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fraczek

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Everything posted by fraczek

  1. fraczek

    Arma 3 running on the large Pixel Collider

    Yes, I was mostly joking. They even mention Arma 3 at maximum in the PSU description. Does that mean A3 is getting reputation for a new Crysis (in the good sense - A2 had it too but in not so good sense)? Nice of them to demo the LPC using it.
  2. fraczek

    Arma 3 running on the large Pixel Collider

    Well, not wanting to be nitpicking, but PC Gamer could have done the video with at least some weather and time of day considerations, pretty much almost all the scenes are at noon, which is kinda boring. I mean, no clouds and sunsets? No cloudy moonlit night with (awesome new) rain and few burning wrecks thrown in (the scene in campaign where my computer stuttered the most, except when maxing VD on Altis of course :), some lightning, night explosions without NVGs, foggy dawn, etc... (obviously I am just envious) ;)
  3. The problem I have is that plane Bank and heli Pedals are tied together (perhaps sensibly as it might be a design decision to not confuse players). They even show in red in keybinds. Thus I can't have a different control in planes and helis for banking/pedals. In helis I much prefer pedals on the xbox controller left/right (and collective on up/down), as it is easier to do funnels and things like that than with mouse and more precise than pedals on keys only, while in planes I prefer the xbox controller to map exactly to hotas with rudder by mouse. Obviously, it's up to the devs how much they allow players to mess with with controls.
  4. I have a problem in the last DevBranch (18th Nov, dunno if it was there before, although I remember it not being so few months ago IIRC). Pedal Left/Right and Bank Left/Right are tied together across Helicopters and Airplanes. Which is nice if you use a full HoTAS with separate pedals, but not so nice if using just a controller like PS3/DS3 (or a twist joystick for heli pedals). Where usually, with a controller, I would like Heli pedals on the controller left and right and collective on the mouse left/right, but with planes it's easier to have bank on the controller and pedals on the mouse. Now it doesn't allow me to.
  5. I guess that's because the feature is unfinished, perhaps. And the real life capability (if it ever gets fielded by anyone...) of Metalstorm's 3GL - mixing up rounds manually (e.g. first is nonlethal, two lethal) would be pretty hard for Arma3 if it counts a 3GL 3round as a single one type ammo magazine (ACE3 maybe?). Though adding 3rounders of smoke would be very simple I guess.
  6. fraczek

    Shotguns in ArmA 3?

    Let's keep the discussion on Shotguns in Arma 3 and be more civil, could we? If you can manage, please. As to the "topic" of SF and shotguns, why yes, they are used by some SF. I admit though the ones that list them publicly state it's a support weapon mostly just for breaching. And as for the PDWs, for example the MP7 is quite liked among some special LE units in Europe. Not exactly your typical LE, mind you. But that is really quite offtopic for this discussion. As to their place in vanilla Arma3, I definitely think and hope BIS are gonna include some. Just for the variety of possible scenarios, especially public multiplayer, which gets hindered by any reliance on a number of small mods unlike system mods (ACE).
  7. Title says it all. The BLUFOR 3GL, which is a Metalstorm type weapon able to load and fire three grenades in rapid succession from a single tube, has in the game only the old 1-round classic grenades unless the 3-rounders are added by scripting (they have been in the game since Alpha just not used in default grenadier loadouts). Shouldn't the default loadout include the metalstorm 3-shot grenades (for simplicity sake, let's call it a 3-shot grenade even though in reality you can load and mix different kind of rounds in the 3GL yourself, the game would still treat it as a single magazine with three same rounds)? The way it is now, lot of people are missing the fun of 3GL, unless they remember it's actually ingame (or use some gear selection script like VAS), because it's not in the default crates nor loadouts. And it's missing from the campaign and official missions as well. Is that for balancing purposes? Storyline purposes? (I don't think the 3GL is the supersecret NATO weapon from the old 2011 storyline, is it?) Or just overlooked by the devs and now subconsciously set in stone? Or just partly cut due to game development process? Ticket created.
  8. fraczek

    TMR Modular Realism

    As Adanteh said, TMR uses Next Target keybind, which recently got unbinded in the latest A3 version (which has T for Lock but Next Target is empty). Just make sure to go to your keybinds and map Next Target to Tab or whatever.
  9. fraczek

    UAVs: Feedback and wishes

    ^^^ this. This is what the BIS' default UAVs in A3 should work like! Good job Feint. (camera ground lock, target acquisition and automatic tracking by FLIR, nice orbiting)
  10. Actually, by the end of EP1 the story makes sense. Obviously, Miller from CTRG knows a lot more than the player, as is even none-too-subtly hinted throughout. I didn't like some of the missions tactical decisions and waypoints - no base of fire elements and too much zerg rushing.
  11. Some things I didn't exactly like: Wet Work: Death Valley: 1) Lack of autosave points. I might be a wimp, but replaying the mission from the very start again and again is not fun (on Veteran, with 1 manual save) . Connected to point below. 2) Strange path of the squad during assault.
  12. fraczek

