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bek

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Everything posted by bek

  1. bek

    Apex Weapon Feedback

    Actually I think the current science tells us that KE, in the ranges delivered by small arms, doesn't itself reliably "wound" - it's the permanent cavity that stops a target, not the temporary cavity caused by the KE transferring. So while a larger caliber is potentially better, you might get better "stopping power" from a smaller round that expands better than a larger round that over-penetrates. Then again, without sufficient penetration you might not defeat their armour in the first place. I'm by no means an expert, but I think even at 12.7mm over-penetration could still result in a non-fatal wound. I've no data to back that up though. Also, I think you may be confusing .50 Beowulf (the ammo for the type 115, 12.7x42) with full sized rounds like the Lynx uses (12.7x108). The .50 BW according to wiki, has an initial velocity of 570m/s from a 16" barrel. The type 115 under barrel is quite a bit shorter than that. To be honest I think the current config for the .50 BW in arma is just placeholder - it's way more powerful and accurate than it should be. While it needs a initSpeed nerf it shouldn't go into subsonic ranges, which is good because then the ASP-1 Kir would have no reason to exist. Luckily ammo config changes are easy. IMO it should be configured for a full AP type round, so high penetration, but lower base damage (smaller diameter penetrator), since its role is to punch through hard cover and disable vehicles. For everything else, there's 6.5mm.
  2. bek

    LOD Discussion

    Some lods seem worse than others. Bushes in particular seem to like to rapidly swap up/down lods for no raisin. But perhaps some lods are just more noticeable than others: Like with quadbikes:
  3. bek

    Apex Weapon Feedback

    Not going to happen, because the magazine is — unfortunately — part of the weapon model. So if you were to allow 30rnd magazines in its config, you would still see a drum mag in the model. It's an engine thing that needs to change, but as I understand it, needs considerable inertia to happen.
  4. I have a feature suggestion/request for aircraft (I have in mind the VTOL's from Apex, but perhaps others too) — sufficiently advanced aircraft should be able to activate the "Autopilot Landing" feature on pilot (and co-pilot) death. The logic here is quite simple; this would save the passenger, cargo, and craft. Obviously this hasn't been necessary in the past, because the pilot of a moving aircraft is not going to be killed without the aircraft itself being damaged/destroyed. However, with Apex, we have VTOLs that have the ability to hover in place, and carry crew+cargo. It is now a plausible scenario that the pilot+gunner of the Y-32 be killed without destroying the vehicle — at this point, the Autopilot landing should kick in, rather than have a futuristic craft drop like a rock, which is the current behaviour - even if the autopilot landing is active when the crew is killed. It does not seem unreasonable that an advanced aircraft like this could monitor crew vitals, and if they flatline, prompt for input. If none is given, assume the crew is unresponsive, activate autopilot landing and RTB. I'm not sure how the autopilot landing functions exactly (I only became aware of it recently; never really used Arma jets before) but if it only lands the plane at the nearest airfield (my experience so far) it would be very cool from a mission-making perspective if a home base or preferred airfield could be defined for the unit. Otherwise you might get sniped over the AO only for the autopilot to land you right at the enemies doorstep. Perhaps a whitelist/blacklist for airfields per unit would both make sense. Or even more advanced, if you could define an onCrewDeath marker, so in the eventuality the dead man's switch is tripped, the craft returns to a certain marker, then performs an action (activate autopilot landing). So, thoughts? Should a similar function exist (perhaps simplified) for UAV's (darter, new NATO autonomous heli) when their UAV connection is lost (but perhaps not on operator death)? I imagine you could simply enter autohover and slowly descend, and hope that you're in a clear area for it to be recovered.
  5. Got Milk? Then you're a human and must be killed. The pilot of fixed wing aircraft, and the new VTOLS, can activate "Autopilot Landing" via scroll wheel (addAction). From what I can tell this lands them at the nearest airfield. Pretty neat. Yeah, so ideally the autopilot DMS would kick in very shortly after pilot death, but the remaining crew, if any, should be able to 'take controls' to override this when ready. So if the gunner is busy shooting and hasn't noticed the pilot's head is now a fine paste against the windows, he doesn't have to panic and fumble with his scroll wheel looking for 'take controls' while he plummets to the ground. There is also some (hopefully basic) ways this could be expanded to handle other scenarios. What if the pilot is sniped on takeoff or landing? How would the landing autopilot handle that? If the answer is "terribly", perhaps the DMS could be expanded to check if the gear is down. And perhaps also current altitude or velocity, but gear should be enough. So on DMS trip, if gear down, do A (activate regular autohover and begin to land). If gear up, activate autopilot landing. If copilot takes controls, reset DMS.
  6. re: new main menu UI, the exit button should, ideally, exist in the very top right corner, like every other application ever, so you can click it without needing to aim/point, just flick mouse diagonally right upwards and click. Use those corners, they're prime screen real-estate for that very reason.
  7. Had this happen when testing a friends mission after using an attachTo script (or so I assume). Will post if I get better info.
  8. Is it intended that missions saved from Eden whilst having foliage hidden persists to the in-game mission?
  9. That's why I make the distinction between the new high-tech VTOL's and the old ones. Obviously a little bird shouldn't become sentient at the flick of a switch. Ideally this would just be a boolean in the vehicle config. My argument mainly has to do with logic. Autopilot Landing exists. Ability to check crew vitals already exists in our current timeline. Anyone with half a brain-stem would think to combine the two in this situation. And... obviously it's the game's AI that controls the craft. What'd you think I thought it was, magic? Being able to script that aside, this should be a default (but toggleable) behaviour. Learning the weak points of a vehicle has nothing to do with what I'm talking about either. I could even argue that this increases the possibility for shooter knowledge to be vital to mission success. Does the craft have dead man's switch AI? If so, aim for the systems, not the crew. Unless of course, you don't want to destroy the aircraft, but rather capture it. Ooh, new possibilities. I could come up with a whole mission based on that mechanic. I can picture it now... You're part of a morally flexible private military contractor. Your latest contract is ambitious as it is insane. CSAT forces have begun testing their new prototype aircraft, reporting name Y-32. Your employer wishes this prototype to be delivered, unharmed, to them for reverse-engineering. To accomplish this, you will be split into two teams. The plan is to exploit the new autopilot system - Alpha team will take over the Y-32's airbase during one of its scheduled test flights, which includes a test of its hovering abilities. While the aircraft is hovering, Bravo team (that's you!) must be in position to kill the pilot from long range, triggering the autopilot RTB. Once this is accomplish the should regroup at the airbase with Alpha. Of course, not everything goes as planned. Once the autopilot takes over and successfully lands, Alpha team begins to lower their guard. After all, the hard part was meant to be over — right?. However, the intel about this test flight did not include the fact that this y-32 was testing manuevers with a full crew - an armed and very angry CSAT squad emerges from the cargo bay and engages alpha squad. You, the Bravo sniper, arrive at the airbase and contribute what you can. Once the CSAT are killed, the remnants of Alpha team discover their designated pilot did not survive. As the only other with VTOL training, it's all up to you. And CSAT reinforcements are on their way. TO BE CONTINUED!!!1!one Anyway, tongue-in-cheek responses aside, I do think it'd be a cool, logical addition that expands gameplay in a fun and interesting way. Hopefully it's an easy thing to do.
  10. bek

