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fraczek

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Everything posted by fraczek

  1. I do sincerely hope you didn't mean that literally... As if that's any excuse for the rapist (the victim being so wasted). (practically, of course you shouldn't get wasted, and have friends watching your back) Also, if you read some of the reports from the US, a lot of the college victims were either too ashamed and victimised to go to the police, or simply the police were acting very dumb towards them. Which is not so different from police in Europe in such matters.
  2. Is that a Chernarussian flag on the back? Nice :) Are you gonna import the whole BRDM pack of yours? That would be awesome!
  3. fraczek

    Weapon tests

    Sigh. This is so ridiculous! Can't wait till ACE3 comes out. Reminds me of the old Arma2 "feature" where dumb bombs like Mk82 were able to lock on and steer almost like a missile. Anyway, nice testing in this thread. Although I suggest you get hold of the penetration testing script - would make the whole thing more than a guesstimate. Protection of some A3 armour assets is changing continuously, just see the changelog.
  4. fraczek

    Weapon tests

    Actually, modern smoke grenade launchers on vehicles at least use newer smoke compositions that try to obscure the IR spectrum and scatter lasers as well. How well they manage to do that in practice is the question...
  5. fraczek

    VR technology in armor and APC's?

    Electro-optical distributed aperture systems. There is a lot of research going on them. The F35 has one, there are concepts of them for helicopter pilots (spherical all-around visibility "see through hull" for these tight spot landings anyone?), tanks/APCs (Polish PL-01 concept, the Norwegian off-the-shelf technology demonstrator), even ships. With multispectral imaging these could even allow automatic target/threat acquisition (like the F35 system which should detect missile launches). Interesting technology, and as the Norwegians demonstrated, nothing that couldn't be done with off-the-shelf technology. Pertaining to land vehicles, it would not supersede commander/gunner remote camera (just because it would be next to impossible to zoom), but would be great for the driver or commander for all-around situational awareness. In terms of gameplay, imagine a driver's view that would work the same as commander's remote camera, with normal FOV, but where you could look freely around the vehicle using freelook (or TrackIR), and possibly even showing you a virtual overlay of your vehicle's hull. Nothing I expect BI to model themselves (given they didn't even give us multiple viewports for vehicles that have them - simply by pressing NUM pad keys you could change the viewport like in old OFP M113 if I remember correctly - or rear facing cameras even though they are visible on the models themselves), but might be interesting to mod into the game. In reality though, unlike on a fast moving jet like F35 up in the air, on a land vehicle trodding trough mud and snow, even with the cameras recessed inside the hull, they would be pretty difficult to keep clean and protected from small arms fire, some RCWS real life cameras even don't have wipers. And there could be paralax problems with objects up close, unlike in a jet. By the way, distributed aperture imaging is nothing quite new - Stanislaw Lem thought about it 40 years ago in his books :)
  6. Well, since TI works from mid-wave to long-wave infrared spectrum, which is well absorbed or reflected by glass, it's basicaly opaque or mirror-like to FLIR. Ordinary NV goggles operate in much shorter wavelength infrared and faint visible light, thus they can still see through.
  7. fraczek

    Head Tracking for under 10€

    Great advancement on the webcam plus ir leds! Ordering something now. I wasnt aware the opensource scene already took on tracking. Can't wait to try it out!
  8. fraczek

    Soldier protection (dev branch)

    The best thing would be if this "shock" variable is tied to morale (already implemented although AFAIK not used much in vanilla). A low morale soldier could react more to ineffecive shots. Up for discussion :)
  9. fraczek

    Soldier protection (dev branch)

    Btw, about the "accumulates energy" thing, yes, AK bullets can be deadly when fired into air during a celebration. It's a well teached fact to any NGO worker who was in Africa/Middle East to not sleep on the roof during hot summer nights. But even fired straight up (in celebration), AK rounds came down with max about the energy of a 9mm round or less. Which can (and often is, unfortunately) be lethal, but it's much less than the initial energy.
  10. fraczek

    Soldier protection (dev branch)

