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Akibuua-FIN-

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  1. Just a reminder to all. I started this thread because the developers asked for feedback in their dev report. Specifically, this one https://reforger.armaplatform.com/news/dev-report-13 in the part titled operations. So, I would assume that they already know about server side settings if they are actually possible, and the text actually does imply that. But ok, I guess my first post rambled on too much, so the point didn't come across, so let's try to summarize. 1. The use of enemy uniforms as camouflage and gaining unfair advantage. And committing a warcrime. Keep the option in the game, but in a way that the camouflage is not perfect. Options. - Wearing enemy uniform makes the uniform imperfect when viewed close up. Blood stains, holes, tears, burn marks or clearly wrong size. - Kills achieved while wearing enemy uniform don't add to the score (if that sort of scoring is used) and so on ... 2. The use of enemy radios or just finding enemy frequency on your own radio and listening in on the enemy. Not illegal and used in larger scale in warfare all the time, and besides radio waves are radio waves, anyone can use them. And encrypted radios (small personal ones) were NOT a common thing during cold war era. BUT, in tactical communication as a foot soldier one does not usually understand the enemy language anyway, so voice communication is somewhat secret anyhow. The solution. The game "encrypts" all local and radio voices from the enemy. When bluefor talks other bluefor and their allied units hear what is said both in local and over the radio, the opfor listener hears indistinguishable noice and vice versa to simulate the enemy speaking in a different language. If needed or wanted there could be a taunt option in which you would make your speech understandable to the enemy instead of your own side to simulate heckling or trying to deceive the enemy in their language, but you still would not be able to understand them when they talk in their "native tongue". Two final observations. If you want to use the suggested radio authentication chart, fine that can be done, but that is more of an advanced level of radio communications and requires radio discipline that is rare in games. And that only makes sure that the two parties talking are on the same side. It does not prevent anyone else from listening in. For a quick reference on unit identification, let's remember how it was done in real life in WWII Normandy by allied units when identifying unknown contacts. It was a simple voice query (challenge: Flash. answer: Thunder) or the use of clicker (challenge: click-clik answer: click-click-click). So set up that type of two-word challenge with a few semi-random word-pairs for each side. Or/and add the clicker device. And lastly. This is directed at the developers. It was over three weeks ago when you asked for feedback without telling where to send the said feedback. I haven't seen any other feedback on the matter, maybe it is on some social media site that I have no intention to join. But not acknowledging any and all feedback that you do receive, when you don't specify the preferred channel, gives the impression that you don't actually want or care about the feedback.
  2. Well, since you developers asked for opinions regarding wearing enemy uniforms or using enemy radios in the last dev report, (07.10.2022), here are my two cents worth. First an admission. I do not own reforger, yet, but I've played the game series ever since the Operation Flashpoint demo back in 2001, so I think I'm entitled. Let's talk about enemy uniforms first. First questions that popped into my mind were: How long should it take to change into an enemy uniform? Should all uniforms fit every player, are they really one size fits all? And the radios. Since most wars (or at least the one you depicting) are fought with people from different countries speaking different languages should they understand each other? If a member of your team dies do you leave the body where it is without taking his weapon and other gear with you or at least make sure enemy can't use it. Of course, if a whole team dies the enemy has the ability scavenge their equipment. And lastly, should all of the dead soldiers gear still be usable or could bullets or explosions break stuff? And concerning both categories, how differently would all that be handled between human players and ai units? So, a lot of questions, and I do not claim to have a lot of answers, and the technological challenges will be immense, but here are some ideas what I think should be possible and doable. - When inspecting a fallen soldier, it should take time even to make an inventory of what he had, since you really need to go through his uniform, vest pockets and backpack. I'd say 10 seconds minimum and searching enemies should take longer than friendlies. If you are striving for realism maybe even a minute for fully loaded man. And then add the time that it takes moving stuff to your own inventory. You could have a choice to check only what you need, like only check combat vest if you need ammo. Maybe add an option that when you do the checking, you will automatically take the stuff out of his pockets and put it around the body on the ground, so it is apparent that someone has checked that man already. (Even reloading your own weapon from your own inventory should take a different amount of time depending on your stance and the place from where you take the next magazine, but this really should have its own topic in the forum) - When wearing enemy uniform, considering the previous owner of the uniform is most likely dead there should be bullet holes or other damage or blood stains readily visible in the uniform indicating stolen uniform and thus allowing people (and AI) to notice the deception at certain distances. (Compare that to Arma 3 where if you steal an enemy vehicle the AI on both sides automatically knows who is driving.) - Equipment should break if hit by a bullet (or a knife or rock or when driven over by vehicle etc.). Or you could at least disable the radios from your fallen comrades so they can't be misused. - Enemies should not understand each other by default. It should be made in a way that when you hear an enemy talking (either locally or in a radio) you would not hear what is being said but just noise. I'm thinking along the lines of Peanuts cartoons where when adults are talking you hear a trombone sound. So, you know enemy is talking, you can locate the direction and guess distance, but not understand what is been said. (Search "Charlie Brown teacher talking" in youtube if you didn't understand) - Talking to a radio is still talking so it is heard locally too. And unless you are listening to the radio through an earpiece a receiving radio produces local sound too. I know that creates a lot of sound sources, but that is what happens in reality. And the operator's death does not turn off the radio, the radio has to be destroyed or turned off independently. (Do the radios have individual volume controls for their speakers?) - If the game has a global voice chat function that should not follow the same rules. So, no local sound and understandable for all. I could go on forever but let's try to keep this as simple as possible.
  3. Akibuua-FIN-

