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CaptainAzimuth

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Everything posted by CaptainAzimuth

  1. CaptainAzimuth

    Orange DLC (wild) SPECULATIONS !!!

    As bad as Arma needs more Naval Assets, hoping for it still at this point, is literal beating a dead horse... unless you combine boats with logistics, which is unlikely. But there's still hope for other things that Arma needs badly. Heli DLC brought us 2 new Heli's/varients, sling loading, advanced flight model, new assets/props, If the Orange DLC brought us logistics the size of that, here's what i think it could bring us. 2 new vehicles (could be boats, given the fact logistics could already be updated to existing vehicles like the trucks, heli's, Vtols, offroads, Hemtt/Zamak/Tempest via. features being free for all), Infantry loading, advanced interaction that allows players to move crates and stuff around on foot with new holding and walking animations, and a few new props, or just updating props that could be useful, like fuel barrels, and static objects (with physics of course) that could be moved around and positioned by infantry, loaded up into vehicles, etc.
  2. CaptainAzimuth

    Jet DLC?

    Also a good call. Though that would be a fantastic trade off.
  3. CaptainAzimuth

    Jets - HUD improvements

    I think BI could pull something like an easter egg. Add little functions into a 3d interactive space within the interior of the aircraft. Animate one button that changes the Hud color and brightness. Just look at the switch and press an action key or something like that.
  4. CaptainAzimuth

    Jet DLC?

    good call, didn't even think about that either!
  5. CaptainAzimuth

    Jet DLC?

    True, but i suspect afterburners, mainly because most Aier Superiority jet mods feature them, and for good reason. They also do so well, providing you can use afterburners for good acceleration to get out of a threat area faster, but you can burn through half your fuel, and that's not including the future fuel tanks. Combine this together, and you already have a polished balance feature to having after burners... however, i do remember BI saying something about supersonic in the past. I can't recall exactly, but the jets we have now already go supersonic in a dive. There would be no fundamental boundries to having after burners from what i can tell, so it's a possibility.
  6. CaptainAzimuth

    Jet DLC?

    I believe so. Not entirely sure they made the proper tweaks based on progress from the Apex Fixed Wing standard. I'm waiting on that before i comment further on the flight model, but the thing i hate about it is how drifty it is. The Apex flight models feel better (at least the Blackfish and BTT Ceaser), the rudder and pulling G's feels more like there's air resistance and opposite reaction. But im not sure if they fixed things like turning and the nose pointing up because auto rudder is disabled, though i noticed Apex planes dont suffer this issue as much as Vanilla.
  7. CaptainAzimuth

    Jet DLC?

    This is true. I think Dynamic Loadouts was one of the big ones though. In terms of most popular among things people wanted for the DLC.
  8. CaptainAzimuth

    Jet DLC?

    Arma 4 probably, but lets not get too ahead of ourselves. Legend have it BI planned to have JBSim flight physics, which isn't a bad idea, they would just need to tweak the flight model based on the size of the map, however, they eventually, as we all know, ended up not having enough time to even add other components, or campaigns until later than official release date. Sigh, but also they planned on updating the flight model with Jet DLC but ultimately chose Dynamic Loadouts were more favorable. Im still torn by this decision, but i can't complain here either. I've super excited for Dynamic loadouts, which will bring so much more to the game than a flight model overhaul. I'm quite content on waiting till a 4th title for a new flight model just knowing we can now have versatile loadouts for various situations.
  9. CaptainAzimuth

    Dynamic Vehicle Loadouts feedback

    I've experienced something different in terms of the Sky Fire's, they load up fine, however, it shows 38 rockets, which only counts for 2 pods out of 4. Once firing them off, it goes to 0, and then resets to 38, im guessing switching to the other 2 pods.
  10. CaptainAzimuth

    Jet DLC?

    idk about that. All of the modules in DCS are designed with realism in mind. If it doesn't exist IRL, it wont exist in the module. Thus each and every aircraft is authentic to their real life counterparts, manual and all. I havn't gotten an DCS modules, but i'm patiently waiting for the Legacy F-18 Hornet, as it's the only aircraft id drop 60$ on to learn everything about flying that particular legend. But anyhow, that's a conversation for another sim.
  11. CaptainAzimuth

    64-bit Executables Feedback

    It appears that when a server is restarting and you get the msg, "No Message Received", the game will always ctd upon pressing escape, or 20-30 seconds into timing out of the server. This forces you to leave the server before the game crashes, or simply restart. Most times it just crashes without giving you a chance. Can anyone else confirm?
  12. CaptainAzimuth

    Jet DLC?

    Sure. But this just means that given the plan to have external fuel tanks (excuse my noob name for them, it' been far too long since i left the flight sim community, just starting to fanboy a little, HAH), it'll still play a major role in Arma in terms of fighting. Lets not forget the legand of the Legacy F-18 Hornets that won a dogfight without dropping BOTH of their external fuel tanks. They thought about it, but seeing as the plane was new, decided to test out how reliable their aircraft was. Ended up winning, with all munitions still on board, and continued with their strike package. But in terms of Arma, it would mean that if you want to win in Air superiority situations, having at least one fuel tank will ensure a more lengthy amount of After Burning, which can translate to a mission success.
  13. CaptainAzimuth

    Jet DLC?

