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Posts posted by x3kj
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What would happen if i were to build a small city, and instead of using the "terrain mesh" as ground, i use objects for road etc, while the actual ground is below basement level ? So basically everything is on stilts...
Could the AI cope with driving on the roads if all road lod is set up correctly or are weird glitches to be expected? What will happen with lighting underground, would the sun just shine through or would it be completely dark?
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The infantry sounds are good in my opinion, but the rest... really needs tweaking. Especially Vehicles and their weapons are really weak in the sound department.
Fancy eye candy also needs to be paired with good sound
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I find US vs anything to be not interesting these days... Why not just something else for a change?
However...
hmmm.. 1st expansion pack, My wish -> ArmA 3.1 TAKE ON BUGS.This
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Well, we now need to see BIS DEVs start to move into this area. Yes, I know there are other more pressing issues, and they must be sorted first, but hell I a bought the supporters edition, couldn't I get a PAID DLC with the NVIDIA PhysX stuff ??You bought supporters edition, and not a nvidia physx dlc. The game has much worse problems then f-ing cloth simulation.
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We need better ways of telling an AI team member to interact with certain things...
E.g. tell the AI to "trade" inventory with this chest/body and not just any body the AI thinks is cool, like the "open inventory" option does.
the interaction menu that just lists all options that are available is not good enough. Particulary not if its spammed full of either doors that could be opened, or dropped weapons that could be picked up!
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Would it be possible to implement a limited strength for rotation/movement animations?
Currently if a tank rotates it's turret and hits a solid object with the barrel, it starts to move the entire hull. Which is kind of silly. It's just one aspect that currently makes vehicle handling with Physix feel terribly bouncy bouncy.
What i think should be done is to implement some kind of limitation, propably best defined in the config for the joint in question.
If the limit es set to "on", the animated object can only move it's child (turret is child of Hull, barrel is child of turret). So if the child wants to move, but in some way can't do it without moving the parent object relative to the environment it won't move at all.
If it's off, no such check is done.
Perhaps there is an easier way to make this - idk, i'm just a player.
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Jogging should be possible for longer duration, especially for lower encumbrance. I don't like to play armchair soldiers when sitting in my armchair :P
Sprinting is a different matter... i think this is ok atm
Haven't tested that specifically, but maybe the regeneration could be nonlinear? So if you hit maximum fatigue state it takes longer to regenerate back to medium fatigue state, then from medium to low/no fatigue state.
That means, it's more economic if you make short stops after medium fatigue level is reached (jogging for some distance) , then going to maximum fatigue and making a longer break.
Personally i would like to have some kind of indicator how much reserves i have left, because if i'm in the field myself i know how fast i can go at the given speed without collapsing. Just because you are breathing heavily doesnt mean you are going to collapse if you jog 100 more meters in RL. If you sprint and then Jog slowly your breath can regenerate as well. In Arma i have the feeling that jogging can not reduce fatigue at all.
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The NEMO system in game are not mortars. They are a more accurate device used in real life. Though it seems they were adjusted in the campaign by the mission.*shrug* the guy with the shiny batch said they where mortars in the briefing (yes i did listen) so i'll remain with mortar =P
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Inside, the sounds of the engine usually are not that loud, which is good normally, but boring. Engines should definitely become louder, but not too much from the inside. On the outside its a different matter.
However: Vehicles need gearbox sounds!
It can be one of the most notable sounds in larger vehicles, if you are sitting inside. Here are some extreme cases:
(shifting at ~0:35, whailing combination of gearbox+tires)And
inside a "Strider" aka Fennek.. Notice how audible the gearbox is even at those low speeds!It also makes listening to a vehicle more enjoyable if you have not just the (silent) engine noise and monotone boring tire grinding sound.
And we also need appropriate Tire sounds for normal roads (kind of whailing
) , and a mix of the whailing sound + dirt sound on those compressed dirt roads. -
mortars are not accurate... just splash all of it in the middle and move in to clean up manually, which is not that hard
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They are not just weak, they also sound weak... i bet a goat could out-"roar" a Tank in Arma 3. They sound like RC tanks with those tinny fake sound emitters
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I think the blufor "base" shoud've been scraped and just tied the mission together in one great escape trying to stay under the radar. Doubt there would be any survivors left if they just sat in the open like that.Yes that's really immersion breaking. At night its illuminated like a christmas tree. They would be long all dead if somebody really wanted to find them. 1-2 bypasses by the enemy jet that comes as "evil overlord" and partypooper in several missions. Bomb Dropsite conventiently marked by hundreds of Chemlights
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Has no impact whatsoever. Don't sweat it. The mission design isn't the best IMO. Not smart to go through the valley...It's not the only mission with unrealistic behaviour... in Wet Work they drive off in a Truck with lights shining bright, in Crossing Paths they walk up to 150m near an enemy outpost right on the street and fight with IR-laser enabled the entire time... Luckily the enemy as well which makes them easy to find. Pretty stupid and immersion breaking if you ask me.
