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Sanguinius

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About Sanguinius

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    Lance Corporal
  1. Sanguinius

    Chopper Pilot PROS

    To quote Dyslexci, who has been quoted ad nauseum on this thread, and for good reason... (Not a direct quote, but I'm taking the message of it over.) Whatever peripheral you feel improves your flying skill, and if you can afford it... Buy it. That means if Oculus Rift looks like a good option (not that it does for me, because I can't touch-tap my Joystick just yet.) buy Oculus Rift. If pedals improve flying skill (and they legitimately do)... get pedals. Its as simple as that. Joysticks improve your flying skill by -Allowing you to hold a steady altitude while flying at insane speeds in helicopters. Rather than continually adjusting with your mouse, the beauty of the Joystick means that you have to keep it in one position, with slight adjustments. -Most joysticks have a large assortment of buttons and sometimes analog sticks (for example the Logitech Attack 3. The analog stick is situated right where your non-primary hand can smoothly adjust. But it still sucks.) These allow you to perform a large array of functions, such as flaps up/down, gear up/down, eject/jump out (for ACE baws), switch weapons, fire control/manual fire (for vanilla users)... All within a couple of centimeters. -Joysticks make you look badass. -Joysticks combine the blunt action of the keyboard keys in relation to bank, pitching etc. with the fine grain action of a mouse if your Joystick is good enough. Rudder Pedals -Obviously, they allow you to yaw with precise, small movements rather than STABBING AT THE KEYBOARD LIKE YOU DO IF YOU'RE PLAYING A STABBY-SNEAKY GAME! -If they have toe brakes, they allow you to do something else with that. -RSI from STABBING THE KEYBOARD is prevented. I've felt it lately, WHILE STABBING THE KEYBOARD VERY LIGHTLY. Rudder pedals is obviously the simplest to understand. Ultra-fine grain yawing. Perfect. Track IR (in this case, 5) - Allows you to be aware of your flying situation with small movements of your head, no hotkeys or 'freelook' which is terrible to fly with. - Increases survivability when landing (especially in woodland or urban environments.) - Great for attack aircraft, especially as the Apache gunner. You look to aim your gun! For an actually detailed explanation of the benefits of Track IR and the rudder pedals, look no further than the man himself! Its simple FACT that keyboard and mouse CANNOT beat rudder pedals and Track IR 5. Fine-grain motion from both. Now, Joystick is a RECOMMENDED peripheral. It's not as definite as pedals and TIR, however in many cases it is just as beneficial. You may not be able to fly well with a joystick, so you may stick to the mouse. I have no problems with mouse and keyboard pilots. There is some sort of stigma about mouse and keyboard pilots sucking. In many cases that is true, but I've seen people who I actually know have some of the best peripherals for Arma (Thrustmaster HOTAS A-10C , Saitek Pro Rudder Pedals, and Track IR5 that was set up exceptionally) fly... decently. Not great, but decently. (My brother...) The peripherals do not make the pilot, they aid the pilot. PRACTISE makes the pilot. Practise makes Dyslexci. Practice makes a pro. Practice makes Top Gun. If you continue to challenge yourself, with both ordinary flight maneuvers and crazy, out of this world stunts that may serve a tiny purpose, you will get better. Find the best you can do, and push yourself to do better. If you do this, every day you will have a higher benchmark, and a higher goal. Auf wiedersehen.
  2. Sanguinius

    Convincing Huds and Cockpits - NO CROSSHAIRS!

    I wasn't aware the A-10Cs sight was perfect. Adjusting for wind? Dear lord... Sorry for misuse of terms, by the way. I don't have that much knowledge on these systems... Also, to whoever asked the question, there IS a difference between the convincing cockpits, HUDs, and now HMDs, and a full on simulator like DCS (might as well use it as the benchmark.) DCS forces you to operate your aircraft in a way that is representative of real life, with of course the implementation of peripherals such as mouses, TrackIR, keyboards, and all those nice things. The convicing Cockpits, HUDs and HMDs, would not make you operate the aircraft in that way. It would, however, use the instruments of the aircraft, real HUDs (with of course some artistic license for the time period) and improve immersion. And the 'it's too hard to implement' nonsense is repeated too much. In ACE (a modded piece of work, not even by company employees) I recall that there was an AH-6J littlebird with DAGR/FLIR. The pilot had a HMD, and if he called a target out for the gunner a green square would appear on the HMD, which could accurately track the target and looked absolutely badass. MFDs could be used on the top right of the screen to keep track of ammo (for all your weapons), and you could change it's function as well, considering the normal HUD or HMD would have an ammo counter for your particular weapon. It could show you the distance of the target you had locked on, it could show your fuel levels... There really is no limit when you have a good deal of artistic license on some of the most technologically advanced military systems.
  3. The title really, legitimately, explains the purpose of this thread and what it entails. I'm sick of magical, perfect crosshairs that tell you exactly where the round or missile will hit. Usually, pilots have two HUDs - the real, awesome HUD that the helmet has for you, and the 'bleh' HUD with fluoro-green everywhere (at least in Arma 2) that just looks odd to the eye. It's white in Arma 3, but the concept of 'bleh' remains the same. Bohemia Interactive CAN integrate actual aircraft systems into the HUD, while keeping it simple and easy to understand. I will use the A-10C from DCS as an example of a cockpit and HUD. http://www.digitalcombatsimulator.com/images/warthog/HUD-2.jpg (432 kB) It simply has everything you need to operate your aircraft. That's the simplest way to put it. Everything BIS puts in with artificial HUD, this one does - and more realistically, cooler, and more challenging. And with more tools. It has the targeting pod's FLIR (which could possibly be accessed by pressing your optics button - kind of like what happens with attack choppers in ACE, where the pilot can use the gunner cam.) and which could possibly be used in conjunction with your Maverick. I'm not saying piloting in Arma 3 should be a hardcore simulator, which is still probably what some of you will interpret this as. I am saying that creating a convincing and realistic Heads Up Display and cockpit will greatly add to immersion, beauty, and capability.
  4. Quick question, how would I take a multiplayer mission that I've been playing on, say 'Takistan Insurgency' and edit it in the editor? Both for practise, fun, and testing equipment.
  5. Sanguinius

    Will we ever see a map like Chernarus again?

