-
Content Count
4171 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by CaptainAzimuth
-
I can almost guarantee we're getting a Carrier. Sure, the Sentinal, Black Wasp II have tail hooks and there's mock carrier animations being worked on. They wouldn't waste their time on these details otherwise, and there's a month and a half till speculated release. Not to mention that new Carrier has been being worked on since the Make Arma Not War competition. That's a long time, and I'm sure it's solid by now, with BI mainly finding out how the heck AI will function in all of this, like auto pilot landings for the Sentinel, etc. On a Aircraft Carrier. Though carrier operations are not hard, I've done it back in Arma 3 Alpha when I ported a few mods for personal use. With Vanilla support for such assets, it will be a thousand times higher quality. Though, I can't say that'll be all we get, given BI's under promise, over deliver, sure, 4 jets and an aircraft carrier is quite more than any of us expected already, but I would also like to see an expanded variety of weapons now that the Dynamic Loadout gives much reason to think about what you want to take to the skies. In the video I saw what looked like munitions carts, so I'm hoping we're getting an expanded Vanilla Missile Box that includes the things like the Fuel Tanks, different bombs (standard, big, air burst, handful of small or cluster), missiles, Atgm's. I'm not sure, but is the Mavrick looking guided missile on the Gripen new? Haven't seen it on NATO or CSAT planes. Then again, I haven't flown jets in very long time.
-
64-bit Executables Feedback
CaptainAzimuth replied to Richard.biely's topic in ARMA 3 - DEVELOPMENT BRANCH
This is true. Not just previewing a mission but Joining a mission the first time works ok, however, I've never been able to successfully rejoin a session after reconnecting without a crash since 1.68. If i disconnect from a server and recconect a crash happens upon trying or soon after. I gave up on Arma yesterday due to not being able to untelize high vakue assets without the risk of losing one on take off. I haven't checked since hotfix, will report back when I can. -
Fixed Wing Flight Model (dev branch)
CaptainAzimuth replied to dezkit's topic in ARMA 3 - DEVELOPMENT BRANCH
In an old and simple flight aim I used to play, you had 3 options. Autopilot that's keeps you straight, Autopilot that keeps you on a bank, and autopilot that lands you. I think that an Autopilot straight and level would be fine. A highly detailed autopilot isn't needed really.- 874 replies
-
- flight model
- flying
-
(and 3 more)
Tagged with:
-
In defense of this thread, is say with a release date estimated sometime in may, there's still wishlist time for smaller things like specific types of weapons and tweaks that can be done between now and they time frame. A month and a half? That's a lot of time.
-
Will the F/A-181 Black Wasp have Variants
CaptainAzimuth replied to masonddg87's topic in ARMA 3 - QUESTIONS & ANSWERS
As cool as two seats are (trust me, I've wanted them too, since Alpha, and none came to fruition), they won't be used by most people. People are usually soloing and only have two people if they're forces to have a gunner due to a weapon not being available to the pilot. Most fighters are single seat, and with the DLC being centered around fighters, it's unlikely. However, CUP still has a few two seats including a Buzzard replica with a second seat.- 4 replies
-
- black wasp ii variants
- navy
-
(and 1 more)
Tagged with:
-
Fixed Wing Flight Model (dev branch)
CaptainAzimuth replied to dezkit's topic in ARMA 3 - DEVELOPMENT BRANCH
With that amount of stuttering? No thank you.- 874 replies
-
- flight model
- flying
-
(and 3 more)
Tagged with:
-
64-bit Executables Feedback
CaptainAzimuth replied to Richard.biely's topic in ARMA 3 - DEVELOPMENT BRANCH
Every single hour, or 3 times an uptime of a server. Also Dwarden, the 1.68 update broke the Orca radar and Dagr's, please add a fix in the hotfix. -
Jets - Sensor overhaul (Radars, IRs, Lazors, PGMs)
CaptainAzimuth replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Given the Black Wasp 2 doesn't have a HUD, it's likely that aircraft will use largely HMD.- 957 replies
-
- electronic warfare
- radar
-
(and 8 more)
Tagged with:
-
Fixed Wing Flight Model (dev branch)
CaptainAzimuth replied to dezkit's topic in ARMA 3 - DEVELOPMENT BRANCH
I'd still love to be able to see my Aircraft's true flight path when pulling G's. When it disappears below the HUD, it can get annoying managing NAP of the Earth scenario's.- 874 replies
-
- flight model
- flying
-
(and 3 more)
Tagged with:
-
Dynamic Vehicle Loadouts feedback
CaptainAzimuth replied to granQ's topic in ARMA 3 - DEVELOPMENT BRANCH
Hey now, i've modeled before. Making the munitions isn't the hard part, it's the scripting. I agree on that part, i've no skill, or maybe i haven't taken the time to understand the code... none the less, however, the effort, would be worth it for now, and Future Arma titles, hands down. Though i'm not really calling it a small effort, as with more munitions for aircraft would also require an eventual counter from the ground. -
Dynamic Vehicle Loadouts feedback
CaptainAzimuth replied to granQ's topic in ARMA 3 - DEVELOPMENT BRANCH
wouldn't be far fetched. They added in a Bonus jet in the Jet DLC, i dont see why they can't quickly model or have existing turrets for example, modular and create a system to dynamically place them on faction specific vehicles for example in the Tank DLC, which in of itself could also add new types of turrets, etc. This would drastically boost the possibilities of the game from now and the future of Arma. It would virtually kill the "not enough vehicle content" spam that happened during Alpha, Beta, and release because of the possibilities. It's like having cloths, but for vehicles. However, since i've heard that the Jet DLC isn't being release this month (end of Q1), i really do want Bohemia to create a variety of new weapons for aircraft, now with the Dynamic loadouts, they can add so much variety of options like real aircraft have. Instead of just One Bomb, an AA Missile, ATGM, and rockets, now we can add more smaller bombs, more powerful diameter rockets, air burst munitions, Long Range/Short Range munitions, extra countermeasure pods, etc. -
