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fraczek

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Everything posted by fraczek

  1. fraczek

    Norwegian newspaper using ARMA 2

    Just wait till Arma3 gets full out and AAN feed from the campaign intro gets used as ilustration video of Iran crisis ;)
  2. Well, would you rather have it on sunday ? Not us ;-)
  3. fraczek

    Breakable vehicle parts

    VBS 2.0 with its PhysX implementation on Arma 2 engine does that already (at least they have shown a video with HMMWV's open doors and trunk flapping around and even breaking off during a rough ride purely by physics simulation, no scripting like IronFront), so it's seems to be possible in Arma 3. Whether it gets implemented...
  4. fraczek

    Clouds & Wind option / interaction

    IIRC Take on Helicopters has wind effects on rotor craft already. So it's probably just a question if or when more of the ToH flight model library gets implemented (which is way too soon to say in current alpha, as devs said they want to focus more on engine / infantry issues). We will see when more air vehicles get into the alpha/beta.
  5. Hopefuly if this progresses further Sickboy might be persuaded to include AiA as a whole game mode instead of a mod, allowing easy use of mods for A2 via PwS. Just one question about the batch file, if I want to test AiA with some A2 mods, obviously not copied from my A2 install directory (SSD space is sparse), I could just add %ARMA2OA_PATH% before them in the CUSTOM_MODS set, right? No need for quotes or anything 'cause these are already in "-mod=" right? Or is there a way of using them from A2 dir through PwS, without messing solo A3 through PwS? It's been a long time I messed with cmd on Windows, being more of posix guy. Thanks.
  6. fraczek

    Ammo type suggestion

    There is a stickied Wishlist thread. This belongs there please. As for the idea, FPDR.
  7. fraczek

    VBS2/3 Discussion thread - the one and only

    I guess this is VBS related and belongs here - BISim acquired TerraSim few days ago: News in Czech, official statement by TerraSim.
  8. fraczek

    Arma 3 bots, looting.

    The squad leader can order them to rearm at somewhere. You can order them to rearm yourself, you can run ASR_AI mod that automates their rearming at boxes or supply points (even corpses IIRC). If you are a member of a squad, the AI squad leader can even order you to rearm somewhere himself, if you run out of ammo, even in vanilla, like Messiah wrote. I am not sure if in vanilla an AI squad leader issues rearm orders to its AI subordinates, but it shouldn't be hard to test. I think I have observed it few times, but am not completely sure. Theoretically, with ASR_AI, they should even share magazines out of backpacks. Mind you, as they are good trained soldiers, even if he did order them to rearm at a corpse, he wouldn't order them to take an enemy's weapon probably. Which is just as good, and you shouldn't take it in COOP as well, as it craps out of your human comrades if they hear an AK47 fire from behind them without warning.
  9. Are you sure your friend is using the latest beta as well? There had, IIRC, been some changes to rockets and missiles in the CCP (Community Configuration Project) which gets included in the betas. Basically the rockets should be more realistic now, which seems to be your case. See here . The SMAW and Carl Gustav had been previously almost railguns with 3x RL speeds.
  10. fraczek

    Tips on flying a helicopter?

    How do you find flying the Ka-60 in A3? At least from my very few attempts, it seems to me that it flies more like a plane than a chopper? I know it's a medium bird and should not be as agile as the the LB, but even so when pushing cyclic left and aft to bank and roll into a hard turn, almost as much as would probably overstress the blades in ToH flight model, the Ka-60 almost doesn't change forward direction. Is that ok? I am no flightsimmer, all my helicopter experience has been just as a passenger :) so it might be correct for all I know. I just find it different from the medium birds in A2.
  11. Good to see changes from A3 filter down to A2! Thumbs up, BIS!
  12. Well, seeing as MREs are in, you should definitely add Country Captain Chicken or the Egg Omelet :D Nice mod overall, I am a big fan of the CMS, so very good to see it in A3. I hope more servers take it up.
  13. fraczek

    New take on Arma's keyboard control......

    Update re:PS3 Navigation Controller. So far it works quite well using the MotionJoy driver. Especially nice for driving and flying with the simple Arma heli flight model. I feel once I get a nice control scheme for my most used keys it could be pretty good for infantry as well. I use the smaller trigger (L1) to control stances with (mapped to "Adjust"). And the "PS3" button is perfect for grenades in Arma3, as it is sunk and hard to press by mistake :). Unfortunately Arma3 lacks full axis support for movement from slow walk to full sprint, the axis can only go from slow walk to jog but not into full sprint, so I had to dedicate a button for sprint, which means one less button :( Another bug in A3 seems to be the vehicles, as using A/D keys to steer I can turn the wheels much more than using the axis on the controller, even though is settings it shows the axis is at 100%. Meaning I can do tighter turns with the keyboard than with the controller. Hopefuly these are just bugs. There is a ticket for the steering with joysticks/controllers, please vote. Added a ticket for analogue sprinting when forward axis at maximum, please vote :)
  14. fraczek

    New take on Arma's keyboard control......

