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MissionCreep

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Everything posted by MissionCreep

  1. MissionCreep

    JUMP please!!

    Just for some perspective, if the average standing vertical jump using free-arm countermovement among elite basketball players indoors, on a mat under ideal test conditions is less than 1 meter. What would it be for an average combat soldier loaded down with gear, encumbered by a weapon, with restricted arm movement on uneven terrain with rocks, loose sand, roots, mud, logs, bushes? Also jumping with 50-75 pounds of gear in uveven terrain greatly increases the odds of soft-tissue injuries as well as stress injuries to load bearing areas of the body like knees, back and ankles. Source: http://www.topendsports.com/testing/results/vertical-jump.htm
  2. I figured as much, thanks for the feedback ... the hostiles seem a little dopey when I set up a FOB with lots of firepower at my disposal. I have TPW AI enabled ... I can try turning it off and see what happens.
  3. I've played FOB scenarios deep in inside enemy territory, where I place my squad/team behind enemy lines. I cycle-waypoint AI patrols around the base perimeter for security, but our presence doesn't seem (?) to ever be detected by the enemy, except occasionally completely by chance they blunder into the base, often without firing a shot. I assume because my unit is not synced to the enemies OPCOM module? Enemy seems unprepared for attacks from this scenario (I've been experimenting in Recruit level with TPW AI, maybe its something to do with this?). The enemy's response is pretty much always reactive (I have to engage/provoke them before they will respond) rather than proactive (they launch at an attack on their own initiative). I usually find a site on some slightly elevated ground with close to 360-degree views and go from there.
  4. I've tested Chenarus in that pack and it seems to work fine in the current release.
  5. If you watch the map carefully and have configured fairly large amounts of vehicles in the mix, you can sometimes spot convoys on the move. The trick is finding one close enough make visual contact with that you can reach in the window of available time. Also wouldn't what you are asking be more suited as a side-mission/task? Right now they are pretty simple like "destroy this building" or "hold this position" but I'm hoping that the more complex "packaged scenarios" might be added, like "stop/ambush convoy" or "rescue prisoner" or "eliminate/capture HVT". From my position of ignorance, I would hazard to ask if this at all feasible or being considered?
  6. MissionCreep

    mods can't be removed?

    I have the same mods appearing twice in my list. One of them is "@Nimitz" and I think it happened when I copied the contents of the latest version into the folder for the previous version of the folder @Nimitz. The mod was messed up and I went to the forums and someone mentioned explicitly to delete the old @Nimitz mod folder and copy the new entire @Nimitz folder over. After I did this, I noticed "Nimitz" appeared twice in the in-game extensions listing. Checking one of the "Nimitz" boxes and restarting puts one "Nimitz" in the (checked) loaded mods and leaves the second "Nimitz" in the (unchecked) unloaded. Since everything works fine, I've left it as is, but my "Expansions" menu looks somewhat disconcerting.
  7. MissionCreep

    See, I told you the modding community will be active

    For gameplay, I prefer to be the kid-in-the-candy-store, like those elite operators who can pretty much kit themselves out with anything they want. If I was hell-bent on realism, I'd have to spend 91% of my gameplay in Arma as a cook or a clerk or a driver or at sentry duty on a base in Kansas, according to this http://www.todaysmilitary.com/military-myth-versus-reality :)
  8. GPUs are highly optimized and limited to do mostly graphical/visual computations and rendering, a significant bulk of Arma3's computations are non-graphical (eg AI behaviour, path tracking and trajectory calculations in real time) which require the CPU.
  9. Ugh ... just happened to me after a fairly big Steam upgrade. Now running in offline mode. Hope it goes away sometime. No more Steam Workshop for me. Get your act together Steam.
  10. MissionCreep

    See, I told you the modding community will be active

    My tendency is to being a lone wolf and am really loving ALiVE+Editor, playing amidst hundreds of AI bots. Its occupying all my time in the Armaverse right now. To me it really brings home the notion that the only limit to Arma is the (unlimited) imagination of its community. And lets not forget Virtual Ammo Box mod.
  11. MissionCreep

