RSF TheCapulet
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Everything posted by RSF TheCapulet
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I know this doesn't help at all, but here it is: Don't expect realistic outcomes from unrealistic actions. Tell me the last time you jumped from behind the wheel into the back seat, just to see how fast your car would come to a stop (And pics or it didn't happen), and then and only then will your argument hold water. It's like that dude dropping an APC from a thousand feet and bitching about it not exploding. Who knows, maybe in 2035, armies started requiring dead-man switches in their MRAPS.
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[OPEN BETA] [SP] bCombat infantry AI Mod
RSF TheCapulet replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Give him a bit. He hasn't even had a day to try and work around BIS breaking shit. It'll come around. -
Iron Front as mod in Arma 3
RSF TheCapulet replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If it doesn't work already, it'll likely need an extra config to get it working. Something I doubt Kju or OpticalSnare has any interest in. -
@Vehicles_Refined
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Campaign Episode 2: ADAPT - Feedback thread ** SPOILER WARNING! **
RSF TheCapulet replied to Wiki's topic in ARMA 3 - GENERAL
I second this. -
Campaign Episode 2: ADAPT - Feedback thread ** SPOILER WARNING! **
RSF TheCapulet replied to Wiki's topic in ARMA 3 - GENERAL
bCombat in use during the first mission is some of the most fun I've had with Arma 3 since the alpha release. Took me 2 days to finally complete it, and I've never had more fun dying. -
Bohemia Interactive's ambitions are always set too high.
RSF TheCapulet replied to sayjimwoo's topic in ARMA 3 - GENERAL
Don't buy a simulator if you're expecting a solid 60FPS. This is common sense, case closed. -
DayZ SA Maps and Objects: Support
RSF TheCapulet replied to daringd's topic in BOHEMIA INTERACTIVE - GENERAL
Check it again. DH has stated multiple times that he intends modding to be a feature for the full release. He just wants to focus on security in the mean time. -
[OPEN BETA] [SP] bCombat infantry AI Mod
RSF TheCapulet replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah, it's looking like it was the default behavior. On the other hand, it's fun to watch them react to my smoke grenades. Heh. I've never had more fun dying. -
[OPEN BETA] [SP] bCombat infantry AI Mod
RSF TheCapulet replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ah, forgot, folder issue. I run my mods from the MyDocuments folder, so when it goes looking for the sqf files, it's looking in the Arma 3 folder rather than the mydcoments/arma3 folder. (Haven't had a chance to confirm this yet though) (Edit: Just confirmed this. It's fixed.) It seemed to me that AI were randomly throwing HE nades while getting in fights. But they were frequently missing their targets by huge spans. They weren't bothering with smoke at all though, it seemed. I will say this: aside from being broken in those ways, it's a game changer in the new campaign episode. Haven't even managed my way past the first mission with bCombat enabled. (And that's a good thing.) -
[OPEN BETA] [SP] bCombat infantry AI Mod
RSF TheCapulet replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Weird. Just downloaded .16 to try it. Same results. I'm editing the config.sqf, making sure it's false. // Description: toggle debugging information on (true) or off (false) bcombat_dev_mode = false; Still get debug info. Both the balls and the debug panel on the right. -
[OPEN BETA] [SP] bCombat infantry AI Mod
RSF TheCapulet replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
In stable branch, this works for the most part. But there still seemed to be a baloon above my toons head. Didn't see any dev info aside from that though. In dev branch, none of it works. Always shows debug balls and info on right side no matter what. -
You're not understanding. The brakes don't automatically come on, but neither does the clutch. So the vehicle comes to a quick stop because of engine compression.
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[OPEN BETA] [SP] bCombat infantry AI Mod
RSF TheCapulet replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Played it as much as I could last night. Meant to come back and post, but fell asleep at the keyboard. You've got my seal of approval on this. Best release so far. No noticeable bugs, and I love how tight the AI movement seems now. Deliberate and sometimes daring. Feels like I'm playing against Crysis AI. Beautiful work fab. -
What's the story behind your username and avatar?
