livefire
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United States Air Force( 2015)
livefire replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think it might have to be new from scratch because its a pretty radical change from the current aircraft in game. The best way I can explain it, is a combination of an F-35, F/A-18/F, and an A-164. A lot of the code probably can be gotten or inspired off of the addons for the F-35 and F/A-18/F. But I also want to add some distinctive characteristics to this aircraft and its systems as well. So what do you guys think, is this doable? And if so can I get some experienced people to help me make it a reality? -
United States Air Force( 2015)
livefire replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, I am new here. I have played Arma 3 for years and have used the editor and quit a few mod. But generally I am a noob when it comes to actually building stuff my self. I have your US Air Force Mod and it's Truly Amazing! I would like to rely on the awesome knowledge of you guys to help me make my dream of a heavily modified A-10/A-164 a reality. Hopefully one of you can help me thanks. -
livefire started following United States Air Force( 2015)
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RWCO: Rotor Wing Combat Overhaul
livefire replied to PVT Watt.J's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I don't think you understand, you have no peripheral vision on a monitor in a video game as you do in real life!! Granted, your monitor you play a video game on might be a hell of a lot larger then the display in the actual cockpit, but you are not actually in the cockpit and unless you are siting in a full scale simulator there is no way to properly reproduce this there for the best thing you can have is a full screen view at all times, this includes scopes, night vision goggles, and all weapon camera views. Another words your vision in game should never be restricted from full monitor view unless you are using 3 monitors that are actually giving you some peripheral vision. As I said earlier the current precedent was set in the gaming industry years ago and every game developer has just stupidly copied it, in there effort to make it seem realistic they ended up making it actually unrealistic and frustrating, some thing we need to turn around... -
RWCO: Rotor Wing Combat Overhaul
livefire replied to PVT Watt.J's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I played with the Kajman a little more, I think because it can transport troops as well it should only have 700 or so rounds compared to the 1200 the Apache has. Its a weight thing and a asymmetrical balance thing. Right now it has 250 per instance reload mag "which makes no sense how that works", but it does give it 500 rounds which isn't to bad. So I would say just make it continually fed like the Apache is because that's how it is in RL and just buff up the ammo cap to 700 and with full gun camera view and a laser designator just like the Apache and the Comanche everything should be good to go. -
RWCO: Rotor Wing Combat Overhaul
livefire replied to PVT Watt.J's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Awesome thanks man!! Just make sure the Comanche and the Kajman have the full screen view as well, we need them to be balanced counterparts of each other for MP games. I sent you a Private message like you asked by the way. -
RWCO: Rotor Wing Combat Overhaul
livefire replied to PVT Watt.J's topic in ARMA 3 - ADDONS & MODS: COMPLETE
AMAZING Mod Shadow!!! Something I have been wanting for, for a very long time as I mainly play an attack helicopter pilot and gunner in Arma. I saw in your original post you were requesting help, I would love to help you anyway I can. I'm new to scripting but very good at creative design work and I have a lot of time on my hands this summer to test and refine stuff:) And I know my RL attack helicopter systems like the back of my hand and what there future systems should look like over the next 30 years. A friend I'm working on a Mod with currently is actually a career computer software engineer so I'm sure I can have him look over some of your stuff and help find any problems you might run into he is doing this right now on another mod we are working on as well. You are right on track with everything you are doing in order to implement a realistic simulation of attack helicopter science in this game and my hats off to you Sir, a couple Ideas I have that I would love to see added is.... 1. Make the Kajman gun camera a square wide view like the Comanche and the Apache as it would be in reality and there for balanced the potential for MP play. In fact if its possible to just make all gun scope views full screen like that full screen mod with the night vision did it would be best as we already loose all of our peripheral vision playing a game with a flat screen in first person view, there is no reason to further hinder this with narrowing are view more through something like an eye hole which is totally unrealistic. This has been repeated in every game with riffle scopes and what not I have seen and it makes so sense and for me does not add to immersion at all just frustration lol. 2. Remove the screen shake for the Apache as they have made massive improvements on gun stabilizers by 2030 it should be just like the Comanche and and the Kajman. 3. Make the Kajman have the same ammo supply as the Apache (1200) 30mm and it should be strait fed just like the Apache no magazine reloading. 4. Make the mini screen of the gunners view that the pilot can see in his cockpit actually zoom in and show what the gunner is looking at clearly at all times so the pilot can actually watch and see his engagements. 5. And this is a huge one I would love to have! Is it possible to make the the gun turret on all the attack choppers fully vertical and horizontally stabilized so you can shoot accurately while the chopper is moving just like the real ones are??? Here is a video showing you what I mean, also the tanks and anything else with a turret should have this as well if they don't already... http://www.youtube.com/watch?v=eU56TgsC44E -
C-RAM (Counter Rocket, Artillery, and Mortar)
livefire replied to alexboy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
As far as making the C-Ram more inaccurate as some are requesting for, the goal should be to make it's accuracy user specific. As in how I would want it to work in my game play is shoot down 100 percent of all incoming air threats not just "70 percent" and stackable (adding more C-RAMS) so it can not be simply overwhelmed by multiple simultaneous air threats. So player specified (fully customizable) should be the goal:) -
C-RAM (Counter Rocket, Artillery, and Mortar)
livefire replied to alexboy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
First of all I would like to say this is easily one of the coolest mods I have ever seen made well done ALEX! After testing it for about 5 hours last night throwing different stuff at it, I think I have found all the bugs and or things that could use a little changing. Bugs I found: 1. As AstuteAvian mentioned I have also not been able to get it to fire on incoming AI ordinance, only when I a player is firing the incoming ordinance. 2. I have only been able to get the indestructible C-Ram Turrets to work at all, the destructible ones do not seem to work at all regardless who is shooting at them AI or Player. 3. As someone else earlier mentioned the C-Ram spool up time is about 10 secs for max rpm for some reason, which is way to much! It should be about 1 sec for max rpm like the real one.. 4. The turret moves to slowly, It should almost snap into position and start engaging its targets as quickly as possible, C-Rams are "beasts" and actually a little frightening to be around lol. 5. There seems to be a really frustrating bug where the more C-Ram turrets you use the less effective the system works. For instance if I use 2 C-Ram turrets to protect an HQ building and shoot artillery at it they intercept more then if I use 4?? The More Turrets you use the more effective the system should become and the greater success in stopping all incoming ordinance to eventually 100 percent is how it should work. 6. The C-Ram turrets can actually destroy your buildings on your base lol when they are trying to intercept incoming targets. In the RL version this is controlled by not allowing the turrets to shoot below a certain angle depending on its surrounding environment and placing them on high terrain when possible. You should allow the player to control the max angle the turret can look downward so based on where the players place it they can control how low it can shoot so it does not wipe out its own base when trying to intercept targets to protect it. I would very much like to help you all I can, if there is anything I can do to help let me know.