    For people who live or go to Lemnos

    When life gives you Lemnos ... you make Lemnos-Aid.
  12. MissionCreep

    [WIP] USAF Air Asset MOD

    Slightly OT, but lighting discharge would add an apocalyptic dimension to a nuke explosion
  13. MissionCreep

    Close Air Support - Day 2

    Wow. Quality stuff from StrongHarm, as usual. Thanks.
  14. MissionCreep

    No Women=Disturbing

    I guess a post-apocalyptic island full of male characters and male zombies is too unrealistic and unnatural.:j:
  15. MissionCreep

    VBS3 snow... in ARMA 3?!?!?

    Nice ... but looking at the video, it would be nice to have snowfall too! A Finnish Army Mod circa 1939 + Winterized Red Army would be an amazing addition to Iron Front 1944. The earth's 2 biggest weapons makers and competitors face each other in a cold place - the Bearing Sea.
  16. MissionCreep

    VBS3 snow... in ARMA 3?!?!?

    When people are sick of Altis, they may want to fight somewhere else - like Namalsk ... or Staszow or Baranow or Panovo or Ivachec. Imagine adding a snowstorm to a battle in Iron Front 1944 (now playable in Arma 3). How about having Namalsk covered in snow in DayZ between the months of December and March? I wonder if you would be able to track enemies across the snow? The possibilities are endless.
  17. MissionCreep

    No Women=Disturbing

    Women are actually the majority .... every time you take a "dushan" out in A3, you are contributing to that statistic. If current priorities hold, mermaids will probably be added to the sea in Arma 3 before women are added on land!
  18. MissionCreep

    No Women=Disturbing

    I'd be happy with just Chernarusski babushkas. If that doesn't deter the sex perverts, I don't know what will. Arma 2 and OA had lots of civilian women no problems there as far as I know. It would also add to the immersion. If they can add ambient fish, turtles and god-only-knows what to the ocean, they sure as heck can add women to the civilian population. I don't see how adding women to Arma3 will cause controversy that will hurt sales. Ever hear of an obscure little series called Grand Theft Auto? 200 million copies sold worldwide.
  19. MissionCreep

    No Women=Disturbing

    Oooooo ... yah! There are already Middle-Eastern, Black, Latino, Mediterranean and Asian characters in the game. So whats the big deal? Besides it being unnatural to have an entire Armaverse populated by virile, in-shape men it wouldn't hurt BIS to implement women in general, even just as civilians. I'm sure it would draw a few more women purchasers to the game too.
  20. MissionCreep

    An Honest Review

    I think it has more to do with the fact that I am quite old and have too many other things to remember.
  21. MissionCreep

    An Honest Review

    The problem I have with ACE (which I have used before) is I don't want to have to re-learn all the key mappings for all the commands or new keystrokes to invoke commands that I am already used to. That's the main reason I went back to Vanilla. I didn't want to have to go through another learning curve.
  22. The manual more like a pamphlet or brochure. People should go watch the YouTube tutorials and download and look and play with the Arma 3 editor-ready example ALiVE missions at http://alivemod.com/
  23. MissionCreep

    Iron Front as mod in Arma 3

    Don't you mean AWAR/Deep Silver? AWAR/DS wouldn't hire Kju anyway ... his ability to successfully execute and deliver a great product is a completely alien notion to them. They just wouldn't understand.
  24. Hi ALiVE Gurus! I'm really enjoying experimenting with ALiVE and looking at the mission sqm implementations posted on http://alivemod.com/ I'm having one problem related specifically to bracer's Minihattan island v 0.1 for Arma 3. I've implemented scenarios ALiVE in Altis and Chenarus @A3MP with no problems. I've found that ALiVE does not progress beyond module_0 (see my specs below) even after waiting over 30 min for simple scenarios to load. Am I doing something wrong/stupid or can anyone else reproduce this? If it is a glitch, could it be due to having to profile the very high concentration of objectives/areas of interest and of assets in a very compact battlespace (25 sq km)? Are there ALiVE module settings that anyone can suggest to alleviate this? EDIT: OK ... I see AI placement in buildings is problem.
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