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Jerkzilla

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About Jerkzilla

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  1. Jerkzilla

    Advanced Helicopter FDM Feedback

    Finally decided to play around with this properly and get my head tracking setup to work with Arma 3. This is very nice, zipping around, between trees with the Mh-9 feels awesome, more so than the Huey in DCS. One thing though, that input lag. I don't know if this is actually input lag, I don't get it when on foot or with any control other than joystick, but there is a small, constant delay between cyclic input of any magnitude and the helicopter's reaction. Initially, I thought this is a simplified way of simulating the aircraft's momentum, except that I can move the stick all the way to the side and back to center very fast and the helicopter will still react after the stick movement is complete. My grasp of physics may be tenuous, but I'm pretty sure this is impossible. It's the one problem I have with the FM, because it makes neutralizing oscillations unreasonably difficult.
  2. Jerkzilla

    Authentic Gameplay Modification

    This might be a little too much to ask for, but is it possible to implement a the control scheme from the older tank sims like Steel Beasts and M1 Tank Platoon 2?
  3. Jerkzilla

    Soldier protection (dev branch)

    Frankly, any sort of reaction to damage, bullets or explosions, AI or players needs to be more dramatic. The situation in multiplayer is laughable: two players run into each other and start unloading with no visible effect until one (or sometimes both) of them collapses. What makes things even worse is that with this system, first shot on target does not necessarily mean anything if the other guy has a bigger a rifle, though that's straying somewhat off topic because the recoil modelling is also to blame.
  4. I shamefully need to repost this here since I failed the first time around. It's generally trying to improve the CQC element of the game through some fairly straightforward changes. Essentially, there needs to be an intermediate speed between walking and running, that needs to be default during CQC. I'm not sure if you should be able to fire steadily while moving this way, but keeping your weapon fairly stable would add a lot to reaction time, the lack of which is what I think is making the game feel so clunky. As it is now, you're either running with no hope to engage in a timely fashion (which is fine) or moving at a snail's pace with a sort of steady aim. Whereas what we need for proper CQC is an intermediate pace. Or at least a slower run, sort of like a jog, to use in place of full on running but with very fast ready time since your upper body is still in the ready position except the weapon is lowered. In addition to this, weapon sway while side strafing is waaay too big and this makes adjusting your position in cover an annoying and clunky process of trial and failure as opposed to something smooth and straightforward. I'm fairly sure none of the above have been added yet as you can see in CG presentations, specifically at 0:46, how the player has to run clumsily back and forth to check the corner. The player clearly can't strafe smoothly into position and consequently, the reaction time suffers dramatically.
  5. Damn, I can't believe I missed that, sorry.
  6. I know this is my first post and it might be frowned upon to jump straight into the "suggestions thread". But I went through all 26 pages of this and there's something I need to say that I think has only been mentioned in passing in the first 5 pages and not touched upon later. Essentially, there needs to be an intermediate speed between walking and running, that needs to be default during CQC. I'm not sure if you should be able to fire steadily while moving this way, but keeping your weapon fairly stable would add a lot to reaction time, the lack of which is what I think is making the game feel so clunky. As it is now, you're either running with no hope to engage in a timely fashion (which is fine) or moving at a snail's pace with a sort of steady aim. Whereas what we need for proper CQC is an intermediate pace. Or at least a slower run, sort of like a jog, to use in place of full on running but with very fast ready time since your upper body is still in the ready position except the weapon is lowered. In addition to this, weapon sway while side strafing is waaay too big and this makes adjusting your position in cover an annoying and clunky process of trial and failure as opposed to something smooth and straightforward. I'm fairly sure none of the above have been added yet as you can see in CG presentations, specifically at 0:46, how the player has to run clumsily back and forth to check the corner. The player clearly can't strafe smoothly into position and consequently, the reaction time suffers dramatically.
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