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SouthernSmoke

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Posts posted by SouthernSmoke


  1. Sounds like a secondary symptom - I'd conclude the underlying condition is more a case of being challenge-averse.

    What one man calls a legitimate challenge, another sees as a ridiculous concept so silly that's its beyond consideration.

    When I slow jog for 10 seconds and my rifle then violently jerks around like im having a seizure, its hard to suspend disbelief and pretend to embody a trained soldier or even a grown man holding a gun without the crippling disadvantage of two broken arms. Enjoying the infantry experience at all becomes difficult with such an intelligence insulting mechanic that seriously impedes even making what should be relatively easy shots.

    That's my opinion anyway. So strongly do I hold it that I miss out on awesome (sounding) things like shooting from vehicles and this map just so this absurdity cant be forced upon me again. Maybe one day I'll build up the nerve to take my chances on an update, or better yet find a way to return my game to its current state should an update ruin the enjoyment, but for now the risk is too great. I cant fathom having to suffer through that nonsense again.


  2. I could not agree more about the God awful sway. I only updated my game once since the 'bootcamp' update due to the threat of recoil, sway, and fatigue mods being permanently broken. I cannot fathom having to play with the outrageous sway BI implemented way back when. I would love to fire from vehicles but cannot bring myself to update due to this threat.

    This combination of mods/addons seems very intriguing. The gore/dismemberment/blood is the most exciting to me. Hopefully it will somehow be brought into Arma 3 through the Arma 2 version or a new gore mod. Something that needs to be kept in mind is that BC: Phoenix is included and it overrides lingering blood mist and uses its own blood which disappointingly disappears after a split second. So, a lingering blood mist that works with BC installed would be nice. Any gore/dismemberment mods would need to take into account the effect BC has as well.


  3. Well, define "on". :)

    In my head it lives quite a vivid life, RL projects steal the time though. It will be finished sooner or later, I won't be able to hold all my ideas and not playing for too long.

    Good to hear. I am always searching for good SP scenarios. Yours seemed to be shaping up quite nicely. Looking forward to the finished product, or at least an updated version, whenever that may be.


  4. What do you mean by bootcamp debacle? I haven't been playing for more than a year now.

    Yay!

    The 'Bootcamp' update, along with breaking virtually every modded sound in existence, introduced new fatigue, sway, and recoil which absolutely ruined the infantry experience for me. I now felt like a drunken 12 year old girl who was trying to shoot with a broken arm. If I wasn't able to tone it down with mods, I would probably only play arma for vehicle combat. It was that bad. With this in mind, and the frequency of mods broken by updates (possibly including essentials like sway_fix which are no longer maintained), I have only updated once since that experience.

    ;2952693']Arma series has this AI sniperfest since A1... on A2 I used HD (high dispersion) mod which cause bots to have a great dispersion which simulated inaccuracy... on A3' date=' firstly I´ve used Zeus AI skill, then Drongos Ai skill mods, and indeed Bootcamp DLC fubared both, but guess what? Using this mod -> [url']http://forums.bistudio.com/showthread.php?189122-All-The-Weapons&highlight=twisted+weapon[/url] I disable the weapon randomization (just delete the tws_randWeapons.pbo file and keep tws_aimFix.pbo, and bots are HUMAN again...

    But TPW could be challenge to solve the Ai issue without too much of a hacked job like this...

    cheers!

    That mod tweaks AI? I skimmed the link but didn't read anything about it. But that's not my actual concern with the AI exactly.

    Accuracy is one thing that has been successfully tweaked already. The robotic tendency of AI firing precise bursts in that mind numbing repetition is what I despise. I swear every time the AI starts shooting in the exact same burst with the exact same delay between each it sounds more like the beat to a song than a firefight between humans.

    You might have missed out that such AI enhancement mods already exist since quite a long time.

