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CaptainObvious

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Everything posted by CaptainObvious

  1. CaptainObvious

    Visual Upgrade – Feedback

    I dunno, maybe just a tiny bit of specularity for tire marks but other than that I don't think dirt roads should reflect sunlight, that's until there's dynamically changing specularity due to rain but I doubt that's not gonna happen...
  2. CaptainObvious

    Arma 3 - APEX - NEWS and SPECULATIONS

    Their color is affected by the weather and time of day again and it seems their volumetric illumination is better i.e the bottoms are darker than the top
  3. CaptainObvious

    General Discussion (dev branch)

    Chiming in for what it's worth, the possible performance impact on my rig is negligible without the reflections, 970gtx and a 2500K
  4. CaptainObvious

    General Discussion (dev branch)

    There's some issues with these buildings at night, they don't seem to receive ~any light before around 3:45 in the morning.
  5. CaptainObvious

    Arma 3 - APEX - NEWS and SPECULATIONS

    Damn that's amazing :lol: The default settings need a little tinkering still due to the mentioned issues, but luckily there's plenty of time until Apex goes live.
  6. CaptainObvious

    Arma 3 - APEX - NEWS and SPECULATIONS

    You shitting me, right? :o
  7. CaptainObvious

    Targeting improvements

    The AMV driver has this, I'd find it odd that MBTs or other fighting vehicles wouldn't have something similar already, not to mention the armaverse in 2035.
  8. CaptainObvious

    Arma 3 - APEX - NEWS and SPECULATIONS

    Aye, I'm not expecting Apex just yet, but still very interesting to see what goodies we'll get.
  9. CaptainObvious

    Arma 3 - APEX - NEWS and SPECULATIONS

    Could the staging of the expansion be just around the corner already? :o Yikes I'm intrigued
  10. CaptainObvious

    General Discussion (dev branch)

    Good heavens, I might need a new keyboard after spitting my beer all over the desk :don3: I love you bohemiapeople :wub:
  11. CaptainObvious

    General Discussion (dev branch)

    Of course, that's why I didn't say it's fixed or that the tanks suddenly became realistic :huh:
  12. CaptainObvious

    General Discussion (dev branch)

    Who exactly believes that? I was merely testing if that change would affect the bouncing tanks, and from my very limited testing it sort of seems it does.
  13. CaptainObvious

    General Discussion (dev branch)

    I spent a good 15 minutes or so spinning in place and only managed to flip the tank once when spinning on one those knee-high stonewalls, could be luck but it used to be a piece of cake to flip the tank...
  14. CaptainObvious

    Audio Tweaking (dev branch)

    I'll be damned, this is super! :angel:
  15. CaptainObvious

    Difficulty Overhaul

    This. When playing milsim, I'd really like that your character is realistically affected by inclines etc. and get rid of the infinite jogging and other silliness' the stamina introduced. But then again, I occasionally enjoy a deathmatch or some other more casual missions that benefit from reduced fatigue effects due to their fast gameplay. This is an old pic and might be obsolete by now, haven't played much recently, but there used to be no difference in jogging to the top of the hill and jogging down the road, you used the same amount of stamina either way, but I think it should be no less than devastating to jog a hill that high when using the harder difficulty options.
  16. CaptainObvious

    Audio Tweaking (dev branch)

    The first is definitely something wrong at your end if the sound really is like under water. If I'm not mistaken, the interior sounds are applied when there's an interior texture under your feet, you might want to create a ticket about the specific location/building.
  17. CaptainObvious

    General Discussion (dev branch)

    Doesn't it? In the video on the previous page the right hand side track penetrates the Virtual Reality "ground" and again off goes the tank. Could it be that a helo blows up because it has a lot less hitpoints, also the tank hull doesn't usually (I think) penetrate the ground, only the tracks/wheels.
  18. CaptainObvious

    General Discussion (dev branch)

    I have ~zero technical knowledge but every time I've encountered that, the tracks go under the terrain mesh and off goes the tank, it feels like the engine tries to get the tracks back above the surface with way way too much force.
  19. CaptainObvious

    Audio Tweaking (dev branch)

    Wikipedia or not, the numbers are correct. Funny how wikipedia is always ridiculed only after being used to prove against one's argument What benefits would a full sonic crack simulation bring to the game, to a real gaming situation? What difference would it make for the player, other than slightly different samples every time a bullet flys by? I'm not against such simulation of course if such thing would be trivial to implement in terms of overall game performance and dev resources, both of which are known to be somewhat sparse, I just don't see a need for it.
  20. CaptainObvious

    Audio Tweaking (dev branch)

    Weren't you the one who is missing sounds? :unsure: Granted the sonic cracks are loud and can overwhelm other sounds when you are under heavy fire, but saying Arma doesn't have impact sounds is just BS, besides the sonic cracks are really loud in RL too. Here's some nice data of a .308 Meaning the crack is just about where a sound becomes painful to the listener, 130-140dB according to the Wikipedia. Now, I don't know if it would even be of any use to try to simulate the loudness of the crack compared to the bullet speed, other than that of super-/subsonic speeds, which AFAIK is already in the game, i.e subsonic bullet don't snap.
  21. CaptainObvious

    Audio Tweaking (dev branch)

    This. There's plenty of impact sounds alright but surprisingly they require a bullet impacting something :blink: Every surface has its own sounds of course, but here are a few of them.
  22. CaptainObvious

    Audio Tweaking (dev branch)

    Now that you mentioned it, it started bothering me like hell, thanks alot dammit :P I tried placing a Marshall and some sharpshooters just the other side of a ridge, and an Ifrit for the Marshall to take and an opfor rifleman for the sharpshooters, honestly the firing sounds of the autocannon and the sharpshooters could be switched either way around and there wouldn't be much difference in the outcome. e.typo
  23. CaptainObvious

    General Discussion (dev branch)

    Regarding the waypoints, you do know that pressing 'M' brings up the map in the 3den editor too, and you see the waypoints and whatnot just like in the old editor, don't you?
  24. CaptainObvious

    Audio Tweaking (dev branch)

    Autocannons' firing sounds (which are splendid btw) are a bit too quiet compared to their impact sounds, or the impacts are too loud compared to the firing, they overwhelm the cannon itself, thoughts?
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