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bek

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Posts posted by bek


  1. Also, SPAR-16S should accept standard 30rd STANAG mags, not only the drum ones. And vice versa, I guess. If there's a 150rnd 5.56 mag, it should be accepted by every 5.56 weapon that uses standard STANAGs.

     

    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.

    • Like 2

  2. Y'know, until the machines rise up and destroy us all. But I've been brushing up on my binary for just such an occasion. Beep-boop.

    Got Milk? Then you're a human and must be killed.

     

    What is this autopilot function that is already built into the game?

    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.

     

    - in the Blackfish it could be a second pilot or one of the gunners

    - in the Xi'an it could be a gunner

     

    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.


  3. 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.

    • Like 2

  4. 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.

    • Like 3

  5. 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.

    • Like 2

  6. 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:

     

    h7tICaG.jpg

    • Like 8

  7. 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.

    • Like 1

  8. will this be on steam workshop?.  Looks great!

     

    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.


  9. Looks sweet! Getting a HEMTT gamma error though. 1.60 broke the missions? :(

    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?).


  10. Driving the circuit around Tanoa is a complete joy. Seriously.

     

    I think we need a driving/racing mission asap.

     

    edit: The winding mountain roads!

     

    https://community.bistudio.com/wiki/Game_Updater_Manual

    This will instal new ARMA 3 on your pc so you can have both versions at the same time so you dont need to switch back and forward all the time

     

    For me + others at the time of writing, a secondary install via GU doesn't properly unlock Tanoa (blame steam?).


  11. Also, not sure if this is due to the visual update but I noticed the XPS3 has some bad glare issues when the sun is coming in over your shoulder. Instead of a normal glare, the glass of the eotech whites out.

     

    I think reyhard has fixed this already on our end. It was either a problem from not testing on devbranch lighting or I missed it entirely; either way - my bad.


  12. FYI your first three photobucket image links aren't working (since photobucket is a jerk), though I can see the other pictures in the album from the fourth working link or adding .html at the end. Though I'd suggest using imgur over photobucket in general — less problems with direct links vs lightbox page "direct" links like what happened here, plus imgur doesn't try to fuck you over when saving images.

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