RSF TheCapulet replied to CyclonicTuna's topic in OFFTOPIC
My name is both homage to Shakespeare, as well as a bit of a lyric in a song on He Is Legend's first full album. When I created it, back when I was playing Neverwinter Nights regularly in roughly 03-04, a play on it's latin translations fit in perfect with my character. There are a ridiculous amount of translations that could apply to the word "capulus", but most revolve around the sword and coffin. (Likely how Shakespeare came up with the name) My avatar is simply a very early shot of Clint Eastwood in one of his Italian westerns. Because, let's face it, Clint Eastwood kicks ass. -
Iron Front as mod in Arma 3
RSF TheCapulet replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ok, so I finally got it working. The first thing I tried was one of the included missions from IF, knowing full well not to expect it to work well. But when I got in, I couldn't even move. Seems the AiA bug where you can only move when crouched or with certain weapons in your hands is still there both for IF and A3 units. It also frequently keeps moving in the last direction you were moving, requiring you to tap the direction keys incessantly till it stops. And when using the iron sights on any IF weapons, the front sight post is always off to the left and nearly out of sight. And even then, it doesn't line up with bullet trajectory anyways. And lastly, it has a ton of the old AiA UI screw ups that disappeared from the mod ages ago. It's nearly impossible to do things like configure key settings (In fact, it is completely impossible to do with a mission loaded), or even use the editor without guessing which buttons are where. Also, the campaign menu has gone missing entirely. I really like the direction this is going. And the IF maps in A3 are amazing! (Cept no crepuscular rays :( ) Really looking forward to when this is playable. -
Iron Front as mod in Arma 3
RSF TheCapulet replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Same result. Then tried installing manually. Followed the directions, but got the same result. -
Iron Front as mod in Arma 3
RSF TheCapulet replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is an amazing Christmas gift. Thanks guys. -
[WIP] bCombat infantry AI Mod [SP]
RSF TheCapulet replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hmm, Cover before fire or cover during overwatch would be fantastic. -
32x32km Real Life Map Project: call for inspiration and aid
RSF TheCapulet replied to ZeroG's topic in ARMA 3 - TERRAIN - (BUILDER)
What about Haiti? It has both dense urban areas (with lots of similar building types making it easier for modellers), and lots of rough wilderness and mountains. Plenty of beautiful coastline, and one bit that a cruise ship company owns. It even has some old french castles still in a dormant yet perpetually armed state (the one I'm thinking of specifically still has the cannons pointed to sea and piles of iron balls beside them all) Most major rivers are dry outside of a single week in spring (due to the massive scale of deforestation that's taken place over the years) making it suitable for the RV engine's limitations. And it's been kind of a hotspot for private military companies and humanitarian aid, paving the way for a very plausible flashpoint setting. -
J.S.R.S. 2.2 Soundmod
RSF TheCapulet replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The in-game expansions menu was always very inconsistent at it's best in Arma 2. No idea if that still holds true for Arma 3, but you'll find most Arma vets just flat out ignore the expansions menu at this point. -
Tactical Battlefield - A PvP Modification
RSF TheCapulet replied to dr_eyeball's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Take the day off from work and login about lunch time, and you'll find a server, sometimes two, that are full. That's about the only way you'll see this mod properly for a while.- 477 replies
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Tactical Battlefield - A PvP Modification
RSF TheCapulet replied to dr_eyeball's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Btw Ch3v, I do want to apologize for that last round. Had been TK'd several times already and lashed out when it happened last. And understood on the bug. But to reply to the idea and specifically Harzach, I agree completely that full servers with large missions can offer some of the best gameplay in Arma. I never stuck around PR to see skirmish mode though. But while big missions are great, I still think smaller missions, smaller server sizes have a place. Not everyone wants to play a hectic logistics driven 64 player monster of a mission, but TacBF still has a ton more to offer Arma PVP players past just those massive missions, I hope. And Arma 3 player #s need to be considered too. While massive 80 player missions can offer a metric shit ton of fun some of the time, it will offer zero (or minus) fun the rest of the time. Even the smallest missions are guilty, like Pano Valley or Agia Marina. While it's fun with 24 guys on, if you only have a struggling server with 6-8 guys on, it's almost guaranteed that they'll see no action. If instead we're on an infantry map with 3 semi-close objectives and controlled sector respawn, those 8 dudes now have a much greater chance at staying 8 dudes instead of dropping to 2 dudes within minutes. All this isn't to say that big missions need to go or anything stupid like that. They have their place just the same. But I think having missions designed for smaller #'s with faster action would really benefit the mod and keep more people playing for longer.- 477 replies
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Tactical Battlefield - A PvP Modification
RSF TheCapulet replied to dr_eyeball's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This game mode is so damn fun... for the first 15 mins to half hour you play it. But then you're stuck in that game mode on the same terrain for literal hours while waiting on the thousands of tickets to drop. Or half the already dwindling server quits and leaves a handful of players on a 4 Kilometer map to run from cap point to cap point while never seeing each other. Or you get stuck with Call of Duty team mates who can't read, and you're stuck spawning a click back from every single objective. Everything in this mode needs scaled back; size, players, # of objectives, etc. Perhaps even a smaller map size "fast action" mode with sector spawning or something? Something to give you more to do and less time to walk the miles between objectives getting more and more pissed about the last six dudes who couldn't catch the hint when shooting at the same helmet they're wearing.- 477 replies
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Tactical Battlefield - A PvP Modification
RSF TheCapulet replied to dr_eyeball's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Most US guys aren't going to see the same action everyone sees from EU. There's only once been a US server with some activity that I've seen, and it only reached like 15 dudes. Anything else happens in Europe, and ends at about 8-10 PM EST. Sometimes the euro games will drag on till maybe midnight or 1 AM, but never with more than 12-15 dudes on maps built for 80.- 477 replies
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