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ratszo

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Everything posted by ratszo

  1. ratszo

    Black screen on wasteland

    Had black screen ingame today --alt/tabbed out and back in fixed it.
  2. ratszo

    The Grenade Thread

    America's Army is sweet for nades --left hand thumb extended is the aim-point. The arc of flight is much flatter --alot like a baseball throw.
  3. Just tested. Yes it works. Just pasted "équipe rouge" on a random command. Also, i use push-to-talk by adding: Microphone.Enabled = Mouse.Button4
  4. ratszo

    Voice recognition for AI commands for Arma 3

    Yeah, using Push-to-Talk it's near flawless. Look here for a player made template: http://forums.bistudio.com/showthread.php?126806-GlovePIE-speech-recognition-script-for-Arma2&highlight=GlovePie For PTT paste in: Microphone.Enabled = Mouse.Button4 --or any key you wish. Shoot! doesn't work on win7 for me.
  5. Basicly the same, except for weapons sway --which is a monster in A3. If we didn't need 'benching' in A2, we sorely need it now in A3 --second largest ticket: http://feedback.arma3.com/view.php?id=432
  6. ratszo

    Convince me.

    Better off buying A2;oa, A3 is alpha, limited, subject to change. Play AO, with ACE/acre for the full arma effect.
  7. ratszo

    Tips on flying a helicopter?

    Pilot-induced oscillation: http://en.wikipedia.org/wiki/Pilot-induced_oscillation Don't 'yank-n-bank' your stick. Tiny, inputs. Learn to use the mouse first without exceeding 3-5 degree angle of attack, AoA. My current stick set-up has collective +/- on the twist; Y-axis forward+ is unmapped; Y-axis back- is as dead as i can make it. Same for yaw left/right --deaden stick inputs as much as the software allows. Flying a helo is like balancing a spinning plate on a stick --oscillation is fatal. A spinning plate, like a rotor will alway slide or 'cut the plane' of the AoA. Helos are inherently unstable with the aerodynamics of a frozen butterball dropped from a tall building. But hey, try flying nose down 5 degrees, nap-of-the-earth just using analog collectives --and tell me it's not fun cresting ridges and diving into revines-- white-knuckling the stick. Or try a combat turn 180.: Full speed, good height; stick over banking 45; nose up, yank y-axis all the way back; full analog collective up. Freelook, eyes tracking datum point off the shoulder on horizon Slice the plane/axis down til nose meets eyes to heading, level-out. A controled oscillation. Ride the dragon.
  8. I'd say practice more. I'm using the 'Proving grounds' mission: http://forums.bistudio.com/showthread.php?149086-Proving-Ground-for-ArmA-3 Features like hit detection and bulletcam are great tools for improving aim. What i find with iron-sights, they tend to shoot high. I'll zero 100m for targets past the 300m range and only sight to 300m. beyond 400m targets. Even then, i'm aiming low on the target. On a side note, the EBR ironsight is still borked. Up-vote my ticket here: http://feedback.arma3.com/view.php?id=7111
  9. ratszo

    Proving Ground for ArmA 3

    This training mission deserves a bump --lots of useful features. Well done.
  10. The EBR Iron sight is still borked, re: 0006333. Opened new ticket: http://feedback.arma3.com/view.php?id=7111 That diagram is misleading. Trajectory out to 200yds is extrmely flat. It's not a high arcing potato cannon.
  11. ratszo

    Suppression Effect missing in ARMA3

    I'd be happy with accurate/precise bullet sounds. If i know bullets are wizzing just above my head or impacting very close, I'm suppressed. Add to that dust and debris effects on my location from accurate suppression. Blured vision, shaking and other effects may be something for the concussive damage of indirect fire, like nades or other HE.
  12. ratszo

    Disposable ATs

    Agreed. Also, without a weight restriction, we have super soldiers who run and sprint with 80kg loads.
  13. ratszo

    Server list not populating

    Don't know, but the browser has been wonky today for me too.
  14. I freeze on hi-pop servers alot..., much less tho, if i get a low ping. So, i'm thinking it's a server-side, netcode problem, since my temps are good. Waiting for server.exe support. Bis will get the netcode stable.
  15. ratszo

    New update, worse FPS?

    Just got a small update, noon est.
  16. The new fireteam selection is very nice. A much needed feature for all tactical PvP missions. Well done!
  17. ratszo

    First person only servers

    VonID. Don't know why servers turn it off. Disabled vonID makes it so no one knows who said what on what channel. Just random voices. VonID off means Group and Command channels are useless. Server admins need to make sure vonID is on for any chance for organized play.
  18. ratszo

    How Strong Will The PVP Scene Be?

    I'd like to see a default 'join squad' option. Players ought to be able to form and join squads/fireteams on the fly ingame. Combine this option with a sthud type squad radar, and we'd go a long way in tactical play.
  19. "All the servers are modded"? --are you running the Dev build? Because very few servers are modded. Agree with you on the retarded amounts of TKing. Keep looking for a good server. Some are running anti-TK scripts , and some have active admins. 'Elite' or 'Vetran' servers tend to have better trained players. Good luck!
  20. But we don't get radios without ACE, right?
  21. ratszo

    So confusing for a new player..

    Not a good place for a new player; it's a raw alpha --big wild-west show on mp missions. Use the editor, place a soldier at the airbase, hit PREVIEW, and spawn into an empty world. GL! idem- the common game modes do have walk-thrus. Look in the 'user mission' threads for more info.
  22. Servers need anti tk and base rape scripts/addons.
  23. Servers need anti tk and base rape scripts/addons. Server i was on today, the Admin couldn't keep up with all the friendly fire --it was a mess.
  24. ratszo

    Character run speed

    +1 Weight needs to be a major consideration in load-outs. Sure, ace3 will get it right, but the default game needs to get the basic reality of weight and movement limitations.
  25. ratszo

    6.5 mm and recoil management in game

    Finally got to play some TvT today. Very pleased with the 6.5mm, seemed like, 1 shot one kill, on center mass. Ragdoll showed nice hit response, quite natural. Smooth recoil on single shot. Scoped, tight and flat out to 300m, as a .270cal type round should be. The full-auto LMG recoil prone is ..., not so good. Even two-shot bursts sends the second round way high off target. Single-shot is how i'm shooting.
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