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Everything posted by chompster
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Tanks - tracked vehicles driving and handling
chompster replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
You're right making it more stiff wouldn't fix that(if anything might make it worse). I guess it just doesn't compensate/absorb enough of the movement when going over rough terrain, which I would imagine is the whole point of such a suspension system on RL tanks. Yeah I noticed that strip on the airfield was an issue for me as well. Going full speed over it would bring me to an almost complete stop before even getting over it. -
Tanks - tracked vehicles driving and handling
chompster replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
While I usually rarely make use of vanilla content, I played around with both for quite a bit to see the differences and I have to say im very impressed overall. The handling feels much more believable and weighty, though at full speed it still feels a bit too maneuverable. Turning while moving or standing still just feels right to me and it doesnt seem to lose as much speed as it did before when you turn. While the new sound samples are much better than the previous ones, they still very much lacks that raw powerful feeling you get from such a huge engine and turbo roaring. Especially the turbo part which still to be completely missing. Clacking sounds are nice as well though feel a bit too slow when at full speed on a paved road and in 1st person you can't hear them at all at any speed. Sound also fades away very quickly. couldn't have been more than 50m away and it was barely audible which just seems very odd(both a stationary tank with its engine on and a Ai driving by at full speed). New suspension is a much needed improvement. being able to traverse over a number of things without losing all your speed or getting stuck 90% of the time is very nice(though it is still very clear that if the actual body of the tank touches anything before the track get to it the whole thing comes to a complete standstill). At higher speeds on bumpy roads or off-road in 1st person it does seem like the suspension is too soft with your view constantly bobbing up and down(though this could be due to that awful, single slot, narrow FoV, driver view..) But other than that all seemed good. Another kinda odd thing was how fast the actual wheels turned. This might just be the way it looks but at slow speeds it seems like there is a very distinct speed difference between the track and the actual wheels inside it. Wheels are turning way too fast for how fast the tank and tracks seem to be moving. And speeding slow speeds, when you try to climb a hill at a slow speed (Q speed or even W speed) the engine sounds as if its idling instead of roaring in low gear. If you apply the turbo(E speed) thats when the sound kicks in and things sounds as they should. Ai drivers are still.. very sketchy.. randomly going offroad for no reason, swerving back and forth on a straight road, getting stuck behind buildings and other objects, unable to hold or even get into formations. it's just a mess thats all over the place. At least you now have Direct control now are a commander. -
RHS Escalation (AFRF and USAF)
chompster replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Stunning quality as always, great work. Is the shemagh a seperate mod?- 16577 replies
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Are vehicles supposed to be realistic too?
chompster replied to higgins909's topic in ARMA 3 - GENERAL
Its not, but it's become the myth/stereotype in video games. If it were on a scale from unrealistic to realistic it'd be(according to the internet) CoD --- Squad/BF --- Arma. When in reality, aside from the ballistics and advanced helicopters, Arma has very little realism going for it. Authentic is probably as close as you're gonna get really.. Of all those things, I really hope they can get rid of the Air 2 Ground thing, and make it Air 2 Sea so the Ai can fucking fly properly FFS. -
Ideas how to improve/clean up the action menu
chompster replied to BL4DE's topic in ARMA 3 - GENERAL
Yeah from the start I hated the insta-grenade action. I really really wish they would put more things into the players hands. Get rid of as much of this menu crap as possible and make it a key so you have to physically hold it in your hands to use.- 11 replies
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He.. literally did in that post.. The Ai is simply never going to feel natural for as long as they use the same set of animations that we, the players, use. They simply cannot make efficient use of the movement like players do(strafing, moving backward etc). They are always going to come over incredibly robotic.
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Aside from a bunch of the things mentioned above,
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Just wann jump in real quick and point out that those AKs you're praising Bi so much for, are(aside from the AK12) from Dayz. Same with the RPG and the M249. They didn't make those(well technically Dayz team is still Bi... just not arma Bi).
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Highly depends on if Bi decides to continue on the path with this pseudo sci-fi/futuristic mismatch copy past nonsense. If they do, then it's a definite no. If they don't, well then it depends on what they do.. Squad. While it may not give you the freedom of mission making, it beats Arma hands down in actual combat gameplay(just infantry atm, eventually combined arms) and authenticity.
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Why arma 3 is less realistic than other games on some points ?
chompster replied to plutoto74's topic in ARMA 3 - GENERAL
Probably because arma isn't actually a very realistic game? But it's just become such a thing people think that that's what everyone just says. When you really think about it there really isn't a whole lot that that's very, if at all, realistic about arma. The things you mentioned are but 2 of many examples, one being a technical limitations(the scopes) that with the current engine(or probably any due to the size of the maps) are never going to change. While the grenade thing is a complete mystery as to why they chose to go about it in such an infuriatingly unrealistic, dangerous and arcadey way. In the end, it was billed as a "Military shooter" which is about as vague as you can get as pretty much every shooter out there could be classified as a "Military shooter"(CoD, BF, RO, etc) so that really doesn't say much. Only things I can really think of that I'd actually consider realistic in arma is it's ballistic system and advanced flight model(for helicopters only mind you..) Other than that there really isn't anything realistic. -
@Dreip Just change it in your own settings. Don't see why this needs to be changed to default, especially since so many people are already used to it on Ctrl(or X apparently)
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They've had it since the very release, before any major(if any) engine modifications. It was still the RV engine at that point so it is possible if work gets put into it(which i said i doubt would happen in my previous post..) And you would think a tactical shooter such as arma which puts realism slightly higher than most other shooters, properly depicting weapons would be relevant to their needs. Yes games take quite some time to make, surprise. Especially when you work with outdated and limited engines such as the RV engine and then have to rework a lot of it(which the progress of has clearly been shown with the 0.60 update. Going from 15-20fps in cities to 80-90fps!)