    Thanks Instagoat. I was afraid we would be reading more walls of text quoted from wikipedia by people with no understanding of basic physics ("accumulates kinetic energy [sic!]" because it arces more). Lets get back to Arma please. Since detailed simulation of plates is out of question for now (just for now hopefuly), what would benefit the gameplay best? 1) grenadier vests being better than EOD is, as many noted, ridiculous. 2) we desperately need a simulation of being hit ineffectively (in the plate). Just how much it should be is up for discussion. Microsecobd flinching is clearly not enough (current situation). Falling down after every shot ragdolling would be too much probably. A random "shock" factor should be introduced, IMHO. So a soldier being shot ineffectively (torso ie let's say it hit the plate) could either jus flinch a bit, be more disoriented, shellshocked, or fall down. Perhaps even a small chance of bypassing the plate and going in right next to it. All weighed by caliber of course. Essentialy, a pseudorandom reaction weighed by armour and caliber/energy (ie point blank vs 500m). That would give the game a much needed immersion. Note, depending on caliber, energy, some shots should aleays be fatal/incapacitating.
  11. First impressions: 1) User friendly definitively NOT. How do I activate SIDE MISSIONS? I missed the whole bunch in the first camp because the "tactical map" object didn't work (couldn't select them). Only one I got was the main mission which results in NOT saving gear enough and randomizing gear is a MAJOR frustration. When I go to armoury first, change my gear to suit, then briefing, BOTH my gear AND armoury gear gets randomised again. NO WAY. Seems like a mistake not learned from the first episode feedback AT ALL. How about NVGs? GPS? Helmets and such? It's an insurgency after all, and anything that gives our side an advantage is worth scavenging. The whole "mission suggested loadout" is a strange decision IMO. As well as losing the gear one had just after a briefing to find some of it in crates is creating disbelief. It's a gamey decision that doesn't work. 2) In first few missions, the AI get randomly stuck in combat mode and don't move a lot of times. Makes . Might be DEV related. 3) Ambush the convoy mission: All in all, the missions seem fine, but there are MANY WTF moments in the campaign for me... Even slightly more than in the previous episode. Even with all the bad about Chernarus campaign, that one was still much more realistic in the distances covered. although, looking forward to the next missions. I am still at the start of this episode.
  12. Thanks! I wouldn't mind using the "Add" button, but there is a small quirk with that when I have one of my presets activated, and I browse a custom repo (e.g. above mentioned Robalo's for his dev versions of ASR), the mods there (IIRC) don't allow even using the Add to button (not writing this from my PC so can't test properly ATM). But I am quite content with drag n drop, it just took me a while to figure it out :) BTW, since it's just few days ahead, happy new year to you and all PWS crew!
  13. Hi Sickboy, nice to see the ongoing development, and congrats on the whole IFA thing! I do have a small issue with managing my mods in PwS though: It is somewhat difficult to manage several presets and to populate them with mods from another preset. IE I doubleclick a preset to select it, it is activated (shown on the left in the mod/preset field), and then I dclick a mod in a repository (e.g. ASR_AI from Robalo's dev repo) to add it to my (still shown as selected) preset. What I presume would happen (the dclicked mod gets added to my own preset) does not happen. Instead, the mod is now selected. Same with adding a mod from one preset to another preset. Instead of adding it to the selected preset, it just selects the mod as a new "temporary" preset. I can still do a workaround by drag'n'drop, but this is a bit unintuitive and harder with several mods. I hope I am explaining it clearly. It would make more sense to me, when I have a preset activated on the left (by dclicking it), that any mod I dclick whetever I dclick it (be it from another preset, another repo, etc) would get added to the active preset. It is another one of these UI quirks - perhaps it's by design, but it does cause some user frustration (at least in me :) ). tl;dr repro: 1) activate preset (doubleclick it) 2) select another preset or private repo to see its mods 3) doubleclick a mod from the above EXPECTED: 4) above mod gets added to still active preset 1 HAPPENS: 4) above mod gets activated or the whole repo where it is from gets activated instead of preset 1 Thanks for considering it.
  14. Congrats! Can't wait to try it out!
  15. Good news .Kju! And obviously thanks for the effort you put into this
  16. Seriously? And we all deserve a nice red Ferrari for all the offtopic posts we have to go through in each thread here. This is an AllInArma thread. What Dwarden just wrote here above, if you haven't noticed, explicitely forbids running CH+ in A3 engine at the moment. Which, even from a business and development standpoint makes perfect sense. Sure they might reconsider in the future, once DayZ SA gets released, but if you want to discuss something that is so far in the future, please do it in a new thread than in the AllInArma thread. Because consider that most readers of this thread want to know about AiA updates and issues instead of CH+.
  17. fraczek

