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adonai

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About adonai

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  1. Yes please!! While I really couldn't do much with it myself, it would give those in this community with actual stick time (like that sour commercial rated poster a few posts ago) a chance to translate their experience into correct flight dynamics. Plus having fm in mod form would allow them to be independent from dev branch (right?).
  2. adonai

    Clouds & Wind option / interaction

    THANKSSSS!!!!!!!! Ive got it working with some vehicles with all in arma and all i can say is this really adds to vehicle immersion; like crazy. I 've been flying 100kt crosswind landings all night lol Thanks again for this it works perfectly
  3. adonai

    Clouds & Wind option / interaction

    Please do if you can! I'm trying to use the setVelocity command but can not replicate the effects
  4. Not after playing a3 with all in arma
  5. Same. I just got aia working yesterday (had to redownload a2) and its really been a blast! The lighting and new effects really add a lot of depth to arma. With that said, I'm DEFINITELY interested in what can be done multiplayer wise. Are there any servers really running? I caught one in playwithsix once and haven't seen any. I mean, there was a good bit of players that had combined ops or ran other mods like ace on multiplayer servers in oa; I can imagine the demand could definitely be there. If people knew we could pretty much be playing the full game (or a very, very good placeholder till) right now with this mod, I'd say a lot of us would jump on it.
  6. adonai

    Flying Helicopters

    mmm, it does work; perfectly. use motioninjoy
  7. adonai

    Tips on flying a helicopter?

    I think what the developers tried to implement with the flight dynamics is a bit more "momentum" than in arma 2; it's actually similar of sorts to toh. Theres also the fact choppers basic speed has been increased by 20-30 or so km/h; presumably in relation to the larger map sizes. Essentially, you should understand a helicopter operates through a single point of extreme torque, it's pretty much a gliding pendulum. I feel they've taken a step in the right direction modeling this, and further corrections will definitely be extra icing in an already sweet cake imo. I do feel however the descent and ascent rates are far too slow. There is a marked difference between the throttle ratios between arma 2 and 3 that at the very least need to be evened out. Xbox controller scheme could be better out the box (I use a ps3 controller, so motioninjoy); then again it's for the most part fully customizable and with a little time you can get it to do what you want. It worked for me. Definitely agree. I find the key to any flying is having an efficient descent profile to your lz; from noob to pro, this is the key and practicable by all. If you are newer and don't understand the full limitations of armas flight physics, you will definitely need to SLOW IT DOWN (especially in the Ka-60 and will more than likely be the same for larger choppers), keep a safe height that allows you the ability to fly for at least 2 or 3 seconds in case you're hit by some type of aa and have to make an emergency landing, and most importantly, just don't pick a hot lz to begin with. If you know there's probably alot of enemies in your area of operation, keep a 600-1000 meter buffer between you and them so your troops have some breathing room. As far as ka60 handling since that seems most people have problems with 1. The Ka (and any other large arma bird once they're released) travels fast; with the new physics, you WILL HAVE to make inputs earlier than desired to have the same outcome in arma 2. You've got to plan your steps out 2. The key to decreasing speed with the new arma physics from steady straight flight are : A. Rudder B. Elevation C. Bank angle D. Throttle control The pendulum effect of choppers allows you to bleed off speed in high g turns. Normally, you would black out. In arma, that isn't modeled so no worries. By kicking the rudder toward the inside of your turn, while pulling straight back on the elevator, you will enter a tight turn that decreases speed exponentially as it travels in the circle. Couple that with idle throttle and you will see there's actually a way to get your chopper from full steam to landing speed in a spin or two. That's where proper recognition of elevation comes in. You can pick any spot out ahead of you and map out your descent turn to slow you down. Once you're comfortable with the controls and flying low, you'll be able to integrate your final descent turn and landing the bird easy, where you want it when you want it. On further thought, I think a big problem with the main accessibility of arma 3's helicopters is the fact that it is very sensitive, and definitely lends more toward a natural feel. I personally feel the only way you could get a full "feel" for all the little nuisances (and there's PLENTY, like the little wiggle the Ka does after a tight turn) heli flying has to offer is to have some type of control input that allows you to do so. If you get a good feel with the mouse, that's great. There's still the problem of throttle control which already feels heavy; you're going to be very good at tapping the keys by going this route. Either get a joystick or hook up your Xbox controller; you owe it to yourself if you're trying to aviate amongst arma's realm. Either that or you'll get shot down by someone like me
  8. do you think we'll see any multiplayer implementation of this mod?? im imagining all types of coop and sector control goodness right now; a mod like this would literally hold me over until release if we can play chern and taki multiplayer maps in the alpha somehow
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