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tremanarch

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Everything posted by tremanarch

  1. tremanarch

    Is Arma 3 authentic?

    arma is a war simulator, not a vehicle simulator guys. THink of that. It is all about strategy, teamwork, ideas, Good actions! Not how some machine looks ... thats not so important. Its nice to have, but not important. its just important that you have objects that fulfill roles, such as transpoter etc air fight etc etc.. they could look like magic mushrooms with doodle hats ;) ok now there is the immersion. But where the tank on the polygon is located? really is not so important for the immersion.
  2. Dont Know if it has already been mentioned: When a Tank or something else that makes sound is 90° right or left from your viewing direction, you only hear the sound through the right / left speaker. When listening via Speakers there is no problem (because most people dont have good speakers and no sweet spot). But with Earphones it is disturbing and wrong. It confuses me often in the battles. Please change that. make the sound lower in volume from the ear which is farer away from the sounding object, but dont mute it. The better way would be to apply a little sound delay (the 20 cm that the sound needs to travel longer to the other ear; that is one of the things our brain uses to work in real life; and when turning the head this delay gets slowly nulled so our brain knows the object is in front or behind), but that is too complex I guess. wrong method: it makes me shizophrenic when playing ;) - no joke but it costs really these important important milliseconds you need so badly in human vs. human! In real life sth. like this never happens. So if this happens first you think: Problem; Defect Ear detected; Attention sth. is wrong.. that is going on in milliseconds, you dont really notice this consciously. I could go far more into detail regarding this matters, as there are several testing methods for how and what do you hear etc. This includes building a head, because sounds are reflected upon surfaces and everything has to be looked in for all frequencies (the sound is not one big thing but it consists of many frequencies that all behave different in all these aspects (eg travel speeds, reflecting behaviour, diffusion, ....). >> http://www.head-acoustics.de/eng/nvh_hms_IV.htm But this is far too much. A little bit lower in sound, and this is enough, BF3 did it also ;) check the Headphone setting, it does that). I would consider that for VBS2 also. Because the ears are so much important for "visualizing" Whats going on around you: Perceptual Knowings. It is a big part of that Sourround noticing stuff. You did include these white Points and stuff like that, but proper AUdio is far more intuitive and works cause our brains learned it good years ago ;) brains are cool! You can notice that with blind people. They had to learn to maximize these cognitive functions ("learning"; just use it, brain does the rest) which are already there slumbering in our unconsciousness ;). And blind people pretty much know whats going on, and they are no genies, or special super humans.. you "learn" to utilize that automatically in a little time.
  3. warfare mode is the best Multiplayer scenaria since mankind. Really. The only Prob. is that the AI must be good, and the CPUs also. But from theory, Oh Dude, this mode is I ever wanted. You can run with your own squad. You can go solo with fancy machines, or you can build several squads doing several thing all over the map..
  4. physics. (Good Driving models, cars with springs driving above stones whipping and such, Oh my gawd, I will just drive around in the editor with cars and tanks for the first 100 hours^^)
  5. @ian560 They look quiete similar. How can this be? :) just kidding my friend. Yes They modeled their new map after this real island. They went there to make Photos and look at the island for cool stuff thats around. I think it was very often mentioned already.. Or did I get you wrong and you meant something else?
  6. exactly this! What we need is to spread some Gameplayvideos around. thats the best method to show off the possibilieites the gameplay and everything. I mean ArmA II already is exactly what all these BF players wanted BF to be! Yet they couldnt wouldnt do sth. as this.. BIS has too much knowledge over the years how to make such a big War simulation. I bet no other Studio could something similar in just 3 or 4 years. It is too difficult. And lets face it, most people would play ArmA already if they would _know_ how good it is. The problem lies in how to show them what it is all about. They get lost when joining a MP game and lose their will to learn. We need good gameplay, or even playermade Tutorial Videos! I for myself try to catch the beatuiful side and the gameplayrealism side in Videos I push along some Forums I am on. And there are people who still did not really know about his gem, or maybe read a short article from release where arma was mentioned as buggy blabla... I hate this press.. they should revisite such a game like ArmA every 6 Months or so... We need some easy precise Point blank Good tutorial Videos presenting the core game. The core roles, the core "What the heck am I supposed to do here?" stuff :) Its all about the presentaiotn. Game Lust comes afterwards.. and experience much far afterwards after hundreds of hours.. The presentation and the Immersion is the stuff that glues all this together for newbies and what doesnt let them drop the game too fast before they learned how it works and what it is capable of. Dragon thinks that all people browse the net for games, and then leanrning exactly about it. Thats wrong most people play stuff in their free time, just to relax. They dont think that there is sth. like this out there... And they wont know by not trying it out for some hours. Many people dont know yet they want to play realistic warsims ;) Because of this they arent searching for it!
  7. This is the level of immersion I would like to have for ArmA aswell: http://www.youtube.com/watch?NR=1&v=b-tMbq9hM_w&feature=endscreen Watch the video, I know it is not "Live" it is fully scripted, but its nevertheless good.
  8. tremanarch

