

Flaky
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Everything posted by Flaky
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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 :))
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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?
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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.
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What would you like to see worked on next in ArmA 3?
Flaky replied to Westonsammy's topic in ARMA 3 - GENERAL
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. -
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
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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.
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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.
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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.
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@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.
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+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.
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Toadie's SmallArms and Animations for Arma3
Flaky replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I was wondering whether it would be possible to enable using the ironsights with the pso1 and 1p29. That would be great. -
Toadie's SmallArms and Animations for Arma3
Flaky replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
ed. seems i was wrong -
Toadie's SmallArms and Animations for Arma3
Flaky replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
New compass Silva (ADO© Boussole Vs 0.1)
Flaky replied to adogmc's topic in ARMA 3 - ADDONS & MODS: COMPLETE
excellent, mais il serait vraiment plus utile si on peut le pivoter sur la carte. -
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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Campaign Episode 2: ADAPT - Feedback thread ** SPOILER WARNING! **
Flaky replied to Wiki's topic in ARMA 3 - GENERAL
Just finished Adapt, may I say well done to the dev team as it was very impressive from a technical standpoint. But this is not the gratuitous congratulation thread so commence the constructive criticism. Damn, you guys really need to focus more on the story. I make this point about pretty much every game, but when you are trying to tell a story interesting and consistent writing is critical. I know it is kind of secondary to the technical achievement of actually making the campaign work, but I think BI has a greater responsibility to get the script right than something like Battlefield or COD. I would give the writing here 5 out of 10, passably does the job of conveying a general sense of what is going on, but with very little detail or nuance, preferring to rely on shallow caricatures and hyperbole for impact. It seems like it is trying to be a B grade action movie, rather than taking a more documentary tone. I think the more serious Arma becomes technically, the more the writing will become a stumbing block if it continues as it is. I think the writing for Survive was clear and crisp, basically because the plot and action was more focussed and perhaps limited in scope. Reflecting back on Adapt, I had the constant sense that what was taking place was far less significant than the dialogue made out. Everything about saving supplies or fuel or conserving our strength or making a stand rings hollow when the campaign does not permit the gravity of the situation to be represented. There should be less focus on trying to impress on the player the seriousness of their situation at all times, after a while it just gets repetitive or worse simply confusing. A little subtlety in the dialogue would go a long way, avoiding the obvious stereotypes and being realistic about how important inter-character drama is to telling the story. I mean how interesting are these guys likely to be? Bad-one liners and constant 'witty' retorts are a poor substitute for character development, but Kerry says basically nothing else the whole time. Plot holes come quick and fast. Why are the rebels not spotted when shifting their base of operations, something they seem to do on a daily basis? There does not seem to be any civilian population to help them in their guerrilla effort or disguise their movements. Must be because the AAF instantly ethnically cleansed their own population for no reason? Genocide is usually a pretty serious matter, one that BI has dealt with in other games with I thought more tact than is apparent here. Civil war and partisan violence seem to be perennial favourite themes, so it needs to be explained more thoughtfully given the essentially made-up context this time. Maybe the Altian despot has used chemical weapons on his own population to stifle dissent? Maybe the economy is devastated by corruption? Maybe the island was always ethnically diverse but never stable due to being under the heel of a powerful neighbour? Why are the protagonists willing to simply abandon previously key objectives at the drop of a hat? Clearly because there is no apparent consequence. Why did Kerry simply abandon the intel in Beyond Recognition? Why was the factory important in Common enemyWhat motivated the AAF officer to defect, and why was revenge necessary in the first place? How come the guerillas get on so well with the army that likely ethnically cleansed their families? Is Nikos really so interesting that he deserves a reappearance? If so, don't just take it for granted, actually make him interesting for some reason. Simply piling chaos upon chaos in the hope that the plot will emerge in spite of the confusion surrounding it is hardly a sound strategy. Altis does not seem to have any critical infrastructure of any major importance; a deep water port or something intrinsically valuable to either faction to actually fight over. Why settle for the airport? Such targets would be the first thing to be secured by an invader, not the result of a long insurgency. Why is it more important than any other? I still have no real idea what is happening in the campaign or why. Each mission is a blur of hackneyed one-liners, red herrings and plot twists that one is left practically begging for a breather. There are moments when the engine itself is left to tell the story, such as when the lights are turned out in Beyond Recognition, or when night falls over the course of Survive. For me the game is at it's best when the focus is on the decision making of the player rather than clunky exposition. What happened to High-Command? What happened to squad command even? The squads only purpose seems to be to tote around AT weapons so Kerry doesn't have to. I think if the Arma series wants to present itself as a serious simulation, then more care will be required to present a level of verisimilitude and accuracy in the narrative of the conflict. Why does everything have to happen seemingly within a 24 hour period, rather than as a drawn out campaign? Insurgencies are rarely cut and dried affairs. This point is not dissimilar to the broader points about the duty to realism with eg. the medical system etc. I think BI is capable of writing involved stories, there is no shortage of real life inspiration. Overall, a nagging inconsistency still tends to magnify the limitations of the engine rather than smooth them over. -
Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
Flaky replied to Placebo's topic in ARMA 3 - GENERAL
http://i.imgur.com/DvzswqT.jpg http://i.imgur.com/c7s0Uej.jpg http://i.imgur.com/0lXq360.jpg -
First of all thanks for the mod we much appreciate it and use it nearly every session. We are looking to branch out from mainly infantry focussed missions such as foot-patrols and special forces missions to include some light mechanised stuff. It would be great to have at least a WIP of the ASLAV asap to fill this niche. If anyone knows where we can get one (maybe the CSLA or Canadian guys could be persuaded to share their model?) it would be much appreciated. Anyway thanks and keep up the good work.
