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blackpixxel

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Posts posted by blackpixxel


  1. M3 MAAWS - every shot is around 15° in elevation above the horizon, no matter where I point it.

    While it worked fine in the editor and the virtual arsenal before for me and other players, it looks like it is broken in multiplayer. It happend to me 5 min ago. I will try to fix this with another update this night. Another issue will be fixed as well: the suppressor-helper-item gets atached after every shot from every weapon, which breaks the sight-mechanism of the AT4. This needs to be fixed as well. During testing I didn't notice it, because I never fired another weapon before firing the AT4.

    Sorry for trouble..


  2. Without having tested it, I don't like the idea of a passive resting. I would prefer to have resting + deployment on one key, with a little camera-shake for visual feedback when you are resting the weapon (just like AGM or VTS do), and the same when the weapon unrests when you turn too far away. Automatic resting is too much like all these auto-cover third person shooters..


  3. Does it work with AI ?

    "tf47_at4_heat" as weapon and "tf47_at4_m_HEAT" as magazine I presume ?

    It won't work with AI at the moment, they only switch to a weapon if they have a magazine for it. But at the moment they only get the required magazine when they switch to the weapon. But I will make it AI compatible soon.

    So at the moment it does not work if you simply give them the magazine via script, it will get removed.


  4. A bug I found :

    Take any of the AT4, go to sound supressor, add 9mm suppr (?), it unfolds the optics, and if you press R the optics are turned 90 more degrees, which break it.

    It's not a bug, it's a feature :p

    This 'suppressor'-item is required to keep the ironsights unfolded after firing the weapon and gets automatically attached to the AT4 after firing. As far as I know the config-command for hiding objects from the Virtual Arsenal is currently broken (but fixed on DEV-branch), so we have to wait until the next stable update so that I can hide it (as well as the empty AT4-tube).


  5. I had to update the link after I found a situation where the script would not work. I also changed it so that only clients have to run the script, so that servers don't have additional calculations.

    1. loading the M3 and SMAW by another person (could be quicker);

    2. 3D interface for the HE and ILLUM round: for example, reload animation interrupted with 3D shell model with the rotating fuse-cap to set detonation timing (using let's say: mouse wheel) instead of the 2D window.

    3. 3D scope version for the M3 and SMAW sight.

    1. Sounds great, it would add another teamplay-aspect. But I am not sure how well I could do it. Maybe if everything else is finished.

    2. I think that is to much effort for these two little functions.

    3. The scopes are already 3D, I think what you want is that they are more like the vanilla 3D-scopes, so that you can see the outside of the scope. But I think that the scopes of the M3 and SMAW are to thin and to long, so that the scope itself would cover most of the sceen area, and the hole through which you could see the target would be very small. In addition to that, I am not a big fan of this zoomed outside view.


  6. Hi,

    now I added the latest version of the M136 AT4 to the mod. It comes in three variants:

    HEDP - against infantery and light vehicles

    HEAT - against infantery and armored vehicles

    HP - against armored vehicles

    The real AT4 is disposable, and so is the AT4 from this mod. When you take this launcher out of the Virtual Arsenal or an Ammobox, you don't have to add the ammunition separately. As soon as you switch to the launcher, a rocket will be added to your inventory. Now you have to prepare the launcher by reloading, which will unfold the ironsights. After adjusting the range from 50 to 400m, the launcher can be fired. As soon as you open your inventory or switch to another weapon, the AT4 will be dropped on the ground with a changed model, so that it cannot be fired again.

    The AT4 is usable in confined space. When you are using AGM, you should notice a significantly reduced backblast area. As long as you stand 1 to 1.5 m from a wall, you should not take any damage. This allows the AT4 to be used inside of buildings or near to friendly units when AGM is running.

    Y7a4UJt.jpg

    The script-error when firing is also gone. (It turned out that AGM changes the trajectory of the projectiles based on its upvector, not only on the velocity-direction.)

    Download Version 1.3.1

    Dropbox (73 MB):https://www.dropbox.com/s/vu5m40jlii7e7ul/%40tf47_launchers.rar?dl=0

    This modification requires CBA to work: http://forums.bistudio.com/showthread.php?178224-CBA-Community-Base-Addons-ARMA-3


  7. Finally decided to play around with this properly and get my head tracking setup to work with Arma 3. This is very nice, zipping around, between trees with the Mh-9 feels awesome, more so than the Huey in DCS.

    One thing though, that input lag. I don't know if this is actually input lag, I don't get it when on foot or with any control other than joystick, but there is a small, constant delay between cyclic input of any magnitude and the helicopter's reaction. Initially, I thought this is a simplified way of simulating the aircraft's momentum, except that I can move the stick all the way to the side and back to center very fast and the helicopter will still react after the stick movement is complete. My grasp of physics may be tenuous, but I'm pretty sure this is impossible.

    It's the one problem I have with the FM, because it makes neutralizing oscillations unreasonably difficult.

