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silentghoust

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Everything posted by silentghoust

  1. silentghoust

    Tanks DLC Feedback

    Would like the following. A outdated armor vehicle of some sort for guerilla factions to utilize New variants for the current armor selection. HQ VARIANT PLEASE Crew properly modeled so they can be effected. Nothing fancy, just if AP round hits were said crew is, they die. Proper ERA set up? Maybe something using secondary models that take the blow first. Amphibious capabilities for tracked vehicles. Crew catch on fire! :D, I know terrible but no one has modded this game yet. I kinda miss the ol'screams of terror. Edit: Almost forgot, Bobcat recovery functionality. Ability to use it's crane and such.
  2. silentghoust

    Tank drivers interior

    The only crew that will be rendered in the armor vehicles are ones that can turn out. My testing simply doesn't show that. Couple key points on this. Driver has consistent injuries that appear equal to the gunner(the actual target). The shot is near 90 degrees assuring minimal deflection in the internal components, assuming BI even simulates that far. My question is if you can model the proxies within the fire geo, where do you define them so the game knows to calculate damage to them as a person?
  3. silentghoust

    Modular Bunker (TALL) & bipod

    Just add on to this, and not start another thread. The AI seem to have issues getting in as shown by this video. This of course is kinda a sloppy side test, but they didn't even seem to attempt to try to get in.
  4. silentghoust

    Tank drivers interior

    As far as I'm aware, unless you have a citation or a reference. Crew are not part of the fire geometry when turned in. You can still have asymmetrical casualties for example, by having one crew member already injured and you receive general damage overall. But I have yet to actually see a individual member of a crew die specifically from a proper AP hit. Not saying your wrong, but I would have to see it to believe it.
  5. Any chance we could make the bunkers and fortifications destructible? I think it has always been a weakness in Arma not to have destructible fortifications, as this prevents a good chunk of possibilities for mission makers. Even though I understand this is free DLC, I feel it would be a huge benefit for the community to have at least one set of bunkers, sandbags, ect that could be blown up with heavy enough ordinance.
  6. silentghoust

    Tank drivers interior

    Your forgetting the main argument. Aside from eye candy, what mechanics are in the current game that they would need it? Crew as current, don't have a chance to die as individuals, so it's not like you need to go into your interior and see if some one died. This is contrary to all other vehicles, in which have some interiors. This also goes for APC's with the passengers. Passengers get a interior because of the above reason, as well as giving passengers stuck in first person view some sort of visual interest. As you would just have a black screen otherwise. So as of current game, there is zero mechanics aside from just visual eye candy that justify a interior for armor vehicles. This might change in the future of course. When the Tank DLC comes out, and then I think we would have a much bigger solid case for interiors. Particularly if they make it so potential crew members can die, and players playing more hardcore modes would have no way to know.
  7. silentghoust

    Official Servers for vanilla Gamemodes

    They are part of the quick play option I believe. Basically allowing players to play on a better server then just hosting on their machine. I could be wrong though. KOTH isn't a offical Bi game mode.
  8. Agreed, kinda hoping BI might create a script solution to the problem. Maybe not a auto-kick system, but it would be nice to send those players to a in-mission jail.
  9. Honestly the easy and best solution is simply having a timer on the match. But most communities never really implemented a timer aside from assuring that a game resets the next day. The balance often comes with the community you bring. On one hand, you get a handful of very competitive players who enjoy the actual PvP content. On the other hand a large majority of players simply like the fighting between towns, and when they have their fill they leave. I think CTI could still be a entertaining thing to watch on a stream, but it would have to be a very specific "competitive" version vs the usual casual one people play.
  10. The Spokane Survivalist Society has started out as a group that mostly focused on survival and sandbox games. We have about 30-40 members active on various games. We would like to extend this branch to a more serious Arma 3 project. To do that however, we need more staff. Mainly people with a strong professionalism and passion for gaming. What we Offer A high end server to host on High quality custom zues missions for casual or milsim style play. In-house modding, and customization. From simple skins to custom assets. You can name the group to your preference. Pathfinders, 25th regiment, babla What we want A individual to spend time building and maintain a arma group. That means promoting, and playing within the server you host. Server must be Ops focused, rather it's milsim or casual, or even a PvP style set up. No Life, Wastland, KOTH, ect Donation scheme will be worked into the system* We prefer to keep things vanilla if possible, but it's open for negotiation. *Keep in mind it is our policy never force or demand donations from players. Preferred requirements for community lead Must have true arma experience, in all styles of game play. Mission making and understanding is a plus Understanding growth in a community server hosting and basic scripting is a must. I ultimately would like to support a full on expansion into Ama 3. Including in-house mods developed and tested from the community we hope to create from it. If you have any questions or your interested feel free to post here or PM me.
  11. silentghoust

