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devilslayersbane

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Everything posted by devilslayersbane

  1. devilslayersbane

    Seriously. What is ArmA 3 About? (Spoilers, maybe)

    And a protagonist whom you don't see in the prequel campaign for bootcamp. It would've been nice to have some background on Kerry (make us care, plz). I cared more for SSG Adams than Kerry throughout the entire campaign and he died in the second mission.
  2. Hey, toadie, I was messing around with your pack yesterday and I realized that all of the GL variants of weapons that support bipod attachments also allow for bipods. That sentence looks a little confusing to me so I'll clarify. How it is: Weapon w/ bipod rail ---> Can have Bipod Same weapon but with UGL ---> Can have Bipod How it should be: Weapon w/ bipod rail ---> Can have Bipod Same weapon but with UGL ---> Cannot have Bipod
  3. devilslayersbane

    Squad (PR:BF2 Devs)

    I agree. The biggest difference between them will likely be (as it always is when attempting to compare ArmA to other games) is the freedom ArmA gives you. ArmA can be whatever you want it to be. Squad will be, while probably a fun experience for a little bit, ultimately limited. So, please, no more discussion here. Comprehensibility is a virtue, just like patience. End game is team vs team, which is different from co-op. And from what I've heard, it's actually a lot of fun and very interesting to play. Finally, funny =/= good. All fun and no work makes jack a spoiled brat, thusly, funny things, such as Skate 3's gameplay are fun for awhile because they're terrible in a funny way. However, they're easy to put down and never touch again.
  4. devilslayersbane

    The CSAT Modification Project (Release)

    BUT! This mod is so great. I love your work. :( Are you going to leave this mod open so people can keep adding to it?
  5. devilslayersbane

    Arma 3 - Marksmen DLC Developer Diaries

    Don't forget about the Britrep! Also, were those open doors on an orca in that video?
  6. devilslayersbane

    join game on steam friends broken now?

    Well, no, I mean open the steam overlay and join via your friends list.
  7. devilslayersbane

    join game on steam friends broken now?

    You can join game from within arma 3. That still works.
  8. devilslayersbane

    How to look in the passanger room?

    Yes, if you press ctrl-6 or ctrl-4 it will lean your head in that direction allowing you to look in the back of the helo using alt. ctrl-5 will recenter it. Track-IR or other head-tracking software and hardware supposedly makes this much easier; though, I can't say so from experience.
  9. devilslayersbane

    Arma 3 sound bug

    Ok, pm me really quick if you have about $25 to spare on a cheap, yet decent headset to try and see if it's ACTUALLY your headset or your computer.
  10. devilslayersbane

    No more dark theme on BI forums?

    I need the darkness back. It saves on power and looked better.
  11. devilslayersbane

    Arma 3 sound bug

    Don't bump threads, it's against the rules. If you're up for it, you could try a different headset. My headset is a "Sades Stereo 7.1 Surround Pro USB Gaming Headset" and I have not experienced this bug. This is a pretty cheap headset but it works really well, and comes with its own drivers. If you'd like you can pm me and I'll give you more details.
  12. And thus, I am wrong. Still, however, It should be able to refill you vehicle most of the way. It would probably be better use the HEMMT's due to their advantage of only having to supply one type of support cargo.
  13. Ok, first off, the CRV-6e's (and all vehicles which re-arm, re-fuel, and repair vehicles) have a specific radius in which they can do these tasks. Also, AFAIK there is no limit on fuel, ammo, or repair from these vehicles. A simple scripting solution would be to have these in a separate group, and then when you wanted the vehicles repaired place a trigger, have the CRV's approach, and then have the screen fade to black for a moment while they're all repaired (_veh setdamage 0; _veh setfuel 1; _veh setammo 1;).
  14. devilslayersbane

    Turning Vehicle Crosshairs Off

    A lot of vehicles IRL use crosshairs to help you determine where you're aiming, so if you're playing in first person there shouldn't actually be a problem.
  15. devilslayersbane

    [Official] Launcher Feedback

    Thanks for responding. 1: Awesome, although slightly disappointing. Understandable however. 2: I get that, just the ability to switch between the two would be nice (maybe a numbering system to show load order?) 3: Awesome :D 4: the ArmA 3 Launcher currently fails to detect a mod when you do not open the workshop via the launcher (last time I checked anyway). This means that any mods downloaded through the workshop via steam-only seem to not be recognized. I'll try it again, though. Don't stop working on this great tool. People who don't like it are just afraid of the future (joking). I definitely enjoy the launcher and I would like to see it be so much more than it already is.
  16. devilslayersbane

    [Official] Launcher Feedback

    Surely you can set PW6 to start up Arma 3 directly from the executable, as the launcher is a separate program.
  17. devilslayersbane

    [Official] Launcher Feedback

    I actually really enjoy the launcher. The things that I believe would make it better would be: 1: Server browser w/ automatic mod downloads from the server (if the mods aren't already on steam) 2: I've never been a big fan of lists (I know, ironic), so maybe a way to switch from list view for mods to Icon view (if there's no mod icon it would just read the name) 3: detection of already existing mods when you have the same mod downloaded from the workshop (This has happened to me) 4: automatic detection of mods downloaded via the steam workshop (I'm sure that's on it's way)
  18. devilslayersbane

    Opfor Hummingbird/pawnee equivelent?