    It had been pretty ok controlling infantry via the joystick before, I would have preferred if there were more movement speeds but even as it stands I could go from slow walk to run pretty seamlessly. Apart from the joystick being awkward to hold (unlike when you fly with it, for some reason, perhaps ingrained WASD <g>). For MP play with ACE/ACRE I don't really need more than several keys on the controller anyway, as I have scoping/laser-light/zeroing/zooming/freelook on the mouse, so I would just need a way to change weapons (I could probably map shift-1 throught shift-4 for ACE weapon selection via AutoHotKey to the left/right D-pad), firemode (single/burst), perhaps hold breath, stance (up/down D-pad), and ACRE/direct. Or make one of the triggers into a meta-key for more refined control. I don't need AI command in MP, and the nice thing about a little controller like the PS3's is that I can quickly drop it down or even hold it while thumbing a key on the keyboard at the same time.
  15. Could you add that if you push a Man, it increases the KnowsAbout to max? Would make sense :) Is there a way to finetune the push strength for SP? Currently it's a bit too much for my taste. Otherwise, very nice, especially for the stranded boats and offending pieces of furniture blocking the way...
  16. fraczek

    New take on Arma's keyboard control......

    Any experience with PS3 Move Navigator for Arma? It's an analogue one hand stick, usable with some PC drivers. I have been using analogue controls for infantry movement in Arma for some time (a joystick I had around for flying, with added bonus of twist for leaning), but still find it a bit clunky for infantry control, I was thinking about a smaller controller for infantry with an analogue thumbstick. Only one gaming keyboard had analogue thumbstick, the Logitech G13, and for various reasons I don't want it. As I see it, it has about 4 buttons plus a D-pad (which I would use probably as up/down stance toggle plus something for the side directions), which would be quite enough for most of my multiplayer needs (I have a R.A.T. mouse for aiming with plenty of assigned buttons as well). As I understand it, with the MotionJoy drivers, it allows to map the analogue pad as a normal analogue device ingame, plus all the other buttons can be assigned keypress functions. Could be quite enough, and seems to be comfortable to hold in hand for long time (which the joystick or WASD for infantry, for me, are not). The two buttons on top could be ACRE/direct, D-pad for stances and perhaps quick lean, trigger for freelook (controlled by mouse?). And the top hat for movement control of course. For heli flying with the simplified Arma engine I could just remap the analogue pad for pedals and collective, and map cyclic to mouse. Anybody tried it yet, before I slurp the cash for it :) ? Thanks
  17. I have several major gameplay and config issues with the AT weapons in the Alpha, the NLAW and RPG-42. Couldn't find a thread about it here, so a new one (please merge if otherwise). 1) NLAW guidance is broken? Background: NLAW is guided soft-launch missile launcher (per ingame descr. and real life). Modelled probably after the Swedish NLAW and/or Israeli/Lockheed SRAW , both of whose are PLOS (predicted line of sight) fire and forget guided missiles with about 600m effective range (compared to 2500m Javelin effective range), with final guidance on target by laser/radar fuse. Observed: unless Auto Guide AT is ENABLED in game difficulty. Meaning in Veteran, it is not guided at all. Not even a SACLOS. In reality, NLAW is Fire and Forget, where you track the target with reticule for about ten seconds and then the missile locks and computes the trajectory to impact, with a warhead radar fuse providing final warhead corrections. In A3, F&F works only with the tab-lock in Regular difficulties, anything avoce Tab-Lock is disabled, but NLAW can't lock on target even with using Lock or Zoom hotkey (default: Hold RMB). Expected: When AutoGuideAT ENABLED (Regular diff.) - TabLock on target When AutoGuideAT DISABLED - (Veteran diff.+) Hold RMB with target in reticule to lock 2) RPG-42 trajectory is broken? Background: RPG-42 is recoilless unguided antitank rocket launcher (per ingame description). The rocket motor ignites, and stabilised by fins continues unguided for a short time until the motor burns out, when it takes a (rather steep) balistic trajectory. Observed: RPG projectile has NO balistic trajectory. (same old bug as with Carl Gustav and others in A2 vanilla, corrected with ACE or CCP). You simply aim the red reticule and it hits there, regardless if target distance is 200m or 1500m! Basically, it flies in completely straight trajectory like a rocket without motor burnout = WRONG Expected: RPG rocket motor should have a short burnout, after which the projectile follows balistic trajectory (ie it has a steep drop over distance). That's why there are different aiming points for different distances in the optics. Observed 2: If you aim at an enemy vehicle with the RPG42, if you watch closely you can observe that about 100m from the target, the projectile climbs steeply and hits the target from slightly above, like a GUIDED MISSILE. This is reproductlible every time with lockable targets (even though you can't get a lock with this weapon). This is a behaviour the NLAW should have. With nonlockable targets, the projectile flies straight on until burnout (which is not visible even at 1500m, so no burnout to at least 1500m - wrong again). EDIT: More testing required. Something fishy was going on with Kronsky's Movable Target Range mission I tested this in. Can't seem to replicate in editor right now - although in editor, both weapons seem to be guided, although without any lock-on diamond, and the thing about their straight flight still applies. As well as strange top attack mode of the RPG42 which should be on the NLAW instead.
