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blackjacktom

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Everything posted by blackjacktom

  1. blackjacktom

    AI Configuration - feedback

    skillFriendly/Enemy are related to the player (so the Friendly side could be bluefor or opfor depending on the players side) and has been for ages. Anyway I'm pretty sure CSAT are supposed to be a well trained / equiped force.
  2. blackjacktom

    Arma 3 Kart DLC

    How long until a mariokart mission?
  3. blackjacktom

    AI Discussion (dev branch)

    Is there any plan to change the speed at which AT soldiers fire. At the moment they can fire another missile almost immediately after the first.
  4. blackjacktom

    PhysX Discussion (dev branch)

    You can clearly see that vehicles get to a point where they will obviously tip over and then a force is applied and the right themselves. I could not get a Zamak fuel to roll, even turning fully at going 100km/h down a hill. I just want to roll some vehicles.
  5. blackjacktom

    UAVs: Feedback and wishes

    Could you please add some more altitudes between 500m and 2000m. A greyhawk at 500m can be easily spotted and at 2000m objects are out of the object draw distance.
  6. blackjacktom

    General Discussion (dev branch)

    I used to get this problem with goats. Haven't tested it in a while though.
  7. blackjacktom

    new stuff for aaf - nice bis love it ^^

    Why do no vehicles have night vision for their commanders? Since the thermal vision instantly washes out into a haze it makes doing anything a night a pain. Vehicles still do not reverse 9 out of 10 times when ordered and getting a gunner to change weapon is a nightmare. I realize these aren't specific to the new AAF vehicles but it's annoying to find they still haven't been solved.
  8. blackjacktom

    2 CAS Aircraft remain unknown. What if?

    Do you think that the Buzzard will get an update when the 2 new aircraft are released? It's still missing some pretty important things like a working bomb-sight and HUD that is usable at night.
  9. blackjacktom

    What Difficulty settings do you use?

    Default Veteran with all AI sliders down.
  10. blackjacktom

    General Discussion (dev branch)

    True, I just wish they would give us some more low tech stuff.
  11. blackjacktom

    General Discussion (dev branch)

    Agreed. I'm pretty sure Malta just uses trucks and 4WDs.
  12. blackjacktom

    AI Configuration - feedback

    Please stop making tickets for every single thing. I'm sure BIS can add more scripting commands if they think they are needed.
  13. Removing the delay just for turning would at least make ordering the driver manageable. I would be happy with just that and having the AI actually do what I ask (like being able to reverse).
  14. blackjacktom

    AI Discussion (dev branch)

    The AI still use the Zafir in single shot mode. Is this intended? I would expect them to use bursts like with the other LMGs. Maybe its related to the fire-mode being semi by default.
  15. It has been reported that addUniform is only local unlike addVest, addHeadgear etc. Could be related to that. Here's the tracker link: http://feedback.arma3.com/view.php?id=15298 I'm not sure if there is a workaround
  16. blackjacktom

    General Discussion (dev branch)

    Except in real life people would get headphones. And I really don't want to have to change my helmet every time I get into a helicopter.
  17. blackjacktom

    AI Discussion (dev branch)

    Is the AI for drivers/gunner in a player vehicle likely to be updated soon? Currently as a vehicle commander commanding them to do anything (reverse, switch weapons, fire at targets) is fairly broken.
  18. blackjacktom

    General Discussion (dev branch)

    Sounds like its a problem with how the damage is applied to buildings, like Tonci87 said. Having miniguns actually be useful against infantry is pretty important and I don't see another way apart from using the burst value, which you think they would have used if possible. Agreed. Keep the penetration though.
  19. blackjacktom

    General Discussion (dev branch)

    Splash damage is meant to simulate more rounds being fired. I would of course prefer having a higher RoF but if that isn't possible then I think, while obviously not yet fully implemented (burst value needed etc.), that splash damage is fine.
  20. blackjacktom

    General Discussion (dev branch)

    I'm pretty sure they all ready penetrate, the same amount as other 7.62 rounds. Cannon rounds also penetrate they just seem to have the explosion effect at the point of penetration as well as where the round hits afterwards. If the splash damage on miniguns is supposed to simulate multiple rounds being fired then each shot should consume more ammo.
  21. blackjacktom

    General Discussion (dev branch)

    Why would removing splash damage have an effect on hoe many rounds it take to destroy a house? And it's been said many times that the ROF is limited to 1 round per frame.
  22. blackjacktom

    General Discussion (dev branch)

    They have splash damage now too :)
  23. blackjacktom

    Tanks, thermal imaging, weapon loadout and ammunition

    I believe the Gorgon was imported from the ACR dlc for Arma II and has an interior because there is no separation between the crew and passenger areas. I wouldn't take it as a sign that vehicles in Arma III are going to get interiors.
  24. blackjacktom

    General Discussion (dev branch)

    It's whatever key you have bound to sprint that causes it even if its not the same as hold breath, http://feedback.arma3.com/view.php?id=14660.
  25. blackjacktom

    General Discussion (dev branch)

    There is never a point where you would want to sprint and hold breath, that's why I have them both bound the the same key. I like having the hold breath separate from the zoom (rmb), was working before maybe has something to do with the sprint zoom fix.
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