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progamer

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Posts posted by progamer


  1. I thought I'd update this as I've come across a big error with this mechanic:

    If your simulation entry is one of the new ArmA3 types - such as helicopterx or planex - there is a positional error induced with the application of velocity to a vehicle. I am not entirely sure the reason for this, but model coordinates are apparently being offset somehow when the velocity of a vehicle changes. I do not know by how much, but it is present and is difficult to correct for. If your simulation type for a vehicle is one of the old types such as helicopter or plane, the error goes away. I assume this is some kind of interference with the PhysX engine since the X at the end of the simulation type most likely indicates PhysX applied to a vehicle. I will try to come up with a velocity correction routine for the future, but just be aware if you're having issues during motion that it has something to do with the simulation types used.

    You should create a feedback tracker ticket for this issue with a repro mission.


  2. Yeah it would be nice but the problem is that VBS3 costs an arm and a testicle...and if they add that then they shoot themselves in the foot as the clients will just use Arma 3. Someone will come up with a Mod sooner or later.

    Google "Operation Snowstorm"...it's an Arma 2 Mod

    Actually we don't know the cost of VBS3 but they have hinted at it being cheaper than the cost of VBS2 PE. And also hinted at it becoming more accessible for non military personal to purchase.


  3. Just curious as to whether your information on the tank comes from Wikipedia or from credible military information?

    And I believe Arma only has km/h and not mph.

    Also, have you considered Franze's interactive cockpit guide for making the interior of the tank interactive? Unless the tank does not use things that would need that.


  4. Lately i began to notice, light cast range by ground vehicles, is way to low, the faster your vehicle is, the problematic it gets at nights, to see anything at high speeds beyong 3 meters, even driving speedways, can be deadly faster then 100kph at nights. Could the lighth cast range be increased for at least few meters? Could we get near/far light switch, like cars do have in real life? Also i agree on shadow cast slider, i wish it would be at least 1km far, if not further.

    This issue is more of an example why we need high beams and low beams on our vehicles.


  5. How about this, enough talk about what a vest can do and make a script on how to make it nice for all people to enjoy. Because lets be honest here we all hate the new damage value BIS added so lets fix it. Example patrol ops 3.0 has made this possible however someone that knows scripting needs to take it out where they can make it a mod only for that purpose savvy. So lets use all this talk and combined this to a new damage mod and make arma realistic. Because I don't know about you but I'm tired of the AI taking head shots and not dieing,or taking 3 shots to mid section and getting up just to kill you.

    Apparently damage is based on difficulty level. This needs to change into one realistic damage level. The ballistics model breaks down at range and produces bullets that should kill but don't due to an automatic damage reduction. (I'm not saying bullets shouldn't loose speed or power but instead the damage aspect needs to be changed)

    Opfor needs proper ballistic vests (so hit location matters and they are affected realistically by bullets) and body armor needs to work realistically and only if the actual plate is hit.


  6. Maybe look into proxies for getting away with a more detailed interior? With all of the interactive cockpit projects starting to pop up, this should be able to accommodate the same functionality. Hopefully, you will be able to get the features that you are hoping. Good luck with the project.

    Can't you use extra LODs as well?

    Do you have plans for a British APS for the tank?

    ---------- Post added at 09:56 ---------- Previous post was at 09:49 ----------

    As close as I possibly can, but seeing a game limitations on model sizes have to be considered which really annoys me I guess as close as I can get. Though hopefully the model won't take long to do, I've got tonnes of reference images and plans go off for the most part it's simple, but the challenge is keeping the size down as much as possible.

    Someone should make a feedback tracker for increasing the model sizes.


  7. That's where you're wrong. Currently unarmored uniformed NATO/AAF/CIV will die to anything point blank to the chest. The CSAT fatigues count as armor and they will survive 5.56 point blank, but will die in their underwear

    If were overhauling body Armor why don't we just drop the unrealistic full body armor and give them proper realistic vests instead?


