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fathersarge

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Everything posted by fathersarge

  1. fathersarge

    A "heli dlc" fix plea

    There is so much wrong with everything you just said hahaha but it's ok as the concepts are very complex. I'm sure you are talking about dyslexi's helicopter ppl instruction videos and I haven't watched them all, link me the one you are referring to :) @SS9- There isn't a drop in lift so much as you don't get the sensation of IGE (In-Ground Effect) hover and you don't have any reference to how much power you need to pull in a hover. All in all, the AFM is absolutely terrible and does a very poor job of simulating actual flight characteristics. That said, if you want to continue to use AFM, you simply need to keep practicing until you have a reliable sense enough to predict the new power setting and adjust the controls accordingly. Keeping a forward airspeed of 30-40 knots as you come down might also help in some regard.
  2. fathersarge

    [WIP]

    This will be my first attempt at a mod, we'll see if it makes it to a public release. Inspired by penneyfour's Dynamic Altis Airports mod, I've decided to try and give the airports on various maps a much needed facelift. Airports across multiple maps (final list TBD) will receive the following: Features: -Better runway and taxi lights -Runway and Taxiway signs -Revamped pavement markings -Accurate and improved ALS -Possibility for approach procedures in map tasks This mod is currently in the conceptual stage, but if there are any out there with experience and would like to lend a hand, your assistance will be more than welcome. NOTE TO MODS: Title at some point read "[WIP]Airport Enhancement"
  3. @Tank When you click the I on the left does the context menu come up? Should see options for Mode, Color, Thickness and a check box for Highlight? As far as frames, if you go to file, settings you can enter in the frame count. Default is 5
  4. The Marker text would say "Enemy Infantry" or "EI" as short hand. Additional info include be possible weapons, number of enemy, uniforms, etc For things like resupply drops, the "Drop" can be marked and additional information would be what ammo, equipment and weapons might be available Plenty of other applications I'm sure I'll never come up with ;) haha
  5. It's a simple matter of missions rarely being properly formatted. In an ideal world it wouldn't be needed. In our world, everyone in the mission might be part of the same group even though it encompasses 2 or more teams and they have to split up. A sniper team might be part of a group with an infantry team and might get lost on the map because they are on a hill somewhere and aren't easy to pick out by just their unit markers. For pilots, all the pilots might be in the same group, so only one has a large marker over him, so to track the other aircraft it is nearly impossible (small fast moving unit markers) This was another reason I suggested those vehicle markers whenever someone was in a vehicle or aircraft (they don't appear till someone is in the vehicle) I like the interface, something I just thought about, what about additional information in a drop down style menu. So the "This is a test" text would be available for all and pushed to the game but for athena only users there would be an option to include extra info in the form of a drop down with a window to see the text clearly while you had the info window open. This would allow people to more fully describe something or add additional information without cluttering the game map
  6. Hell yea man, I'm always bugging skruis about additional pilot stuff I agree with the larger icon option overall, maybe linked to zoom but I am 100% behind the ability to resize individual player icons. That's actually exactly what I was after when I mentioned resizing icons in the first place ;) group resize has proven invaluable as well though. As for the @folder names, I have both, PWS keeps it the most recent PWS version while I might be running a version off the site. I just change my launch parameters accordingly, but it is still the exact same desktop mod. The PWS version also have the correct desktop app inside the @athena_mod folder if you don't want to keep downloading from 2 sites
  7. fathersarge

    Way to integrate GPS Targeting system ?

    I'd just like to see that feature work, period lol
  8. Looks awesome to me, simple and gives you what you need
  9. skruis I mentioned this to you but I wanted to see what everyone else though about it. We can all agree this mod has near limitless mission planning potential but for those of you in the military one very simple thing is missing! (missing from arma in general, in fact) A tool to allow you to accurately measure distance and direction to tell your teams and aircraft where to move and fly. I suggested to skruis that he look into adding something that told you the straight-line distance and the compass bearing when you clicked one point on the map, then another. Personally I think it would be a fun addition as I can think of many other scenarios where it would be useful (the deadliest one being ground observers can give CAS aircraft exact vectors to fly for a gun run) What do you all think?
  10. So I want to share a story of triumph for this mod, which in the last week I've come to really enjoy and use on any server that will let me. I am one of the main helicopter pilots for a group that does TvT and vsAI missions every week. During last week's operation we noticed (due to the distance from base at the airfield to the OBJ in the far northwest of Altis) that communication (using TFR) was shotty at best between air assets and ground units. The helicopters were running supplies and respawned allies back and forth from the airfield to the AO but about halfway back, they'd completely loss comms with the ground units. This left quite a blind spot as you can imagine. Taking it upon myself in righteous fury to stress test this mod, I bid farewell to my duties of running transport and resupply for a lonely existence high in the air so that my radio would reach our entire force no matter where they were. Some might recognize this as C2 or Command and Control. Using my second screen, I had a bird's eye view of the entire AO (where I used a dry erase marker to mark LZs for resupply locations for the incoming helicopters) and then on my touchscreen laptop I was able to zoom on certain parts of the AO and keep an eye on air assets to give accurate ETAs for resupply as well as easily visualize vectors for CAS gun runs to support the ground forces. I want to point out that this was before Ink or MultiInk. skruis, you've created quite a mod. I look forward to all the updates and improvements. Everyone should have use this mod. The cool factor is off the f**kin chain. tl;dr I used this to call in gun runs and mess up the AI bad guys. This mod is all cool and demands you download and try it
  11. fathersarge