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I believe they fixed that so the dead people won't come back, but you also won't run out of teammates by the end.Camp maxwell is kinda pointless, because it's always the same (always the same amount of people doing the same thing) except you have to always report to another dude in another location. Sooo exciting *yawn*
So much for the "survive" part of the campaign.
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Played on regular and had to do 3 reverts because i had to figure out the drone controlls first (and to find out that for some reason i cant controll it via mouse - only keyboard), then find the spotters and keep the thing stable while aimed at them, with a keyboard...
I think 1 or 2 guys died on the way to the village but nothing too terrible.
However i dont directly follow the idiot AI. I always are on slightly above them left or right. That way i can also see enemies earlier.
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Sorry to say but the campaign is not fun at all so far. 2nd mission starts good, some freedom at last. But the rest are way too linear. Mission Wet Work is super boring. drive boat, swim, shoot 2 ducks, move 100m, shoot 8 dudes, enter truck and done. AI gets stuck alot (not moving like planned to), and you get punished (as in mission failing) for every tiny bit. I drove 5 m past the wreck in mission 1-> Mission Fail. In Crossing Paths on the final section the AI Squad stayed put at the supply site, but the mission marker was on the 3 houses. I went to the houses, killed almost all enemies by my own, got the "clear houses" objectives and suddenly failed mission for straying off path because annoying "squadleader" was camping at the camp site.
Where is the survival part that was advertised ? If i dont hurry catching up with the annoying squadleaders that just constantly run to the next objective (unless they are once again stuck), i never see an enemy. When i arrived at Mike-26 in that mission, there was one guy left who was running away.
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realistic simulatorIts a game, not a simulator. VBS is a simulator.
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the one problem I face using the take on helicopter skins is, I cant really determin which part is which for the helicopter as it doesnt seem to be outlined for the main part of the chopper. So its a bit of trial and error untill I find the right place for the writting etc lolPaint them all in a different color, check out ingame - make screenshot. That should help.
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In the future, i wouldn't be surprised if "old farts" make the majority of players :D i don't think any gamer would sit down after retirement and look out of the window, read books and do (current) stereotype-grandpa things.
"Listen children, back in the day when i fought in the war... on Stratis..." :D If there is such thing as retirement before death in the future for my generation that is :eek:
I remember my first gaming years playing battlefield 2 (7years ago?) i often played with a chap in my group who was 60^^ Nothing wrong with "old chaps". Guaranteed troll-free zone if you play with them.
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You have to keep the "lower base" of what you are retexturing - unless you are trained and can do all the details by hand. Using a solid color will look flat and boring.
Use Photoshop (or Gimp) layers over the original texture and try different transparency and layer-effect options / get a feel for it.
Also check out youtube for retexturing tutorials, there are alot of them (mostly for skyrim though :rolleyes:)
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Wasnt it the same way in arma 2? when you hit W and A/D all was fine. But if you let W go (while moving at high speed) and push A/D ever so slightly, you enter into "soap mode" that lets you glide like with 0 friktion and dance like a ballerina. This also was/is the case with analoge control iirc no gas + speed + steering-> soapmode
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maximum flight heigth where you still see a good portion of the mainland in arma 2 was basically~1km... no need for pressure suit or oxygen mask there.
Having limited oxygen for divers would be nice, but then again - i doubt somebody is going to dive for 2 hours.
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Way of the dinosaur way of the dinosaur.This is progress. The future!
First time i played the combined warfare scenario i slowly checked out what i could equip, accidentally clicked on a parachute which dropped the AT launcher - and got ejected from the helictopter (mission autoeject) and it flew away... Guess i'm not future proof. Can someone burry me?
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It doesnt have to be the whole object that is highlighted though, it could also be a small green dot at the centre of the object/position you are looking at to get a feedback where you will end up with if you use the action


"Underground" Structure
in ARMA 3 - MODELLING - (O2)
Posted · Edited by Fennek
Hm i already feared as much. The whole underground thing wouldn't feel right if it's lit. A narrow ungerground bunker won't give that atmosphere ... it's just an ordinary room with no windows... so propably not worth all the hazzle. And i meant custom buildings of course.