    Indeed. The Orca (RL KA-60) and the Hellcat (RL AW-159) are the Opfor and Indfor equivalents to the AH-X series. All 3 have foward mounted guns, but there are quite a few pro's and cons to each. Take the Orca for example. It has guided rockets, and a 6.5mm Minigun. It's also the largest of the 3 and the least maneuverable. However, it doesn't need a separate variant to hold all 8 soldiers that it can. It also has flares at it's disposal. The Hellcat is excellent for recon (and just a simple reskin will make it blufor) with it's nose-mounted IR camera. It's armed model can transport a large fireteam while the unarmed can transport up to a squad. It's relatively more maneuverable than the orca, but stiil robust enough to take a hit. Stick a couple of MMG's on your side benches and you're golden with the foward mounted weaponry at your disposal too. Finally the AH-X series gets 2 variant. The first one is armed, has 2 7.62mm miniguns and 24 rockets (same armament as the Hellcat). It's open and has no flares, but is the easiet to manuever in tight places and close to the ground. The unarmed variant has 4 available bench slots to fire from as well as 2 extra in the back to sit in. It's quieter than the other 2, and while it won't save you in every situation, you're more likely to out-maneuver a missile in the little-bird than you are in the other 2. To answer your question, yes, they are the closest thing to the AH-x series. If you play opfor a lot, you have to learn to use the strengths of the helo you have at your disposal which I outlined above.
  19. devilslayersbane

    what cheap, immersion features would be good for Arma?

    Ok, sure, there's no animation that plays, but a sound does. Plus unless you're LOOKING for it, you won't notice. Part of this is due to how ArmA handles vehicle, including parachutes. Actually, these animations exist (which you would know if you used the animation viewer). They're just really buggy when used by scripts in mp. However, when it works right it looks pretty good. http://ttp3.dslyecxi.com/img/ttp3_341.jpg (153 kB) Care to explain? If you're talking about a lack of crunchy vehicle animations where you're vehicle's front end is trashed, the damage system would need to be even more modular than it already is. And I would like for them to prioritize basic modularity for fixed-wing first. Actually it IS a real physics engine. Ragdoll is a thing in Arma 3, and there's even 2 mods that when used together make it better than it already is. Slingloading wouldn't work without this physics engine, or it would look shitty like RAV lifter (not that they didn't do a good job, but anyone who still uses that mod for slingloading needs to get with the times). Placing some crates and driving through them doesn't just make them fly across the map like in arma 2, it actually affects them in a realistic way. This statement is productive. It's about .000000000000000001% productive, but nonetheless productive. How about hopping on the dev-branch for once, and try to help the developers by telling them in which situations you experience desync. It's not like they're sitting there in their offices going "mwahahahaha, we're BI and we're putting desync in the game on purpose just to screw with people." No, actually they've been working with other BI teams to help solve network latency and desync issues. As far as physics and animations go, did you even play ArmA 2? Did you know that the animation viewer exists? If you're truly experiencing so much desync, make sure that you're mods aren't causing the issue. As has been stated by BI, and other sources, a lot of modders push the boundaries of what ArmA3 can handle which means that, when a lot of said mod's content/scripts are running, it tends to cause FPS drop. On a server, this means latency issues and desync problems that the engine isn't prepared for. And while it's not fair to blame modders for such issues that they probably didn't foresee, it's not really something BI can fix without working with every modder on an individual basis to make sure that either A: the mod is properly optimized and can be handled by the engine, or B: Improve the basic way the engine handles things such as polycounts, textures, outside scripts, LOD's, etc. to the level that a single mod needs to run on the same level as vanilla content. Therefore, as sucky as this is, modders need to be aware of the performance limits of the vanilla content and scripts and try and work with that accordingly. I'm sure most modders already do this, but this is not always the case.
  20. devilslayersbane

    MX Rifle = CMMG MK47 Mutant Rechambered to 6.5?

    Illuminati confirmed. On topic. No, I don't see the similarities. I see 2 very different rifles. The MX (which likely stands for Modular Experimental or something along those terms) is more along the lines of an ACR (Adaptive Combat Rifle), although there are some design differences between these 2 as well.
  21. devilslayersbane

    Arma 3 SLI 980 vs 1 Titan X

    Hey, my birthday's coming up, you could send me a new pc with that kind of money! lol, jk. Yeah, Arma 3 has a few bugs with SLI, namely to do with PIP, which has been an issue since alpha.
  22. devilslayersbane

    What game features would you pay money for?

    I am in agreement here.
  23. devilslayersbane

    Copy "Playable" Status?

    I'm sorry to say that you can't as far as I know. However, this does belong in the editing section.
  24. devilslayersbane

    A Story in 5 Strikes or: State of the A3 damage model

    I'd like to see some damage overhauls in fixed wing first. I enjoy flying CAS/CAP and I don't have *too* many issues with the current flight model, but I'd like to see arma make use of the physx engine and the modular damage from OA in the fixed wings. EVEN the man-class vehicle type has modular damage (thus why AGM's medical system allows you to heal your legs independently).
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