  8. What makes this game "realistic" is the realistic(?) recoil, stamina management, sandbox shooting, realistic(?) damage, bullet drop/speed, etc. Not whether you should be able to drag your gun to the direction you want. I dont know how pro you are, but I've seen a lot of embarrassing moments playing Wasteland that people just cannot hit targets right in front of them.

    So how does this related to your problem of using a low dpi?

    If anything we need a setting for proper inertia.

    Arma is not centred around wasteland. If you want Arma to be centred around wasteland, and be customized for wasteland, wait for wasteland mods from Arma 2 to come over or make the mod yourself.


  9. That's where you're wrong. Currently unarmored uniformed NATO/AAF/CIV will die to anything point blank to the chest. The CSAT fatigues count as armor and they will survive 5.56 point blank, but will die in their underwear.

    Seeing how BIS took out all the mechanics that restrict or remove player control, I doubt they'll introduce one like that. Who knows though.

    Even the ones they shouldn't have... It does not restrict player control. You make a choice knowing that can happen, it doesn't just happen randomly.

    ---------- Post added at 07:24 ---------- Previous post was at 07:23 ----------

    actually, you're wrong. bullets are designed to kill, maiming is a secondary side effect. there are weapons where the emphasis is placed on maiming, like grenades and mines, but they should still be considered lethal as they can still cause death.

    and the game doesn't simulate wounded soldiers being carted off so your entire argument is moot.

    Why doesn't it?


  10. Not "falling snow". That's relatively easy and common. It's just a particle system. Snow that *accumulates*, in a realistic manner, that impedes vehicles and even slows foot travel... that hasn't been done before. Further having such a system would allow a map maker to make a map *once*, and players would have to download one map, rather than separate winter and non-winter versions. Ever wonder why there aren't more snow maps in the ARMA universe? Because it's a pain to remake a map in a winter version.

    There is one post, in the other thread, where a member posted a WIP proof of concept. It didn't look as good and didn't include detail about how it was done, how it works, etc. Certainly some have the same thought though. I just haven't seen any progress on it.

    Why don't you ask NouberNou about it and make the mod? I'm sure many people would like to help. And it is much better to actually do things than just be the idea guy, because we have enough idea guys. If NouberNou says it's possible, then it likely is. The guy knows his code.

    And if you were up to date, you would know the VBS3 snow also freezes over rivers and lakes as well.


  11. Will the detonation of the nukes be at the correct altitude and will the pressure wave or whatever ever it's called send tanks and other vehicles flying down the roads?

    (This is referring to the payload the aircraft will carry)

    How advanced will the other weapon systems be? Will the aircraft have automatic flare systems?

    Do you plan to make the models more detailed? Do you plan to make the textures higher quality?


  12. How did THIS thread slip by me?!?!

    Not only would it be nice to have better control over the weather but I had no idea that weather effects had such a bad MP sync problem! No one has any feedback tickets on these?

    Yea, hopefully the commands will all be made global and JIP compatible, along with having the simul sky sequencer in the Arma 3 tools. There are many tickets and they are assigned, the developers will fix this in time.


  13. Maybe female civilians haven't been added because BIS is unsure about how to handle the clothing customization. Because they don't want players going immediately to the editor to undress the female characters and saying hurr hurr look at teh boobies.

    One solution to that is just to have their clothing be part of the model and disable uniform customization, like the 'Orestes' story character.

    It's just an accepted fact that some players will do that. Best you can do is ignore it. Dayz has both genders able to strip down into their underwear.

    The real problem is why can't we remove the guys shirt to make them look more like tourists on the beach? :)


  14. Other problem is perfomance thing. Since tons of stuff in ACE is script powered, it takes more precious CPU power, not to mention things start getting clunky if perfomance drops significantly, like immersive scopes or tank FCS that can load up to several seconds.

    Inb4 "buy better PC lolz"

    I would love for BI to add some hardcore Milsim options to the game like they added arcade options. Or even the proper engine support for realistic features. People seem to forget/fight against things that could make the game a lot more realistic and don't seem to realize they are not forced to use those options.

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