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CaptainAzimuth

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Everything posted by CaptainAzimuth

  1. CaptainAzimuth

    Jets - HUD improvements

    I like the green, it's just the size of some icons for me. That green gives it a... mean look. https://steamuserimages-a.akamaihd.net/ugc/80345569854288650/7049BEDB19F24002C3D932B8B16FE26025BD0FB6/ But actually, alot of the Hud's ive seen IRL have this green tint, at least modern aircraft like the Gripen.
  2. CaptainAzimuth

    Jet DLC?

    Idk about that. During certain times of day I noticed highly detailed scratches, and some glare. I think it's fitting for a stealth plane designed to give pilot max visibility.
  3. CaptainAzimuth

    Fixed Wing Flight Model (dev branch)

    I see... It would be great if the flight models can remain the way they are, but with a better feeling bank physics like the Ceaser has, but optimized for jets. Of course banking in a jet won't be the same as banking in a ceaser prop.
  4. CaptainAzimuth

    Dynamic Vehicle Loadouts feedback

    Someone mentioned HARM being on the MFD weapons display in the Black Wasp II somewhere. So that's possible. They did say a few more surprises are in store, and from what I've tested so far, the only thing that would top off the cake for this DLC, for me, are a handful of new munitions, and after burners.
  5. CaptainAzimuth

    Dynamic Vehicle Loadouts feedback

    Wonder if we can get that Quad GBU/ATGM rack that was in the other Gripen photo? The Gripen is a Multi-Role, capable of fulfilling all roles, so i was too surprised the Gryphon was only packing a few Air To Air, and one class of ATGM's. Was thinking Quad rack of small smart bombs would offset not being able to use rockets.
  6. Arma 3 Jets, DBO Afghanistan FARP Operations Preparations Take off Point Of View Mountain Range Aggressive Opted to upload a few screens, as uploading video is taking longer than expected. Will post in Video thread when possible.
  7. CaptainAzimuth

    Jet DLC?

    Flaps need to not twitch when starting the engine. Currently all the jets have the issue. Also, Gryphon's front leading edge Flaps wont animate even when full down.
  8. CaptainAzimuth

    Jets - HUD improvements

    I can agree the hud is a bit hard to use in certain situations. Right now, the targets that show up on radar displayed on the Hud are quite small. Super small. It would be nice if those little dots were maybe twice the size. Not too big, but just a tad bit bigger. Also for the Black Wasp II, the Hmd isn't picking up contact where you look. The helmet should allow you to see 360, but it only picks up targets to your front, no matter which way you look. I can look left, and the dots are all still on my screen. Though, i'm not sure if this is synced with only the Radar, then it would make sense.
  9. CaptainAzimuth

    Jet DLC?

    True. On a side note, anyone know the script to make the Gryphon paint AAF Low Visibility grey?
  10. CaptainAzimuth

    Audio Tweaking (dev branch)

    Yup. They got the Speed of Sound dead on i think, it's just the boom is missing. Though there's still some weird behavior when flying a jet close to another unit, and switching to that unit. If your in first person, you hear the first person jet sound until the jet passes the unit you've switched to. I'll have to make a video about it soon for a cleaner example.
  11. CaptainAzimuth

    Fixed Wing Flight Model (dev branch)

    Thats the thing though, re:AOA, i think they also need to keep in mind balance. Not everyone uses a stick. So when i hold down S, it's not as efficient as pulling 80-75% on a stick in order to not stall out. The way it is isn't bad, you can hold a tight turn, but not for very long, at least in terms of fighters. CAS jets simply drop out of the sky if you try pulling turns in them for sustained time, which is sort of how it should be. But for the Gryphon, ill have to do some more testing, as what i've found contradicts what your saying. Where as i've been able to turn longer in the 5th gen fighters, the Gryphon isn't as fast, and for me, stalls much faster. However, if you level out now and then yo maintain speed, it is able to keep on pulling short tight turns over and over, which is fine, except the lower you are, the harder it is to regain your speed, as it seems the engine struggles to put out thrust when you hit 300 and below unless you flight straight. Though, for me it's not the speed of the aircraft that bothers me as much as the flight model itself. The flight model isn't bad, but what gets on my nerves is the artificial bank. When you bank 45 degrees, your true flight path indicater sways to that side, as to simulate the plane's center of gravity shifting. IT's not the case however, it simply drifts, nose still facing that way. Also, when you bank back up right, it takes a few seconds for the true path the center itself. It shouldn't take so long because the center of gravity should have changed too, but since it doesn't it's just drifting about to left/right. It feels super weird. Edit: AHA! As i suspected. Ok so after flying the BTT Ceaser, the banking feels right. What ever they did to the Apex version of Flight model parameters, feels nice. It doesn't drift as much, and the plane drops when you knife edge, which is how it should be for all the planes, instead of that drift we have now. Also, when you snap it back up right, it snaps into place. It should be quick like this, and shouldn't take a few seconds for it to align straight again.
  12. CaptainAzimuth

    Jet DLC?