    Flight dynamics (important issues)

    maybe its too far but Does anyone know what is causing this? in this the shock came fron landing: I heard it must be induced by some rumble, but htis isnt the case here. So has it something to do with the rotor speed?
  9. tremanarch

    The Impact of Dayz on Arma

    At first I wasnt interested. I didnt knew any good Zombie games. For me it sounded like just another Zombie game.. But then after trying I liked DayZ very much. It is a good mod. It cannot hold vs a good warfare or Domination match, but it is still alpha and will get better! I think why so many people are attractet is because it is easy to learn. There are no roles, no machines. etc.. Brings me to the conclusion that BIS could include Tutorials for the MP modes... easy to understand ones.. A mod like DayZ is the exact perfect counterpart to Wafare / Domination Matches. You play either that or that when you want to play lonewolf, with fear and paranoia, or when you like to play with humans and coordiantion... Its the perfect antagonist and should be portet over to ArmA III aswell.
  10. i like chernarus grass far far more than that simulator thing! http://i1-games.softpedia-static.com/screenshots/Farming-Simulator-2011_3.jpg vs http://i.imgur.com/6NdlD.jpg I think we have winner...
  11. tremanarch

    Someguywho's US4CES

    play hide and seek and calculate the results...
  12. tremanarch

    J.S.R.S. 1.5

    Please calm down all. I think both sides are a bit right. On the one Hand Jarhead is making the mod not only for himself but the community. Why else should he post it on a forum for the whole com.? And so I guess he is interested in what the community thinks about the mod. Also he thanked me for finding a little error / unused files. So the feedback is not all useless anyway. On the other hand it is the volunteer work of some people who like to mod the game they want it to be. So we can report errors, or suggest improvements, but we cannot demand them. And the work someone has put into something should be treated with respect of course. The Problem is often that people dont write something when theyre happy. They only complain when there are problems. Thats the nature of things mainly. I for myself dont alter mods nor do I redistribute them under my name. I could edit them for my private use. But then I would not post it anywhere and it is useless anyway, because I would need a server key too.
  13. nice :) -- http://s14.directupload.net/images/120429/khx865pq.jpg (507 kB)
  14. tremanarch

    Development Blog & Reveals

    Ah yes. Thousand times better! Like! Some people may think that griping about Animations might be nit-picking. But in the End of the day it is the immersion what keeps us staying there. Robbing through grass for 5 minutes. Waiting behind a wall in fear and listening for foot steps. Moving slowly towards a city. And generally behaving like one did in a real situation. The less immersion breakers the better I would say. Of course there are other things that keep updateing and need attention from the devs etc. But it is not fully unimportant to have a believable Battlefield at all I say, and Animations are a big part of it when you see your comrades running in front of you, or an enemy biting the dust watching it through the binocs.
  15. tremanarch

    Development Blog & Reveals

    it is only the unarmed Animation that looks so strange. Animations of Weapon holding soldiers look really good! http://s14.directupload.net/images/120510/srfp2dkl.jpg (122 kB) Normally soldiers and civilists in a war arent jogging instead they are running for their lives so you could say when running for your life you put more energy in the Animation. Maybe not so much. A little less might be okay too.
  16. tremanarch