    Apex Weapon Feedback

    it doesn't do much against (land) vehicles or infantry, though I think that's a bug.
  11. bek

    Apex Weapon Feedback

    Eh, it's to make it unique — The 50 behaves fairly differently to a GL (faster, flatter trajectory). Plenty of other rifles already have UGL's. That said, could've been cool to see a GL with programmable (airburst) rounds since some chinese weapons reportedly have this tech.
  12. bek

    Apex Vehicles Feedback

    Haven't seen this posted yet: MB 4WD front passenger can switch to drivers seat, but the driver can't switch to the front passenger seat. Also noticed that after turning back in from FFV position, sometimes it takes a few milliseconds to "apply" the FFV contstraints, so you can aim inside the vehicle and at passengers and so on. I've also (With mods+mod weapon, can't repo on just dev yet) bugged this out and gotten this "stuck" on, so I can casually shoot in any direction (I'm in the turned out mode — addAction shows turn in) but I'm still sitting down in the original turned in position. If I can repo this just on dev branch I'll let you know how. edit: Also, credit to sykoCrazy for this — the y-32 with a black diffuse (via setobjecttexture) looks sweet, you should totally include this as a default variant:
  13. bek

    Apex Weapon Feedback

    not official, but: https://steamcommunity.com/sharedfiles/filedetails/?id=703947598
  14. bek

    Apex Weapon Feedback

    Don't the red dot GL's work fine? I can't remember, it's been ages since I used them. Either way, it's something that can be fixed.
  15. bek

    Apex Vehicles Feedback

    works fine for me on sneak preview branch. Only tried it once though.
  16. bek

    Apex Weapon Feedback

    Another thing, AK-12 GL sights are partially blocked by the player's thumb in the lower ranges, and the ironsight does not seem to adjust properly for the different eye_ memory points.
  17. bek

    Apex Weapon Feedback

    Except in game it carries 16 rounds and clearly has the beveled slide. So it could go either way.
  18. bek