    Do you prefer Vanilla AI?

    So the biggest gripe I have with current AI mods. Is they simply go to far in attempt to modify the AI. BI has been filling in the gaps slowly. Such as suppression, use of smoke, ect. However most AI mods still seem to want to add there own skill levels, accuracy, etc. I like Vcom because it lets AI use recon, heavy weapons, etc. But seldom even feel the AI needs accuracy and scripted suppression stuff. Sounds nice vanilla now covers these aspects. I think the next greatest AI mod won't be a overhaul but simply a more gap filler that provides the Vanilla AI with more tools.
  12. silentghoust

    Helicopters are not hovering anymore?

    Sounds like you enabled the advance flight model?
  13. silentghoust

    Titans in 1.7. Forwards or backwards?

    The lock on has been switched to right clicking, you also need to visually look at the target within a narrow cone of your cross hairs. I would suggest checking your keybindings and assure that the actual target lock hasn't been switched up on you. Basically the Titian no longer has a magical cone of 180 degrees in which a player can just spam the lock in hopes of locking onto something they don't visually see right away. Tab has been reserved, from what I understand, to radar based weapons. I'm not 100% sure what you mean fired dozen of rounds but no lock? Did you actually lock on with a proper indication as such before firing? Since rounds go off of hot targets, a number of things can throw the missile off, even vehicle smoke. This can be countered, as the missile will switch to manual after losing lock. So as long as you are properly lining up the target you can still hit them.
  14. CTI, always will be in my opinion. The fundamental mode in which Arma can show it's full potential as a competitive game. You will never find a PvP game that requires you to plan almost every level of strategy. It's ashamed that BI hasn't provided us with proper building structures. Particularly when the originals were just a collection of models slapped together. I think I would kill just for some proper variants of vehicles as well, like a HQ, medivac, ect.
  15. silentghoust

    [Release] GOM - Aircraft Loadout V1.35

    You sure this is the case? I thought they just greatly increased the ammo capacity of the trucks to the point it would be extremely hard to drain one. mmm, i'll have to look into it.
  16. silentghoust

    [Release] GOM - Aircraft Loadout V1.35

    This looks awesome. I assume due to it reloading the weapons it takes the proper ammo amount out of the truck as well correct?
  17. silentghoust

    AI Discussion (dev branch)

    BI direction has always been to provide a platform for users to build on. AI mods fix stuff but at the cost of more system resources. I can only imagine how the devs feel. "I want everything perfect, and also to run the game with x3 the amount of assets we intended for it to run with". I mean, I get it, I get frustrated with the AI sometimes as well. But remember, what is YOUR problems isn't always the problems of another communities. BI has to find a middle ground for everybody.
  18. silentghoust

    2035: Russian Armed Forces (5.3.0)

    Just to chime in on some of the T-14 request. The tank can load ATGM's in the barrrel itself and launch them that way. Rather that will create any real interesting game play is up to debate. Source: https://www.quora.com/Whats-the-analysis-on-the-Russian-T-14-Armata-Tank-How-does-it-compare-with-Western-Tanks-like-the-M1-Abrams-Leopard-2-Challenger-2 I can't remember were I read it, but if you look at the turret and the left plate that flattens out, is were a potential co-axil gun can go. I believe they said it's a possible upgrade, but not in current production.
  19. silentghoust