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I really wish they would change this. To me, the regular MX rifle looks absolutely terrible. The MX SW looks like a much more plausible future rifle setup, but I hate the way the casket mag looks in it. I really, really wish they would change the engine to allow this change. I know people hate the comparison, but the Dayz devs had it in from the very start, so it's definitely possible within the engine. Like Bek said though, it probably needs to be seen as a higher priority which i highly doubt it will ever be..
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I'm still 100% of the opinion that the Ai simply needs more animations. It's beyond clear that the Ai simple is utterly incapable of functioning properly with the same controls that players have. It's why they look like robots/turrets because they can't utilize strafing/sidestepping properly or peeking around corners, instead they stand still and just 360 around or slowly slither around corners like snakes. heck they can't even make use of combat stances(as far as I'm aware) They need to make more Ai specific animation for pretty much everything, especially taking cover. It would be by no means an easy undertaking and thats probably why we haven't/will never see it happen, but I firmly believe that as long as the Ai is bound to the same animations that we are, they will never truly advance or feel like a competent force. And this is besides all the other issues that plague Ai, like how when they use air vehicles they use ground height instead of sea level which ends up with them constantly bobbing up and down which is incredibly annoying. And the obvious, which is their inability to make proper use of vehicles(apparently they're working on this? Don't have high hopes but at least that means I'll be happily surprised when I'm wrong)
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ACE3 - A collaborative merger between AGM, CSE, and ACE
chompster replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I believe it was AGM that at some point added the feature that vehicles don't unrealistically blow up after being shot or rammed like it does in vanilla Arma. And even if it wasn't, is this something that might ever make it in? -
Because it's not. It's sad. because it's true.
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[eods] explosive ordnance disposal suite
chompster replied to monovdd's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Any chance of the wires leading to the pressure plate being visible to a degree at some point? -
Spatial Awareness Improvements
chompster replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
So STHUD and ACE pointing are being added to vanilla, neat! As darksides mentioned though, a on/off toggle button in-game would be very much appreciated if possible, one of the main reasons I never use sthud(gets in the way of screenshots!) And another reason why i don't use it is because it gives you unrealistic amounts of situational awareness. Knowing where teammates around you in an open are is one thing, but as soon as they move behind a building, wall or any kind of cover it shouldn't show you where they are since you wouldn't know that because you cant see it. Not holding my breath but it'd be nice to have it as an option where if obstructed they wouldn't show up on the radar anymore. As for ping, from what i saw in a screenshot i got from a friend, the ping circle is waaay too small. Maybe have this be adjustable from a users side, but man is it tiny. Having the persons name under or above(anywhere really) the ping would also be nice so you know you're looking at the right one. Other than that, glad to see some mods making into vanilla. -
Community Upgrade Project - CUP Terrains
chompster replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just because you like a game doesn't mean you need to support the devs at every chance you get. Especially when you don't like/agree with the decision they made. Voting with your wallet is a thing. Also "best terrain ever" is very much subjective and an opinion, I personally think the A2 maps are still the "best terrains ever" Of course it's up to mod makers to choose if they want to use content from Tanoa. I get that they'd love to use all this new and cool content, but hopefully do keep in mind that by doing so they're cutting off a portion of the community from ever being able to using it. Especially groups with a large amount of players where it's pretty absurd to expect everyone within the group to buy this expansion just to be able to use a modded map. Those are my thoughts on it at least.. -
RHS Escalation (AFRF and USAF)
chompster replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Lovely. Will the M21, M70, M92 and each AK variant have their own slightly different sound or will they share the same sounds like they are now?- 16577 replies
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Cool! Hmm.. Not sure if this specific to the German version then, since i definitely recall the TF47 CG being able to range even with HE and HEAT rounds(the sight would actually move up and down as you did) And yea I worded that wrong, didn't actually mean for it to sound like the Pz3 could be zero'd Awesome!
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With the new Carl Gustav, when you load a HE round in it'll say HEAT is loaded in the top right where the ammo counter is. And when you load in a HEAT round it'll say an HE round is loaded. Illum and HEDP seem fine. Also both the Panzerfaust and the CG optics don't seem to be ranged correctly. Had a target(T-72) at 188 meters away(used Vector to range it) set the sight to 200 and still had to aim above the target, only to hit the wheels/tracks. EDIT: well that explains it, the ranging on the sight(CG) doesn't work at all. Whether you have it on 100 or 600m it'll still shoot in the same spot.
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Except that it isn't going to be used for Arma3 in any way.
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With the current engine? Not at all. Ever. If Arma has any plans for future titles, they need to either completely redo the RV engine from scratch/the ground up with up-to-date tech and standards, which is incredibly unlikely. Or pick up one of the newer engines that are available, like UE4. Squeezing anymore life out of this already dead carcass of an engine is simply impossible while hoping to provide your customers with a product/gameplay that is suitable for the day and age it's being released in.
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RHS Escalation (AFRF and USAF)
chompster replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Bit late to the party, but just wanna say congrats on the latest release and thank you! Having an absolute blast and geeking out hard over all the new toys and features you guys have added. I do have 2 questions, but one Is just more of me wondering.. 1. Will the Russian Balaclavas come in different colors at some point?(One says Olive I assume they will eventually but..) 2. This is more of me just wondering, but would it even be possible to add the C130's feature to 'walk in back' as a passenger to helicopters such as the Chinook? Or would the arma engine not be very happy with wanting that.- 16577 replies
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