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About A3_Melle

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    Mil-Sim/emergency service sims
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    logistics, voulenteer firefighter

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    The Netherlands

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    Husband / Father / Logistics worker / Volunteer Firefighter / PC gamer / Twitter addict / ARMA series fan / Bohemia Interactive Games player.
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  1. A3_Melle

    Laws of War DLC Feedback

    The "mine clearing line" you are talking about is military "grade", yes it would be great to have this as tool for "nato" but for the DLC faction IDAP this would be "to expensive" looking at it from the IDAP point of view ;) Verstuurd vanaf mijn SM-G900F met Tapatalk
  2. A3_Melle

    Orange DLC (wild) SPECULATIONS !!!

    Who knows, the humanitarian aid would fit in the A3 profile with MakeArmaNotWar ;) Verstuurd vanaf mijn SM-G900F met Tapatalk
  3. I think it will be orange DLC, wenn I look at my "expected" (personal) thoughts: verry soon (days) a dev-diary followed by publicity (screenshots and so on) about orange (maybe even a trailer) followed by a release of orange to dev-branch within 1/2 week(s) and a official release on September 12th, the 4th ARMAVERSARY. But this is really my personal opinion! Verstuurd vanaf mijn SM-G900F met Tapatalk
  4. A3_Melle

    Development Blog & Reveals

  5. A3_Melle

    Orange DLC (wild) SPECULATIONS !!!

    Only that the dev-diary has been made and that they are in "soft datalock", further not a single piece of orange has been published. Verstuurd vanaf mijn SM-G900F met Tapatalk
  6. Shame on me as a firefighter missing this topic....... but fighting "fire" on the current engine is not something to be looking at (had a good discussion about this recently with a BI developer), the new engine (Enfussion) wil have much more possibilities to make such a type of game to a succes. Just for the record Bohemia Interactive (BI) and Bohemia Interactive Simulations (BIS) are 2 separate businesses, of course from time to time resources/developers get shared for knowlage and experience. As a firefighter i know how it is in real life and making fire "eat" and extinguishing a fire is a challenging thing to get that in a game as a real "firefighter" simulator, many have already tried and always were discussed (steamdiscussion) as being just a regular game (some only got negative reactions, or are a copy for a previous version within a new firehouse or town) and not a simulator. If Bohemia Interactive would create such a game the expectations would be so extremely high (as people would look at it just as ARMA3 is compared to a real military simulator), the players would want the smallest details to be perfect. With such a game developers would have to keep many aspects/elements in mind: First of all everything in game must have the option to be "damaged" by fire and has its own way of burning (paper burns fast while a wooden log would burn must slower) or be damaged by fire, even concrete can be damaged by fire! Than we have the temprature/heat radiation: in a small room a small fire can cause enough heat to let other things in that room "damp out "toxic/flamable gasses" wich can ignite at the right temprature, as a small example: a old fasion 1970 hard wood chair wont burn as fast and hot as chairs from the last 20 years, the chairs these days all got soaked in coatings wich will damp out during a small fire and cause a fire to spread much faster but also the heat will be much higher than with the old fasion chairs. With fire ALWAYS comes smoke...... do you know that these days firefighters are learning that: SMOKE IS FUEL! a small (low temprature) fire starts with white smoke while and a almost fully evovled fire will have dark heavy denced smoke wich can ignite with the right mixture of "fuel" (the smoke), temprature (to ignite) and oxygen (fire breathes so it needs "air"). Than to keep in mind ventilation: open a door or window and a fire will get more oxygen and could burn must faster and harder than it did before the door/window was openend, with this also comes the "positive/negative" ventilation/pressure. The fire consumes all oxygen in a room and will get more as soon as a door get opend: than you get 3 layers: bottom: air/oxygen (is cold and stays low), top: smoke getting "pushed out" by the high temprature pressure, middle: on the bottem of the smoke layer you will see that it gets sucked back in to the source, and wenn you have that dence black smoke you are mixing it with oxygen and sending it back to the higher temprature to ignite, so it could "ignite" in right in front of you. Fighting the fire: water is mostly used but did you know that 1 liter of water thats put on a (good burning hot) fire creates a volume of +-1000 liters steam? Water always followes his own path creating secundairy damage to a building, with even risks of colapse of floors or rooftops. That the hot dark dence smoke (smoke is fuel) needs to be cooled so it does not ignite behind/above you, that way you keep your "work space" safer than it was with the hot smoke. Now there is alot more i can tell you but even making these above mentiont things possible in a game engine........... A little bit about "wild fire" (from a EU side point of view): Each tree has its own way of burning: a needle tree (pine) will burn much faster(due to the resin wich is a oil type), the needles can burn extremly fast from bottom to top creating a "crown" fire wich creates a fire in the top of trees moving much faster with a little bit of wind. Oak trees wont burn that fast but wenn they burn it means the fire is hot and also hard to put out as it slowly burn deep in the wood. Another type of wildfire: "grass fires" (or vegitation on the ground) wenn you got a large open area with a bit of wind such a fire can spread real fast (walking fire). With every wildfire there is a risk that it goes "underground": roots of trees and bushes can burn down in the ground and they can move onder the ground burning up the roots and spread even furter under ground. These are just some aspects of firefighting, i really can write an entire story, filling many pages of the forum, but only looking at these points and making them possible in a game (because people will expact this type of details from Bohemia Interactive or Bohemia Interacitve Simulations) this would mean a massive usages of your engine as fire needs to be treated like a "living thing" with full capability to grow or be put out in a right way (wrong way could mean that the fire lights up again). As many people i really would like to see a "firefighter simulator" created by BI but also know that wenn they create such a game the expactations will be high as people like people are now comparing ARMA3 to a real militairy simulator like VBS.
  7. Personally never had the honor to play/work with him but wenn i see all the reactions from some of the mod/terrain makers he was the 1 person everybody with a question about (terain) development could get answers from. Guess it really is fair to say: a ARMA community legend has fallen! Condolences to the family and friends of this ARMA community legend, and a tribute on any of the ARMA games for this legend would get my full support.
  8. A3_Melle

    Media Coverage | No discussion here!