    It'd be a shame if advanced fighter jets didn't have afterburner. BI mentioned fuel drop tanks, so my theory thus far is that they will add in the After Burner like Bravo 01 studios have In their F/A-18 Black Wasp mod. You use after burners but it eats up fuel, realistically. Meaning that if you plan on flying around like a maniac, you will need fuel tanks, otherwise your smart to fly normally without burning so much fuel.
  14. CaptainAzimuth

    Jet DLC?

    Well, we know that the USS Freedom is being designed by the same modder who coincidently is working with BI on the jet DLC. Either way, whether Vanilla, or Mod, we're getting a Carrier... unless something bad happens, but as far as I know, the Carrier being a side project since before the Make Arma Not War contest, if not being Vanilla at some point, may end up being another Bohemia Official Mod, or supported in the respect that they've put time into the new jets being Carrier capable. The speculation hasn't gone out of hand considering the existence of tangible information regarding the development of the USS Freedom has been available long before the Jet DLC was even announced.
  15. Who ever it was implied the cmlauncher had different firing modes already on dev branch, it does not yet.
  16. CaptainAzimuth

    Orange DLC (wild) SPECULATIONS !!!

    All the more reason for BI to actually make it work in Vanilla. We have all these objects placable in editor, fuel barrels, ammo crates, gun crates, etc., but only helicopters can move them via. Ropes. An extended feature to allow players to move all this stuff around on foot and into trucks, heli's, planes, etc. Would be amazing. I think only one mod uses this, but it's a bland, one use. You can only load one type of crate, into one type of truck.
  17. CaptainAzimuth

    Dynamic Vehicle Loadouts feedback

    Kajman should also be able to carry dumb bombs like the Mi-24P.
  18. CaptainAzimuth

    Dynamic Vehicle Loadouts feedback

    Just noticed. Also, there's a few munitions with the same names, different spelling that made me give up on being more in depth when referring to them. But I've also noticed the Loadout variety of the Neophran is very limited compared to the others. Chortles, yeah I just realized that'll be interesting too. For mods like CUP, might be able to enable their missile box into the Dynamic Loadout System (DLS) and would allow for use of their own ported, and modeled weapons, even on Vanilla racks.
  19. CaptainAzimuth

    Orange DLC (wild) SPECULATIONS !!!

    Possible. The new vehicle(s) could be ones that have a rope crane that picks up heavier paracrates/ammo boxes and the ones infantry can't carry by hand. Though I still think it'd be very useful. Perhaps they could even do the same to the Bobcat with the crane, and make it operational. Though I think it's important for infantry to be able to move around equipment. Bring more Arma into live gameplay.
  20. CaptainAzimuth

    Dynamic Vehicle Loadouts feedback

    Yeah. But currently the only Vanilla faction that uses racks are the CSAT and AAF. Skalpels can come in single, 3's or 4's on racks. It'd be nice to see a x4 small bomb rack like I'm the Gripen picture... hell, it's be nice to get a Vanilla Missile box. XD EDIT: scratch that, only AAF... get Skalpel Racks.
  21. CaptainAzimuth

    Dynamic Vehicle Loadouts feedback

    HAH, not unless we get multi-bomb racks for the pylons.
  22. CaptainAzimuth

    General Discussion (dev branch)

    I found landing much more realistic. As long as your throttle is at zero, your braking should be fine. Make sure you reduce speed ahead of time, and come in with a proper approach. You can probably still speed land, but it's simply take more skill now. Practice. Though the Take off is ok, it needs a tweak to be just a bit more light on take off. Just by a few meters. The Buzzard isn't a STOL aircraft, that I'm aware of, so it shouldn't be as capable as aircraft like the Gripen (Gryphon) which irl is designed with taking off and landing on extremely short runways and roads in mind. But should still be capable to take off from Tanoa' s main airfields without smashing the runway lights at the end.
  23. CaptainAzimuth

    General Discussion (dev branch)

    It's impossible running up straight center runway, with flaps in any position. You will 100% hit the yellow posts and die at the end, either instantly or by gear clipping it. Only way I took off was by angling to the right where there is minimal objects. For a main runway this size, Buzzard needs a slight tweak... unless it's intended. Perhaps hope for flaps finally working? As on take off they have nearly no effect.
  24. CaptainAzimuth

    Dynamic Vehicle Loadouts feedback

    Negative, at least not on my end. I've been rolling it out with all sorts of configurations and it works fine. Maybe take a screen or short video?
  25. CaptainAzimuth

    General Discussion (dev branch)

    Not sure what on earth happened, but the Buzzard cannot even take off from the Aéroport de Tanoa without hitting everything at the runway.
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