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fragmachine

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Everything posted by fragmachine

  1. fragmachine

    Discussion on "Axed" Features

    And... A3 doesn't have bipods but at least You can make copter rounds with your machinegun around Your character - thanks to the new fluid controls. Meaning not all good things are always a good things. There are limitations in real life and simulating these can become tricky job for programmers. Thats why we have been talking about inertia and all this stuff when we saw alpha for the first time.
  2. fragmachine

    Discussion on "Axed" Features

    I agree with you. I prefer ArmA2 for gameplay with mods such like ACE, JSRS, HARCP, Blastcore - pimped out - than A3 right now. Even if A3 is superior in terms of graphics, animations - authenticity is superior on ArmA 2 side - with ACE mod even more.
  3. fragmachine

    Iranian troops need to be heard!

    I believe that OPFOR voices will be added in final version, BIS would spent their time on gameplay issues and bug fixing as priority. Well, I don't want to start it again but that is the last post i wrote offtopic in here, sorry mods: Yeah, and You freed the Vietnamese peoples out of communistic oppression. You defeated the taliban, al-queida? And still supporting islamic radicals in Syria (most of them aren't even Syrians with which native agree) that cut people's head's off - alawites, christians, shiite, jews and sunni muslims that support stability in the region. Assad might not be best out of peoples in rule but at least he allow to practice other religions, have their own views. There should be democratic elections not the bloodshed - that FSA started. Sorry - but that's the truth. It is not about who fought the war or who won it. It is about income in the armament industry. Hell, even Ford and GM sell engines and it's parts for nazists - and that is just tiny bit. Without GM and others they couldn't invade sh*t. And - you say - this is democracy when one can have thing and the other can't - because that certain person don't want to pay for it in dollars? Anyway very interesting reading of you but zero arguments. BTW - there never been any word from Iran about destroying Israel. Believe me or not, there are Jewish people living in Iran. There been only word on "changing the rulership in Israel" - right now zionism is more nazi than democracy - for Palestinians and for other Jewish people in the region (arab, blacks and jewish too etc.).
  4. fragmachine

    Iranian troops need to be heard!

    And what does it have to do with the topic we talk about? If we so off-topic then - lets say - they wouldn't do sh*t because nobody want to spread the fire on their own property. Israel have over 200 nukes and it even did threat Europe with that arsenal! These aren't even controlled by IAEA as well as their nuclear power plants (opposite to Iran which doesn't force IAEA to stay away off theirs). If you want to be so political about the topic maybe first do some research rather than putting sh*t into the cup calling it ice creams. And - holy mother of ... - yes, these had to be Iranians - as many times devs did mentioned it is too much to fill in the comment.
  5. Sorry, it seems that I misunderstood it with out of the box compability for community-made terrain. Overall it is really a great news! Im eager to see some more news about this mod! Thank you for the response :)
  6. ^ Chapple - as the author of the mod stated You will be able to mix custom sounds with this soundmod - soundmods probably will do the work too. Anyway all of this sounds really good! I had alot of fun playing with ACE, JSRS + HARCP DSS - it fulfills crucial areas of the audio depth that been lacking in vanilla ArmA OA. Only one thing that bother me is... would it be hard to convert this mod for A3 or at least to use with AiA maps and armament?
  7. fragmachine

    Discussion on "Axed" Features

    That would be a great idea but only if BIS modelers/artists could instantly became experienced RV4 programmers. Don't get me wrong - I don't bashing on the idea itself, I would prefer to see much more powerful engine capabilites in features as well as in performance area - but BIS doesn't have resources - enought programmers. As to vehicles/armies etc. We already have seen in the past high quality work from modders on vehicles/whole armies/even total conversion mods. I would expect from BIS to have more experience with their engine - so priority is to make it the best engine out of all previous ArmA games. BIS really did wrong thing announcing things that weren't even implemented.
  8. fragmachine

    Discussion on "Axed" Features

    I guess BIS doesn't have enought programmers for RV4 - and that is not good. It does not help the gameplay, because changes you've mentioned needs to be applied on the engine level - without resources they do not posses - there is no will in doing so - at least that is what im afraid of. I won't be surprised if people will comeback to ArmA 2, right now even OFP with mods like FFUR or ECP REDUX is still enjoyable :biggrin: Problem is within BIS announcing "this and that" over past three years. But "this and that" been changing everytime the new lead designer has been assigned. No consistency among the project is not good IMO.
  9. I agree on this idea, but still I would left models of destroyed aircraft in it's place for low-speed crashes.
  10. fragmachine

    General Discussion (dev branch)

    <sarcasm> Ahh I see where resources were being streamed for the last few years </sarcasm> :icon_twisted: It must really hurt the team - and community so - when there are such drastic changes in the consistency of the team, and dev leads - meaning impossible to maintain the same direction of the game - if helmsman is constantly changing. It is not good for the projects announced features for sure. Even more worrisome is devteam without specific priorities (as MadDogX inclined adding and removing doors - not sure if that was just quick test - or was that serious decision to add them in the final game). Game looks great, performance is slightly better with beta, but as for 3 years of development it kinda feels like something is missing indeed...
  11. fragmachine

