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blackpixxel

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Everything posted by blackpixxel

  1. blackpixxel

    Advanced Helicopter FDM Feedback

    There are many things that need a huge amount of work in Arma 3 (multicore-performance, AI, lightning, replace copy/paste vehicles by individual ones, ...) But BI only seems to do what is easy. I think it is important to take this time and make the game not only nice, but immense. The players will be more happy and you may sell even more copys and collect knowledge for a next Arma title. It is simply not enough to just add little things based on the current system. But now back to topic: It is great that you improved the rudder mechanic and I hope to see it available for autotrim=off in the next patch.
  2. blackpixxel

    Advanced Ballistics (WIP)

    Hi Ruthberg, this looks like a very cool mod, since the vanilla ballistics aren't that challenging. One thing that you might want to add (if you didn't) would be different parameters for tracer and no tracer ammo. As far as I know they have different weights in real life, which would result in different flight paths and damage values. Vapour traces would be an awesome addition, if that is possible. You may want to work with the heat haze effect that you can see on the exhausts of Arma 3's aircrafts and ground vehicles. Hope to see you back on the TF47 servers, maybe with your mod on the upcoming Arma 3 server ;)
  3. blackpixxel

    Arma3 Videos

    A short video of RotorLib in action with autotrimm disabled.
  4. blackpixxel

    Advanced Helicopter FDM Feedback

    Two other important things: GUI: Please add icons for gear up/ gear down as well as wheel brake on and off. There is no ways to determine the wheelbrake status since it only uses one button. Otherwise you could make a break on and a second break off button, which would make the icon a bit redundant. Controls Please add the option to start and stop the engine manually. It is impossible to do a propper autorotation training without using scripts or other tricks. And you cannot do a full autorotation because the engine will automaticly turn on when you increase pitch. So, in the default settings, just bind engine on to the thrust key ("q" as far as I know) so that a beginner does not have any problems. But more experienced pilots could really benefit from such a feature and have much more fun!
  5. blackpixxel

    Advanced Helicopter FDM Feedback

    This would be much better than the current damage. In TKOH your helicopter could flip upsidedown on the ground, but it nevery exploded then. The pilot always died, which is unrealistic and should be removed. So just remove the explosions from low velocity crash landings and remove the pilot death as well. Let the helicopter body behave like a physx model instead. This would be awesome in multiplayer. Imagine how great it would be to get out of a damaged helicopter that is laying on his side and call for help.
  6. blackpixxel

    Advanced Helicopter FDM Feedback

    Does that mean that we will see no improvements for the collision issue? It is much needed, I dont want to explode with the sound of an arty shell impact because I hit a leaf of a tree. And I dont want to get a completely destroyed helicopter because I landet buttersmooth on top of a roof. Or do you just mean that damage simulation is the same for TKOH flight model and vanilla flight model? Which would mean that we might see improvements in the future?
  7. blackpixxel

    UTS-15 Shotgun

    Hi, reload interruption is a great idea! I think that I will make it interruptable by simply chancing the firemode, in this case it means switching between the two magazines. This would also solve another issue. The player was able to reload both magazines at the same time. I cannot really say when it will be finished. At the moment I am working on the animations for being prone. I also have to work o the materials, so that plastic looks like plastic. I am just a bit afraid that some of you have to high expectations to this weapon. This is my first mod, so I may not be able to make a super duper quality weapon. But I am always trying to do my best.
  8. blackpixxel

    General Discussion (dev branch)

    There are some issues with the helicopter animations: -The roll-movement for the stick is inverted. When I push my stick to the right to roll to the right, the stick in the helicopter moves to the left -The animations of the pilot are slower than the animations of the helicopter, which looks bad. Especially when you move fast, because the stick will glitch into the hands of the pilot. But it is nice to see the addition of moving peddals and pitch stick!
  9. blackpixxel

    Arma 3 Helicopters DLC Discussion (dev branch)

    I also had this error multiple times with the Kajman. One time I reached 9999m altitude and 9999km/h after turning on the engine and then the game crashed.
  10. blackpixxel

    General Discussion (dev branch)

    I would recommend everyone to set "move head forward" and "move head up" to one special key for landings. You can now see much more what is going on in front of and under the nose of the aircraft!
  11. blackpixxel

    Arma 3 Helicopters DLC Discussion (dev branch)

