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blackpixxel

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Everything posted by blackpixxel

  1. blackpixxel

    General Discussion (dev branch)

    I think the weapon shake after holding breath should be dependent on the duration of the breath holding. The more you hold breath, the more and the longer the weapon will shake. This would make it necessary to think whether you hold breath or not.
  2. blackpixxel

    Advanced Helicopter FDM Feedback

    But as I wrote before, the pedals/sticks in the 3D cockpit don't have any delay. That means that everything is fine with the link between my joystick and Arma. It is something else in the game, not the hardware-
  3. blackpixxel

    Advanced Helicopter FDM Feedback

    Now it gets interresting. I didn't know that this 90° delay is also there by real helicopters. I just know it from remote controlled ones. That means that the pilot would tilt the swashplate to the left to achieve a forward flight, right? (If the rotor is moving clockwise) But this knowledge also allows us to calculate the "input lag". The MD 500 (civilian littlebird variant) has a main rotor rom of about 480 (source: http://www.aviastar.org/helicopters_eng/mcdonnel-500.php). This equals 8 rotations per second, which means that the rotor makes all in all 32 90° rotations per second. And that finally means that there should be a delay of 1/32 second, or 0.03125 seconds. But 0.5s is waaaaay larger than 0.03125s . In conclusion, the current Arma joystick delay has nothing to do with the gyroscopic precession you where talking about. It must be the built in joystick-smoothing-function, like somebody else said a few pages ago. Fact is that it does not really help us, it just makes it a lot harder to controll the helicopter. The joystick delay has to go! I hope that my calculations are right
  4. In addition to that Arma don't really uses my half GPU potential, since it is completely CPU bottlenecked because of the lazyness of the developers (sorry, but this is the year 2014, we don't have singlecore-CPUs anymore). So I think it would really be possible without a real FPS impact, especially in Multiplayer where my game runs like crap because of the netcode or whatever. But I would not hope that it will get implemented in Arma 3. The devs seem to only add things based on the current old engine. I lost all my hope for any bigger improvements. Just look at your Midrange Texture idea. NOTHING happend by Bohemia, which is very very sad.
  5. blackpixxel

    Advanced Helicopter FDM Feedback

    Well, TOH really feels a bit smoother, there might be less delay. At least the TOH littlebird is much easier to fly than the A3 one. You just have to trimm the tailrotor, then it will hover steady, while you have to trimm nick and roll axis in A3 too.
  6. blackpixxel

    Advanced Helicopter FDM Feedback

    I just tried TKOH again, and it is also there. The interresting thing is that the joysticks and pedals in the helicopter move 1:1 with the real stick without any delay, just the vehicle movement flollow much later.
  7. blackpixxel

    Advanced Helicopter FDM Feedback

    This works great, autorotations are survivable now! In addition to that it makes a lot of fun. I just recommend you to land with some horizontal speed, about 30-40 km/h. This will make it much easier. Landing without horizontal speed needs too much RPM and so you are often still too fast during the impact and it will damage your helicopter. Good work helo dev's, this is a nice update! I hope to see the joystick smoothing / input delay removed in the next days, because it is not really enjoyable to fly without having the full controll about the aircraft! EDIT: This is what I am talking about. I recorded joystick and monitor with a 120 FPS camera and looked how many frames it needs from joystick movement to helicopter movement. It was exactly half a second: This is really destroying my helicopter experience. I would say that the input delay is even worse than the current damage system, because the delay is often the only reason why I crash. The delay really needs to be addressed as soon as possible!
  8. blackpixxel

    ARMA3 with 12 cores

    Arma is really limeted by the singlecore-performance. Why? Because the AI thread only runs on one single core, while this is the part of the game that needs the most power. You can change your start parameters to let Arma use as many cores as you want, but it won't help since the AI thread still runs on its own single core. You cannot believe how dissapointed I am with the game. It has the same performance issues since 2001 and the developers don't care about it. Arma 3 barely has some new features compared to Arma 2, and multicore optimisation could be a huge one. But keep on working on more important things like 10.000 different hats in the game.
  9. blackpixxel