    Currently still working and being maintained:

    ASR AI

    http://www.armaholic.com/page.php?id=24080

    bCombat

    http://www.armaholic.com/page.php?id=23969

    For more AI related things such as enhancements, tweaking, news and such I recommend you taking a look at this thread: http://forums.bistudio.com/showthread.php?175400

    Nope. Tried those and FFIS as well. I think there has been a misunderstanding and I should have been more clear. When I say the AI "shoots like robots" I am not referring to their accuracy. Instead, its the constantly shooting in exactly the same bursts over and over that drives me up a wall. Its determined by distance. So, depending on how far away the enemy, the AI will fire exactly like you would expect a robot to, not a human in a firefight.

    Nothing breaks immersion quite like a machine gunner firing the exact same 5 round burst exactly every 3 seconds over and over. Hover in a chopper with a door gunner and listen to him spray at infantry with the EXACT same number of shots and the EXACT delay between each for a good demonstration. And no AI mod has fixed this (that I am aware of). Trust me I have tried them all.

    Seriously guys?

    I decided to let go of the AI mods recently - mainly because I wanted to play the campaign without conflicts or glitches, and to my surprise, I didn't feel like playing against robots.

    I don't know if it has been tweaked with the Marskman DLC, but I found that the AI will often miss : it actuallty feels like being suppressed rather than being sniped by killing machines.

    I suggest you guys give the stock AI another try. ;)

    One reason I would love to test the current AI is that BI apparently implemented some randomness to the AI firing patterns. So they finally shouldn't still be firing in exact bursts anymore. That is the main reason I want to update. But if the update breaks the sway, recoil and fatigue mods I am using (which are no longer maintained!), the AI actually firing like a human wouldn't really matter as it would destroy my enjoyment of infantry combat altogether anyway.

    ** I know absolutely nothing about modding whatsoever. But coming from a layman point of view, changing the AI firing pattern to include the tiniest hint of randomness doesn't seem like it would be that difficult. Especially for the guys who alter the behavior of AI in so many other intricate ways. This problem has persisted since the game launched and with all the additions and alterations this community has provided, its perplexing that no one has tackled this issue that affects every player and drastically decreases the enjoyment of Arma overall.

    TPW, fix this and ill call you King.


  5. ;2946123']For me' date=' TPW_FALL and HUD are essentials, if you disappear and TPW_Mods break due to BIS constant messing with their engine, I guess I´d regretably uninstall A3 for good ;)

    My essentials list is: TPW_Mods (at least Fall, Rain and HUD), tao_map, jump_mf, vts_gestures, mag_repack, switch_weaponwhilemoving, blood_mist, MOCAP and enchancedMovements, thou the later is broken and BB is waiting for a new PC to fix it...

    cheers![/quote']

    Agreed. This mod adds so much to the game. I have only been using a few of the features lately and those alone add immense immersion. Seeing raindrops hit the windshield, heat haze rising off the ground on hot summer days, breathing foggy breath, these little things really make a huge difference.

    I am so paranoid after the bootcamp debacle that I have only updated the game ONCE since. I simply refuse to take the chance that the custom recoil, sway and fatigue will be lost forever and I couldn't fathom dealing with the outrageous version that BI implemented a while back. Not to mention the innumerable other mods that would surely be lost. I keep trying to work up the nerve to update but the risk-reward is too lopsided at this point. I'd love to try shooting from vehicles and the like, but the risk is simply too great to justify it.

    The biggest problem with the state of Arma for me is the AI still shooting like robots. I am truly astonished that no modder has fixed this game-breaking distraction yet with all the impressive mods floating around.

    TPW, you are obviously talented, how would you like to give it a shot? I realize you do not deal heavily with AI, but its worth a shot to ask.

    Love the mod!


  6. Very impressive. This map really stands out. I usually lose interest very quickly when exploring a new map for the first time and end up hopping into Zeus to find locations the easy way. But this map is different. I have spent long amounts of time simply wondering the empty map and keep finding remote locations more interesting than the last. Just now I was wondering through the woods in the rain and had a serious flashback to The Last Of Us dam section.