  18. I agree with the NLAW, it's a soft-launch missile launcher whose velocity should only increase until brennschluss (I guess the soft-launch speed is similar to Javelin, ie ~25m/s after leaving the tube until main motor ignition), and I basically agree with the ingame representation. Maybe just slight tweaks. The RPG-32 wiki page states 140m/s muzzle velocity. That is ALREADY after brennschluss (motor burnout), as it is deigned to burn completely while still in the tube, like most RPGs. (quote: All use solid-fuel rocket motors which burn out completely while rocket is still in the launcher, and all are stabilized in flight using switch-blade type folding fins at the rear. Therefore, the RPG has maximum speed upon leaving the muzzle, and then only looses speed and altitude in RL due to drag, unlike the game where it seems to be constant speed up until TimeToLive expires.
  19. I hope they are just placeholders. But still good to raise the issues now, before they get cemented ingame for the next ten years like with Arma before... Looking at the configs: RPG has thrust of 1050 NLAW has 334 Time to live is 6 for RPG 3 for NLAW MaxSpeed is 750 for RPG 340 for NLAW Maneuverability is 7 for RPG 14 for NLAW (that might explain the weird "top attack mode" on locked targets with RPG as just a result of its lower maneuverability) Both have CanLock=2 (lock even on Veteran), RPG has 2 time to lock, NLAW has 3. Using Kronzky's Movable Target Range for Arma3 mission, I get these typical speeds: NLAW ~120m/s at 500-1000m RPG ~170m/s at 500-1000m RPG flies completely straight at least to 1000m (longest distance I tested), meaning it hits like a laser. Even unlocked targets. You can aim with the red dot on any range. NLAW has slight drop after launch (result of lower thrust I presume) and some buildup of altitude then, resulting at some drop at 1000m (you aim with the lowest reticule) So, if these are placeholders, why bother giving them different (and very strange) configs at all? RPG should have way lower speed then the NLAW. See ACE and A2CCP configs. RPG should probably not be guided (well, can wait until they introduce more launchers hopefuly). NLAW should be disposable (but that can wait for ACE). And possibly, we should get some locked indication even in Veteran mode. BTW, I used Kronzky's movable target range for the reported speeds, if somebody has better script just to report continuously projectile speeds please PM me. Config values are from SixBrowser. Added a http://feedback.arma3.com/view.php?id=6607 ticket, feel free to comment there.
  20. fraczek

    Deadfast's Readable UI

    Does the UI colour option in the game settings help? BTW, the default #$% highlight colour in MP squad selection screen has been that way since, well, at least Arma 2, so I guess BIS was trolling us with it on purpose all the time and I don't see them changing it :) Of course, nice addon Deadfast!
  21. Re: Chargeup - I really disliked it in A2, only marginally less in ACE. Any time based system is IMO bad: It's not intuitive You can "overcharge" by mistake or misjudgement You have to wait for a loong time before the throw A2 system was totally unpredictable in my opinion, because of the weird trajectory and unintuitive throw strength selection. ACE was quite better, but the chargeup still aplies. Just give us a point'n'throw system with well enough randomness so you can miss, perhaps more so if exhausted/running/injured in hand. Something like Dslyecxi's, but with the randomness and shakiness "thrown in". If done properly, it wouldn't be anything CoD like hopefuly. Give us a small countdown before you can throw another grenade (RL: take it out of pouch/whatever, bigger if it is in backpack - that should apply to all inventory items in backpacks - or make items in backpack like ACE - unpack first), and a small countdown after pressing the G key that would account for taking the grenade out, priming it, with possible cooking it by holding the key second or two. Do not force us to select different throw modes - incorporate the throw modes (underhand, roll, ...) into the aiming to make it intuitive and not distracting - having to select a mode while under fire distracts from the immersion (sidenote - same with UGLs, these need a separate key bind for them different from single/burst/auto selection quite badly). Aim the 'nade to where the cursor is (lineIntersect anyone?) automaticaly, but add random inaccuracy, and shaking the aim when running/exhausted/injured (more so if in hand). In RL, you also look at the target you throw something at, and the brain-hand does the job (more or less <g>). TL-DR: No ChargeUp (unrealistic,kills immersion,waits) Throw Where You Aim & Pray It Hits (no Olympic Champion, might miss, more at distance) No Throw Modes (do these by aiming: if at feet, roll it, if at sky, over the wall - your fault there was no wall, otherwise on target). Simple Cooking (hold G before release) Simple Side Throw (hold Lean Q/E, hit G) No Nade Spamming (no magic 'nade hand, gonna have to take it out first which takes a second, prime it, flex hand)
  22. fraczek