    General Discussion (dev branch)

    For the same reason BIS don't want to publish half-done material. They will probably revisit it after release, as many other things. Don't worry, in this game nothing is set in the stone, even OFP ten years (or so) after release get new patches.
  12. fragmachine

    General Discussion (dev branch)

    Is any of the said features still applicable because I can't find any in mine version of the game. IMO soundsample reverb always will sound bad and overdone - because it can't sound good if it doesn't have depth the dynamic audio have.
  13. I guess i have a bad luck. Newest CBA beta4 installed. I've downloaded 1.06 addon version and put the init line like for other mods -mod=@TPW_FALL, modfolder into A3 steam folder, userconfig into a3 folder userconfig/TPW_FALL/TPW_FALL.hpp. I get no startup hint and have exactly the same effect in-game as before. I might have some problem with CBA because when I start the game there is some code showing up at loading screen.
  14. Sorry that I didn't respond to your answer. I didn't had time to log on forums. I believe that there isn't any startup hint, I will check it again today when I comeback from work :) I always had issues since A3 Alpha with some scripted mods, like SweetFX for instance - I couldn't configure it to my owny needs like blinking off, reverb on. Maybe it is OS affected? I have Windows 7 64 bit running on Samsung 840 SSD, same directory for Steam/A3Beta.
  15. I have ver 0.71.107360 A3 and your newest installment, prone animation don't engage after fall, and it doesnt work for me as a player.
  16. Great mod but it does seem to be broken on development branch. Units can stand up from falls higher than 4 meters and there aren't any fall to the ground animation, they just lift their legs a little in the mid-air and land on feet like cats :cool: Anyway, the idea is really great. I wonder if it could work out in the future with active ragdoll (which devs comfirmed some time ago that would be possible <only if>) - like when we fall on the slope terrain fall animation would be transitioned into ragdoll until the body stops.
  17. fragmachine

    Where are all the birds? (not seagulls)

    No one but devs will decide if something is worth of work put in A3, no me, no you no us but devs. We can only write our suggestions - and should happily do if we have some. I've noticed it some time on this forums some persons prefer to act as unmature, putting nothing to the discussion, no pros and cons but rather trying to be "funny" with some posts. With just the flock of birds Stratis would look more lifelike. I remember this issue as the only thing solely missing from ArmAs animal kingdom. Seeing distant bird flocks would be enought, enought to tell that on this planet do exist life, not really ground breaking intensive task to do but rather little addition that would make rather great overall effect.
  18. fragmachine

    Where are all the birds? (not seagulls)

    Thing that worries me? No. Only one that i give my interest to? Missed. Or i just meant actuall experience to be less sterile? "Hit the nail" i would say then. Dont tell me that immersion does not go along with realism. It is better to notice what game lacks of and what could be tweaked than repeating mindlessly same FT requests in trilions of cloned-like posts. We do know AI issues, performance issues, audio issues, health-sys issues etc. BIS is fully aware of these, as far as assigned or have hundreds of votes up or down. Some might not like that there are people that don't think way they do, too bad it isn't another "my framezPS suckz PLZ BIS FIX IT!"
  19. fragmachine

    Where are all the birds? (not seagulls)

    I did feedback tracker for flocks of birds but it was closed by moderator - arguing that it can be made by scripts. But - it should be vanilla out of the box, distant flocks of birds would add alot of life to the Stratis and Altis too. Anyway more creatures like land turtles, crabs, crampons, lizards, maybe even snails...
  20. fragmachine

    units screaming voice commands

    Maybe ragdoll tweaking? :) Anyway - it's good that BIS do look in that direction, can't wait to see effects.
  21. fragmachine

    units screaming voice commands

    ^ Exactly. It kinda feels unrealistic when your'e in formation with your squad that is using radio even if your'e meter away from each other. Radios are mostly used in convoys and in combat in certain situations. If positioning audio would be fixed in A3 and voiceovers wouldn't be too silent - direct speech could have use.
  22. fragmachine

    Iranians become white when player controlled

    There are some dark skinned Iranians but most of them are light skinned: There are more photos in that album.
  23. fragmachine

    Surround sound problems, DEVs take notice

    It would be nice to see some changelog on what changed, what is now and what is going to be changed in audio departament. Some kind of detailed audio developer log on A3 page or here to ease our minds :) Hopefully. Dynamic reverbation along with dynamic echo would rock the s*it out of that game. But first they need to enable occlusion for guns and explosions :) Yeah i've noticed that too. Too bad it isn't working, maybe it is tuned or something bigger is going on with occlusion update? Before going to beta last update to dev branch was nice occlusion effects for guns - most of the time it sounded really believable, just like ambient combat should sound. The only strange effect on guns had doppler effect on weapons but right now it's been fixed. I wonder why devs turned it off.
  24. fragmachine

    Surround sound problems, DEVs take notice

    I see what you've done here! But the real question is that great echo is PP dynamic sound reflection or just a sample? :cool:
  25. fragmachine

    improve aircraft immersion

    Or maybe even 100 km - for better air and naval warfare :icon_idea:
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