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kecske

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Everything posted by kecske

  1. kecske

    AI Configuration - feedback

    http://feedback.arma3.com/view.php?id=13071 Do you think it would be possible to create an AI behavior like this? Right now it's pretty easy once you get into an MRAP, since you can just run everyone over.
  2. http://feedback.arma3.com/view.php?id=14742 I came across these opfor soldiers in one of the side missions. It's a small config error but since they are in the campaign now, I think this should be fixed.
  3. kecske

    Scouting missions...?

    Thanks I just found them.
  4. kecske

    Scouting missions...?

    I could use some help with the Elite Warriors side mission:
  5. kecske

    Altis map - planned changes

    Sorry for bumping this, but are the changes still planned? I figured these would have been implemented before Adapt.
  6. Oh my, glad to see you are back! BTW any news on the Tigr? Last time it was posted, it was in a pretty complete state.
  7. What has exactly changed? This bug still exists: http://i.imgur.com/N1EeXy8.jpg Also I noticed the runway and collision lights have been tweaked, in my opinion most of them are much better/more visible now, so nice work.
  8. AH-9/MH-9 cockpit animations are broken for anyone else? Edit: they are: http://feedback.arma3.com/view.php?id=15798
  9. First off, excuse me for not making individual entries for these in the feedback tracker. In my experience, problems posted on the forums have a higher chance to get noticed and fixed and these are somewhat related to each other so perhaps separating them would not be beneficial. Issue #1: The beam of headlights and the light on the surface are too far from each other (this affects almost all vehicles released in September) Affected vehicles: Issue #2: Zamak Fuel has weird red circles on the taillights even during daylight http://i.imgur.com/N1EeXy8.jpg Fixed Issue #3: Rear lights are too dim Affected vehicles: Issue #4: HEMTT taillights are always on, even if the vehicle is empty http://i.imgur.com/pu8HDdz.jpg Fixed Issue #5: Reversing lamps don't work Affected vehicles: Issue #6: Marid taillights don't work at all http://i.imgur.com/kYrupja.jpg
  10. HEMTT lights got fixed completely today.
  11. Only fixed on the transport and covered transport versions. The other five or so variants still have the issue.
  12. Cloud coloration isn't entirely gone though. It seems to be enabled on unofficial maps (e.g. TKOH Seattle).
  13. So the collision lights on aircraft and the runway lights are not actually lights just some emissive texture or something. The problem is that the brightness (size?) of those are relative to ambient lighting. Around 7PM, still quite bright: The "spheres" are way too large and visible. Around midnight, no moonlight: Spheres are very small, almost invisible on the heli. An NVFR approach is not really possible. Around midnight, full moon: Spheres are mostly the right size. IMO this effect should be reversed (brighter scene = less visible light spheres) if it's possible while not breaking NVGs.
  14. It has been bugging me for a while that the MLRS had some very weird textures. After looking around in the pbos I found two odd things: - The current texture is from the A2 MLRS, with only contrast/hue adjustments. No wonder it's all misaligned when it isn't even for the same model. - The actual texture is in the game files (mbt_01_mlrs_co.paa), and with the setobjecttexture command it can be viewed ingame. Perfect fit. All it requires is a simple config change. The real surprise for me is that this bug apparently existed since 2012 and not a single fix or bug report was made.
  15. When can we expect vehicle related fixes? There are some very visible things (broken Marid rearlights, broken Zamak tanker suspension and weird red circles, messed up MLRS textures etc) which have not changed since August.
  16. Upon closer inspection they are glowing indeed. But their brightness apparently adjusts based on ambient light. Which means on a dark, cloudy night they are practically invisible.
  17. Currently the scopes are reflective and not illuminated. Which means they are bright only during daylight or for the split second when the muzzle flash illuminates it.
  18. This is probably a long shot but do you think it's possible to add distant air traffic with contrails? With the wind affected particles it would definitely look real.
  19. Check this thread: http://forums.bistudio.com/showthread.php?156120-Setting-Color-of-Offroad
  20. The police and repair Offroad components are still there, they need to be spawned via scripting. The Patria has two cut variants: the NEMO mortar you mentioned and the turretless version (http://www.armedassault.info/ftp/pics/news/pics1/Arma3_screenshots_forums_001.jpg), which would be great for medevac/HQ purposes. The uparmored Merkava and the railgun T-100 are missing, the latter in my personal opinion would not be that far fetched in 2035. I hope they weren't cut because of balancing reasons. That should be up to the mission creator! Besides, a sturdier NATO tank and a more powerful CSAT one would balance each other out.
  21. Uh why do we have 20 different civilian units when they only have two types of base clothing? Not to mention Altis is still predominantly male...
  22. Is it just me or the sniper scope is horizontally inaccurate at higher distances?
  23. kecske

    Development Blog & Reveals

    Speaking of which, where is this van? It is a rather detailed model so a non-wreck version has to exist.
  24. kecske

    Altis: Criticism and Suggestions

    First off great job, Altis is one of the most immersive maps in gaming. Now I'm less interested in Los Santos :P The few things I'd change: 1) Kavala could use some variety with different types of larger buildings (shopping center/fire and police station/hotels etc.) 2) One of the runways on the main airport doesn't have any lights, and the other one have them misaligned. 3) There is no industrial port on the island, which would be vital for the Altian economy. The one south of the solar plants could be extended and with some cranes it would be perfect. 4) The main (two lane) roads doesn't have center stripes. Not sure if this is intended.
  25. Well currently they are part of the main texture. The best solution would be to have the patch area on a separate, smaller texture. If there was a system to automatically apply those textures on units, we could have a whole variety of different patches on the same type of unit. RHS AFRF had a decal system like this for vehicle numbers: http://afrf.redhammer.su/index.php/Decals About the CSAT symbol, I liked the older "griffin" flag a lot more.
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