    Play 3d sound

    Did you add the sound in your description.ext file?
  10. blackpixxel

    Advanced Helicopter FDM Feedback

    In the todays dev-update? Collective still starts the engine there. But it is great to see an improvement there. Finally autorotations will be possible, and you can turn the engine on and off manually (Just map the scrollwheel-menu to one of your joystick buttons and middle mouse button too. The Saitek X52 benefits from his built-in scrollwheel here ;) ).
  11. blackpixxel

    Advanced Helicopter FDM Feedback

    Okay, as quickvenge said, there is definitely some kind of "joystick-smoothing", just like the optional mouse smoothing, but not adjustable. When you push the cyclic to the right for a splitsecond and release it then, the helicopter will react about half a second after you made this little correction. This is absurd and not realistic. He should slowly start to move after when you push the stick, not half a second later. This makes it very hard to controll the helicopter while hovering above ground for landings etc., since you have to make a lot of little but fast adjustments. This input delay lets me often oversteer the aircraft, which would not be the case if there would not be a delay. So please, BI DEVs, remove the joystick smoothing. There is no reason for this. And if it makes the controlls easier for Mouse + Keyboard, why not make a controller/joystick smoothing slider in the controll options next to the mouse smoothing slider? Joystick don't really need this smoothing, the input is already smooth because it is proportional. It does not make a lot of fun to fly with the anoying delay (next to the random explosions when landing buttersmooth on buildings and structures).
  12. Good work Kiory, nice to have something that uses the extra GPU power that was not used before due to the CPU bottleneck!
  13. blackpixxel

    Advanced Helicopter FDM Feedback

    I already fly "foresighted" (if that is the right word) So I stop the adjustment before the helicopter achieves the desired position. But for some reason even the ultralight littlebird flies like it would have a heavy input delay
  14. blackpixxel

    Advanced Helicopter FDM Feedback

    Can a real world pilot say something about the delay of the helicopter reaction to the joystick input? At the moment it feels like this: I push cyclic to the front, the helicopter waits half a second and starts to move slowly. I center the cyclic, but the helicopters roll movement accelerates, even if there is no force that could let him accelerate his nick rotation. Is this how a real helicopter behaves? Every movement feels like half a second delayed. It cannot be correct that the helicopter is accelerating a cyclic movement after there is no cyclic input anymore. But maybe I am just too familiar with the extreme fast and accurate responsivnes of helicopters in R/C simulations.
  15. blackpixxel

    I'm sorta new but I have a few questions

    MannyRecon, I highly recommend you to join an Arma Community. Most of them uses a few mods that really makes the difference between day and night. Absolutely essential are ACRE or TFAR. Both are mods that work with Teamspeak. They improve the 3D-communication alot and include radios with different channels for long range communication. Just one of these two mods will change the gameplay alot, since everyone is forced to use them. Suddenly everyone plays together and you will enjoy the game alot more! It becomes a ton more tactical, realistic, immersive and fun! In addition to that, there won't be much Wurstland-kids or teamkillers, because the mod installation appears a bit complicated for beginners (but it isn't, thanks to Launchers like PlayWithSix). Arma without mods is just a regular game. But these communication mods will turn it into the best PC gaming experience that I ever had! Just use Google to find some communitys that match your expectations (realism or fun, coop or pvp, missions or 24/7 server, mods etc.)
  16. blackpixxel

    General Discussion (dev branch)

    Mhmm, maybe it is our task to find out what's new? Hope to see some flight model improvements!
  17. blackpixxel