    People had lag with Chernarus vegetation. Probably not gonna happen.
  6. Sanguinius

    Bipods?

    Probably on BIS's to do list. They've learned a lot of what the community wants in the 4 years since Arma 2, and all the mods since. It would be logical to assume that if several popular mods have a bipod, then there is a community need for a bipod? We'll just have to wait, I guess. I'l.l be playing ACE anyway, so it won't matter to me.
  7. Sanguinius

    Ships in full gam?

    Basically... I want a Destroyer you can walk on as well...
  8. Sanguinius

    Ships in full gam?

    Indeed. Anyhow, onto the subject of big-arse ships, it'd probably be an awesome start for any campaign mission. Can imagine troop ships, LHDs, an immobile full-size aircraft carrier, on and on and on. Certainly possible, and it is definitely wanted.And of course cargo ships.
  9. Sanguinius

    Ships in full gam?

    Just a little snip from the white paper... Larger terrain (up to 500km x 500km) Wow. I knew VBS2 2.0 was good, but...
  10. Sanguinius

    Soldiers appearance. Important!

    I believe I was using the accepted standard of skinny... But of course there are skinny yet ordinary soldiers. I would be happy to listen to you, because I honeslty have not served in the Armed Forces and can only tell you what they (Australian Army, at least) look like in their uniform. Which is... ordinary, fit men. At home. No sarcasm was included.
  11. Sanguinius

    Soldiers appearance. Important!

    Now now, don't make jokes about his sexuality. I challenge you to look at some documentaries. They're the best detailed looks you can get at soldiers. They look like... fit men. Not skinny men. Not bigorexic bodybuilders that need to make themselves feel masculine. Fit... men.
  12. Sanguinius

    Breaching

    Yes, it would have been IMPOSSIBLE in Arma 2, absolutely ding dang diddly. But, we've already seen how much Arma 3 has improved. Wouldn't it make sense that weapon handling will be improved, and with the smoother movement system, it'll behave basically like SWAT 4 in terms of maneuvaribility. And the actual breaching section could be the same for each door of every type. I'm not suggesting that we have l33t battlefield 'micro-destruction' and epic particle effects. Just a short, small blast, and the door slams inward. If you wanted, you could even add damage from the explosive, the shotgun, or even the door. 'Scale, scope and focus of Arma is a whole other thing' I bet you would have said when presented with underwater diving as a possibility. 'Oh, but you're basically doubling the size of the BSP. THAT WOULD MURDER EVERYTHING EVER INVENTED BY MANKIND.' Well, maybe not that last sentence. But that is probably what you would have said.
  13. Still a very good feature if implemented.
  14. Sanguinius

    Breaching

    I know I say this a bit, but look at a game like SWAT 4. That game executed breaching, special weapons (flashbang, taser, cn gas), and CQB perfectly. It truly was a masterpiece. Now, I'm not saying that you need tasers and flashbangs (though a flashbang would be really cool.), but the system used was so easy and yet so capable. Let me give you a video. See all the stuff the player could do? If only the breaching aspect of that was introduced, it would enhance CQB so much. You are also provided with a breaching shotgun if you choose, and stun grenades. Even different types of ammmunition, such as FMJ or Hollowpoint, make it a much more... varied experience?
  15. MRH-90 http://www.defence.gov.au/media/download/2007/Dec/20071218b/20071217adf8161479_143.jpg Indeed. I do personally believe the MRH-90 (or NH-90) is a helicopter that, if implemented, would be awesome for Arma 3. Mainly, it bridges the gap between heavy capacity, large vehicles like the V-22 Osprey, and smaller vehicles like the Sikorsky H-60. It does look a lot like a Merlin as well, which is nice. It also has a ramp, and the two side doors. This is great, because it allows you to exit from three sides, and take cover on three out of four sides. In my mind, it would be a lot similar to the venom: 1 M134 on each door, and FFAR launchers on the side. Mayhaps even a ramp mounted machine gun, extended when the ramp is opened. Who knows, we may have a BattleKopta on our hands. Or Deffkopta... Two hardpoints on each side door, with 3 on the ramp. Or less, if that's not realistic. CH-47M An upgraded variant of the chinook. Need I say more? I was one of those weirdos who actually liked flying it, because it was an awesome helicopter. PLEASE implement this, as it adds even more variety to your masterpiece. A-10E Warthog The A-10E would bring back old memories of dominating domination in an A-10, completely annihilating all who stand in your way. The GAU-8, so easy and yet so incredibly devastating, will utterly maul anything in it's path. But, it has a weakness. Relatively slow speed compared to the actual fighter jets, with a maximum 0f 607km/h. It's an easy target for AA guns and cannons, but it's armor will stop most fire in it's track. TL;DR, orgasmically amazing. Fast-Roping Just... Please, alright? You've seen the arguments for it.
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