    Yep, I can confirm that and it does affect EVERY joystick command for me, not only helicopters. I can bind the joystics to RWS of MRAPS and I still have this delay. Here is a video which I made months ago to proof it:

    The interresting thing is that it is something that is scaled with the simulationtime. If you use 'setacctime 0.1', then the input-lag will get slowed down as well and it takes 10 times the time for the virtual joystick to move when I move my one (Saitek X52 pro, do you maybe have the same one?). If you accelerate the time by 2 or 4, the input-lag is accelerated as well and not noticeable anymore. So the problem is definetly not the hardware, but the game itself does some weird things.

    But: When I sit in the cockpit of the modded F18 (http://www.armaholic.com/page.php?id=22594) there is NO input lag at all. So it is something that Bohemia should be able to fix, because it looks like a problem in their config or vehicle setup.

    This definetly has to go, because I cannot hover a helicopter with 0.5 sec delay, I get these annoying oscillations as well. In DCS I can do it, because there the helicopter will react without input lag to my commands. It is time for Bohemia to fix this problem.


  8. I personally prefer the alternative pain effect, the twitch-effect looks to artificial for me. But it would be even better if pain would affect you like it did in ACE. So increased weapon sway would be a great solution, or a change to get unconcius when you have pain. At the moment there really is no need (as far as I know) to use morphine.

    I also noticed that the backblast-zone of AT-launchers does not really work when you are on top of buildings. You will always get knocked out on rooftops, even if there is nothing behind you.


  9. A laser would definetly be possible, I think the second picture in my previous post also shows something that might be a laser module mounted the front picatinny rail. And I am really sure that launchers support the exact same attachments as rifles. Maybe I will simply add this front rail to the current ironsight-version, but I really don't like the idea of making something that does not exist in this combination.


  10. I already though about the NV-sights. But I don't think that the mounting bracket works for the new AT4 variant, which I modelled. The firing mechanism moved forward, and so the bracket, which is at the position of the rear iron-sight, could not be mounted there. But it looks like SAAB has a different solution for sights, so their new AT4 comes in different variants, one with ironsights and one with a sight mounting system and a secondary rail.

    57FX7095_AT4%20CS%20ASTvinj.jpg

    Here is another picture, which shows the AT4 again with a different mounting system, which is the one from the M3, so that the 'smart scope' from the M3 can be mounted on the AT4.

    http://www.defence24.pl/uploads/images/dbf0329a955f29cdb66b18ff0df1ef1e.JPG (1873 kB)

    I haven't seen a picture of a NV scope on the new AT4 until now, so I am not sure if that one can be mounted, since it would need a picatinny rail as far as I know.

    The first variant with the reddot-sight only seems to be used for the Anti-Structure AT4, the sight does not look as if it supports zeroing. So the gameplay would not really benefit from it.The second variant with the auto-zeroing electronic sight looks interesting, but I am heavily against such things in Arma, since it is just boring to point at a tank and fire the weapon to hit him. In addition to that I don't think that a regular soldier would get such an expensive thing on his AT-weapon, which he would have to remove after firing the disposable weapon to bring the sight back to base.

    So for now I think that I won't do the sight-variants of this weapon, but if I suddenly have a lot of time, I may think about it again :)


  11. If BI does not allow fire on the own vehicle in FFV, then they should also make blue on blue imposible when playing as regular infantery. There is no reason to have an easy mode in a helicopter but not as soldier on the ground.

    But I am afraid that the bullets would just fly through the vehicle without damaging it, similar to the tank's commander gun that can shoot through the tank, or the minigun on the speedboats that allows you to fire through the boat, driver and commander without damaging them.


  12. Did you somehow clear up the problem with the scripterror when using AGM?

    Not until now, I may have to ask the AGM team how their code works. AGM uses eventhandlers as well, maybe they have own code affecting the flight path of the rocket. After some trial and error I accidently found out that a script error I had in the config solved that problem, so I left it in. Maybe it somehow interrupts the AGM ones. I know that this is not a clean solution, so I will try to find another trick to let it work.


  13. But we chose to set that values as what we understood was the most realistic approach to body impacts. If in the future we see that it's not accurate enough for our taste we'll tweak the values. But for now we are comfortable with them.

    Thank you for your understanding.

    Have you ever played a multiplayer-session using this system? Maybe a human could survive that many hits for a short time, but would he still be able to continue fighting as if nothing happend? Because that is exactly what AI (and players) are currently doing. I hit them 4 times, and they still keep on firing. So it may be realistic that a man would be still alive after taking 4 shots, but I don't think that he would remain 100% combat-effective after so many hits.

    So increasing the 'realism' of one aspect of the damage system while the other one stays the same (as long as BI does not touch medical system) does not seem to be the right approach. At the moment it is not enjoyable for me to fight against these units, it does not feel realistic/authentic at all (from the perspective of a non-military person). Hiting AI multiple times while the still run around, go prone and stand up looks very absurd.

    But this is of course only my personnal opinion :)


  14. Any plans on the CG M4

    Maybe later, after I made some other ones. The M4 basically fires the same round as the M3, so it would not be that much of a difference. Of course it looks very cool and is a bit lighter. If I do it some day, then maybe with the smart sight, so that is has more difference to the M3.

    • Like 1

  15. 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.


  16. 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)

    Tj2bUsW.jpg

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