    ARMA3 still in the top 10 of twitch streamed games in 2016 https://twitter.com/TwitchCon/status/781967516683886592
  9. A3_Melle


    I think around 16:00 (C.E.T) and if not it will be around 19:00 (C.E.T.), don't forget that Valve needs to push the green light button also ;-) Send with mobile
  10. A3_Melle

    Media Coverage | No discussion here!

    The BI/A3 team did his best on suprising a dutch game show :-)http://www.gamekings.tv/nieuws/gamekings-extra-een-plantaardig-pakketje-van-bohemia/ Also a YouTube version :-) wich you can turn on subtitles Great work PR team, still laughin wenn I see it again :-p Send with mobile
  11. A3_Melle

    Arma 3 Units - Feedback thread

    Ha that's why the page was offline last night :-) great work! Send with mobile
  12. A3_Melle


    For those who have seen last Saturdays livestream with Brian Hicks about DayZ should have a better view on the "bigger" BI picture. DayZ is already funded for the next few years (and he even mentioned DLC'S!) If we compare that with ARMA3 wich also was a bigger succes as they expected would mean the same thing for A3 and they got "plans" for at least a large amount of years). Speaking of the sound man (Kryštof Havel) from BI and the rest of the audio team who gave ARMA3 vanilla audio a huge positive boost: They want to do the same thing for DayZ as that also needs a good audio update. For not getting a new "roadmap" yet........ Apex is not even released yet! In the past it happened that the "new roadmap " came a little while after the ending of the current roadmap, so I would not be suprised wenn a new roadmap will be released after the summer/somewhere in Q3 early start Q4 as the will be gathering feedback about apex during the summer. In several occasions they have mentioned that the full support for A3 will go on for a long time, guessing from that it is going to be a while before ARMA4 gets even a glimp of light, understanding it correctly would mean it is not even beeing developed as all focus is on ARMA3 and DayZ at the moment (DayZ 1.0 is also planned for end of the year/early 2017), don't forget the A3 team at his full strength is +-70-80 developers and DayZ is a much smaler group and developers will move between both projects like the audio team, BI has just over 200 employees, meaning as example they could hire 2 separate audio teams (1 for A3 and 1 for DayZ) but wenn a project is done they would not have alot to do wich cost money and will make the games even more expensive. About DLC'S: we all want that, and as shown in the past....... they make a large group happy and some are never pleased with what they get: see topic "missing content on APEX"............. we just got the (in my eyes) 1 of the best maps that has been released for a ARMA game in a verry long time (besides community made map), this map has been in development for a long time and has alot of fine details and even it comes with alot of new features AI not seeing you wenn you are not in the line of sight is really a good thing as example, I could almost execute AI from behind on close range while sneaking up on them in the woods, last year I would have been spotted a few hundred meters away. But to go on about future DLC'S...... I am sure the A3 team will be thinking about what they should bring to the game this time, yes it would have been great to have some real good landing crafts(boats) to do a beach assault on Tanoa, but even if they would have done that other "complaints" would be coming: like missing air assets like we are getting now. A DLC is always making 1 group of players happy, another group neutral and a group disliking it from top to bottom with "missing content" and so on......... sad to say it has always been that way and BI has to make a plan to balance between all our wishes and delivering what they want to deliver for A3. Still alot of people compare A2 with A3 DLC's/expansions..... for those who have not noticed it..... ARMA2 was all about delivering content and the A2 forums full with wishes for features (weapon resting, shooting from vehicles, slingload, loading vehicles in vehicles, new editor and a "game master" sort of thing to "make mission on the fly") wich were mostly made possible by the community mod makers and not BI. With ARMA3 it is more the other way around: we are getting alot of features what we wished for with ARMA2 and get less content, and the "wishlist" from ARMA2 is still long but the community mod makers are the guys bringing the content. If they in the future decide to give us more content it will mean recourses for features will be halted, simple basic running a business, if you want more content and more features....... DLC'S will become even more expensive. Either way, wenn they come up in the near future with the idea for a new DLC (wich I really hope so) it will be a new topic opening with the "lack of.......", that's just how it always has been and will stay because they can't make every wish come true for each player, we all have special wishes and alot of them are shared but it is up to BI to decide to make it possible or go with another plan (and even if it is possible for A3). And yes all features are availble for non DLC owners but those who contribute with buying the DLC'S get that extra created content wich is not availble to the not DLC owners (but that's another discussion). Send with mobile
  13. A3_Melle

    Tanoa discussion (Dev-Branch)

    Keeping my fingers crossed for a suprise from the TFA (Task Force Apex) that are at the PCgamershow :-pSend with mobile
  14. A3_Melle


    https://forums.bistudio.com/index.php?/topic/140837-Development-Branch-Changelog#entry3043262Send with mobile
  15. A3_Melle


    The same reason why the focus in on the extra features: Bipod, FFV and so on.The mod makers will always stay top nodge with their mods for free :-) and some indeed getting a job at BI! Send with mobile