to work at all.
It doesn't happen with any other game, so I think the issue can be resolved by BIS devs. Since whatever is filling up the disk doesn't go away when I turn off Steam (only if I re-start the download and pause it really quickly), this is a problem, since being so low on HD space causes a number of other problems. I don't know if I should put it up on bug tracker, or will the forum thread suffice?
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The airplane carrying the President is Air Force One, but the helicopter carrying the President is Marine One.
Well, usually. But there also used to be "Army One" (another helo, assigned to an Army unit) until it was decided Marines should handle Presidential helo transportation. Also, "Navy One" is a US Navy aircraft carrying the POTUS. It's only been used once, for an S-3 Viking carrying Bush to USS Abraham Lincoln. In theory, "NOAA One" and "Coast Guard One" are also possible, but were never used. In general, "[branch] One" denotes a military aircraft from a particular branch that's carrying the POTUS. There's also "[branch] Two", which stands for the V.P.'s aircraft. And now you know. :)
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"Open, flash and clear!" :) Rainbow Six 3 got that one right, flashbangs are great for CT operations, even when you're not dealing with a hostage situation. I wish AIII could replicate at least a part of this functionality.
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What we could use is a good, up to date performance settings guide, along with an in-depth explanation on how each setting affects the game. For me, the bottlenecks seem to be CPU (only running a dual core) and, lately, memory (as I have a 32bit system). I'd really like to know how to configure the game to get the most out of it. As an avid sniper, I'm big on high VD, but that can bring the FPS down really quickly.
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Great. Now we need a Nimitz or a newer carrier to launch them from.
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TBH, the game should still be called "Alpha". I really wish BI were more honest about what the people are getting. ArmA II was a complete game, if a bit unpolished. ArmA III is, at release, more akin to an alpha version, with half the assets missing and very few missions.
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There is no balancing patches.Indeed, but that's because ArmA doesn't really need balancing. There's one nice thing about making a sim: instead of fine-tuning game balance, you can plug in real values and call it a day. RL isn't fair, either. In such games, any balancing is entirely up to the mission designer.
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Altis might be a problem here, it's huge island that really bogged down my computer. Stratis was workable at near-max settings, Altis nearly crashed my computer when I loaded it up. I suspect memory is the culprit (stuck at 4GB... Stupid 32bit Vista).
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That thread is about existing showcases, he's suggesting a new one. I agree with that, but it'd be nice to have something to showcase first, like more than one jet in the entire game... I hope it'll come eventually.
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Well, if you walk into a kitchen on Altis, there's no one there. :) Try again, that's not ArmAII with most buildings locked tight for you to imagine people inside.
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For me, this whole thing is only a sign that, despite what BI claims, ArmA III is still in late Alpha. Placeholders all over the place, no campaign, limited assets... In proper terminology, that's still Alpha stage, Beta being a feature-complete, untested version and Release being a 90% bug free, feature-complete version. That said, ArmA III seems to be using a MMO-style update/expansion system, with patches being used to balance and expand the game "on the fly". Perhaps that's the future of gaming, the old terminology would mean nothing in that case.
I think that those lousy placeholders will soon be replaced with proper models, including females with proper, full support (the new ArmA III loadout system should make that much easier once the models are done) and more diverse, non-stereotypical ethnicities. The current civilians look like something that'd work for a mission designer who needs to set the scripts up, not actual gameplay. I can see why BI prioritized tactical simulation over "feelies" like that, but as a result, AIII is about as atmospheric as the latest VBS. While it's fine for a training tool, in an immersive game like AIII, it needs to be fixed.
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AII also only had one tank per side, but I agree, this could use expansion. T-90, Leopard and Abrams would definitely be still around.
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Yeah, nothing like being stuck in enemy territory with 10 mags with 3-4 rounds in each. :)
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Looks really nice. :) One thing though, it's an APC, not a tank.
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I would vouch for a reloading system similar to Red Orchestra 2, where if you held down your reloading key, your character would check the ammo left in the magazine and give "Full" - "Almost Full - "Half-Full" - "Almost Empty" and so forth. And if you just simply tapped "reload", you reloaded your magazine. I believe if BI implemented a system similar to this it would remove the need for an ammo count in the HUD and increase immersion.ACE did something like that. It would tell you how heavy the magazine feels. It'd be nice if ArmA had something like that, but then, you'd also have to account for the fact some magazines are transparent, so you can actually count the bullets (can ArmA3 show the bullets left in the mag? I'm not sure if there any transparent mags in game yet).
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I think that this would be a bit too complicated. A real trooper would've had this as an instinct, so two buttons for reloading make more sense.
