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mistyronin

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Posts posted by mistyronin


  1. 17 hours ago, Gunter Severloh said:

    Cough IFA3 Lite hence Full version would be coming when the IFA3 team is ready to release.

    I know this is opposite of what you just said but IFA3 has already established a Lite version prior to a paid for DLC, and i can say that because they had announced it


    Uhm... It' a bit more complicated.

    Iron Front is a full fledged game that uses an updated version of the Arma 2 engine. It's been sold in Steam since its release in 2012 (https://store.steampowered.com/app/91330/Iron_Front_Digital_War_Edition/). 

    Initially the IFA3 mod team (totally unrelated to AWAR, the original developers, read EDIT below for more context) reached an agreement with the original Iron Front developers and producers X1 Software to release two versions of the mod, the full high quality version that allowed you to convert the standalone game files to Arma 3 and then a low quality lite version for free. Basically that pumped the Iron Front (standalone game) sells, so it was a beneficial agreement in both sides (EDIT: With the new info, apparently it only benefited DeepSilver and a little bit X1 Software). 

    So, the IFA3 mod was initially released with both full and lite version. After some time, and the addition of different content, the mod team decided to discontinue the full version that converted the standalone game files. Here's the statement of Kju explaining the decision.

     

    Quote

    Statement on discontinued support for the IFA conversion (IFA3 FULL)

    We do NOT endorse/recommend/encourage you to buy Iron Fron the game at this point - do not buy it!



    And according to you, now apparently the IFA3 mod team is preparing a CDLC. I assume they have an agreement to use / sell the Iron Front standalone content, or they plan to remove it and create new stuff from scratch. They would probably have to also get the rights to use the name.

     

    It gets more complicated as the Iron Front IP is apparently owned/managed by the publisher Deep Silver and the producer X1 Software. (apparently its not longer the case, read below)

    EDIT  (23rd September 2020).

    Since yesterday new information has been brought to me. Apparently after the issues with the first planned release by AWAR -the original developers of IF- some of the members of the IFA3 mod team worked in stabilizing and fixing the game. 

     

    Apparently nowadays the control of the IP has been recovered by the original developers, AWAR. So things look bright for a possible IFA3 CDLC 🙂

    • Like 4
    • Thanks 1

  2. 22 hours ago, krycek said:

    Oh yeah, and a tractor. Is this some sick joke? From all the list of assets you could do/missing in A3, all you could do was "hey let's make a tractor, we're sure this is the hottest item that was missing from the past games also fits great with the alien stuff"?


    I did miss a tractor in Arma 3. In all the instances of the OFP/Arma series there has been a tractor. Arma 3 was the first that missed it -now fixed-. 

    I think that is a really good asset for landscape decoration and mission immersion (I only play MILSIM, so immersion is important to me). In addition,  I think most of those who, like me, survived "After Montignac" thanks to a tractor, it has been an icon of the series. 

    • Like 1

  3. 14 hours ago, FallTry45 said:

    What is actually with the development blog, RHS wikipedia etc. on the homepage? Will it be updated?

    As reyhard commented we try to update them as much as we can. But free time is always an issue. :smile_o:

     

    Is there any particular part you'd like to be updated? Meaning, do you need any specific info?


  4.  

    46 minutes ago, Maj Ray said:

    Why are these releases occurring at around 2000 US Eastern time on Sundays? Many milsim units have events on or around that time. Would you consider please moving these releases earlier, or later, or to Mondays?


    I'm afraid that you could find Arma units' events 24/7 hence it's impossible for us to please everyone. In fact Monday is quite a common day for Arma events around the world. In any case, you can always disable the steam auto-updates. :smile_o:

    • Like 2

  5. 5 hours ago, Ex3B said:

    The last part of the tank destroyer mission reminded me of how much of a misnomer "Tank Destroyer" is for the stryker Rhino MGS.

     

    The Stryker MGS is not meant to take on tanks...

     

    I’m afraid it’s not a Stryker MGS -which is an assault gun to support infantry-, but a Rooikat (photo below), and like the Italian Centauro it’s a recon vehicle with anti-tank capabilities.

     

    They can be pretty effective shoting down tanks. They were designed to do so. But of course, they don’t usually work alone in real life.

     

    And indeed, they are called tank-destroyers in RL.

     

    https://en.m.wikipedia.org/wiki/Rooikat

    https://en.m.wikipedia.org/wiki/B1_Centauro

     

    a3e643fbb609baadcb4a576fab61b2aa.jpg

    • Like 1

  6. Interesting missions. I liked the showcase, its quite round. The first mission of the campaign was really enjoyable and well made, I really felt inside the plot. The next two missions were a tad Call of Dutish for my taste (I killed more than 50 enemies in each), I rather take a more simulation approach using no interface assistance. 

     

    In any case, good work! It was great to see you added a SP mini campaign again in the DLCs. Big thumbs up.


  7. Indeed. I really love all the new content and features. I dare to say it’s one of the best DLCs content wise (it even adds a SP mini campaign) but I can’t understand why there are no FFV positions. 

