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Everything posted by CaptainAzimuth
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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.
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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.
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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.
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Fixed Wing Flight Model (dev branch)
CaptainAzimuth replied to dezkit's topic in ARMA 3 - DEVELOPMENT 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.- 874 replies
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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.
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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.
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Dynamic Vehicle Loadouts feedback
CaptainAzimuth replied to granQ's topic in ARMA 3 - DEVELOPMENT BRANCH
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. -
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
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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,
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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.
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Dynamic Vehicle Loadouts feedback
CaptainAzimuth replied to granQ's topic in ARMA 3 - DEVELOPMENT BRANCH
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. -
Unlikely, but there's no reason Chinese CSAT wouldn't be interested. They have plans for carriers in their future. Some of the concept Russian/Chinese ships look down right bad arse, but still, you have to remember this is Arma. The most we saw of a fleet of ships ever, was the EW showcase in Arma 2, where it shows static destroyers firing tomohawks... That's literally it. Not much substance there for anyone but sheer eye candy. Big ships are not something Arma can do people, it's static, and that's as far as it goes. These ships fight in over 300km distances. I suggest you wait for Titan IM, but I'm gonna enjoy this jet DLC with the updates that hopefully make flying with respectable view distance enjoyable, finally.
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So, I wanted to hear the epic roar of the new jets from the ground. So i place a playable soldier, and got in a jet, climbed, and dived at mach 1. When i was 2-1.5k from the soldier, i would switch. However unfortunately, the sound of the jet from the inside remained in my ear, until either the jet passed the soldier, or the engines for facing 90 degrees+ of the soldier. This is probably the most disappointing glitch i've ever come across. Solution? Well in Arma 2, there was a feature, however small, made a massive difference in mmany situations that really benefited gameplay. Not sure how to explain this, but ill try. There were two audio sources for Aircraft. Helicopters had a positive and a negative. What this means is, when flying a helicopter, the sound above the helicopter, was much different than the sound below it. This also makes sense IRL. The Helicopter flies by blades pushing air down, pulling it from above it, so the sound of a heli flying by, and banking to one side would be different. The sound below the heli was louder, air being pushed by each blade, and you could hear that in the Audio. As for jets, you front end of a jet was quieter, and when it passed, the loud roar pierces the sky. The engines are much louder facing you, but when the intake is facing you, you can more distinctly hear the screeching, and whaling of a fighter, then the ground shaking roar after it passes. Is there a way to bring this split Audio feature back? Edit: After testing speed and stuff for the Black Wasp, i've come to the conclusion it's Sonic Boom that i'm experiencing with high speed passes. However, it's not perfect, it's still got some tweaking to go through, but it's pretty close.
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Fixed Wing Flight Model (dev branch)
CaptainAzimuth replied to dezkit's topic in ARMA 3 - DEVELOPMENT BRANCH
*tears ;) The more i fly the new jets, the more i want this feature.- 874 replies
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Fixed Wing Flight Model (dev branch)
CaptainAzimuth replied to dezkit's topic in ARMA 3 - DEVELOPMENT BRANCH
My thoughts exactly. Someone check key bindings.- 874 replies
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Fixed Wing Flight Model (dev branch)
CaptainAzimuth replied to dezkit's topic in ARMA 3 - DEVELOPMENT BRANCH
You know what, it's grown on me. It'd be best if we could have the option to choose, toggle between either of these Camera's.- 874 replies
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Fixed Wing Flight Model (dev branch)
CaptainAzimuth replied to dezkit's topic in ARMA 3 - DEVELOPMENT BRANCH
I hope we don't get G force effects and the likes. Until we get an entire new flight model those won't be necessary, I've been pulling well over 20G's, I'm certain. Humans can only withstand like, 8, and 12 with extreme assistance from g-suits, and super nice seats, oxygen, etc. I think it's best to leave those things to ACE. I'm a fan of realism, I I don't think that level of realism belongs in Vanilla unless we get the whole realism suite for all the things.- 874 replies
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Nah, large view distance in single player always give decent FPS, even on not so great Pc's. Online is a completely different movie unfortunately. Hahahaha, I wish it wasn't the case. I hope some day we can have unlimited view distance and the performance between offline and online would remain unchanged.
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Not sure, the PLA CSAT are not the same. That blue camo is likely their Pacific theatre scheme. However, the To-199 did have a flat grey scheme for one of their Squadron units. I would love that to become available .
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Fixed Wing Flight Model (dev branch)
CaptainAzimuth replied to dezkit's topic in ARMA 3 - DEVELOPMENT BRANCH
Love it. Though they're all really nice, the Gripen, I mean Gryphon, is the most enjoyable to fly in my opinion. It's excellent. It's a shame no after burners are available, BUT fuel tanks aren't a thing yet either, so I'm still guessing that's later down the line. I know BO1 Studio has really nice after burners animations too, and when paired with the shift key, makes flying fighters an Epic experience.- 874 replies
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I'll have you know, the Wipeout can out turn every other jet, including some mod jets. Then it's free rein with its main cannon. Of course, it shouldn't be this way, but it just is. Feels like a light turbo prop.
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Not to burst your bubble, but that landing was rushed to hell. Lol, you broke your rotor on the back end of the structure before plopping down in through the storage bay. I've landed helis on moving ships fine, problems come when you rush (I've done it thousand times), or if you use advanced flight model, which just causes you to fall through the entire model. But anyhow... I'm interested to see what kind of crazy scripts people will come up with for the USS Freedom. Now that we have a massive surface to walk on, maybe the crew who did the whole walking on deck thing might return to try and make it possible with this huge super carrier.
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Fair enough. Though its funny how well it works. Maybe invent a Deck LOD on the future? =P
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In terms of flight physics, even the F-15 today had the ability to knife edge without losing falling. The reason for this is automated flight systems countering. Forgot what they call it, but anyhow, the most advanced planes, while it may not feel right, shouldn't really bank unless set up to by the pilot, which brings me to think they should add an auto rudder toggle feature to act as this ability.