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Everything posted by dysta
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A2OA: Lee-Enfield No.4 the best weapon available?
dysta replied to colosseum's topic in ARMA 2 & OA - GENERAL
When I playing the VME_PLA mod (the rifle and bullet are compatible with ACE), the 5.8mm rounds are just shockingly deadly with low recoil. Several testes are shown to maim a standard soldier in 400 meters with just one shot, and still provide nice accuracy in 600 meters. -
You climb the ladder because you run at it. And you suddenly drop your weapon because you are close to the ladder. Excuse me, MilSim has no such thing call "automation" in control.
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[Sound] Echoes system from Battlefield 3
dysta replied to welcome to hell's topic in ARMA 3 - GENERAL
AND with DSS2, integrated with terrain and environment echos. -
Of course. I am not joking, and I am really concerning how military give them orders, while they have to take decision without it.
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A.C.R.E - Advanced Combat Radio Environment - 1.3 Stable - Release Thread
dysta replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It is, but wireless network require a terminal, while radio doesn't. -
If it works as expected, it doesn't matters.
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I doubt if police are tend to be "offically" bribed. Even they did, the National Guard or FBI won't be happy to see this.
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[Sound] Echoes system from Battlefield 3
dysta replied to welcome to hell's topic in ARMA 3 - GENERAL
or ACSE. -
When common female's brain size is 10% smaller than common male, I can pretty sure it does matter on the decision of tactics.
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Add a radio to vehicles that plays music on your computer
dysta replied to Cookieeater's topic in ARMA 3 - GENERAL
Will it possible to cause copyright issue when players can upload and play musics through the radio system? -
Firearm is a product of reason, and vehicle is a product of transport. It's illogical to talk together when they're in different purposes.
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I don't think the two previous pages of discussions in this topic are in-line with the NYC WAR-street event at all. The -ism conversation isn't ending here, so better let the admin pay attention of it.
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Guys, we're not talking about whatever-isms, get to the US politics forum for this. The war-streets is already get to the bridge, as well as arresting almost thousands citizens now. What to do of the policy isn't matter anymore, right now we just see how these citizens get their "right" back from "ridiculous" financial problems.
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It's an event, not a political conversation. And also, I'm really should say that we're having enough of derailed topics such as ABCEDFGHIJKLMNOPQRSTUVWXYZ-isms and 1234567890-victims from such policies. We're talking about WAR-street, so please focus on the financial issues of the US.
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All I should say is the US hate to be the next British, AKA social destruction.
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[Sound] Echoes system from Battlefield 3
dysta replied to welcome to hell's topic in ARMA 3 - GENERAL
For the alternative solution, either is to build up a sound synthesizing engine along with the game, or in advanced method by following the physics processing, not for the graphic, but for the exact sound output effect in different situations. I must admit there's no way to immerse the sound effect absolutely, maybe one day, the sound production is just as smart as an AI, will be able to simulate by its own scientifically without any firearm fee. -
[Sound] Echoes system from Battlefield 3
dysta replied to welcome to hell's topic in ARMA 3 - GENERAL
Don't Hollywood it, that is all. -
I don't believe in good or bad at all. I only believe in friendly and hostility.
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[Sound] Echoes system from Battlefield 3
dysta replied to welcome to hell's topic in ARMA 3 - GENERAL
After I've played the Beta, I have a serious urge to make a REAL firearm noise in the EAHQ instead of the gaming. It's still the same as the BFBC2 and I don't sense any realism along with it. The echo is still glitchy and the sonic-crack is just a tiny pop and no echo as well. And they had overdone the noise from long-range rifle, which is extremely unlikely. -
Comrade, why don't you discuss about the high-tax rate and scientifically developing country like China, since you're mentioning about the disadvantage of the capitalism. We don't talking about how awesome to be free with Facebook and iPhone, but a house and a wife down here.
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What a unique addon! That is surely more convenient for non-ACE based missions in MP.
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Except more and more teens gone crazy with airsoft toys (especially airsoft drive-by on the street), that cause the ASGK to limit these power not over 0.98 Joles. Hope these young players don't get their hands crazy with a real steel.
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Nobody mention about the "gun-ban" country like Japan, and "airsoft-ban" country like China?
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Yes, I've tried that when I play as spotter in M107 squad. Setting all of the snipers and my spotter skills into almost 0, the sniper squad can only found and engage in 300 meters. But when I tried the rangefinder/binocular to observe and found the enemy patrol squad, these snipers are immediately firing even they're far away, and still pretty decent to hit the target. I think that's just not give them a good use with the binos, maybe should add a new feature like they'll often use binos and observe the environment (Maybe set to used by Squad leader, sniper and spotter only, so will not see all the AIs are holding binos anytimes. Or set a behavior like only skilled member will use it regularly, or only use it when found an unknown target.)
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Very nice, so far I don't have any error with this mod. The sniper skill is really... I must say, extraordinary fearsome! I've tested it with AI M107 sniper against a patrol of AI hostile (I am one of them as player). The sniper did achieved the initial kill over 1000 meters, I just screams of why I get a sudden game over. However, the spotting skill is still need a bit of improvement, I know the AI shouldn't observe something too far, but they still got a nice binocular or rangefinder to track the target. Maybe you could make them use binos often?