    Reverse cameras

    Ok. I guess I should have done more research before posting. Well I did check a few vehicles so consider this a non scientific and not complete test of conditions now on main branch. List shows ground vehicles with either reverse camera or rear view camera and type of image generated. Blufor Hunter rear view camera not mirrored IFV cheetah (aa) reverse camera not mirrored amv-7 marshall reverse camera mirrored ** crv-6e bobcat reverse camera not mirrored ifv-6c panther reverse camera not mirrored rhino mgs (and up) rear view camera not mirrored m4 scorcher rear view camera not mirrored m5 mlrs rear view camera not mirrored m2a1 and m2a4 slammers rear view camera not mirrored CSAT zsu-39 tigris reverse camera not mirrored btr-k kamysh reverse camera not mirrored mse-3 marid reverse camera not mirrored 2s9 sochor rear view camera mirrored ** t-100 varsuk rear view camera mirrored ** t-140 angara reverse camera not mirrored AAF awc nyx all models rear view camera not mirrored afv-4 gorgon reverse camera not mirrored fv-720 mora reverse camera not mirrored strider rear view camera not mirrored mbt-52 kuma rear view camera not mirrored civ hatchback 3 cameras Left rear view of cars left side camera not mirrored, Center rear view of roof camera not mirrored Right front bonnet camera suv rear view camera not mirrored all factions van reverse camera not mirrored Vehicles that have correctly working camera, in my opinion, are highlighted. And I probably need to make a clarification, that I consider a reverse camera and a rear view camera to be different things. Reverse camera is activated by selecting reverse gear and it only shows image when the reverse gear is selected. Rear view camera is active when car's power is on. That means rear view cameras are used also when car is moving forward and are used either instead of or in addition to mirrors to see for example cars in other lanes or you protecting your position against others in race situations. So if the camera shows different image than a mirrors is confusing to say the least. Easiest way to see this is to drive forward on a two lane road and look in to rear view camera and figure out on which side of the road you are driving on from that image. Since the screens for both of these types are always in front of you (less than 90 degrees of head turning to see image) the usual way in real life is to have the image mirrored. Otherwise you get the situation that your thinking of direction has to change depending on whether you are looking at a mirror or camera feed even in the same vehicle. Simple test for it. Set up a simple slalom course in a place that has plenty of room (runway is good) and test your time in reversing a car along it and compare the times (or even the ease and precision you can steer and whether you crash or not) between lets say a HEMTT that only has mirrors and a van that has mirrors and a not mirrored reverse camera. And since this thread is about reversing. How about those tracked vehicles. While reversing in any tracked vehicle press the control for vehicle left. Which way should the vehicle turn?
  4. Akibuua-FIN-

    Reverse cameras

    That's your problem with the issue? I had the feedback tracker ticket specified in my post. And in the changelog it is made in to link so that takes you directly there. But sure 4 removed comments, not deleted, ok I used the wrong term. And those comments were from 4 different users all posted within 3 hours from each other and less than 12 hours after the ticket was created. But yeah I admit. I do not know why those comments were removed. Now let's get back to the actual issue, shall we.
  5. Akibuua-FIN-

