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Brisse

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Everything posted by Brisse

  1. Brisse

    .

    Good questions there. I just assume that the ballistics of the 6.5×39mm is based on 6.5mm Grendel. If you look at the vanilla ballistics, it looks very close to the Grendel. When I say 7.62 I meant 7.62×51mm NATO.
  2. Sadly, they are a bit too inconsistent for my taste. Some are good while others are bad, and it's way to easy to distinguish weapon types for example.
  3. Brisse

    .

    Hi! I just found a ballistics issue. This is something that works properly in vanilla Arma3 but is broken in TMR alternate. The problem: I tested bullet velocity at 500m 6.5mm vs 7.62mm. IRL the 7.62 has more speed and energy at point blank but at longer ranges it is not that simple. At 500m it is in fact the 6.5mm which has the most speed, becouse of it's much lower ballistics coefficient. This is not reflected in TMR and at 500m the 7.62 is the fastest in TMR. Thats wrong. Should be easy to fix, since it is correct in vanilla Arma3. Please consider this :)
  4. I don't know why it's not in vanilla Arma3 but if you want a more realistic PCML right now then check out the TMR mod. http://www.armaholic.com/page.php?id=21785
  5. The IRL counterpart of the Katiba comes with three different barrels, 780mm, 730mm, and 680mm. It is however chambered for 5.56mm so the ingame Katiba will not have the same muzzle velocity as the real one, which goes from 900m/s to 950m/s.
  6. I don't see why that would matter. Barrel lenght on Katiba and MX should be about the same, and the Katiba certainly does not have longer barrel than MXM. As an example, if you compare F2000 (bullpup) to M16 (not bullpup) the former has 16 inch barrel and the latter usually have 20 inch barrel. Bullpup does not automatically mean it has a longer barrel. Designers rather try to make a short weapon instead of putting in a longer barrel, thats why they came up with bullpup, to make overall lenght shorter.
  7. Why such a big difference between Katiba and MX? In todays update Katiba is 900m/s and MX is 800m/s. Are we ever going to see barrel lenght taken into account? Does that introduce problems with AI, optics or anything like that? A while ago I overhauled all the muzzle velocities in Swedish Forces Pack, and I did take barrel lenght into account. I saw no problem with that at the time, and still have not seen any. Please enlighten me if there is a problem with this :) Edit: 4-Five vs ACP-C2, they fire same ammunition, right? They have wildly different muzzle velocities ingame. Wierd... I would guess the 4-Five is way to high, and the ACP-C2 is about right, maybe slightly high.
  8. Brisse

    Hate the BLUFOR helmet changes

    You don't know what this thread is about, do you? The one without "bells and whitles" was there before the patch. This thread is about the new texture variations implemented in 1.10.
  9. Strange things indeed. First I tested muzzle velocity using a script, and within each weapon family, they all have same muzzle velocity. Then I looked in configs and they all say initSpeed = 0; Did this change not make it into todays update after all? Maybe I misinterpreted the changelog? Edit: EXE rev. 114714
  10. Nice one! I created a ticket on this a long time ago. I doubt that the devs ever saw it, but i closed it now :) http://feedback.arma3.com/view.php?id=14854 Going to check it out now, to see what values you devs used. Will reply if I find anything strange.
  11. Games can be very immersive when it never leaves the first person view. Half Life anyone? I thank BIS for not breaking immersion with stupid cinematic cutscenes.
  12. NVG's are rare in the FIA. Everyone want's them. Of course they dissapear if you leave them in a crate and then turn your back on that crate. :)
  13. On the main menu: Configure -> Game -> Colors
  14. Distance is kind of wierd too. In Arma3 you can barely hear a firefight 400m away. That's not realistic :)
  15. The drawback is that it looks really bad (if you don't see it then look closer). First blurring, and then sharpening an image is a good way to destroy it (looks unnatural). Better to just leave it alone.
  16. That is already implemented since a loooooong time ago. Look harder.
  17. Here is another smal piece of critique from me:
  18. St!gar if you play it smart, you won't even have to use the pistol, which is actually fairly accurate BTW. I can easily hit targets at 200m with it which is crazy if you compare it to any IRL pistol.
  19. Thank you for answering WattyWatts, and sorry for being in rage mode on friday evening.
  20. Thank you for answering WattyWatts, and sorry for being in rage mode on friday evening.
  21. Brisse

    Can't play "Adapt".

    You have to play them in order. Complete Survive to unlock Adapt.
  22. I just played a side mission and I'm sooo dissapointed. A couple of reasons:
  23. I think I have a problem at Helicopter Ambush mission. Orestes called in the QRF chopper but it ain't coming... Edit: Fixed, according to todays devbranch changelog. Thanks BIS :)
  24. I don't have any numbers for you but it's surely better. The new HDAO method gave me much better performance than SSAO and situations where there is a high server load or client CPU load also seems better.
  25. Maybe you can monitor CPU-load and GPU-load while firing? Ballistics are calculated on CPU while I guess particles and muzzle flash should show up as increased GPU-usage. Maybe particles affects CPU too but I'm not 100% sure how the game engine works.
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