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Bohemia Interactive's ambitions are always set too high.
Flaky replied to sayjimwoo's topic in ARMA 3 - GENERAL
Just chiming in to reiterate the point about dedicated servers. The clan I joined (160th SOR for any Aussies) has spent a considerable amount of time optimising the dedicated server we use. They have changed hosts several times, going to a great deal of trouble for essentially strangers. Fortunately there are a few key community members out there who are willing to go the extra distance and do the hard work and pay every month for premium quality servers. There seems to me to be a tremendous amount of work done by mission and mod makers to ensure high performance, including extensive mods like ALIVE and MCC which allow for minimal AI processes. BI make solid contributions to solving performance problems as well, you could argue that Zeus is an example of solving performance problems by extracting from the engine a style of play which is likely to be much less resource intensive. The HDAO was another good example. To a certain extent it is not surprising that the Arma 2 maps have smaller viewdistances than Altis, which also helps performance. Then it is down to the player to be responsible for their own hardware and settings, not to get greedy. But my point is that some of you have probably exhausted 90-99% of the options available to you as an individual consumer to maximise your performance. It might be time to investigate what you can achieve collectively through hosting quality dedicated servers, making efficiencies in mission scripting, investigating some of the excellent mods to assist with AI etc. I know that in comparison to the Alpha, my frames have probably doubled through a mix of fine tuning on my part (new SSD), but mostly by choosing to spend my time playing Arma with a group of dedicated and generous folks, and taking advantage of the skills of the community (and that includes the developers themselves) to get the most out of the game as it stands. That is where that extra 20fps comes from. My equipment (surely put to shame by most here): Intel Core 2 Quad Q6600 @ 2.4 GHz, 4.00GB GSkill 1024 MB DDR2 RAM, ASUS P5KR Mobo (0703 Bios from 2008), ATI Radeon HD 5850 1GB, Samsung 128GB SSD 840 Pro (Arma 3 install), Corsair 500GB HDD (Windows 7 SP 1 install). Settings: Everything max except: Sampling 100%, Objects: High, Textures: High, FSAA: Disabled, HDAO High, SMAA Ultra, Vsync: Off and Viewdist: 1750 ObjViewdist: 1250. Fullcreen 1920x1080. SweetFX v. 1.3 with custom settings (no performance impact) Usual mods, ADF_Uncut, JSRS 2.1, A3MP Gameplay example: I played this mission with 160th. Didn't even think about fps once, so it must have been >25 the whole time. PvP missions on A2 maps it is consistently higher. That is pretty much all I want from the game. -
Probably been asked before but it would be great to have a logistics/AA vehicle package for each faction. This would consist of a logistics/command APC variant, a radar or TELAR vehicle, and a surface-to-air vehicle. This could just be the models with no in game use (yet) similar to the SCUD launcher in Arma 2 or embedded in various fortified terrain structures including these features as in eg. Benny's Warfare for Arma 2. They would make great objectives and add flavour to bases. If the models were static, it would be cool to have them with doors/hatches open and detailed interiors with eg. maps lying around/radar screens operating.
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I think there is a bug concerning the throw sound when using a suppressed weapon and in first person. If you throw an item using an unsuppressed weapon, the throw sound will play as intended, but with a suppressed weapon, rather than the throw sound, the suppressed weapon fire sound plays upon throwing an item like a smoke grenade/HE grenade. Most irritating as this combination is quite commonly encountered as it occurs independent of weapon choice and worse, it doesn't seem to be resolved whether you remove the speedofsound_throw.pbo. and/or speedofsound_suppressed.pbo. Please help BigPickle, even if it doesn't warrant a beta fix could you put a revised file up in the thread? I love the core of the mod and would be sad to leave it.
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Terrain Improvement (dev branch)
Flaky replied to NordKindchen's topic in ARMA 3 - DEVELOPMENT BRANCH
This may be a silly question but what do you do with the testsatmap.pbo? I put it in a new \xxx\addons folder but nothing looks different? -
I don't know if anyone else gets this or just me on account of my quite terrible overall performance ([email protected], HD5850) but when a rapid series of explosions happens near me I get terrible stuttering gameplay and audio overlap. Performance remains terrible until the explosion effects have resolved. A good example is whenever you shoot something with the 20mm helicopter cannons. It doesn't happen if I am far away from the explosions however. I am guessing it is because of the way the sound engine manages mods like JSRS, playing large sound files rapidly over a short period.
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Play withSIX - Launcher, Downloader, ServerBrowser - FULL ARMA3 Alpha Support +more!
Flaky replied to sickboy's topic in ARMA 3 - GENERAL
I am having some trouble getting Arma 3 to launch through Play withSix. Each time I click on "Launch Game", the box greys out, but the game doesn't launch. Install directories seem to be correct, administrator settings as well. I can launch the game from Play withSix shortcuts, but no mods load. Any tips? VVVVV Play withSix Actually it occurred that there was an error screen. It requires 'operation elevation'. I submitted a error report, but I couldn't get it to run Arma despite relaunching it numerous times as administrator etc. Solved: It seems you have to make it run as admin for all users. -
Have I got the video for you!!! Some of these features could be implemented relatively easily such as the anti-radar/thermal vision armor and added or re-purposed in a modular fashion to vehicles in much the same way as the current RCWS have been.