     

    IMHO it’s a basic feature, at least for vehicle commanders. Even in recent conflicts like Iraq, many tank commanders fought unbuttoned (when possible), some even shot their personal weapons to defend their vehicles against enemies that got close. It’s quite a basic feature when fighting in urban places or tight spaces.

     

    I have the feeling that FFV is one of the most useful features that was brought to Arma, but one of the less used by the Vanilla vehicles.

    • Like 7

  8. 2 minutes ago, Fl3rian said:

    nightvision/thermal for the new MFD's? Without the need to right-click to get to the "sight"?


    As Redphoenix said just few posts ago:
     

    Quote

    There already is - it's right CTRL + N.
    Check if you have it set-up in the controls (should be under General) - It's just called "Night-Vision" - So it could slip the eye easily. The tooltip should be different tho.

     


  9. 3 hours ago, Sniperwolf572 said:

     

    Not sure if you're aware, but you can already do this somewhat. Not sure what the defaults are, but CTRL+Numpad numbers can move and lean the head around in most vehicles. For example, head is down and to the left observing the top of the hill or head is slightly up and to the right, checking if there's anyone near the rock. They're under "View > Move Head ..."


    I'm afraid that's not what I meant. I meant actually raise your head and unbutton partially:

    Check this, it does really fast but its the same idea:
     

     


  10. After testing the interiors a bit more, I’d like to comment few areas of improvement:

     

    View modes switch. 

    There should be a way to switch the MFD view modes without using the 2d-view: day, night vision, thermals and info. Adding the info mode in all stations allows a useful feature for those players that don’t use PiP. Adding the other modes in the gunner stations allow a non-2D view playing, which allows bigger immersion.

     

    To add extra simulation, keybindings could be assigned for each type of view mode to allow fast switching (like in real life):

    - B for switching between day mode and info.

    - N for night vision mode (or control + N to allow also nv googles)

    - M for thermals

     

    Zoom mode 

    Ability to zoom the MFD view. Maybe using alt+mouse wheel or using keys. 

     

    Raise head

    Most games that have a certain degree of tank simulation allow you to raise your head towards the periscopes -to allow different angles- and even unbutton slowly -to keep your head protected-.

     

    That’s usually achieved with a mouse wheel movement. If there are engine limitations, another solution is to have a 3-step unbuttoning. First step at periscope height, second step hatch opened few cm enough so the crewman can see the exterior saftely -that’s how many tank commanders manage a tank in RL combat-, and a third step full unbuttoned. 

     

    Map / GPS / BFT

    Finally, another view mode with a map / gps would be welcomed. Many modern vehicles use a Blue Force Tracker or similar. That would allow a bigger immersion, as players don’t need to have a gps spawned over the screen.

    • Like 5

  11. Really impressed about what we know of this DLC. It’s going to be another huge step forward.  :eyeheart:

     

    As someone already mentioned, what would really kill it is to add few interactive buttons like in Take on Helicopters. Then it would be a totally immersive experience. 

     

    And if I can give a suggestion, being able to open doors and hatches to get in and out would also be a really nice touch. Even if it’s just an automated feature.

     

    I just hope BI keeps all the Arma 3 features in a future sequel (FFV, vehicle interiors, helicopter advanced flight mode, ViV, etc.)-and please with a modern or historical setting, no more pseudo-futuristic experiments-. Then it would be a dream come true. 

    • Like 3
    • Thanks 1

  12. Odd, I’ve been playing Arma 3 since it was released, at least a couple times a week. And never seen those issues.

     

    I tend to play in private servers of milsim communities. 

     

    You should report any weird stuff you see in Arma’s official feedback website. Although as someone pointed out before, it’s a game working in an old engine, so don’t expect miracles.

    • Like 1

  13. 59 minutes ago, twisted said:

    Pity so much time and effort was wasted on it. Well the cluster bombs and mines look nice but really it seems so far away from combined arms military operations. Instead of enhancing the military aspect you have moved away.

     

    I'm a bit confused with your statements. 

     

    How come mines and cluster bombs are not part of military tactics and combined arms operations? 

     

    Mines are one of the most widespread weapons in wars, and they are used in most basic defensive tactics -from building a simple observation post to a full fledged military base defense-. I'd encourage you to read any field manual on how to build a defensive perimeter. They are also used in some basic offensive tactics like ambushes.

     

    You can find mines in virtually any military conflict you can think of. And yes, they are an important part in both conventional combined arms tactics as well as unconventional guerrilla / spec ops warfare. 

     

    Cluster bombs are not that widespread, but they are definately used in modern conflicts like Syria or Ukraine. And they are also used as part of combined arms tactics. For instance when an armored column finds a heavy resistance spot and needs to clear it fast and calls a CAS strike. Likewise in CSAR ops, to slow down the enemy.

    • Like 8

  14. 50 minutes ago, katipo66 said:

    I don't see how I can incorporate this into any of my missions meaningfully, other than probably shooting at them :) 


    I've played the couple of Showcases and few missions of the campaign, and so far IMHO they did it in a really clever way. I won't spoil anything, but it's all intertwined with the plot. 

    I'm having a great time, quite a different kind of fps storytelling. So far, one of the BI's best together with the bootcamp mini-campaign and the OFP campaign - The East Wind was also really good IMHO -. 

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