    Damage system sucks - fix needed

    You mean like what we already had in vanilla Arma 2? Rolling about uncontrollably in pain, until attended to by a medic? Where you could sort of still fight if you crawled forward a bit but would be totally shaky, not able to aim down any sights and not able to reload or stand? Worked pretty well back then (except when the AI medic refused to heal you or ran to you carelessly only to by gunned down as well).
  18. fraczek

    Blastcore A3

    Does these new particle effects commands help? Just so you don't miss them by accident :)
  19. fraczek

    A-143 Buzzard Far too Slow / Weak

    Try the Czech Ministry of Defence? They were selling the L-159 to individuals (armament-less of course), although the bids came too low so the auction got scrapped last year... Of course it's not a fighter. L-159A is a subsonic light attack aircraft, for light CAS, with just slightly above 2 tons worth of hard-points (incl. the Plamen pod). It can accommodate GBUs, Mavericks, Plamen gun-pod, and AIMs for self-defence. The probable load-out for Stratis would probably be two GBUs, two Mavericks, (or two rocket pods instead), two AIMs and the Plamen pod. The more real-world combat load-out is two ext fuel tanks, two bombs/missiles, two AIMs, and gun-pod. That I don't understand much. L-159 is an evolution of L-59 (itself a better L-39), not a lighter version. On the contrary, L-159 is heavier than its predecessors (thanks to a more modern engine) Although I can't comment how it handles in-game, not had much of A3 lately.
  20. fraczek

    Czech Republic Addon

    Hi! Nice somebody is working on it. I think setting a scope of your mod would be important - ACR as it is now, as it was in A2OA DLC or ACR in 2035? Because e.g. the Vz.58 weapons are almost phased out even today... You might consider the CZ 805 BREN. It already supersedes the Vz.58 among most Czech forces except SpecOps (601th group which is still using mostly M4 IIRC, mainly for mixed ops ammo compatibility reasons I believe). And FN MINIMI (in 7.62) is the new MG of choice. Otherwise, I suggest waiting for the release of models, I think the SitRep mentioned even A2 textures could be included, which would make your life probably quite easier. BTW, the A3 Buzzard is based on L-159 not L-39 (not much difference model-wise though, just slightly different fuselage, and modern electronics, avionics, engine). Mi-35 choppers are ending their life cycle soon and it looks like our army is going to purchase transport/multirole choppers instead (think: Blackhawks or Eurocopter probably, with UH-60M having a slightly higher chance due to local factory producing their cockpits). So it might be a good idea to consider what to work on :) If you need any help feel free to PM (although I don't have much modeling skills).
  21. It's a great move, and one that was (none-too-subtly) hinted at in one of the earlier STIREPs or DevBlogs... Been waiting for this a long time. I really hope ACE3 development has been waiting for that as well...That's some attitude BIS! Thanks!
  22. fraczek

    AI Configuration - feedback

    For those of us less versed in the various subskills and how they interact with difficulty, could you please give a layman's terms overview of the relationship between the various settings? I mean currently we have: 1) player.profile (skillFriendly,skillEnemy,precisionFriendly,precisionEnemy) 2) SetSkill (and the described subskills) assigned by mission makers (or defaults by BIS in the editor, or some values assigned to every unit by e.g. ASR_AI) 3) overall difficulty slider in game settings. Currently, it's not exactly clear which supersedes each other, if one acts as a multiplier to others, and which takes precedence (at least to majority of players) I assume the Friendly/Enemy difficulty slider is identical to SkillFriendly/Enemy in the .profile and PrecisionFriendly/Enmy is derived from that numerically by engine (unless edited by the player), and these in turn affect the subskills set by missionmakers, right? But which ones are affected by what? And it works like a multiplier? Which of the subskills are affected if one edits the Precision in .profile to a much lower value for example? Thanks!
  23. fraczek

    New Island PÖRRES (BETA version)

    To me teda pörres :D (just in-language joke). Looks pretty nice!
  24. fraczek

    harvest red story question (SPOILER)

    His fate mentioned in the endgame credits depends on the ending you got (IIRC). Although if you did transfer Lopotev to Russians successfuly (defeating the spetznaz), you had the best ending.
  25. fraczek

    ACE for OA 1.13

    I have a technical question - my ingame player name has quotation marks " in it, and ACE is having problems with that (in the clientside.hpp). PwS writes the name in plaintext, which breaks ACE goggles and produces the usual error message. I tried putting them in URL encoded as %22 (same as in my A2 user profile filename), but that didn't work. Any help please?
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