    Reverse cameras

    Since this made into the development branch 15-06-2022. You changed this Tweaked: Rear view camera on AMV-7 - FT-T164530 You are "fixing" the only rear view camera that worked correctly to be wrong (as far as I can remember). In real life cars, trucks and any kind of vehicles (and in racing simulators too) driver's rear view camera feeds are mirrored, aka what's on the left side of the screen is on the left side of the vehicle and vice versa. So the camera view works the same way as an actual mirror. Don't believe me? Go to your local car dealership and see for your self. The reason why they work like that? The camera is there to help driver reverse the car and the important aspect in that case is to see what's behind you and on which side. (Easier to avoid objects). And the idea of the mirrored image is that image works the same way whether the driver looks into an actual mirror or reverse camera feed. So instead of tweaking AMV:s camera feed you should be tweaking almost everything else's reverse cameras. BTW I suspect that I'm not the first person to make this comment, because there are a enough deleted comments on the feedback tracker thread to think that I'm not first to notice that. Let's see how long this message stays here.
  6. Akibuua-FIN-

    Titan Compact top down fire mode missing

    I knew it. Not one developer obviously reads these forums anymore. Not one named development branch anyway. Why would they, there wouldn't be anything useful about their game anyway, like stuff that players note about their coming updates. So now they have broken both Titan compacts and PCML missiles in main branch also so neither have their alternate fire modes available to the players. Why have development branches or forums pages dedicated to that branch if you don't read the feedback.
  7. Akibuua-FIN-

    Titan Compact top down fire mode missing

    Mickeymen, there is a difference in the fire modes both visually and in actual missile flight profiles. I know you know this just from looking at the omissions list, which shows you have studied this way more than I have, and I agree with most of them. I did just check it again in main branch. I tested it from a hill just north of Anthrakia, Altis, and fired the missiles south to dirt road about 1000 meters away. Target was an unarmed Ifrit with a short move order to get engine running and thus tracking working. (If you played Warlords Pyrgos Gulf you probably know the place). It's probably the distance to target that makes the difference, since in my experience the closer you get to maximum lock distance of 2000 meters, the difference between the flight profiles gets more profound. I know both fire modes start in slight upward angle (indicated even how the launcher is modeled visually) but the difference in flight profile is most notable in end of the missile's flight. If further proof is needed you can enable bullet tracking with script and really see the difference. But the main point again was that in development and release candidate branches player does not have the choice to pick top down fire mode at all and the AI does. Well at least you can go prone immediately after launching a missile.
  8. In both development branch and release candidate branch (as of 19/02/2022) you can fire the Titan Compact AT missile in only direct mode. None of the commands that changes to top down mode will work. I mean that there are at least two different commands that should change the fire mode, and none of those work. However when AI fires, they prefer (ok always use) top down mode according to missiles flight profile. This is the case with all factions and it doesn't matter if you use your own factions launchers or pick up one from other factions units or crates. And to all comments about writing a feedback tracker ticket: I'm lazy and have forgotten my password to feedback tracker, so there you go. Feel free to steal my thunder. And I know this is not big issue, but I'd rather not have this problem in stable version when they update it, so please check for that before uploading the stable version. P.S. In profiling branch the top down fire mode is still working
  9. Akibuua-FIN-

    2.06 Update messing with TrackIR5.

    Seems to be fixed now. Unless there is something new I didn't think to check. Now waiting on main branch hot fix. That's still fast work. And the tank thing is probably too minor to care about.
  10. Akibuua-FIN-

    2.06 Update messing with TrackIR5.

    Confirmed, well with a small caveat. I checked it and the infantry problem is gone, but I didn't check everything, like diving etc. Edit. And I can also confirm what threadstarter [VW]Wrath noticed. With weapon deployed head does not turn but moves when using TrackIR. And forgive me, but I need to vent a little. You could have let us know what kind of size the profiling branch was (ballpark). Thankfully it was only a few hundred MB, instead of, well half a game but it would have been nice to know beforehand. And it seems that you can join most servers from profiling branch, at least the official servers had the green dots next to them in browser. And the second thing. Why is it still impossible to move your head side to side in american tanks, at least with trackIR. (Main battle tanks and artillery pieces). In every other vehicle it's possible, even in panther IFV which has the same hull design as the tanks and even in csat tanks (Angaras?) which you can't even to see out of. It would make a difference in situational awareness so why not bring that back. It's possible to tilt your head so why take away the one axis that would be most helpful.
  11. Akibuua-FIN-

    2.06 Update messing with TrackIR5.

    Confirmed. As far as I can figure out, the problem is NOT with TrackIR, so I wouldn't mess with it just yet. The problem seems to be in Arma and how it figures head movement with trackir, since there is huge difference in movement when compared to on foot and in any vehicle. In vehicles movement is like in the previous 2.04 build but on foot your head moves 360 degrees to any direction (left, right, up and down). I suspect it has something to do with the announcement that head movement is "Fixed: TrackIR head rotation not synchronizing over multiplayer", but that's just a guess.
  12. Akibuua-FIN-