Jets - Sensor overhaul (Radars, IRs, Lazors, PGMs)
CaptainAzimuth replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
brought it up in the form of MRAP's with their IRL Counterparts (Fenek AA and corresponding counters of other factions). They could make Launchers that use ASRAAM's, or just make a different kind of AA. But they likely won't, for free at least. If they haven't done it by now, it won't be done at all, and i wouldn't expect anything with Tank DLC either... However, IF they were to do something similar to the Dynamic Loudout System for ground vehicles where you can switch our Turrets, it's very possible that it'd become much easier to implement vehicles with a variety of defensive and offensive loadouts.- 957 replies
-
- 1
-
- electronic warfare
- radar
-
(and 8 more)
Tagged with:
-
However, in keen on knowing what sounds these aircraft will have. Will they be realistic and ear pleasing enough? I know they're working with Saul for the designs, but I think if what jets miss in terms of Audio is that distinctive roar, and grit sound the engines. I hope the sound gets love, or at least come close to the work the Real Sound guys did quite some time ago with actual jet sounds that made jets actually sound like the mean powerful machines they are.
-
If it makes you feel any better, you can join my group's fully militarized Exile server when yhe DLC drops. I just put a base the other day to fully support the new Jet DLC.
-
I agree, BIS should also do a Particle Effects DLC (humor). There's a handful of effects that needs complete reworks. Grenades, 20mm+ impacts, missile hitting light and heavy vehicle impacts. Usually these are all a puff of smoke of different size. It's not terrible, but it's not good enough in my opinion. Now I'm not talking about adding more particle counts, but rather just the way it looks. For example, HE impacts should look kinda like small flash bangs with sparks going off, and some puffs of smoke rather than just a ball of smoke. Missiles hitting vehicles should produce metal fragments that are more noticable, before the actual destruction of the car. Also smoke from explosions in general need a sort of speed boost upon impact, but slows down as its dispersed, to look more believable.
-
This will be something up to modders. I'm fairly certain BI don't intend to add a heavily watered down map just to increase in size for 4 new aircraft. The current maps are fine, especially Altis which has like, 5 Airfields.
-
orange Orange DLC (wild) SPECULATIONS !!!
CaptainAzimuth replied to Persian MO's topic in ARMA 3 - DLC
NATO could easily play antagonist in that kind of scenario. -
Well i assume they thought of a variety of weapons choices for a jet DLC. With Dynamic Loadouts, it saves months worth of work to create a single munition for a specific jet model, and weapons aren't hard to make, usually some variation of a cylinder model. However, the scripting is another story. What i mean by smart bombs and air burst, is in that Gripen Picture. See the Top Right corner, you have a Pylon addon with 4 bombs. That would be ideal, given Arma is Infantry based, we only have GBU's of one kind, usually for Armor. It'd be nice to have those smaller one's in regular and Air Burst, my thinking it'd be used for soft targets, and be an opportunity to use the sparks particle effect in a badass way (airburst effect).
-
very likely. I was waiting for that mod, and now i see why it hasn't come to fruition just yet, almost seeming disappearing from existence.
-
It'd be cool to see those Stand off weapons, and hand full of smart bombs, air burst, etc.
-
orange Orange DLC (wild) SPECULATIONS !!!
CaptainAzimuth replied to Persian MO's topic in ARMA 3 - DLC
they said it was a part of war that is rarely mentioned, it could be logistics still, at least that's where i'm keeping my cards. Perhaps new animations for holding/picking up crates and moving them around and loading them into the back of trucks and what not. Perhaps even a campaign that involves humanitarian espionage or something along those lines, or weapons trade like mentioned in the Tanoa backstory. -
General Discussion (dev branch)
CaptainAzimuth replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Forgive me, it was late and i was half asleep. Lol, yes, i indeed misread. -
Jets - Sensor overhaul (Radars, IRs, Lazors, PGMs)
CaptainAzimuth replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
I agree, but then you'd have to do it for all aircraft, when no all aircraft are CAS. Thus having the two modes, single and maybe extend the time of the original burst would do good justice. This way, you can single dump as many flares as you want, while having the ability to chose to do a longer steady burst. That's also how it is in DCS aswell.- 957 replies
-
- electronic warfare
- radar
-
(and 8 more)
Tagged with:
-
General Discussion (dev branch)
CaptainAzimuth replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Excuse me, that's not ungrateful. We're getting dynamic loadouts, sensors, extended damage model, and your telling me a simple countermeasure parameter that's already in the game can't be tweaked? For the better? Pffft, who needs immersion I guess. XP -
That unfortunately, is just a Gun Pod. However, I would like to see cluster ammunition and other types of bombs, like JDAM, added to weapons you can choose from.