    Great terrain, shaping up to be in a class of the elite.


  7. I wouldn't mind seeing those beautiful sparks from ammo truck explosions being expanded to occur during explosions of all armor as well. Its a shame that amazing spark effect is only produced when a vehicle that's rarely used is destroyed. And the more I see that new burning aircraft fire, the more I would like to see it featured more as well.

    ** The smoke from gun barrels makes a welcome return. Nice.


  8. OS, thank you for the quick update. Phoenix 2 is now looking like the greatest BC yet, IMO. Now even custom vehicles like RHS choppers have proper missile and rocket impact effects and every custom jet I have tested has the awesome bomb effects unlike before. Truly sublime. I understand that adding the smoke back will cause it to temporarily disappear if overloaded, (just hop into Zeus fire support and drop a 230mm rocket strike while vehicles burn to see for yourself) but that amazing looking thick dark smoke was a staple of BC and so well done it just isn't the same without it. I agree it is somewhat saddening to see those huge explosions gone though.

    I, for one, am thrilled to have the smoke back. Others who prefer the trade off of less smoke for more particles temporarily will enjoy the version before this update. I still think my suggestion of adding some lingering blood mist would substantially contribute to your already stellar mod. But, this updated version is absolutely excellent.

    Thank you from a pleased user.

    ** Ammo trucks...Wow. Beautiful explosions.


  9. If this mod is still on there is one thing the AI needs more than anything else: believable rate of fire. The AI still fires in the exact same bursts with the exact same delay between each like cold calculating robots instead of humans in a firefight. This is the one thing that keeps me from enjoying the game like it should be enjoyed.


  10. Congrats on the new release. Most effects look really nice and for the most part improved. But what happened to the smoke from burning vehicles?

    In previous versions, the black smoke from heavy vehicles like tanks would rise HIGH into the sky. When a tank exploded a lot of debris would fly out in all directions and the smoke was very dark and thick.

    Now, the smoke from burning armor has been toned down significantly. The smoke from burning aircrafts still looks great but burning ground vehicles pale in comparison. The smoke doesn't rise anywhere near as high as before and seems so thin that you can see right through it. Smoke from light vehicles now resemble campfires. Was this intentional?

    Two friendly suggestions: 1. Make the lackluster smoke from burning armor and other ground vehicles more like it was in previous versions. 2. Add blood mist that lingers for a second. An older SOS had a pretty good blood mist that must be incompatible with BC as the blood produced from gunshots only stays visible for a split second. I think lingering blood mist would be a worthwhile addition.

    Heres hoping you continue your great work. Perhaps a couple respectful suggestions from a grateful user of your mod can provide some positive motivation to continue on?

    Thanks for your effort, it takes the game to a whole new level.


  11. Ok I have an amazing story I have to share:

    So, I'm driving toward a house to clear when I decide to go off-road for the first time. I have been playing for a few hours at this point but only let the AI drive off-road when its absolutely necessary due to their habit of getting stuck so often. So, this is the absolute first time I have driven off-road. After clearing the empty house I decide to cut across the hills in my MRAP because it will be quicker than driving back to the road. I order the other AI vehicle driver to move to where im going but stay on the road. When cutting across the landscape I spot some smoke in the middle of nowhere. Looking through the GMG optics I realize that its the priest I have been given the choice to take out.

    What are the odds? The first time I drive not on the roads I run into this target completely by chance in the middle of nowhere. I have to go for it. I order my sniper (who is in the other vehicle) to disembark and link up with us to take him out from distance. While waiting for my sniper to arrive a patrol comes out of the woods behind me. Thinking these civilians wont hear it, because I am a good couple hundred meters away, I light em up with the GMG. Regretfully, I then see the civs scampering away through the field.

