Aposky
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Everything posted by Aposky
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Thanks for explanation. I guessed TFR works like in real life. Thanks for answers!
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Hello TFAR team, first of all thank you for your work on this addon. I have three points to raise about your addon: 1. Do you have plans on rebroadcast functionality? We run large operations with about 80 players. Quite often we are out of range even for vehicle radios because our various combat elements operate far away from each other and also shape of terrain doesn't help. For now our signallers act as relay stations to help communicate between front elements and support, but it would be nice to see such rebroadcast in use. I'm referring to things like this or that. 2. When two stations are out of range, but trying to communicate to each other, there is no indication that anyone is transmitting, not even pure static. 3. I hear often complains from troops about range of local 3D voice, that drops too quickly. Are you going to adjust that?
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Hello, I'm from same community as My_Shortcoming. We have been testing TFR recently and part of our players noticed from slight to 1 second delay on 3D sound positioning to visual position. No it is not delay between talking locally and on radio (this is neat feature btw ;)), but on local only. Easiest way to notice that is when one player is talking next to you and you look around - position of his voice is off compared to his position, but then after second it catches up. Last issue or rather complain is weird amplitude of voice volume. It seems to drop quickly at some distances from talking player. Some background: We are quite large community 70-90 active members. Our servers allow us to run missions at 50 fps. We had to switch to DEV branch to play ArmA 3 last and this week because of PhysX cliend side crash (reported and fixed by BiS in DEV and new Stable branch). Last but not least: thanks for your work, we really enjoy it!
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What branch do you run? We experienced the same issue with DEV version.
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We tried ASR_AI in Giallustio's mission and it was good. I set AI infantry skills to "regular 1 & 2" and combat felt challenging, but fair. You always can adjust skills of specific soldier classes in configuration. I was even quite impressed to see enemy PO-30 Orca doing a rocket run on our M2A1 Slammer tank and successfully damaging it. About a mission, few thoughts: - base area needs more protection, I think few static HMGs could help, - great work on medical system and logistics, lads really enjoyed it, - are there any requirements for rally point to work? Soldiers couldn't select it as a spawn point. It could be placed too close to a town area that was being assaulted or perhaps it doesn't work in DEV build that we use (I need to test it), - when enemy artillery is turned on, is there actual enemy mortar squad deployed on a map or it is just a script?
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Indeed, I understand it and there is problem with that. I've got a bit different question to you guys, because you seem to be experience with that already. Do you use any server AI mods with this mission?
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We use dev build because its improvements in performance on many levels, but I won't argue. It might be BiS issue then with HC. Thanks for quick answers! I'm less worried about it now.
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Hmm, we are having same issue, but it doesn't affect enemy. On loading screen HC "picks" one of the slots from Alpha squad, usually engineer and then this slot disappears from menu (never seen it before). After I move HC to civilian slot and start mission, AI spawns as engineer in Alpha, and HC is visible as civilian on player list. We never had such issue before. HC always picked free slot in Civs when there is one. Enemy forces still can spawn, but even if CSAT is selected, they spawn as AAF. HC option is selected in Settings screen. We run latest DEV build.
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Hello Giallustio, first of all thank you for mission. I clearly see potential in this one: custom medical system, logistics, dynamic AI spawning and HC utilization - goodies! It is also nicely written code-wise. I've got a question: Could you point me out where in code is defined number of enemies for each setting? I'd like to adjust that or add new settings.
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Looking forward for new release!
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That would be awesome. My unit look forward to move to ArmA 3 and more British gear is better :). If that helps you, I've got some reference pictures: http://photos.plane-mad.com/24/large/24661.jpg http://www.flickr.com/photos/56454775@N06/5841924943/in/photostream/ http://www.militaryaircraft.de/pictures/military/helicopter/Merlin/Merlin-HC3_RIAT2006_075_800.jpg http://www.airport-data.com/images/aircraft/small/000/341/341867.jpg http://www.airport-data.com/aircraft/photo/000341866.html http://www.airport-data.com/aircraft/photo/000632335.html http://www.airport-data.com/images/aircraft/large/000/627/627263.jpg http://www.airport-data.com/images/aircraft/large/000/626/626536.jpg [Gallery]
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Hello KDK11, amazing work. I wonder if you are willing to continue work of your reskin and add RAF version of Merlin HC3?
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Hello Taosenai. Just a quick note from my milsim community. We played few missions with your Addon and we like it, we like it alot. One complain that I heard was about not enough strong recoil for MK200 6.5mm LMGs - standing pose, crouch. I know that your addon is open source and we're going to adjust that. I just want to let you know.
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Hello Taosenai, first of all thank you for your amazing mod. It brings much needed realism into ArmA 3. Just wanted to say that 0.3 release fixed a bipod deployment for me. We played with previous release of 0.3 version on coop and never managed to make it to work on Dev build. This one works great with ACRE, NATO and FHQ weapon packs. One question, are you planning on adding more compatible weapons with TMR_acc_bipod? Or release script to make custom weapons able to use it? Good luck in your development.