    Newbie to Arma 3 - weapon sway is ridiculous.

    if you know there has been some discussion regarding sway, why did you have to make a new topic about it? Just continue in the old one please. It makes the forums so much easier to read (and is one of the forum rules, btw)
  13. Don't we have a Merkava in Lešany tank museum? I am sure they would be very open to some RL testing :D
  14. Re: Miniguns, could somebody reiterate how it was done in A2? I don't remember them having FPS limited RoF, neither being unusable against infantry...I might be wrong though.
  15. Just before this change, everybody was complaining about underpowered gatlings on choppers...I guess fully simulated 120 rounds per second is currently just not feasible in A3 (that would be the rate of fire of two gatlings combined in AH9), so a workaround is a welcome change (if it works well).
  16. fraczek

    Blastcore A3

    Woohooo!!! Great to see you continue, Opticalsnare! It was indispensable for me in A2. With JSRS and Yours mod, A3 is looking better and better :)
  17. Ingame Expansion menu (been there since A2/OA some beta patch IIRC) sees all mods in respective My Documens/Arma X/... folder. I think you don't even have to name them @, it's just for convenience sake (probably it parses the folders for AddOns/*.pbo). However, if you hardcode a mod in the launch parameters (the older method of -mod=), you can't disable it in the Expansions menu.
  18. fraczek

    TMR Modular Realism

    They worked pretty well for me, attacked with the PCML any armour. Obviously they onle have one shot now (which is correct), but it does break up some missions where there are only missiles and not enough tubes to go with them (and the mission maker placed too much armour). I don't know if tmr_u_loadouts.pbo could add more tubes to AT crates and vehicles in a way ASR_Appendix did ACE compatibility for non-ACE missions, although that would probably introduce other problems. So now I just play with tmr_disposable.pbo disabled. I can't think of a foolproof way of ensuring full compatibility with some missions, unless BIS gives us real disposable launchers (which sadly is not the case). One way could be to look how ACE did disposables internally in A2/OA - you only have the tube, with no missile/rocket in inventory, but you still have to "reload" the tube before firing - this simply prepares the launcher for use (and is quite realistic - folding out the sights, charging the batteries, cooling the sensor in Javelin, etc). That way some future tmr_u_loadouts_disposables.pbo could possibly replace all PCML missiles with single-use tubes and the total amount wouldn't change (apart from increased loadout of the soldier if the mission maker was foolish enough to put 3-4 missiles in the unit's backpack). Anyway, enjoying your mod a lot! I have a question about the reticles though - which are compatible with which weapons? Last night seemed to me that ABR with the 4x sight the ranges were pretty off. Didn't test enough though.
  19. fraczek

    Farmers in Arma 3

    Yep, and even in A2 - the fond memories of EXFIL from failed MP op by seized tractor :)
  20. A humble suggestion, TPW, how about adding your new mods to PwS network? Especially since they are currently evolving pretty fast with a new or test version every few days (great!) :) Once they reach some more stable state, a suite could be nice. Back on topic, last evening I had a literal blast with your mods (and Robalo's ASR) in Arma3 SP dynamic mission. OPFOR going down, not knowing if you just suppressed (EBC) them or if they lie bleeding (BLEEDOUT + FALL), much better CQB (LOS + latest dev changes), it was excellent! Along with TMR's mod this all makes A3 fun again to play (just a sidenote, I too had the problem with latest EBC AI soldiers breaking my MROT again. I will try it without the other mods later and report in EBC thread). Thanks a lot! One last thing - it seems you forgot to update the mod versions ingame, although readme for most of them states e.g. EBC 1.06, ingame hint shows still 1.05 (or my install got borked somehow, which would be strange)
  21. fraczek

    ACE jet blackouts

    The usual forum policy is to ask Mod related questions in the Mod's own respective thread, for ACE probably here . Please keep that in mind in the future :) Anyway, before somebody locks this, IIRC (at least form ACE's docs), ACE simulates Pilot class G-suits. You need to be a Pilot to not get earlier blackouts/redouts (since they have a G-suit). Any other men class is subjected to much earlier blackouts.
  22. oops, sorry, that's part of a mod (TMR) :( Anyways, already pretty visible from the beach, but nice nonetheless, the remants of a wave power plant:
  23. I suggest putting a big caps Spoiler alert in the thread title :) and putting lexact gridrefs inside another nested SPOILER tag, giving an unexact location first. Anyways, another large shipwreck: http://i.imgur.com/UcIfhRR.jpg (186 kB)
  24. fraczek

    Farmers in Arma 3

    "steal the tractor" mission would be sorely missed if there ain't one...
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