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Flaky

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10 Good

About Flaky

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    Lance Corporal
  1. Probably been mentioned, but what with the Helicopters DLC improving the flight model and sling loading, hopefully this principle could be extrapolated to cargo vehicles, allowing for a proper loading/unloading of crates/water tanks/equipment and things like towing. Articulated towing model would make the most of PhysX implementation and extrapolate well for things like artillery and anti-air artillery and radars (for when these come due to be updated :))
  2. Flaky

    Arma 2 PKM/Pecheneg Port

    Another quality port, thank you very much Chairborne. May I ask why the reload was limited to 3 seconds? It seems like it would be even more natural if it was longer?
  3. Flaky

    Arma 2 LAV-25 Port

    Lovely work on this, a very welcome addition for those realism clans I am sure. Personally I would love to see recoil simulated on the main cannon sights, and the audio on the gpmg plays the turned in sounds when turned as well on the HQ variant. Also cannot access the passenger seats of the HQ variant, and maybe the get in/out anims could be stolen from the default IFVs? Minor quibbles, excellent work.
  4. Point well made seany. I would like to take a moment to look back and see what people feel were the best improvements over arma 2 that we have seen so far, and how that may inform design decisions. Firstly there are some clear points where Arma 3 is still lacking even relative to Arma 2 (overall number of units, terrain variety) and there are some areas where there has been quite frankly excellent progress (massively the case wrt. to performance... no seriously, people seem to forget that the view-distances in Arma 3 for most players are twice what they were in arma 2 and it still runs smoother and looks way better). These type of changes are continual and represent the maturing of the overall game (egs. might be things like the overhauled inventory, lighting technology, steam integration, netcode, animations etc) Secondly there are some areas where a lot of under-the-hood content may have been updated, but the underlying design philosophy needs modernising (things like AI, and the sound engine, action menu). Although the metaphorical bare bones of these systems may have been totally reworked, the results have not yet come to full fruition due to time constraints. This is imo where those *essential* mods have the greatest impact, by capitalising on the fundamental changes wrought in the engine (eg. sound mods, texture replacers, AI enhancements etc). Personally I would rather see the official devs continue to focus on the second point and continue to innovate with their design philosophy and engine. This is not simply improving performance, but imagining what is next for the whole direction of the series. To be honest BI does this really well already. I think the compromise on amount of content in favour of sheer innovation relative to Arma 2 will continue to pay off as more ported and original content is created by the community and as we can see in the road-map with priority on working towards unparalleled rotary-wing and vehicle model simulation. This will be a coup for the series if it can be pulled off. With all that said I voted for improved damage modelling. I believe it will capitalise best on the decisions already set out (TOH flight model, possible vehicle model improvements, ballistics improvements) and make the most of others (like PhysX implementation). Not rushing to implement a half-baked medical system for release has created the opportunity to revisit this area in greater detail. I believe it represents a good opportunity to maximise the return on the hard work already done and integrate PhysX, updated ballistics and changes to the skeleton and inventory into a comprehensive damage model for infantry and to some extent vehicles. This will bring the Arma engine to a new level of realism, where the consequences of war are real physically and hopefully psychologically for the players. I feel that the engine is mature enough now that this can be handled tastefully and that it would tie in well with the respectful and honest stance that the Arma series has always displayed in simulating armed conflict. Evidence such as the generous 'Make Arma Not War' competition shows that there is deeper underlying philosophy to BI, and I would like to see this continued most of all.
  5. Flaky

    Development Blog & Reveals

    Hopefully there won't be any problem ensuring that players who purchased the Supporter's Edition before or during the alpha are entitled to access all future DLC free of charge, as this simplicity was no doubt the main selling point of the supporters edition for many after their experience with Arma 2. I feel I need to mention this only because I never did receive my digital copy of the tactical guide and battle map (yes I have checked the relevant folder etc) ;) http://i.imgur.com/lJ4vITRl.png
  6. Just had another idea - it would be great to extend PhysX implementation to regular building doors that would allow for various types of breaching ie. destroying locks/handles/hinges so the door falls away from the wall.
  7. Would it be possible to activate the mod for RDS tanks also? Many thanks for your indispensable mod. VVVV ah thank you. Perhaps update the frontpage for us dunderheads.
  8. Flaky

    @A3MP - ArmA 3 Map Pack

    it would be really nice if you could choose somehow the maps that you would like to keep the mod size down. A3MP is 90% of our clans modset and we run with over 35 mods.
  9. Flaky

    East Static Weapons Pack

    @Reyhard, I have been trying to put your weapon bags into vehicles, but when assembling the weapons I get an error "Bad Vehicle Type RDS_xxx". Strangely this doesnt happen when you disassemble the weapon, only when assembling a previously unassembled weapon eg. RDS_Metis_Gun_Bag + RDS_Metis_Tripod_Bag. I simply dont have the knowledge to investigate further, any help would be most appreciated.
  10. Flaky

    Russians

    +1 for updating the sounds. The Pecheneg-M is great but needs better sounds, and the support hand is borked when the weapon is lowered.
  11. I was wondering whether it would be possible to enable using the ironsights with the pso1 and 1p29. That would be great.
  12. First of all congratulations on a quality mod. Second, I was wondering whether the weapons' weight has an influence on animation/reload/aiming speed? Thanks, Ed. Also please please please do a SVD. You could really do it justice.
  13. excellent, mais il serait vraiment plus utile si on peut le pivoter sur la carte.
  14. This one should be quite simple - a blank adapter muzzle attachment. This could be universal for all weapons for the sake of simplicity. When attached this would essentially convert the ammo type of all weapons to 'blank' which would be essentially the same as far as sounds and animations are concerned, but the actual bullet is removed. Preferably a bright colour so it is obvious who has one attached!! This would be very useful for those who are building training missions.
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