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1 NeutralAbout raven_jj
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I've noticed that machinegun chain links stay on the ground for a little while, and it looks great! Can we also expect ground collision for bullet casings?
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I have a bug: If you get in a working helicopter as a pilot, framerate drops and soon after helicopter explodes. Only in Advanced Flight Model. To recreate: Get in as a copilot-> take controls-> turn on engine-> get out-> get in-> take controls-> Explosion Get in as a pilot-> turn on engine-> Eject (to have a working engine)-> get in-> Explosion (works when eject is enabled by a mod)
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"Engine on/off" is not visible for me. I tried deleting User.Arma3Profile, but no change. Other keys, such as Rope interaction and Sling load Assistant are visible. Maybe someone forgot to add "engine on/off" key to options?
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But the sensitivity is great for non AFCS helicopters, but not sensitive enough for self leveling ones. I'd have to change sensitivity every time I change helicopter. Does anyone else have this problem, or is it only me?
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Maybe it's just a placebo effect (I can't find Rotorlib 4.1.1 changelog), but the helis without AFCS feel like they have some mass now, they feel better. Unfortunately flying those with AFCS (Hellcat and Orca especially) feel like I have to arm wrestle my joystick. I'm using X52Pro and sensitivity curve is completely messed up when it comes to rolling. Slightly leaning the stick I get almost no response, and heavier sends helicopter doing barrel rolls. There's very little room for fine control. When flying helicopters without AFCS, sensitivity feels great, steering an agile car feels a bit too sensitive, but manageable. TL;DR Joystick sideways sensitivity for Hellcat, Orca, Mohawk and Commanche needs some adjustments. It's too low now.
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After further testing, now Orca, Mohawk, Hellcat and Blackfoot have the same symptoms. I've checked file integrity and key bindings. They act, as if they didn't recognize that they're off the ground. After banking more than 70-90 degrees to the side, thy start responding normally, as if they reached their pivot point. They basically act like a Roly-poly_toy.
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Ok, I've tested Kajman and Mohawk, and while Kajman feels great, Mohawk presents the same behavior as Orca. Nobody else says anything about it so maybe it's something with my game. Joystick side movement doesn't represent the speed of rolling, as in all other choppers. When you lean your joystick, say, 30 degrees left, heli rolls 30 degrees left and stays in that position. If you let go of the stick, heli goes back to horizontal. In Mohawk it was ok before yesterday's patch.
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Ghosthawk feels really nice, but there's something wrong with Orca. Side cyclic works more like in a car than a helicopter- when you push your stick to the side, helicopter banks, but when you let the stick go, heli straightens, as if it was on autohover. As for Blackfoot, the tail rotor feels very weak, it has problems to turn sideways at 30kph or even stationary, not mentioning snap turning at 180km/h that it should be capable of.
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When I gently land on buildings without rough landings on, my heli tends to explode, although if I landed on ground nothing would happen. When I turn on rough landings, most of my systems go red. Sometimes, when I'm really inching my way towards roof, I manage to land, but starting, as soon as I start to slide, I get damaged.
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I think the whole startup procedure would be a great way to prevent all the people who don't know how to fly from crashing.
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The new walking speed with a lowered rifle looks a bit strange (like in a fast forward video). When I setacctime to 0.9 it starts to look more natural.
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New Weaponsway is way to much. And holding breath bug?
raven_jj replied to HAseONE's topic in ARMA 3 - GENERAL
Rath, and what would you think if the sway was flipped 90 degrees, so it would be more vertical than horizontal? -
I think sway on stable version is perfect. It may not be realistic, but it nicely shows the difficulty of shooting at long distances (though it's still easier than real life, I think introducing wind and weapon resting will even each other out). Just like Coulum said It also has another merit. It's a great way to simulate suppression effects. To shoot straight at long distances you have to be focused, calm and actively compensate for sway, you can't just "point your mouse to kill" everyone as before. When you get stressed, you shoot all over the place. But in the end you could always have "realistic sway" in difficulty options. It would probably satisfy both "twitch shooters" and those who want more realism. The only thing that has to change is implementing new animations for tired running and introducing suppression tiredness and "sway" for AI.
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Actually I don't know. I haven't had any opportunity to use it in multiplayer yet, but I'll test it.
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Ok, now you can download full version of the mod under the download link provided in the opening post of the thread. I'd like to ask mods to change the name of the thread to Agile Helicopters. Or should I create a new one? Download link