    In my anger, I linger around firing off shots for a few minutes knowing I have ruined my chance to take him out. I then order my sniper to get back in the vehicle that is over 800 meters away (!!) and I hop back into my vehicle and start driving fast in the direction I was originally going. After passing the other vehicle, now about 1 klick away from the chapel the priest was at when I scared him off, I furiously continue driving at dangerously high speeds when to my amazement....a man darts out of a bush directly into my path.

    As fast as I was going, and considering this madman came out of nowhere and ran directly into the road in front of my speeding MRAP, the collision was inevitable. And what do you know....*bleep* "TASK COMPLETED, ELIMINATE THE PRIEST". It was him!! I sit there in stunned silence.....contemplating how this came to be. You have to realize how unlikely these events really were: I just happen to stumble upon him the first time I am not on the roadways, scare him off before taking him out, stand around for a few mins before hopping in the vehicle and speeding away, and over 1 klick away he just happens to jump in front of my vehicle. The way he came out of nowhere and ran into the road at precisely the perfect time to make his demise unavoidable was insane.


  12. I don't know what you guys think about this but i would like to see longer post explosion effect i mean when gbu-12 hit the ground the smoke and blast are over for 8 seconds

    also look at effect of 1000lbs bomb

    and Opticalsnare don't be angry on me i'm just proposes this ;)

    YES! This is one effect I have been dreaming about for a while. Longer lingering dust after big impacts such as bombs, and arty also, would be nice.

    This would kill most peoples performance unfortunately to make it a reality. i'm sure OS would love to but he's well aware that it isn't worth the performance impact.

    You think? I have no idea but dust effects already linger for a few seconds. Would it really have a drastic impact to simply increase the length for a few seconds?

    ---------- Post added at 18:06 ---------- Previous post was at 17:44 ----------

    It sucks that we cant enjoy the awesome Blastcore effects with custom vehicles also. RHS helicopters are not as fun to fly when rockets/missiles dont have the BC effects and only produce a strange puff of white smoke when impacting.


  13. There is a very easy scripting command to tell units to use their lasers and I will use it in the future. Thanks for the suggestion. I happen to think that the fact that arma 3 is in a futuristic environment, in which just about everyone can see your lasers from a mile away, has something to do with lasers being turned off by default. I do think that there should be an easier way to tell your squad members to turn them on.(the default command system doesn't have this to my knowledge.) Maybe a good idea for a mod.

    Yeah, I thought about that. If the AI just turned them on then they would be giving away their position to enemies with NV. But, yes there should have been a simple command to order them to turn lasers on.

    What am I supposed to do at the beginning of your first mission again? Something about a 'whiteboard' but I do not know what that is nor have I found it around the compound the player starts at.

    Finished the 2nd mission: nicely done, I enjoyed it.

    I think WWAIMenu let's you do that from its menu, opened by Numpad 9.

    Thanks, Im going to check that out for sure.


  14. I am in the middle of the 2nd mission and the atmosphere is excellent especially with the constant bombing in the background. However, I have *a suggestion to put forth and its something that SHOULD BE IN THE GAME BY DEFAULT: Laser pointers should be enabled for all teammates so AI will turn them on when in 'combat' mode.

    BTW, what possible reason/excuse could be offered to explain why this is not the way it works to begin with? Any AI equipped with a laser pointer should automatically turn them on when its night and they are in 'combat' mode. This should be done automatically or at the very least a command should exist in the long list that allows a player to instruct AI teammates that the little device on their rifle is not just for looks! Turn the thing on! Instead, you must enter a code for it to even be possible.

    Oh yea, I'm pretty sure a command exists in the 'action' section that allows you to tell a teammate to turn their laser device on...which they promptly do for all of about a split second before turning it back off.


  15. The sway is outrageous to the point of being absurd, so much so that I find it completely unplayable. I wont even let steam update so I am still on 1.32 simply because I refuse to allow updates to ruin the acceptable (modded) sway and recoil Im using. I bet firing from vehicles is fun.

