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blackpixxel

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Everything posted by blackpixxel

  1. blackpixxel

    Authentic Gameplay Modification

    When speaking about the medic system, I really miss the First Aid Kit from ACE 2. At the moment you just have to bandage yourself after getting shot and you're fine, there is no drawback except from a bit less color saturation. But this is not enough to make the medic system authentic. It would be very cool to have broken legs or wounded arms back, like in ACE. So multiple hits in your legs may make you inable to walk or or only let you walk at the slowest speed, and hits in the arms will increase the weapon sway. Then you would need a medic with a medkit to make fit again. At the moment there is absolutely no reason to have a medic in your team, because they don't have a special ability. (Morphine and Epi for medics only would completely brake the game, in my opinion). With a medkit that only medics could use there would finally be a right to exist for a medic, and getting shot would feel a bit more serious than just 'oh, I have to bandage myself and I am 100% combat ready again'. I really wish to see an implementation of this.
  2. blackpixxel

    TF47 Launchers [WIP]

    Hi, here is a little update for the M3 MAAWS. The AT4 is still not finished, since I don't have that much time at the moment. DROPBOX-LINK | VERSION 1.2 https://www.dropbox.com/s/vu5m40jlii7e7ul/%40tf47_launchers.rar?dl=0 [ADDED] FFV469 SMOKE round [ADDED] FFV545 ILLUMINATION round [ADDED] Airburst for HE + distance selection for Illumination [ADDED] Zeroing-animation of ironsight and optical sight [iMPROVED] Indirect damage values (real HE-round has 50m kill-radius, ingame it is still less) [iMPROVED] 3D-scope should look a bit better now and is nightvision-compatible [iMPROVED] Zeroing-script is now part of the config -> should work 100% without delay [KNOWN ISSUE] Script-Error when M3 is fired. I had to include this script-error to make the zeroing AGM-compatible, but I am looking for a better solution. [KNOWN ISSUE] You may have to reload to get/ the airburst/flare-config entry in the action-menu. The flare-ejection range can be selected between different fixed values. I dont know if the illumination-round of other nations are different, but this is how the flare round of the german Bundeswehr works. (They use the Carl Gustav only for battlefield-illumination)
  3. The worst thing for me about the current sway and inertia is the horrible performance of the game. How sould I counter the sway or even the insane recoil with 15 fps and a huge input delay?
  4. blackpixxel

    Titan Missile (AT rocket) - Top down attack

    For a slight top down attack you can also lock the target and then point straight into the sky. So the rocket will have to turn to the target first, and it will gain some altitute this way. Once locked, the Titan can even engage targets 180° behind you, which is absurd...
  5. blackpixxel

    General Discussion (dev branch)

    Hehe, I was thinking of the Matrix first :D Now I got it, this will be an awesome feature! (I think the Fennek of the BW-Mod for Arma 2 had this feature as well!)
  6. blackpixxel

    General Discussion (dev branch)

    That doesn't make any sense for me, what is this change about?
  7. blackpixxel

    General Discussion (dev branch)

    What is about pre-aplha pictures like this: http://blog.gamingdragons.com/wp-content/uploads/2013/02/arma3-screenshot09-gamescom.jpg (535 kB) I haven't seen trees like this on Altis, maybe they are part of a prototype of the new map?
  8. It is not that easy to hit your targets without optics and without a crosshair, since there is no difference in spread between 'hipfire' and ads. That means that your bullets will always hit the same spot and you cannot hit someone by 'spraying' like in other games. This is why I thing that looking 'over the sight' is very important. You can see the approximate point were the bullets will impact, and that is very important in a game were every bullet can kill.
  9. blackpixxel

    Audio Tweaking (dev branch)

    If I remember correctly bullets had flysounds in the Alpha or Beta of Arma 3, at least APC bullets had them. I remember that I was following a bullet with the editor-camera. It played a soundloop that repeated itself again and again,
  10. blackpixxel

    TF47 Launchers [WIP]

    I also don't have any problems with the backblast & AGM. Instead of doing the SMAW now I keept that for later and started to work on an AT-4. For this weapon it should be possible to have ironsights with animated zeroing. Here is an early WIP picture:
  11. blackpixxel

    TF47 Launchers [WIP]

    Okay, this RPT-log looks like it is caused by the jet engine exhaust effect that I used for the rocket. Looks like it is searching for the velocity of the jet, but there is of course no aircraft. The heat-haze effect itself seems to work, but the smoke trail is missing because of the errors. Thanks alot, I will try to fix that in the next update by customizing the effects for the projectile too. I disabled the RPT log to increase the lifetime of my SSD, maybe I should enable it again for testing.
  12. blackpixxel

    TF47 Launchers [WIP]

    Here is the new version, with a few changes: Version 1.1: https://www.dropbox.com/s/vu5m40jlii7e7ul/%40tf47_launchers.rar?dl=0 Changes: -Added Shadow-, Distance- and Fire-Geo-LOD (completely forgot them in the first release) -Fixed script error when other players fire the M3 in Multiplayer -Increased effectivenes of HEDP against armor -New backblast-effect -M3 is less shiny/ decreased specular power -Hopefully removed some RPT-errors Thank you so far for your helpfull feedback!
  13. blackpixxel

    TF47 Launchers [WIP]

