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CaptainAzimuth

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Everything posted by CaptainAzimuth

  1. CaptainAzimuth

    Fixed Wing Flight Model (dev branch)

    I agree. The amount of speed lost from a single turn is far too much.
  2. CaptainAzimuth

    Dynamic Vehicle Loadouts feedback

    When can we expect to see the Dynamic Loudout on more vehicles? Curious, because i notice there's the stock Wipeout, and then the new standard, which gives the impression a new model has to be updated in order to use it?
  3. CaptainAzimuth

    Jets - Hitpoints

    I've made a perfect suggestion a while ago when it was relevant, on how Throttle could be better handled. No sauce.
  4. CaptainAzimuth

    JETS DLC Wishlist

    Hmmm. Idk, I'm optimistic on this one. Two new jets and a few new features is quite a small package, and with the experience BI have now, a DLC that straight forward, at least I imagine, wouldn't get pushed back a whole extra month unless some unforseen problems (but who knows, FPS glitch seems to be what could be exactly that), I still have hope for the end of Q1. Besides, if not it'll start cutting into other DLC developments. Data Link feature and the sensor overhaul is looking and starting to feel quite polished, where as the Dynamic Loadouts is pretty much working as intended. All that's left there is to get the system over to the other aircraft and implement an in game UI for Loadouts via. Ammunition trucks. This could be done by the end of March, or early April.
  5. CaptainAzimuth

    Helicopter Feedback (Dev branch)

    So after some flying, I've realised an issue that's always bothered me, especially regarding helicopters like the MH-9/AH-9. Firstly, Helicopters are nimble aircraft, and I've always had an issue with rudder authority since Arma 3, where as it worked as intended in Arma 2. Flying at a steady speed, and applying rudder has nearly no effect, or athe least not as much as it should. This needs to be tweaked a bit so that if I do apply rudder whIle in steady flight, changing the speed of the atrq will have a more noticeable effect on stability and sway. Secondly, As for the MH/AH-9, they feel like they fly too much on rails, still. Fast, steady, and not as nimble as that helicopter should fly. Trust me, I've seen Little birds do their thing in real life, they can move. In Arma 2, it felt quite decent, but in Arma 3, it feels stiff as a frightened deer. This should also be tweaked.
  6. CaptainAzimuth

    JETS DLC Wishlist

    Based on the Roadmap, Jet DLC is due by the end of Q1, not Q2. In other words, March 31st some time. Of you look at the marker for Jet DLC, it filled 1/4th the 2017 bar.
  7. CaptainAzimuth

    JETS DLC Wishlist

    While it may be far too late to pitch in on aircraft design, I'm curious as to why we haven't even gotten the slightest teaser yet. It's nearing the end of Q1 already.
  8. CaptainAzimuth

    Arma 3: Community wishes & ideas- DISCUSSION

    With the Tank DLC, i would like to suggest a small addition of survivability upgrades to MRAP's with a few additions. https://1.bp.blogspot.com/-m4QCV5YGah0/V-kck2ysY6I/AAAAAAABU2g/4XxNswfdNZU9WObG8c4x5IW3T0RrBoVCACLcB/s1600/JLTV_EOS_RWS_DSC5890_10x8_cmyk.jpg Hunter with 30mm Upgrade https://s-media-cache-ak0.pinimg.com/originals/71/d1/29/71d129977b06e6ee08b64ddec4321802.jpg Strider with AA/ATGM Upgrade and the Ifrit with a GPPU Upgrade
  9. CaptainAzimuth

    Community Upgrade Project - CUP

    Jeez, lmao, yes, FPS is what i mean.
  10. CaptainAzimuth

    Community Upgrade Project - CUP

    The mod is awesome, but theres a major problem with GPS when firing vehicle weapons on servers. It might be related to the audio, because many of the audio sounds, are decent, but many have clipping sounds where the audio ends ubruptly, or ithe sounds overly amplified with multiple shots, and stutters. This creates situations where in combat, on the ditching and receiving end, it's really bad on gameplay. Was flying the AH-1Z and when my gunner went to fire it slowed my game to a stop, and eventually crash too desktop.
  11. CaptainAzimuth

    Dynamic Vehicle Loadouts feedback

    Unliekly, but possible. They could do something like what Firewill has done to the Ghosthawk. But since it's "Jet" DLC, they're mainly focused on that aspect, however, it's too early to tell. All we have to work with is the Wipeout.
  12. wouldn't having TI make NV obsolete, especially being high and fast, TI being more reliable since it can see anything during night or day? Then again, i'm no expret, i reckon real jet TGP's have the entire suite.
  13. CaptainAzimuth