    Development Blog & Reveals

    Okay. NVM then. I did not know how much work is needed. I guess one set of Aniamtions will do then ;) It is better to have one tight and good loooking set than 2 or three not so good looking anyway!
  17. i know hwat you mean, and I do not need missions or achievemnts which come from the server the game and not from the players. But on the other Hand I see the bored bandits shooting out of boredom. Thats not good either. They must make it harder for them. Randomly spawn harder Zombies around NVGs equipt players and so on... The game should not be so easy that you can sit somewhere and farm places and getting old there with no fears. I know many places you can lewt over and over. You can get AKM, and Equipment in around one or two hours, than just switch server and go somewhere else.. than you have good stuff and get paranoid ;) Most fun comes from teamplay. Slight encourage from the game maybe? but how.. player made safe zones. I had this idea one week ago. And I still like it though. But I fear it is not worth it without some reward in form of loot or sth. Direct Voice of course is a must.
  18. maybe they could implement a random mission for players. You can choose in the server start screen what side you are then you got random missions. Sides like: Bandit, Banditkiller aka Policeguy, or just neutral guys For example: Kill Player X! And you could get every hour or so his last known location ;) ANd you have so and so much time for it.. Or Kill a player, and you get just the location of a random player of the opposite team so and so near to your position (we have to deal with people loging out and in and so on so the sevrer can just switch the target on another person if person A logs out). as A bandit you must kill a bandit killer and vice versa, as a neutral player you could have missions like, go to location X find medicine and heal npcs in location Y in so much time. whatever,.. bring food, or evac persons to a safe location. Or maybe hold a position X.. GO to a location, kill all zombies and hold it for 20 minutes against zombies, or maybe other players from the other side whose mission is to hold the position... SHould give Good lewt ;) sd Guns _with_ mags ^^ or NVGs or maybe a functioning vehicle? when done 3 missions in a row some missions could give Unique Loot that doesnt spawn on the map, such as clothings which stay even when you died. there could be complex missions. When a new spawned player sends a request for helping him to get equipment, one can apply to this mission and help him getting stuff. The server checks if the player has some basic stuff, and gives the helper a bonus or an item .. maybe from a list he can choose too.
  19. tremanarch

    All the Bis game have Counter Strike sounds

    BC2 had really good sounds for its time. But ArmA II was already half a year on the market when BC2 released. One must see the age of the core game! Wait for ArmA III. I guess it will be definately better when it comes to sound.
  20. no aggressive idiot or harmless troll? either way its senseless. I hope some time in the future you feel that being lectured is a good thing not a bad. .................. right, and I said that an easy model will do.. right? right.
  21. mp5sd - and PDW for everydaywork
  22. not the gun causes a drop but the earth gravity. The faster a bullet flies, the less time it has to drop in a fixed range. A bullet that flies 1 m/s will drop soon (measured in range).. But a bullet that flies at lightspeed wont drop the next hundreds of kilometres... Both bullets drop the same amount per second, but the slow bullet is in one second not far away (only 1 metre), while the lightspeed bullet has 300000km of way behind - and both bullets dropped the same amount ca. 5 metre in this easy exaggerated example. So the faster the better! All objects in this world on this earth drop at the same amount of speed, and would it not be for air even a feather would drop as fast as a stone.. It is not affected by weight or velocity perpendicular to the falling direction (okay the earth is not flat and again there is a bit more to it, but it wont affect as much. The easy model will again do just fine). In this easy model, the gun only affects the bullet speed. In real life there is a bit more to it, but that easy model will do fine for now. I make another record with a bipod and then some shots into the open from what you can see that it drops. ALso the chart i posted is from symthic. They look into all these files and find out those things. I would bet that it is right. The m27 has in BF3 a muzzle veloc. of 650 m/s -- In this new sample I chose 3 different ranges and tried always to shoot in the middle of some objects upper bodyelement. (a Silo) You can see that it is not the bulletspread. The last few shots I made were into the open. From that you can see the bullets linear dropping algorithm by the BF3 game. It is not like in the real world, because in the game you can see the bullet dropping is only linear and not accelerated, but it has bullet drop... on short ranges it doesnt matter that much.
  23. I just recorded a little example. I have not much time, so I couldnt find out which range it was, but i guess something about 150 m - 200 m.. As you can see the bullet drops: this is the chart, as you see not like in the real world: It is linear.. but anyway something _is_ there ;) source for BF3 behaviour: http://symthic.com/charts.php
  24. i dont know why it is called bulletdrop? its just plain physics or earths gravity. If you drop something it falls to ground. full stop. Nothing fancy here. Calling it bulletdrop seems so dumb somehow because its not like only Bullets are behaving this way you know? nevertheless I think BF3 has Bullet-Falling-to-Earth Physics for every Bullet. It is just that you fight often in a range of 100 m.. When a bullet has a speed of 800 m/s it flew 1/8 s in this 100m.. G is 9,81 m/s^2 With s = 1/2 * g * t^2 its about 0.08 m if I remember correctly.. thats not so much... maybe 1 pixel, depends on your Fov and Zoom. But when you fire a bullet in BF3 over 1000 m you can see it fall to the ground really quickly. Trajectory on the other hand is not implemented.. and of course it (the falling height) is not a linear ratio, g is an accelerated force (this graph shows the velocity which is increasing linear over time): This means you see a bullet dropping faster and faster to the end..
  25. tremanarch

    ACE for OA 1.13

    ASL = Above Sea Level? VAR Visual-aural Radio Range http://www.petan.net/aviation/var.htm http://www.airwaysmuseum.com/VAR%20%26%20Markers%20Ops%20Notes%201953.htm
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