    Aircraft Stealth

    Yeah, it will ever be the same. One side developes advanced weapons, the other one finds an advanced protection. This is a never ending contest. But since every faction uses the same AA weapons in the game (which is simply absurd) it would be great to see a difference between the radar behavour of the smaller stealthy Comanche or the fat and heavy Mi48 as well as other stealth vehicles.
  18. But the flight model is free as well as firing from vehicles. And it also looks like firing from vehicles will be limited to a few vehicles (MH9, Offroad, maybe trucks and boats). Now you have to consider that you paid 45€ (or something similar) for a game that includes a bunch of content. If there are only 2 Helicopters in the DLC for about 12-14€ they HAVE to be special. I am really looking forward to see the new birds!
  19. blackpixxel

    Advanced Helicopter FDM Feedback

    Wow, fixed wing flightmodel would be awesome. Then we only need a trackedlib drive model for tanks and a multicoreLib advanced performance model. I would pay for each of them.
  20. blackpixxel

    Advanced Helicopter FDM Feedback

    Does the rotorlob Flightmodel simulate the roll-behaviour at high speeds as a result of different relative speeds of the rotorblades relative to the air? If yes, then the Hellcat is simulated wrong. At nearly full speed (about 305 km/h) I have to push the cyclic stick a bit to the left to counter a roll movement to the right. But the blades are rotating counter-clockwise. That means that the blade on the right side has a higher relative speed at high forward flying speeds than the left blade, which would result in a left roll movement that I would have to counter with pushing the cyclic to the right. In addition to that the Hellcat feels very wrong at high speeds (autotrimm off). I have to push the forward stick nearly to the maximum position to keep the thing flying forward. Otherwise it would instantly flip backwards. But aren't we talking about high inertia values here caused by the weight of the helicopter and the spinning of the main rotor? At least R/C helicopters only require a minimal forward input to keep them flying forward. And which force is trying to flip the helicopter back that fast? Could only be the air resistance of tail stabilisator that has a high angle while flying forward. The rotor speed also drops significantly during this backward movement. I am not a heli expert, but I am interrested in them and especially in R/C helicopters for 7 years now. For me it feels like flight model has some very strange behaviours..
  21. I hope so. I mean, we pay 1/4 of the full game price. Just 2 general helicopters on the vanilla quality level next to all the free features would be a complete rip off. They have to be special, maybe different variants with different mounted weapons, the ability to walk inside and so on. I just hope to see a CH53k
  22. blackpixxel

    Fatigue Feedback (dev branch)

    Good point with the random shaking. I would like to see the overall shaking less, but more random. All in all this would result in a smaller spread when firing while fatiqued, but it would be as hard as before to make precise shots.
  23. blackpixxel

    Advanced Helicopter FDM Feedback

    As far as I know it SHOULD be affected. It is the same with R/C helicopters. They also lose RPM while going from neutral to a nick/roll movement.
  24. blackpixxel

    Arma 3 Helicopters DLC Discussion (dev branch)

    I really would like to see an MD 902 Explorer for the civilian faction, with the awesome and future-like NOTAR system (no tail rotor)
  25. blackpixxel

    Advanced Helicopter FDM Feedback

    When I do autorotations with the new flight model and I want to give more pitch to stop the fall near the ground the rotor just stops and looses all it's energy. Do you think that this is caused by the engine that is trying to run again? Even if it would start again, shouldn't there be some kind of 'free-running' wheel between rotor and engine, so that the rotor is always able to rotate faster than the engine? This is already the case with the vanilla flight model, the rotor keeps rotating when you give full pitch after autorotation. This would be a solution IF you don't implement an engine on/off button, which would be very sad.. Another issue: construction side buildings still cause the death of every helo when you land on them with more than 0 km/h. You get constant damage over time and the aircraft (and the pilot) explodes in one or two seconds. Edit: Same for office buildings EditEdit: I slightly hit a building and my instrument indicator turned red, everything else was white. But I lost engine power and the fuel was constantly leaving the MH9. Something must be wrong with the damage indicators, they don't seem to show the actual helicopter damage.
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