    General Discussion (dev branch)

    There's needs to be a way to release the controls of the Darter via. hotkey, because i've run into a glitch where on occasion the Drone will abruptly take over while i'm controlling it, locking me in the drone view, unable to return to my character. This then leaves me no choice but the CTD in order to re launch, and rejoin.
  14. CaptainAzimuth

    Dynamic Vehicle Loadouts feedback

    Yes, on the Wiki, it details future plans that specifies for the Loadout system to work as it does in real life, this includes live during gameplay. I can only assume the ammunition truck will provide this feature accompanied by some sort of UI. This is what excites me the most, personally.
  15. CaptainAzimuth

    Fixed Wing Flight Model (dev branch)

    Excellent insight. I've personally always wanted Dynamic loadouts, and this is can deal with if it means the FFM won't be overhauled.
  16. CaptainAzimuth

    Dynamic Vehicle Loadouts feedback

    This is for all aircraft at the moment. Ground vehicles I believe have been ruled out, at least turret wise. Though keep in mind they've only given us the Wipeout to test for now.
  17. CaptainAzimuth

    Fixed Wing Flight Model (dev branch)

    not necessarily. AFAIK, they were able to add weight to the Helicopters both AFM and SFM(standard), in regards to sling loading. So why couldn't the same be done to Fixed with fixed mounted munitions on the pylon with specific weight added to the aircraft? Though, i'm not sure if it's a great idea in terms of design, AI might not take too kindly to added weight and already slam into things on occasion. Though, i do agree that at some point, even though confirmed it's not happening, that Arma's Fixed Wing Flight model either be redesigned, or transitioned over to JSBSim.
  18. CaptainAzimuth

    Fixed Wing Flight Model (dev branch)

    Is this a general tweak, or is it in preparation for maybe some performance changes to jets as per Dynamic Loadout making it harder for a jet to turn based on weight?
  19. CaptainAzimuth

    Dynamic Vehicle Loadouts feedback

    So, no ETA on when the other vehicles (helis/jets) will get the Dynamic Loadout system? Also, it's worth noting in the more detailed wiki, they mentioned future things like electronics/fuel pods? So i'm assuming that new classes of munitions, cluster bombs included, aren't quite yet out of the equation.
  20. CaptainAzimuth

    Dynamic Vehicle Loadouts feedback

    So i assume that the weaponry will very depending on Faction. Also, i wonder what kind of UI is planned for the in-game loadout implementation, but i'm assuming it'll be similar to the virtual garage. As for weapons for factions, the AAF are likely to use both NATO and CSAT gear since they have access to both, while NATO and CSAT will only will only have access to loading up their specific weapons. But it got me thinking, are there plans to add more kinds of munitions? I'm assuming it's not that hard since it's not quite as detailed as say a full fledged vehicle, a new missile or bomb, or gun pod would require far less work to implement, and i'm guessing it's tied to the upcoming Jet/Tank DLC's to lighten to work load in a way (less vehicles, more attachments, just like guns). It would be quite nice to have access to all the weapons NATO uses in the game already. ( Scorcher cluster bombs on the Wipeout anyone?) Thoughts so far, loving the system, works well for the wipeout.
  21. Only issues i have regarding Arma and Steam are the constant Steam Check kicks.
  22. I think there should also be a change to countermeasures on aircraft too, example as follows. -Flares become a lockable entity. (sensors can lock on to flares if they're not careful) -Flare mode like Arma 2. AI use burst flares, but the player can switch from Burst to Single dump.
  23. CaptainAzimuth

    General Discussion (dev branch)

    Excellent. This gives a much better look at the feature. This will be extremely useful for mission design. Oh snap... I may have just gotten a glimpse of the Tank DLC in there. XD
  24. CaptainAzimuth

    Audio Tweaking (dev branch)

    Rockets have no sound other than when fired. I miss the sound of rockets like TOW incoming, they had it in Arma 2. I wouldn't mind having it back in Arma 3 as long as it does effect performance. I miss yelling at my teammates when there's a rocket incoming and you could feel everyone bracing for impact. Not only that but artillery and mortars need work aswell. Sounds improved as well as moved the trigger time closer to round impact so there's no awkward silence before the explosion.
  25. CaptainAzimuth

    General Discussion (dev branch)

    This is true, in terms of mission designer wanting the player to be restricted, or have freedom, but it should be a feature, as it is in the infantry level, in terms of in game on the fly. Ammo Trucks provide that same availability to customize on the fly if implemented. But yes, it should always be up to the mission designer, with the feature being default to make it easier for the designer to include or not include such flexibility in the mission.
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