    Thank you for the helpfull feedback! The mass should be corrected in the next update. The RPT-output that Snippers showed seems to be related to the NLAW backblast. I used a mixture of different existing effects for the M3, but to get rid of the error I will do an own particle config soon. The ironsight is also corrected now and should allow for more precise shots. The HEDP-damage against armor is increased, so that it can damage armored vehicles as in real life (there is a video of an M3 HEDP flying through a BMP). The volume of the explosions is inreased a it as well. I didn't found anything usefull about the Zeus-error. You said that it is a well-known thing. Would be cool if you could tell me how to fix it, if you know it. The current reticle is similar to the one that was in ACE, I thought that one was realistic. But I will also try to find an image of the real one. I will try to do upload an updated version today or tomorrow evening. If the SMAW is finished, an AT4 may follow.
  14. Hi, while we made the modset for our public-server, we noticed that there aren't many proper AT launchers. They are either only disposable, or don't have the zeroing function that we had with ACE 2. So I decided to try to make a little launcher mod. For the moment it should only contain the two main-AT's from the BlueFor-side of Arma 2, the M3 MAAWS and the SMAW. I want to do own models and to give them following functionality: -3D-optics instead of 2D-overlay -zeroing, if possible via rotation of the scope, similar to how it works on the real launchers -different types of ammo I have no idea if zeroing for AT's is even possible in Arma 3, but I am sure there is a way to solve this. Yesterday I started to work on the model of the M3 MAAWS. It is nearly finished, smaller details can be added/changed later. Tomorrow I will start to make the textures. http://i.imgur.com/D9zxy4x.png http://i.imgur.com/de4eMc2.png Feel free to share your ideas or suggestions!
  15. blackpixxel

    TF47 Launchers [WIP]

    Just a little update: The M3 is nearly finished, so mod itself will be released in the next days. Zeroing is working with a scripted ACE-like solution. So the angle of the projectile gets changed when it is fired. Animation of the scope was not possible, because different ammo types have different velocities and require different scope positions. Next to the flip-up ironsights there is the optical sight, which is a more conventional 3D-scope. The camera is inside of the scope, so there are the 3D-effects, but no unrealistic outside view. Currently there are 3 Ammo types (HEAT, HEDP, HE), but additional ones will be added later. The next launcher that will be added is the SMAW.
  16. blackpixxel

    TF47 Launchers [WIP]

    M4 may come in a later version. But the main goal for now is to bring the M3 and the SMAW into the game to give the AT Rifleman something to destroy tanks with. Different types of ammunition should not be a problem, IF the zeroing allows it. They all have different speeds and that requires the zeroing to be different for each rocket type. If it doesn't work, the only solution would be to give each rocket type the same flight path. At least the variants we saw in ACE should be included, HEAT, HEDP and HE for the M3 and HEAA and HEDP for the SMAW. I also saw a video about Airburst-Ammo for the M3, but I am afraid that this too hard to implement.
  17. blackpixxel

    Arma 2 Mil Mi-24 Hind Port

    Wouldn't it be possible to take the Advanced flight model cnofiguration from the Hinds-DLC from Take on Helicopters? Or even the SuperHind from the DLC? Or will this cause some conflicts with the licenses?
  18. Hi, I just noticed that there is no input delay in these F18's. In every other BIS-vehicle and some other mod aircrafts is a very anoying delay between your keyboard-input and the game reaction. But this input delay is something that is calculated dependent on the simulation time. So you can use setacctime to lower the speed of the game. Then you just have to take a look at the ingame-joystick and how he reacts to your input. BIS aircrafts have a huge delay, but the F18 of this mod does not have this delay, which is a great thing. So I would like to ask you if you changed something to get rid of this input delay, and that you may tell BIS what you did, so they could do the same.
  19. blackpixxel

    General Discussion (dev branch)

    For the launcher, not for Arma 3.
  20. Hi, I just started to make an Eurocopter AC 565 Panther (Civil Version: EC155 / AS365 Dauphin) a few hours ago. My plan is to make multiple variants (different loadouts + civil version) of this helicopter. Similar to the real Panther (which is my favourite helicopter) there will be variants with autocanons, rocketpods and Air-to-Ground missiles. The Panther is made to fight against tanks and ground targets. In addition to that it can transport 10 passengers + 2 pilots. Another variant with a special radar system is used on aircraft carriers. This will be my first vehicle for Arma 3, so it may take a while. But as long as I have no idea how to make my UTS15 working in multiplayer I will work on this aircraft. I am also looking forward to slingloading and firing from vehicles and whether I will be able to implement both into the helicopter or not. I will also try to implement the advanced flight model, but it is a long way until then. This thread will be updated with new picuteres and propably some questions if I run into problems :confused_o: Current pictures Feel free to share your ideas!
  21. blackpixxel

    Advanced Helicopter FDM Feedback

    Something about the input delay that I was talking about a few times: When you lower the simulation speed (setacctime 0.1), it becomes very obvious that the delay is something that is dependent on the simulation speed. Just move your mouse forward, and waaaaaaiiit until the ingame joystick moves. I don't see any reason for this, and I really would like to see the delay removed, since it affects every vehicle at the moment.
  22. Awesome, thank you alot! The HC144 is looking amazing as well, you have a great job :omg:
  23. Do you fly the Dauphin there? It would be extremely awesome if you could make a few pictures of the inside of such a helicopter. That would help me alot, since there aren't many images of the interieur, especially from rescue variants.
  24. I just wanted to say that I started to work on the helicopter again since yesterday. I am now trying to make the cockpit, which is not as easy as I thought.
  25. blackpixxel

    Fixed Wing Flight Model (dev branch)

    I don't think it is an animation bug, because the plane moves at the same time when the controls move. And I don't see why it should be realistic to have such a delay in a modern fighter plane. And even if, why should we have a realistic delay for a poor flight model? I hope this get fixed soon, because it really ruins my helicopter experience with the new helicopter flight model.
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