    The guns you miss (until they get modded back in)

    I am missing the Lee Enfield sooo much... (A2OA pre-beta not nerfed version - raw stopping power up to 500m, if you managed to hit through the irons). Although the paralax free sights are way cool too.
  23. Relax, guys. It's in the developers' sights. Arma always had a grenade throw system where you could choose the strength of the throw. The only problem was, it wasn't working that well. The strength was way off, and the aiming was way off as well (not speaking about collisions with houses...). ACE mod developed on it nicely, alas (because changing core mechanics) with a scripted system that allowed you to choose overhand/underhand/... throw (where you could even toss over a wall next to you). It was a good work by ACE team, but always a workaround. But do not fear, the DEVs have stated that the current grenade throw system in A3 alpha is just a placeholder, hopefuly for a better developed one as the game progresses. For example, you can now spam 'nades too fast which had been acknowledged as a problem. But they wanted to try something different from the Arma2 vanilla system which had been, simply put, pretty bad. So I have hope. And put any suggestions / bugreports about 'nades on the A3 alpha feedback tracker please.
  24. fraczek

    My thoughts on Holographic optics

    After giving it a thought, I have to agree with OP (although I am not sure if implemented wouldn't give us a headache upon zooming) - the reticule should stay the same (small) size even when zoomed. Why? Not because of RL optics (where it does), but because of game mechanics. What the "zoom in" feature aproximates from RL is the way eye works - retina has a low resolution wide field of view, with a very high resolution narrow field of view spot in the middle. Brain aproximates a same resolution wide field of view image from that by constantly scanning the whole eyebulb around and combining the images together. Though of course you can "focus" your perception on some object, not scanning around so much, like reading this text word by word carefuly. If the ingame zoom aproximates that (focusing your perception), it would make sense for the holo sight to remain same size even if zoomed in. Because when focused (zoomed ingame), you just give more attention to details in a smaller cone of view. And why from gameplay perspective? Well, because even though you are supposedly giving more attention to detail in a small spot, but now the reticule is obscuring much more of that spot. That's contrary to what you are trying to do - focus your perception on a tighter spot, noticing more detail in that spot but not giving attention to your surroundings as much (ingame, narrow field of view). Discussion about digital zoom is completely off - digital or optical, it does not matter - it's the FOV change that matters and is the same in both. And none of that has any to do with eye and brain. Of course, given that the way they do paralax compensated reticule is probably not by drawing the reticule at infinity (or factory zeroed distance, like 300m for the EOTech IIRC), but probably some clever programmer tricks just moving the texture of the dot around (if it's indeed drawn at its "real" optical distance - that would be a major feat in engine!) according to how the sight moves around in relation to center of view, I don't think that keeping the reticule same sized upon zooming is in any way feasible engine wise...
  25. Hi Sickboy, currently the Exclude filter operand "!" is case sensitive and whole world sensitive. As, for example, I want to filter out all wasteland variants servers (no offence but not interested in them), !wasteland still leaves 404WASTELAND, 404Wasteland, Wasteland, WASTELAND and all the others visible. Is this a bug, just unfinished feature yet, or simply not been considered :) ? I assume adding in RegExp in whatever code you use for parsing the server list might be too much, probably unneeded and maybe even a mess with code checks, but how about just making the ! operand case insensitive, and working on in middle of word as well, please please :) Also, is only one custom repo via pws:// supported right now? If I run the pws:// link it as an icon in the left column, and right column shows some Custop Repo mods correctly, but it doesn't show as custom repo in the middle column, meaning I can't have several saved to choose from. If I add a custom repo via pws://, it won't let me add my own Custom Modset correctly. Thanks and keep up the good work :)
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