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Actually, I'd like to point out that ArmA3 Beta isn't a beta at all. It's an alpha, beta being (by definition) a feature-complete product that can still have issues in it. The AIII "Beta" is, in it's current state feature-incomplete, as stated by BI. Half the content isn't even in, not to mention the missions (and something tells me they won't release the actual beta, missions and all, to us). There will be new content, and gameplay mechanics can be changed as well, which is what I'm proposing.
He has a point though, there is a dedicated thread for community wishes. It wouldn't be fair for someone to make a completely new thread about their wish when everyone else follows the rules and posts in the right thread.This is not about "my wish". This is about a rather complex problem with an existing system. Right now, the machinegunner seems to have a strange compulsion to pull a nonexistent belt out of his MG and put it back in the empty ammo box on each reload (recently noticed that, so it's not in the first post). This is obviously a bug, but at the same time, a symptom of a much bigger problem. So I've made a thread to have a place to discuss this bigger problem. The second point is to address the inaccuracy (read: the fact it's next-to-nonexistant) of the vehicle reloading system. I did include some proposition about how to improve the existing system, but they're probably imperfect, thus I wanted to get feedback on them, and perhaps some constructive discussion on how to further improve the system. And what I get? A heckler and a doomsayer. :) BI devs do check those forums, you know? Oh, and I did search the forums, there isn't really anything that would discuss this particular issue in such detail.
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I believe ArmA could be adapted for e-sports. I'd be interested in watching the matches, but they'd have to be very different from what we see in BF, for example. They should be like clan-on-clan engagements, with not only the action on screen reported on, but pre-battle planning and command decisions as well. I imagine it'd watch much like military exercises. Sure, the games would be long, but a soccer match can be 90 minutes in length, so why can't an ArmA game? A single, asymmetrical objective, like "capture the base", with either randomized sides (attacker and defender) or two rounds in a row. Much like a soccer match or a military action, it'd require a good, really well coordinated team, good commanding and individual skill as well. The game is complex, but it has an advantage: the rules are based on reality. Exploit that, and you can afford very complex, yet very understandable mechanics. I don't know how the market for something like that, but I'd be very excited to see a professional ArmA match.
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I've been playing beta for a while and noticed gross inaccuracies in the weapon reloading system. Thus, I'm making a "general reloading thread" for related issues.
So, my thoughts on this:
1. Rifles
The most obvious problem is that even with closed bolt weapons, there's no round left in the chamber, even when it should be. I found there's already a ticket about it: http://feedback.arma3.com/view.php?id=625
Now, here's my proposition of improving on this. The reload would have two animations (empty and full chamber) and a separate button for the cocking handle. So, in order to reload with:
-Empty mag. A new "quick reload" anim: Press the mag release and reach for a new mag at the same time, then quckly slam the new mag in place. If there isn't a round chambered, cock the gun.
-Not-empty mag. Pretty much what we have now, except with a bit smoother anim. When reloading a different type of ammo, you might cock the gun and waste the unfired round in order to have the new ammo ready.
That would be a quite flexible system, allowing quick reload on an empty mag, while also neatly solving the problem of reloading different ammo and adding to immersion somewhat. The button for cocking the gun would be great for any bolt-action rifles, shotguns and revolvers that might find their way into ArmA, as an added bonus.
2. Vehicles
Well, right now, the system doesn't exist. You obviously can reload vehicle mounted weapons IRL. In AII, changing the mag on a tank-mounted HMG was done by some mystical means, not by turning out and replacing it.
My solution would be:
A player can reload a vehicle mounted weapon if manning it by hand, or by coming close to it from the outside. The spare mag has to be in his inventory. If manning the weapon, it's reloaded with "r", like any handheld gun. If not, it's reloaded via action menu. Vehicles would carry spare mags, so if you're manning the weapon, you can pick up a mag for it from the vehicle cargo like any other object. If you happen to be an MG gunner/ammo carrier, you could also use your own mags if the weapon is compatible.
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Yeah, I mentioned that. ArmA medical system needs to be rebuild from ground up. That's IMO the weakest point of the infantry simulation right now. Sure, tactics generally work and weapons behave realistically, but when it comes to injuries, neither graphics nor mechanics are really up to the task. It's been suggested many times and discussed in detail. I hope BIS takes this into account. The current system is unworkable and patches such as "limit the number of heals" or "limit who can do healing" aren't going to fix it. Even America's Army III does better in that regard (say what you will about AA, but it's medical system is the best one I've seen in a game).

Stadium running court uses 2 different walking sounds.
in ARMA 3 - GENERAL
Posted
Looks like they based the stadium on the National Stadium in Warsaw, Poland. :) That's exactly the sort of things that happen on what might be the most expensive stadium in the world (but then, everyone knows where that money went...).
Seriously, though, the stairs seem to be intended for something that would be placed in that niche. The rest are bugs, though.