    It is already like this in TKOH, so it should not be a problem to do the same in Arma 3.
  12. blackpixxel

    Advanced Helicopter FDM Feedback

    Nice to see that there is a place for feedback. I would like to share my flight experiences:
  13. blackpixxel

    Arma 3 Helicopters DLC Discussion (dev branch)

    Nice to see the flight model on the todays dev build! Here are my experiences (without autotrim): Mi48: -completely unplayable. While it hovers extremly nice (no real need for trim) the helicopter has _no_ power. It sinks even with full throttle (Is there no testing? How does this find its way to the dev branch?) AH99 Blackfoot: -not enough power, the aircraft hardly climbs. I expect an atack helicopter to be agile and fast. Ghosthawk: -defalt trim is completely messed up. When I want to hover at one place I have to push my joystick nearly to the down-right limit and give about 50% pedals to the right. Shouldn't the default trimm allow the helos to hover at least a bit stable? But all in all I really love this new update. It makes alot of fun and the sound improvements are awesome too. It is nice to hear when the engine RPM changes when you tilt your swashplate or give more collective!
  14. blackpixxel

    General Discussion (dev branch)

    Already changed from stable to dev, time to test the joystick that I bought exclusively for the Helo-DLC :D
  15. blackpixxel

    General Discussion (dev branch)

    It looks weird because it is made wrong. The dust is delayed. Every footstep seem to spawn a particle source. They will slowly spread out like a smoke grenade. Which is absurd. When you walk on a dusty surface, you will kick a lot of dust in the air instantly. BI should remove this slow spread or increase the size of the particle source.
  16. blackpixxel

    AI Discussion (dev branch)

    klamacz: It is very important that the fire rate becomes variable too. When I am hurt in Arma 3 I drastically lower my rate of fire, because the weapon is less often on target. AI keeps spamming shots with high frequency. My suggestion: Fatique and Health should also influene the rate of fire, at the moment it is just absurd.
  17. blackpixxel

    Fatigue Feedback (dev branch)

    For some reason Arma 3 feels much more clunky than Arma 2 did. Your rotation point is in your head and not in the center of your feets. This is unrealistic and causes massive problems when turning next to a wall (you sometimes start swimming in walls/towers because of that). A second issue is when you change directions while walking. The character does not respond correctly and slides arround like if he is moving on an ice surface. It looks even more stupid because the legs are also doing completely wrong things. They stop moving when your character is still sliding or they begin to move to late. In Arma 2 il always works as expected.
  18. Is this magic binary already in the latest stable branch patch? Or do we have to wait until every server runs it? At the moment multiplayer performance is as bad as always, so I am really looking forward to see this binary on every server!
  19. blackpixxel

    Fatigue Feedback (dev branch)

    Yes, I cannot wait to have weapon intertia and TKOH flight model on devbranch!
  20. blackpixxel

    UTS-15 Shotgun

    Well, I think I will do the different ammo types when everything else is finished. Until now I did not looked what different types of shells exist in real life, so I plan to do add Slugs to the existing Buckshot and HE rounds. If you have another idea for a special purpose ammo, feel free to tell me, I will try to implement that!
  21. blackpixxel

    Marksman Tips [Minimal Discussion]

    Map your hold breath key to another button than zoom in (which is the default setting). So you can zoom in and only hold your breath without running out of air when you finally want to shoot. I use left CRTL for hold breath and Mouse 4/Mouse 5 for Zoom in / Zoom out.
  22. blackpixxel

    Side Fall

    Hehe, have you also seen this is the new Dslyexci-Video? I was also surprised that this is possible.
  23. blackpixxel

    Lighting Tweaking (dev branch)

    Another big problem with the current lightning: When there is a bad and cloudy weather, there aren't any shadows. But this is unrealistic. When there is no direct sun there are still shadows, they are just a bit less visible and very very blurry. But in the current build they just disapear. This make the scenery look very bad and flat. Is there any way to improve this? It is badly needed!
  24. blackpixxel

    AI Discussion (dev branch)

    But in Domination Missions you can run arround 1km from the enemy at the horizon and they wont notice it - but you are clearly visible for them. In such a case they should plan to atack you or to get in a defensive position.
  25. blackpixxel

    Cut Content Data?

    The railgun-tank could be also used for the common "steal/destroy the prototype" missions. I would really have this one and the mortar Marshal in game.
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