    The common excuse for the ridiculous sway seems to be "shooter is under stress and tired and a game cant simulate the full experience". Nonsense. If the sway appeared only when under fire or when (legitimately) fatigued that would be a different story. But, as it is now, the weapon sways uncontrollably even when standing still with no fatigue at all. Jogging for 10 seconds and then stopping and trying to fire makes it seem as though your a drunk 10 year old girl trying to shoot with a broken arm while having a seizure.

    There are limitations in simulating firing in a game that might make it too easy but it goes both ways- when looking out of vehicle windows, a players vision is very limited when in reality they could simply lean over and fully see out that window.

    I don't believe BI should make shooting more difficult by creating unrealistic and unenjoyable mechanics just because they are unable to simulate something accurately. Don't make it even more unrealistic by forcing artificial mechanics on players.

    It is completely unbelievable. Agree with OP 100%. That being said, I absolutely love Arma. The sway is horrible though.


  16. Thing with Lone Survivor, is that it's a 40 Million Dollar movie with nominations for both Best Sound Editing and Best Sound Mixing. And it lost those to gravity, the movie that Neil deGrasse Tyson approved!

    From Wikipedia:

    No offense or anything, but don't think Lax could pull it off by himself. Maybe Bohemia and Lord Jarhead's combined work together might get close to that.

    Point taken. I was actually just fantasizing more than actually suggesting a full conversion of the Arma suppressed sounds to Lone Survivor level greatness. But as far as adding some reverb to suppressed weapons, I think that should be done.

    Some weapons that already have reverb when suppressed (such as RHS) become more intense in urban and wooded areas just like most weapons do without suppressors. I don't know if this is outside the scope of this mod, but adding some reverb to suppressed weapons would be a great addition to Arma IMO.

    ---------- Post added at 13:18 ---------- Previous post was at 12:42 ----------

    All of a sudden I started getting this message: Sound autocannon_reverb_1_far not found


  17. This mod is excellent, it really adds a new level of immersion but I have to make suggestion: Add some (less intense obviously) reverb to suppressors.

    Ever since watching the "punch that time card" scene in Lone Survivor, the suppressed weapon sounds in Arma seem incredibly lacking. The only weapons I have found that have any kind of reverb when 'silenced' are RHS and HLC to a lesser degree. I would love to be able to hear reverb from more weapons while using suppressors, especially in wooded areas.

    The suppressed weapon sounds in that movie are great IMO. The sound of the weapon firing and the reverb are excellent and what I would want suppressed weapons to sound like it Arma. That would be so nice.


  18. You're right, it is probably for the biggest part a scare-effect. And maybe they didn't make any noise at all when they were around. I just thought the taller/bigger the creature, the more sound it would probably make. Still, somekind of scare effect would be nice.

    What would intrigue me far more than just the T-Rex vs human situation in ArmA 3, are the T. Rex vs Raptor situations. I have no clue about ancient history in that regard, if they even met at all. I'd imagine healthy raptors being far too fast for a T-Rex to be able to catch in normal situations, and I doubt a T. Rex would hunt them or vice versa? In the movie they did fight, by coincidence, but I guess such a thing was not very realistic. After all, they are both predators, and why would two different predators fight each other, unless they are after the same prey. Which leads me to another question, will we see herbivores too eventually?

    Maybe someone knows a bit more about this?

    Speaking of the sound of T-Rex walking, recently I was messing around with artillery and when I heard it firing in the distance it made me think of the sound of the T-Rex stomping in Jurassic Park. It sounded so good (with DragonFyre installed) and so much like a T-Rex approaching, I wanted to find a puddle of water to see if there were ripples each time I heard it.

    The thumping sound should definitely be implemented for a T-Rex walking. Perhaps if the Rex is hunting it could be more silent as suggested above but when it is just prowling around unaware of the presence of players or charging prey I would love to be able to hear a loud thump for each step.

    I would suggest against limiting aspects and leaving out some awesome stuff to be 'realistic'. Lets be honest, no one knows for certain how dinosaurs behaved anyway.

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