functional
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Taking the scroll menu to the chopping block
functional replied to CiberX15's topic in ARMA 3 - GENERAL
While I personally wouldn't use either of the systems (except that current implementation is blocking me from using 1,2,3-0 assingments as well as F1-F12 assignments), radial menu would still be better if I'd have to choose and wouldn't have controllers to deal with them. Current system is simply not ideal - scrolling and pressing keys is bit different than moving mouse & click. The latter is a lot faster, which is fundamentally important. That being said - it's lot easier to macro the current implementation, whereas with radial menu you would have to configure it so that it moves your mouse (and unfortunately, not all software supports this feature, as most games don't have any practical application for this). Honestly, I'm all against myself for the current implementation. I'm biased somewhat as I prefer vo-ip over this anyway, but if I was to be a commander, I'd sort out a controlling scheme which allows me to do it effectively, without using that menu. -
The key assignment interface could really use some additional functions.
functional posted a topic in ARMA 3 - GENERAL
I'm currently playing with Nostromo & X52 Pro. Now, with X52 Pro, I've been doing well (though I can't assign the POV controls for some reason right now and couple of other controls in X52). However, Nostromo is where the issues begin, mostly in the configuration phase. Essentially, I'd just want a simple way to "delete" every assigned function on per page basis. So, let's say I want the whole infantry page bindings removed - one click aaaand it's gone. It would really just save a lot of time for us who rebind everything for controller functions, but on the other hand, I can respect the decision to not add it because it would take much time from programmers (as I don't have a clue how much exactly it would take time though). Another neat function would be to free the 1-0 buttons and F1-F12 buttons. It's nothing I can't manage my way out of, but a lot of those functions have unnecessary purpose for a person who can introduce complex controlling schemes. Whereas Nostromos interface for macros would really become much easier to manage through that way, as I can use these keys for the sake of simplicity just directly through their interface and if I want to make changes, I don't have to think "what function did F12 have again, let's switch to the game and see" etc, as I don't necessarily need them at all (vo-ip communication for the win). Thanks in advance -
Honestly, I've found that helicopters are amazingly easy and intuitive to fly in ARMA3. Hard to crash with them, can fly at _very low_ altitudes without feeling like you're losing the control of the vehicle. And most of all - the helicopters have great differences with the way they're handled. I'm very happy for all of these things. If you want to fly effectively a helicopter, 99% chance that your only bet is a joystick. Heck, even a controller should be theoretically enough to handle it. While you can do it with keyboard, it's unlikely that you'll ever become effective with them. essential reason for this is because your keyboard does something either fast or slow, but at fixed rate which can't be controlled that well. Whereas mouse is very unintuitive way to handle a helicopter because mouse is either too sensitive or not enough sensitive (though, you may have a mouse which sensitivity you can adjust on the fly - this might help you out). Without joystick or controller, you can't make sensitive or dramatic adjustments easily enough on the fly (pun intended) to become effective pilot who can land very quickly, yet safely, compared to the pilot who has to rely on auto-hover. Hey, I think if you're practicing constantly with that custom map where your helicopter constantly gets engine issues (thus you have to make autorotation landing), you might become a pilot who can literally in pinpoint accuracy land as quickly as possible pretty much anywhere. Though that's not the point of it - your heli can get shot at any time and that's the last resort to bring it safely down if it's possible. But simply to put it, even with joysticks, you're going to need a lot of practice. With keyboard, you'd probably need years of practice before you can do anything even near as effectively as with joysticks. However, basic flight is very easy from the very beginning (might have to adjust sensitivity settings), then you'll learn how to land without auto-hover. Auto-hover becomes obsolete in two circumstances 1. very rough terrain (if you need to land in a side of a steep hill, for example) and inevitably 2. once you can land faster without it, but with as much success. Then you'll start learn stuff like targeting, quick maneuvers (be it evasive or just for keeping up with target) and most essentially, low altitude flight. Low altitude flight is one of the most important factors in a terrain with geological covers such as hills, mountains or trees. And in these situations, the lower you can go without crashing, the better it is. You will also need to master the art of looking around as well - you must be able to effectively check out what's around you, instead of having fixed viewpoint. For example, if you're making a quickstop for landing, it's sometimes hard to tell if you've missed your landing target or not, if you can't look around. Hopefully it helps. And by the way, X52 Pro is the joystick that I personally prefer and can't say that I wouldn't recommend it, as it's served it's purpose deeply. Cheap pedals might also be the kosher, but honestly, they're just more unnecessary hifi. ---------- Post added at 20:27 ---------- Previous post was at 20:22 ---------- Pay attention to the information that you are provided with the helicopter interface. For example, the showcase helicopter, it provides in the crosshair area a small "scale" which tells you the amount of tilt you have in degrees. While you may not find it as helpful when moving simply forward, but there's also a smaller number that changes depending on your tilt next to it (I think on the right side), which indicates if you're losing or gaining altitude. I don't know what -7 for example means exactly, but it does mean that you're losing altitude, whereas 7 would mean that you're gaining altitude. There's also all kind of other information provided with you. Few years ago, the helicopter HUD might have been just some visual kosher, but now it provides you with information like it should. Despite that, keep in mind, what you see is what you get.