K20017
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Everything posted by K20017
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The Caeser BTT needs to be tweaked. It is very very difficult to slow down forcing you to fly a very shallow descent angle if you want to have any chance at making a decent landing.
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The water scooter accelerates and decelerates too quickly.
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@dwarden, for what it's worth, I can not reproduce that audio bug in that previous video I posted on the current builds. Nice!
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Fixed Wing Flight Model (dev branch)
K20017 replied to dezkit's topic in ARMA 3 - DEVELOPMENT BRANCH
The ground handling too needs to be fixed. You'll get great handling when you are slow but once you speed up to a certain point (60 km/h or so), you have almost zero directional control. Then as you speed up more, you'll begin to regain some and you can try and stay on the runway. There shouldn't be a zone you transition with terrible control, the effectiveness of the rudder should be increased much earlier. But then again, any fixed wing aircraft doesn't feel like it is interacting with any air :(- 874 replies
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The Unsung Vietnam War Mod 3.0b - BRAVO Released !!!
K20017 replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
2.1 seed/peer ratio now on that torrent, nice. -
The Unsung Vietnam War Mod 3.0b - BRAVO Released !!!
K20017 replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes, the exact same thing happened with me. I had 3 Hueys and ordered them to seek and destroy to this location. Only one helicopter moved exactly like you described, slowly came to the seek and destroy point increasing in altitude then hovered at max altitude. The other two helicopters had their crews eject and parachute down while the pilot stayed in a hover without moving. Strange. This is under the latest Arma 3 Release Candidate build too. -
The Unsung Vietnam War Mod 3.0b - BRAVO Released !!!
K20017 replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm getting 3 5 Mb/s off that torrent now. Will seed when done! -
Fixed Wing Flight Model (dev branch)
K20017 replied to dezkit's topic in ARMA 3 - DEVELOPMENT BRANCH
I see what you mean. The issue I see with Arma 3 and its rudder problem is that it seems the vertical stabilizer has no effect on aerodynamics. The aircraft flies crooked all the time when in real life, the vertical stab would keep the aircraft's longitudinal axis in line with its direction of flight (in a no wind scenario). If the developers have no desire to change the aerodynamics, autorudder seems like a decent bandage to cover the wound.- 874 replies
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Fixed Wing Flight Model (dev branch)
K20017 replied to dezkit's topic in ARMA 3 - DEVELOPMENT BRANCH
Just did a flight and certainly noticed it now. But what exactly is this autorudder preventing people from doing? Is it limiting their control?- 874 replies
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Fixed Wing Flight Model (dev branch)
K20017 replied to dezkit's topic in ARMA 3 - DEVELOPMENT BRANCH
I have flown many a times on Arma 2 but don't recall the specifics of the auto rudder. Was it that when you held in full rudder, the aircraft would initially start to yaw fully but then correct itself even if the key was still pressed?- 874 replies
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Fixed Wing Flight Model (dev branch)
K20017 replied to dezkit's topic in ARMA 3 - DEVELOPMENT BRANCH
Do you have a source where this was stated? I'm curious as current jet aircraft have yaw dampers which are engaged when airborne and remain on for the duration of the flight, it's even a requirement for most, if not all jet transport aircraft. It prevents dutch roll tendencies and serves to keep coordination throughout flight. Current jet fighters definitely have sophisticated autopilot systems so to say that the aircraft in Arma 3 during the year 2035 would be unrealistic to have automatic yaw control, that doesn't seem right.- 874 replies
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Fixed Wing Flight Model (dev branch)
K20017 replied to dezkit's topic in ARMA 3 - DEVELOPMENT BRANCH
It is annoying but it does happen in reality and is called adverse yaw. When banking to the left, for example, the left aileron is up and the right down. The right wing now has a greater angle of attack which produces more lift and more drag so the airplane has a tendency to yaw in the opposite direction when entering a turn. However, the adverse yaw is very easy to conttol by using the rudder and staying coordinated through the turn. The problem with Arma 3 is that using the rudder with keys is either an on or off effect so it doesn't really help and the coordination of the turn just goes to hell anyways.- 874 replies
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Fixed Wing Flight Model (dev branch)
K20017 replied to dezkit's topic in ARMA 3 - DEVELOPMENT BRANCH
I just wish the aircraft would turn when in a bank instead of having to bank and then use elevator. Plus every aircraft seems to fly crooked after a bit unless you correct it with rudder here and there. Then you start doing maneuvers and its crooked once again, like you have right rudder deflection in when no keys are pressed. It is most noticeable on the Buzzard and as a commercial pilot myself, drives me nuts when things aren't coordinated!- 874 replies
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I don't have a build number but the video was recorded on Sunday, February 14, 2016. It was on a dev branch at the time I believe.
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I submitted a video here a few pages back and it seems to only occur beyond 30 rounds. If you fired quickly enough in semi-auto, it still does it as well. Based on my testing, it only applies to these vanilla weapons which are all apart of the Marksmen DLC pack: Navid Mk-I EMR Mk14 SPMG
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Funny, I was watching some old bootcamp videos, especially the ones right before 3rd Battalion was torn down and moved closer to 1st and 2nd.
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Wow, this is bringing back some memories when I was in the Marine Corps and did 3 deployments on ship. I served on LSDs, LPDs, and LHDs. I would love to lend a hand in the project if I can, perhaps with supplying pictures or aiding in accuracy. Here are a few pictures I took on ship and have 100s more as well.
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I would have to say quite the contrary. I can now better detect where shots are coming from because they have an associated tail and not just a lame, dull single shot with no feeling to it. Maybe something isn't right on your end.
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The weapon sway from fatigue is ridiculous. Even though it was fixed slightly in one of those patches, it still doesn't make sense. It is way over exaggerated and the circular patch it seems to follow is not at all what you'd see in real life anyways. The part that gets me is there is still weapon sway even when using a bipod!!
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New EDEN update makes font look disgusting...
K20017 replied to AzZaMaTr0n's topic in ARMA 3 - DEVELOPMENT BRANCH
Other than it being small in a few areas, I had no problems with reading. And what are you reading so much that you physically can not play the game because of the font? -
New EDEN update makes font look disgusting...
K20017 replied to AzZaMaTr0n's topic in ARMA 3 - DEVELOPMENT BRANCH
The new font looks just fine on my rig, does it not look like this for everyone else? 1920x1080 Small interface size -
Does your font not look like this? I don't see a problem with mine. 1920x1080 and small interface size.
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When firing one of these weapons beyond 30 rounds, only the tail of the shot can be heard. Based on my testing, it only applies to these weapons which are all apart of the Marksmen DLC pack: Navid Mk-I EMR Mk14 SPMG The bug persists in both 3PP and 1PP but it seems harder to do in 1PP. It can also be done on semi-automatic as long as your fire rate is high enough. I haven't created a feedback tracker ticket yet though.
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Okay, here is my opinion on this sound mod. I didn't find it very realistic in many different areas. 1) The samples for each weapon sound like they were recorded 200m away and are very quiet. It should be loud, sharp, and precise. 2) The sound in FPV for the receiver and bolt action is very loud and in some cases, too long You should not be able to hear it over the discharge anyways and it's more of a metal plinking sound or ping than anything. 3) Everything just sounds too far away than it actually is. Mid-range explosions (200-300m) sound as if they are 600-1000m out. 4) Some of the distant explosions are weak. Explosions at a distance are more of a thump. 5) The overhead cracks and whizbys didn't sound realistic at all. However, it does a pretty good job at simulating distant warfare, just needs to be tweaked in a few areas I think.