    Dynamic Vehicle Loadouts feedback

    I checked it out and couldn't find it. Grant it I only tried it on the Opfor jet. is it the top right that states AGM and such?
  20. silentghoust

    Dynamic Vehicle Loadouts feedback

    Can we possibly get some documentation/Fieldguide in the manual for all the new missle/weapon types? Aside from extensive testing, its hard to tell at face value what each type of missile system is. Maybe even naming each one with the type it is such as (RG) for Radar Guided and (IR) for Infrared. This also applies to all the old missiles, as well.
  21. silentghoust

    ARMA 3 Addon Request Thread

    Hi, I had a simple request if anybody has the time. I was wondering if some one could create a mod that completes the camo schemes for all the factions? Currently a lot of of the DLC content is missing camo schemes since they were first implemented. Almost all Marksman rifles are missing Apex camos. All Helicopters are missing Apex camos. If anybody would be able to add these, it would be fantastic! Additionally, there some other variants that could be used. AAF skin for the new Jet DLC statics, makes sense the AAF would have them considering they are defending their own island. Urban skin for Viper CTRG Stealth uniforms with the "Altis" camo scheme.
  22. As title says it, with the new set of missile classes and styles. Were do Titans fall under this? I can take a guess that the AT one uses IR/visual but what about the AA and AA long? Do they use radar or can use radar? or they strictly visual/ir as well? Also, how does the radar complement the overall AA tank system?
  23. silentghoust

    CSAT Based Official Campaign

    I actually been thinking about this pretty deeply before I even found this thread. One thing that appealed to me about the original Altis campaign was it didn't just make CSAT to be the bad guy. More just a personal interest group, kinda how Russia was in Arma 2. I think it worked great simply because a lot of stuff is circumstantial but never proven. Did Miller start stuff, did the AAF know, ect. Apex kinda toned that down, the missions were fun, but I felt the overall potential on building off of the Altis story were kinda lost. I think the biggest challenge is finding native speakers willing to voice act. Chinese, maybe Russia. I can't even think of a Iranian player I seen or even heard of though. I was lucky just to find one guy who could speak Mandarin and work with me. The next challenge is how would I spin a good CSAT story in the current settings? I think the only way to make a good Opfor story is having people relate to them. Taking out a bunch of NATO troops as just a regular day at work would be pretty bland. CTRG is definitely a easy target, hell they potentially caused a certain thing in Altis as a distraction. I think you would have to do a few things just to make it interesting. Make CSAT redeem itself for APEX. Maybe have "rogue" elements or something. Still have a reason to fight NATO here and there. A chance to re-visit at least one of the vanilla maps maps. With a very different prospective. A new setting, in which both NATO and CSAT can be present. Possibly even a new map. I would be happy to hear story ideas regardless that fall under the Arma 3 universe.
  24. So I'm pretty green on modding Arma in general.I have a tank model all modeled and such, but I found there is very little documentation on actually importing a tank. I have read through the config tutorials and watched several videos, but I still have lots of questions. Treads - Is the texture doing the moving or the model itself? How do the treads interact with the wheels? Do I need to segment them out? If so, how sensitive is it to keeping them all even? Fire Geometry - Could some one explain a bit more on this from the modeling part? I get the config, but is this a layer I need to add before import? Does thickness really matter or is simply a config? Hitpoints - Is these something I need to model, or added in O2 during the export processes? Any modders willing to post a blender friendly tank model for me to look at?
  25. silentghoust

    Radar stations on Altis

    https://en.wikipedia.org/wiki/Radome The Radar towers themselves have zero functionality at vanilla level. But I seen plenty of missions use them in some form or another. I.E wipe out the dome otherwise jets can locate you.
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