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OMAC

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Everything posted by OMAC

  1. Yeah. The LOD changes are particularly bad/noticeable with those greenish "blob-like" plants...
  2. OMAC

    Scuba Showcase: Is it possible to stealth it?

    I would be surprised if the mission was designed with stealth in mind for the land-based part (securing the AA launcher). The alarm is on a hair trigger. But there could be a way.... Yep. I assumed that they would jump into water and come after you only if you had been detected.
  3. Very true. And in the jungle on Tanoa there is no popping at all since there is no grass or grass-like clutter. I agree that the popping in of close grass/clutter should be reduced, especially on Altis/Stratis. However, the issue isn't a show-stopper, just a minor annoyance. But a tweak of some kind would be very welcome!
  4. OMAC

    Scuba Showcase: Is it possible to stealth it?

    I would say that going stealth isn't necessary and/or intended. If it is possible, it would be very difficult and time consuming indeed. I say call in the mortars and go in guns blazing! There are only a few guys in the AA squad to take out, anyway. I just played it again on Veteran and it went very well, all tasks complete.
  5. Yes, I assumed that. But if bombs always miss when locked as pcc wrote, then the current tech is misleading and will lead to gameplay frustrations. Perhaps either complete locking (unrealistic but original BI design), or no locking at all as per kju ticket seem to be best. But I guess it would be important to consider the miss distance. If current beta tech allows bombs to hit within <=~300m of locked target, then that would be great. But if locked iron bombs miss by more than that, then maneuverability could be increased....
  6. This makes me wonder if the iron bomb characteristics should either be returned to original state (with locking, for gameplay purposes), or be reverted to first fixed state (all locking removed) as per the kju ticket. I think I would prefer the latter. I have not tried the iron bomb lately myself.
  7. Are you playing on Steam? Are you using A2CO, or just A2?
  8. I can confirm this. It took 2 RPG rounds to blow the Ifrit, but the resulting explosion took out the guard tower (large) and T-100. The T-100 in this case had no damage, but crew were dead.
  9. Yes. The question is the RATE of "speeding up" of the falling bomb. If the acceleration rate is faster than that of normal free fall, then that would be a problem. But maneuverability appears to be the key, as you wrote.
  10. That sounds like a good compromise. But the "speeding up like missile" should be removed for sure, eh?
  11. IMO, the change should be maintained unless breakages of official missions caused by the change are identified. Are Mk82 iron bombs standard loadout on a vanilla A2CO plane? What about modded planes?
  12. Could the change deleteriously affect official campaigns or scenarios? Is there a CIT ticket on the issue?
  13. BMP-1 changes are solid as a rock. Great work! The BMP-1 is now a thing of beauty and power.
  14. I wonder how many times IRL the BMP-1 gunner has damaged or destroyed the commander searchlight by banging into it with the barrel during turret rotation? You'd think that the searchlight would be retractable in some way, or placed somewhere else ...(or perhaps there is tech to automatically raise barrel when it is traversing over the light?)
  15. Great. Did you just fix the searchlight illumination? Both searchlights are not illuminated in current OA beta, although both work properly in terms of light cone.
  16. Those changes sound/look great. Are you modifying both the Independent Taki local BVP-1 and the Opfor Taki Army BVP-1? Also note that the searchlight mounted on turret (controlled by gunner) is not illuminated when it is turned on, although the light cone is visible on the ground.
  17. Yes, you are correct. Looks like we have uncovered yet another serious problem with the dreaded BVP-1, what WattyWatts called the "most bugged vehicle in Arma." Only the weapon crosshair, visible in external view only, can be used to effectively aim the missile. The optics reticle is useless as far as I can tell.
  18. Shouldn't it be lockable on all difficulties, since it will only lock when Auto-guide AT is enabled? On Expert and Veteran, one can disable Auto-guide AT if desired. I always play with it disabled.
  19. Good to know. Thanks. About the Malyutka ATGM of BVP-1, for me, on Veteran Difficulty with Weapon crosshair disabled: 1) Auto-guide AT on -> missile tab-locks on target (correct), not manually guidable (incorrect). 2) Auto-guide AT off -> missile will not lock (correct), not manually guidable (incorrect). ^^ Do you see that behavior? Your other changes are awesome! Keep on truckin', man!!!!
  20. I definitely CANNOT control missile manually as BVP-1 gunner. Auto-guide AT setting must be set to off to even try to control it. Otherwise, the missile is lockable. IRL it is wire-guided, operated by joystick. https://en.wikipedia.org/wiki/9M14_Malyutka An odd thing: for any Taki Army armored vehicle, the default Control setting in editor is "Player as gunner." It is "Player as commander" for all other factions, I think. Do you see this? Not a big deal, but...
  21. There appears to be no "Disembark" action for gunner and driver of ACR RM-70 (MLRS), so that commander can't order them to get out of the vehicle. Should UK-59 MG on RM-70 have zeroing?
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