    I have to admit, i didn't think they were going to go that much in detail with the jets, but when i as able to take off the Grypon from a side road like they do in training, it blew my mind.
  13. CaptainAzimuth

    Jet DLC?

    Not too short for these 5th gen, as they both, or rather, all 3 aircraft should respectively have STOL capability. The Gripen does IRL, takes off like a feather, the other two, have Thrust Vectoring, which would also allow for quick take offs.
  14. CaptainAzimuth

    Jet DLC?

    always. Though, it was only the Shrika that didn't put up that good of a fight. Maybe its something with the flight model. They seem fine till they start turn fighting, then they slow down to like 300-250 speed and it becomes awkward. But for the most part, the jet speeds are fine and feel authentic. It's the flight model that bothers me.
  15. CaptainAzimuth

    Audio Tweaking (dev branch)

    Still think the new jets could use a bit more of that distinctive screech/roar that fighters have. Sort of like a growl, but from an engine, if you know what i mean.
  16. CaptainAzimuth

    Arma3 Videos

    A Dance at Dawn
  17. CaptainAzimuth

    Jet DLC?

    I'm not surprised. The To-199 isn't OP, but it's not as limited as other airframes like the Buzzard, or Wipeout. Its actually capable of multi role IRL too. But I will say you beating 3 Shrika is not bad. Because I was dog fighting 6 of them, and they all refused to fight me. Most dived and ran, then pulled slow 200km circles, not really being effective dog fighters, but rather slow targets for me to shoot at. Now and then I would get an occasional missile, but they really feel like the AI are avoiding a fight.
  18. CaptainAzimuth

    Fixed Wing Flight Model (dev branch)

    The Yak-130 is quite capable of going vertical for some time before needing to avoid a stall. The Neophran reflects this in game nicely, as you can't go like that forever, and your also slow, at a little over 300km. As for the gripen... I mean Gryphon... I've seen it turn full circles without losing that much speed. It feels the same in Arma, but it actually still does lose speed. If you start a turn at 1000km, it'll take you 30 seconds to drop to only 400-300km, then a stall.
  19. CaptainAzimuth

    Jets - HUD improvements

    Sort of yeah, but it's mainly because the radar blips on the HUD/HAD are so small, it's ends up being harder to see, which contributes to locking problems. Though, if your referring to locking jets like the Shikra, I've noticed the AI diving to low altitude and then vanishing from radar, if that helps.
  20. CaptainAzimuth

    Jet DLC?

    Yes I have. It all feels very consistent now. CAS jets feel like CAS jets, and you're wise not to fight fighters in a CAS jet unless you have no choice but to do so.
  21. CaptainAzimuth

    Dynamic Vehicle Loadouts feedback

    I think the pylons feature should replicate the exact capability of real life counter parts. Realism aside, and balance, what ever these aircraft are capable of IRL should be reflected in game.
  22. CaptainAzimuth

    BIS Aircraft Carrier

    Fuel tanks. Based on the armaverse, CSAT used territory under their control to fly missions from, hence the CSAT jets flying south southwest towards Altis. =P
  23. CaptainAzimuth

    Jet DLC?

    My thoughts exactly. Its always been what at least I observed, as the perfect solution to the current interaction. It doesn't even have to be implemented in super high detail, just the icons with on/off state near specific buttons in the interiors to clean up the scroll menu and the key bindings, leaving room for the more important stuff, and getting rid of a great deal of item confusion, especially visible with the new options in the Jet DLC,
  24. CaptainAzimuth

    Jet DLC?

    I know This is a bit of a request, but some, including myself, have found that with so many items and options being available in the jet DLC, it's becoming crowded with key bindings And scroll wheel options. So for jets, can we put some of the not so important interactions inside the cockpit to free up some space and confusion/key binding clutter? For example, Landing Auto Pilot, Lights on, Collision Lights, Engine on/off, be moved to buttons on the inside, but the buttons don't have to be aninated. But a simple toggle icon be used you just look at and interact with. As of right now, it's a handful of scrolling, or even trying to remember which is left and right screen toggle key bindings, ect.
  25. CaptainAzimuth

    Dynamic Vehicle Loadouts feedback

    In the Wiki, it's planned. I kept having my team mate bugging me about not being able to do it while he was in the mission. So I'm hoping an re-do of the ammo truck system.
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