Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

trent

Member
  • Content Count

    227
  • Joined

  • Last visited

  • Medals

Everything posted by trent

  1. So if you spawn an empty BLUFOR vehicle and add a driver using "this GetInDriver unitname" on an OPFOR soldier it causes a few issues. On your vehicle radar at long range they show as green. That's fine. As it should be. They get closer it turns to yellow and then finally identifies it as red. The problem is if you kill them even after they turn to enemy on the radar your allies treat it as killing a friendly. You lose command and they fire on you. What's more on Normal difficulty friendly units display their name when aimed at. This now also happens with the enemy unit, complete with green lettering when it should be red if enemy highlighting was enabled. Seems like an obvious bug. Vehicles won't even let you lock on to real friendly units so the game recognises it on some level as the enemy as you can target them, but your squadmates are clueless.
  2. trent

    Altis - Info & Discussion

    This is the most comprehensive video tour I've watched so far:
  3. trent

    Development Blog & Reveals

    I don't know what you're expecting but they're pretty much empty like most Arma buildings.
  4. trent

    Altis - Info & Discussion

    video http://www.twitch.tv/pauleh/b/451738652
  5. Just to let people know, this Arma 2 jet works fine with A3 with no AiA changes. http://www.armaholic.com/page.php?id=11188 Have to spawn it as empty of course, but it doesn't get stuck on runways like most A2 planes. Set cloud cover to 60% and spawn at 4000m to appreciate it.
  6. trent

    Development Blog & Reveals

    That is all the content. Aside from the PDW 2000 and AA vehicles the new island is the only major thing we haven't seen in detail.
  7. Go to the helicopters controls menu and select Arma 2 from "Preset Controls" instead of Arma 3.
  8. Seems a shame to waste the volumetric clouds.
  9. trent

    Development Blog & Reveals

    Well, technically the it'll be 4. Livestream showcase seemed to show some tanks with extra armour around the turrets.
  10. But there are barely any subsonic CAS planes. The ones that are are ancient. And A2's F35 was supersonic not to mention IRL the Argentinians deployed Mirages to the Falklands. People (and the devs) should also bear in mind that supersonic attack planes can operate just dandy at subsonic speeds. Vehicles can decelerate.
  11. trent

    Development Blog & Reveals

    You miss the hoo-ha about BIS only having one fixed-wing for release?
  12. trent

    SP - Panther Patrol

    Wouldn't it be better to swap the sides as OPFOR's IFV is far more fun due to its weapons?
  13. Although if you wear scuba gear and take an APC underwater you won't drown, but the engine will eventually be destroyed. I assume this is from water going down the exhaust?
  14. Maybe for the Opfor NVG they can change it to a red tint instead of green.
  15. Tanks. Of any kind. Just look how good this Leopard port looks in Arma 3.
  16. trent

    User Mission Request Thread

    Just a general request, remember that OPFOR are playable as well! Almost every mission seems to only let you play as BLUFOR.
  17. Dwarden implied they were looking at sub-sonic planes only, which is rather limiting. The ones that are are very old. Harriers, A10s, prop planes. Even A2's F35 was supersonic.
  18. The F35 is supersonic and worked fine. Very hard to find a CAS plane that isn't supersonic. Players can always decelerate.
  19. http://forums.bistudio.com/showthread.php?160054-TMR-0-2-Rest-amp-Recoil-Update-(Weapon-resting-amp-bipods-new-recoil-more) I found this mod changed the recoil perfectly, as well as adding an extra dynamic to cover and the new stance system. It does have the added benefit that when applied it's omnipresent in all missions rather than having to be added individually.
  20. I don't get it. If the F-38 was cut because currently it's just a A2 port why is the L-159 in when it's identical to the A2 model?
  21. trent

    Development Blog & Reveals

    But that doesn't explain why that would impact the number of vehicles. PiP is a module that can be applied to any vehicle. They don't have to redo it from scratch every time they want to use it with a new vehicle. What increase in quality do you see with units that would explain a reduction in quantity? They don't have any enhanced interactivity like ToH. They work exactly like they did in A2.
  22. trent

    Development Blog & Reveals

    I have to disagree with that. To me that easily falls within the expected graphical increase from a 2009 game to a 2013 game. Arma 2 assets had to go through the same increase yet they still managed more content than in Arma 1. New features like PiP and damage modelling aren't handled by the artists.
  23. trent

    Development Blog & Reveals

    What exactly was the increase in quality that came from having less units compared to those we saw in A2, allowing for the "inflation rate" for graphics?
  24. It was an either/or choice :p
  25. Those are the most likely, but they're darn boring imo. For me, there are obvious ways to narrow it down. They have to be CAS roles first, dog-fighters second. One has to have distinctly Western design, the other Warsaw Pact or even some of the less common prototype European units, and in general bigger and more powerful than AAN's Buzzard. I'd much rather see something brand-new than a future version of a unit we've already seen in past Arma games, though this is unlikely as it's much easier to model something you've done before and got all the reference materials. I'd choose for NATO: Either the Rafale or an original daring hybrid of existing US jets like they pulled off with the Mi-48 (No F22/F35 design input as their airframes are so boring to look at). n For CSAT: The Rafale again (France was going to sell them to Libya until they bought Migs instead) or a "future" Saab 35 Draken
×