    Support Game Mode - How To

    Land within 100 meters of group leader, whose mission is either capture a point or medevac. Oops. And to get them out. If the mission is to capture a point, troops get out automatically when you land anywhere. You get points if you land on or near (not sure of the distance limit here) to an enemy occupied or neutral area (capturepoint). In medevac missions land in your own base on or near medical truck and/or medevac helipad.
  13. Akibuua-FIN-

    AI Discussion (dev branch)

    I don't think there's been a answer to the original question, so in editor, for example stratis 1. Place west soldier in airbase in one of the tent hangars 2. Place civilian man as playable next to him 3. Place empty vehicle next to them in this case cheetah (west anti air armoured) 4. Place east (csat) mi48 kajman flying maybe 500 m away and so that it does not see inside the tent hangar Now it depends totally on which person enters the vehicle whether the chopper will engage the cheetah. The vehicle can even be civilian, it does not matter. The chopper will kill the vehicle with west soldier. I even tried with an ifrit (csat vehicle) and hatchback (civilian) and tried also by removing weapons and uniform, same thing, maybe took a few seconds longer for the ai to engage, but still. You can even try to shoot with your rifle as west soldier and you get killed, but as civilian you can let go several magazines and nothing from the chopper. As a side note, how is the ai able to tell an at soldier from an aa soldier from great distances or by using thermal viewers. I couldn't find this on feedback tracker. So I upload it in a moment.
  14. Akibuua-FIN-

    Controls for Helicopter

    I might be wrong, but at least tacsim seems to be using collective raise/lower controls, not the true analog controls which are few places down in options. My original advise was for true analog controls, which are really only suitable for actual throttle/slider controller. The difference is, while the default (collective raise/lower, by default q/z) is simplified and yes neutral position means automatically hover. And if that's difficult to achieve then a little deadzone and change of controller curve helps a lot. Then again the true analog control means controls like in an actual helicopter. That would in reality mean several things. I just name a few which have direct effect on thrust: 1. hover at different heights is achieved by different amounts of collective (air density) 2. level flight is achieved by different amount of collective on different speeds 3. loading (amount of passengers, fuel and ammo) changes the amount of collective needed for hover 4. proximity of land under your has an effect on the amount of collective for hover (ground effect) I'm not sure which if any of these are implemented at the moment or will be in final game, but there you are. Lastly a note from real life. If you want move helicopter in only one direction up/down, forward/back, sides or around you must always use all controllers cyclic, collective and pedals to achieve that movement in only one direction, because all controls have an effect on all the others.
  15. Akibuua-FIN-

    Controls for Helicopter

    For the original problem I don't have a precise answer, i'm guessing calibration issues. But this thread finally prompted me to check what I can find out about chopper controls. I made a few observations about the throttle/collective setup in analog controls mode. You can also use axis for the collective raise/lower (default Q/Z) but then you probably wouldn't need these instructions. 1. Mapping only one side +/- from throttle to, say, collective raise means that half of actual throttle movement range is used. Mapping the the other side to collective lower gives full range, but your throttle center is not the same as hover. And the hover, or movement of throttle to collective in general, is not even located similarily on your throttle movement range as it is in real life collective. This really would need a illustration to make it easily understandable, but right now i don't have the time (or skills) to do that. 2. You can map both sides + and - of your throttle movement to collective up giving you more controllable collective up movement, but you don't get the full range of the collective like this. Game simulates pretty good the actual helicopter controls (Take on helicopters influence, i bet) and helicopters have the ability push the collective to negative values, and that means that in real life rotor is actually pushing air up and helicopter down instead of air down and helicopter up which it usually does and thus makes a helicopter fly. I also noticed that in this configuration throttle movement is reversed. At least for me using CH product family controllers. I mean throttle up moves collective down, but that's closer to real helicopter anyway, so i think feature, not a bug. 3. To get the full collective range use option 2 above for collective raise and map another axis (if you have one left) or button/key for collective lower. This enables you to have more manageable control of the collective going up and allows also quicker descents as you have the negative values in use. To use button/key for collective down to work your throttle must stationary and probably in neutral setting (a position that does not start the engines automatically when you enter a chopper). I really should have tested more before posting. 4. Use both sides of throttle + and - for collective raise and throttle + for collective lower. That gives the biggest range of motion from collective with single controller and it's midrange is more controllable than just mapping one movement for each. The only sort of catch is that movement is still reversed so throttle back is collective up.
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