    Absolute Brilliant Game Just About The Silly Flaws

    Welcome to Arma? It has often boggled my mind that after all these years BIS hasn't been able to polish the basics up a bit
  12. fathersarge

    Helicopter controls

    They did change something, not sure it was the last update though, might have been prior to that as the non-analog collective controls on AFM went to absolute shit. I'm sorry you all are having issues with your HOTAS :( I gave up on mine for this game as well. As for the sling cam, OP, that is located under helicopter movement, the very last control, Sling Load Assist (default at ctl+B) Happy flying, and as always, SFM for life
  13. fathersarge

    [AFM Flight] Collective Input Lag

    Be that as it may, it wasn't always like that and it is a very very very poor design choice BI.
  14. One of the reasons I've avoided using AFM to this point was due to the poor collective response while using my chosen flight controller (an xbox controller where the collective is controlled by the triggers on non-analog) I'm curious if anyone has found a fix for the sluggish start to raising or lowering the collective in this configuration. If the speed was uniform(it becomes a uniform quick speed after a second or 2) it would be usable but due to the lag it is just not usable right now. (I will ignore you if you tell me to use HOTAS, I have my reasons for not using them) ADDITION: This is the same lag (float if you will) present while trying to fly AFM on the keyboard. I would assume the fix would be similar... Not sure why this lag even exists.
  15. fathersarge

    Turning Vehicle Crosshairs Off

    um... give your people vehicles without weapons?
  16. fathersarge

    Turn off auto hover

    Oh no I've got that, I almost never use it (RL rotorcraft pilot) and certainly not for critical phases like landing, but that's just a skill thing. If your pilots are good enough they won't need it, but why completely disable it as it is useful (and realistic) in some cases.
  17. Burnes, are you planning on trying to make some of those vehicles (landing craft and AAV) amphibious? Is that even possible?
  18. fathersarge

    Turn off auto hover

    why would you want to disable it? The aircraft have a feature like that in real life...
  19. fathersarge

    FatTrack - GPS positioning system

    Getting an error when trying to launch the mod. Downloaded several times through PWS, version is 0.2 "Include file userconfig\FatTrack\keys_FatTrack.hpp not found." Any help?
  20. I'm also have issue with being able to lock GPS targets with the GBUs. Not sure what the issue is...
  21. CWW is looking for Arma gamers interested in a more relaxed form of game play. We have a rank structure, players are allowed to choose roles they feel are best for them and we don't require gaming commitments. You play with us at your own pace, coming and going as you please. We are always looking for players that love the infantry combat but today I'm looking for another dedicated pilot. All other roles in the community are open to all ages and walks of life, but for pilots we require someone who is at least 21 years of age, preferably with real world flight experience. Our website is below, if you are interested PM me for the TS password (If you are interested in the pilot slot, speak to me directly) http://coopworldwide.cabanova.com/
  22. Not going to lie Zehn, this mod is amazing, I just wish it was optimized a bit more. I personally don't have much use for the new rangefinders or laser desigs but the functionality you added to the GPS... just amazing. I use it for flight planning more than anything else in game now, the draw line, distance/direction feature has been so awesome for that. I wish I had some coding ability at all (I have even less than you think you have) as I would love to continue development of this. I hope you find time to fix the few bugs this has! Cheers man!
  23. fathersarge

    Helicopter DLC Flight Issue

    It's because you have more than one controller bound to the control input. It's a stupid fix for those that use dual throttles, where each input halves the responsiveness. The only fix for that is to unbind all but one controller. As for the bouncy ball collective, that's because you are using the analog collective settings on triggers. Use the non-analog option. Hope this helps
  24. fathersarge

    DayZ V3S in arma 3

    Why would you even want that?
  25. fathersarge

    ghosthawk cockpit

    I was going to upload a pic and make it all pretty but it's not worth the effort right now because while some of the instruments work, even less are accurate, so I'll just go from left to right, top to bottom. So the left screen is pretty self explanatory. The very top is your compass which works though not extremely accurately. Below that is your attitude indicator. This tells you the orientation of your ship in relation to the level plane (the line that acts as your artificial horizon) the bar on your right with the little arrow that moves up and down is a visual representation of your VSI (vertical speed indicator) the accuracy of this representation is dubious. The line at the bottom with the too small perpendicular lines in the center and the little ball is your slip ball or slip indicator. This lets you know if you are flying straight essentially or drifting to one side. This doesn't work on the ghosthawk. The other instruments on that side include an altitude reading and IAS (indicated airspeed) readout. This are non functioning as well. Jumping to the right screen, this is were a few more things work but still not enough. Real quick, the right side of that screen is oil pressure, temp and fuel for each of the hawks engines. I don't think these function. At the top you have Engine power(torque) and Rotor RPM, these are non functioning. You will also see instruments for IAS (this one is functioning and accurate), VSI(also functioning and accurate) and altitude (functioning but completely inaccurate) To fly with SFM, all you'd really need is functioning and accurate IAS, altitude and fuel. For AFM, all that plus accurate and functional engine power and rotor rpm indicators as well as most of the other instruments (functioning and accurate) minus probably the temps and pressures. Though I personally would enjoy that as a way to assess if your engine is damaged. That would be a nice touch. tl;dr... You can fly without a HUD but only because this is a game, don't trust those instrument panels and get this mod instead because all Arma 3 pilots should be using it. http://forums.bistudio.com/showthread.php?181029-Helmet-Mounted-Displays-MOD Hope this helps
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