    Apex Weapon Feedback

    type 115 50cal damage PM(M) name + suppressor / missing muzzle proxy
  19. Hell's Horses! The y32 xi'an autopilot landing is amazing. Here's a question though, I'm still thinking of a way to test this, but: IFF the Pilot & gunner are killed... can the autopilot take over and land the aircraft+remaining crew? If so, could you also define which airfield; or is it always nearest? Or nearest to its original spawn? edit: I never use jets in arma so if the others have it, I've been missing out on coolness edit2: So I'm a scrubby noob and this has always been a thing. HOWEVER: if you kill the pilots, autopilot does not take over. If you're the pilot, and you enable autopilot, then kill yourself via setDamage, the autopilot still does not take over. This should totally be a thing. Maybe as an optional feature.
  20. bek

    RHS Escalation (AFRF and USAF)

    What mission are you running? It seems much more likely that something there is degrading performance over time. Failing that, a problem with the server/HC. Easiest way to check would be to repeat your experiment in the SP editor.
  21. bek

    RHS Escalation (AFRF and USAF)

    they have different initSpeed values based on their barrel length. AFAIK the arsenal gives only a very general overview of a weapon; it shouldn't be considered a reliable way to compare stats.
  22. Summary: Two teams fight for control of pre-defined sectors using limited assets — the team with a majority of sectors held bleeds the others tickets, with the match ending when one team reaches 0 tickets. The intent of this missions is balanced and fun infantry combat. Armed vehicles have limited respawns and longer respawn timers than their soft-skinned counterparts, and the better equipt classes have fewer available slots than standard riflemen. My friend who worked on this mission and I are hoping this resembles gameplay you'd get from games like Project Reality or Battlefield's Conquest game-mode — except in ARMA. Feature list: Respawns available at your base and on your Squad Leader's rally point (Destroyed on Squad Leader's death) Lightweight niceties like earplugs, squad name markers, health display (all toggleable, F1-F5 keys) Custom bleeding values using RHS ammo class names (So larger calibers can cause higher tiers of bleeding) Custom medical - very slow health regeneration that can be somewhat sped up by sitting down. This is to avoid players deciding to respawn (losing their team a ticket) if they're too badly injured to continue. Pre-defined classes with unique roles, while not being unfair — you won't get a rubbish PDW simply for going medic. RPG assistants also carry a disposable 1-shot launcher along with the ammo for their reloadable counterpart carried by the primary AT role. There are also two types of standard rifleman. Opfor have the choice of an AK74m or AK-103 rifleman, while Bluefor have the choice of an M4 or M16. Magnified optics are reserved for Designated Marksmen and Special Forces. Limited vehicle selection. While there is some asymmetry with vehicle loadouts, this is hopefully both balanced and flavoursome. Only the largest version (Athira) includes high-tier modern vehicles. This is primarily an infantry mission and we did not want thermals or high-power vehicle weapons / GMG's to be common. REQUIRED MODS: RHS: AFRF RHS: USF DOWNLOAD (current version: 1.01) : Steam Workshop: 32vs32: Pyrgos Kore Athira* 16vs16: Terminal * The Athira version is an experimental mission with one very large capture zone, plus high-tier vehicles and gear (Tanks, jets, high-end helicopters, plus a crate at base with static ATGM, GMG, and MG backpacks). Servers: N/A Future plans: If anyone actually plays this and likes it we might expand this mission with new areas (perhaps also on upcoming maps like Tanoa or Taunus), add extra features (BIS revive was tested but disabled in this release due to a bug with spawning), make prettier FOBs (The current bases are quite lazy but I wasn't going to waste time on immaculate item placement at such an early stage), add side missions or other random events. If you have feedback this is the place for it; there may still be some rough edges here and there, so if you notice a problem or have comments on balance/ticket values, let us know and we'll take that into consideration for the next iteration. The new 1.60 respawn screen also now appears to allow class limits, so we'll take a look at using that rather than the arma 3 lobby for role selection (so you can change your kit on respawn w/ a preview of its gear).
  23. I just uploaded a (slightly newer - minor changes only) version of the Pyrgos mission to steam workshop, you can find it here: http://steamcommunity.com/sharedfiles/filedetails/?id=699734661 If this is a popular method (I'm not sure if people running servers subscribe to workshop content?) then I'll upload all missions to steam (also once I figure out why I cannot add tags to my mission uploads; maybe this is broken only in dev branch). I'll also try my best to keep both download methods up to date. Apart from that, I am going to experiment with some Tanoa variants, so when it's released you'll have some missions ready straight away.
  24. Can't say I've noticed that yet; which mission file? I just checked Athira and Kore, and I was able to load in fine and get in the HEMMTs. Are you sure you are running the latest version of RHS: USF and AFRF? (0.4.1)? If so any more reproduction steps would be great (what must I do to get the error, just load the mission in? get in the hemtt?).
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