atomictim7
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Everything posted by atomictim7
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Lowlandswarrior RNLAF AH-64D Apache
atomictim7 replied to Crielaard's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I recorded a quick video of the translation bug I mentioned a few posts ago where elements of the HMD are not properly placed. In this example I ask my gunner to focus his crosshair on a town I am looking at. The location of the crosshair on my HMD is shown as being no-where near the town, and moves when I move my head. I am using TrackIR, don't know why anyone wouldn't :3 Could this be an issue with Kimi's HMD addon? If so should I send this over to that thread? Hopefully this will help in any way. -
Lowlandswarrior RNLAF AH-64D Apache
atomictim7 replied to Crielaard's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for answering. Yeah using TFAR. Yeah tried reducing effects volume but it's still a little too loud. In terms of the intercom, using a radio would cause me to hear my cpg twice, once over radio and once next to me, so maybe it could be a possibility for a future version way down the line? Heading tape makes sense, just need to up communication with my cpg. -
Lowlandswarrior RNLAF AH-64D Apache
atomictim7 replied to Crielaard's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Got some general feedback, not sure if it'll be helpful or not but I may as well note a few things down. None of these are major in any way, just my observations during a mission and after watching the footage. 1- The cannon sound is quite abrasive and a little too loud in my opinion, making it impossible to hear any transmissions or my gunner talking. Guncam footage has good examples of what it should sound a bit more like. 2- I'm not sure if this is on purpose, but I can't hear anyone outside of the aircraft and they can't hear me. This is just normal speaking, no radios. 3- I had a thought that could be cool to implement in the future. Instead of local voice chat within the cockpit, it would be nicer to have a sort of intercom radio. This would make it a little easier to hear my gunner when things get loud. Also I shouldn't be able to hear my gunner due to thick sheet of glass separating us, which would justify having a dedicated radio for the pilot and cpg. Alternatively, whatever is causing me to not be able to hear whatever is outside the aircraft and vice versa could be used to stop me being able to hear my cpg, and only a short wave radio be used. Just some thoughts 4- Finally I noticed whilst turning my head that the heading tap doesn't move to the direction I'm looking, but stays in the direction my nose is pointing. Is that how it's supposed to be? Makes finding and giving headings harder unless I turn the nose. -
Lowlandswarrior RNLAF AH-64D Apache
atomictim7 replied to Crielaard's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Oh yeah while I'm at it reporting bugs n stuff, there is a slight issue with the pilot's IHADSS and the gunner view position. It works great except when it goes to full up, down, left or right lock, tehn the box inside disappears and I can't tell where my gunner is looking. Just wondering if that is on purpose? -
Lowlandswarrior RNLAF AH-64D Apache
atomictim7 replied to Crielaard's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Oh neat I like the sound of that. The laser, it appears to be the laser dot thats off center...for example when trying to acquire the lock, sometimes you have to wiggle the crosshair in order to catch the laser to get the lock. Any time frame for the 1.0 release? If you need any testing of any features give me a shout, I can test with a human gunner in a proper combat situation if it helps at all. (I'm part of UKSF) -
Lowlandswarrior RNLAF AH-64D Apache
atomictim7 replied to Crielaard's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Those boxes are useful, do you think they'd be there with the longbow version? Without the lock box, how can the gunner tell when he's locked onto the laser? In single player the lock box is there, but its in multiplayer where it isn't. Not sure what's happening there. Ah yes another thing is the laser sometimes seems to be off centre, meaning acquiring a lock can be fiddly occasionally. Seems to be up and to the left slightly Loving the mod though...flies beautifully and feels great to use :) -
Lowlandswarrior RNLAF AH-64D Apache
atomictim7 replied to Crielaard's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Not sure if this has been reported but there is an issue with the IHADSS where the squares that represent vehicles move out of alignment when looking up or down. For example if there is a vehicle below me to the right and I try to look at it, the square moves out of alignment by quite a bit when looking down. I recorded an op we just did so if you need footage as a visual example I can grab some from there. Seems like a double transform or something along those lines, but only on the vertical axis. Also we just updated to ACE 3 and I'm not certain if it is caused by ACE, but when locking on with a hellfire there is no square and no lock diamond...not sure if that's an ACE issue or a setting I've missed somewhere. -
So when I saw the Skycrane equivalent (Taru) was going to be added I was hyped about being able to swap out the different support boxes in the field. I've tried everything, and unless I'm missing something, I cannot see a way to actually swap out the support boxes. For example I put down a Taru Ammo helicopter in editor, and a fuel support box next to it. I assumed I would be able to detach the ammo, and attach the fuel, but the only sling functionality I can see for the Taru, is on the empty one, where the box doesn't even fill the space it should (just slings like the other choppers) Unless I'm missing something, I would've thought that would be the whole point of adding the Taru?
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Why do we have such a low FPS in multiplayer(MP performance vs SP performance)
atomictim7 replied to DancZer's topic in ARMA 3 - GENERAL
I had terrible FPS on servers, but I saw somewhere that using a different memory allocater helps increase FPS...and it does...everyone I've shown it to, has said they have had a massive boost...and they are streamers/youtubers who have lower FPS anyway from recording/streaming. Follow the instructions here if you want to try it for yourself: https://github.com/fred41/tbbmalloc_arma -
AH-64D Apache Longbow for ArmA2 by Nodunit and Franze
atomictim7 replied to franze's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ah ok I understand. Sorry, I was unaware it was an underlying arma 3 issue. Are the arma 3 control files different to the arma 3 mod downloadable in playwithsix? As that is what we are using. -
AH-64D Apache Longbow for ArmA2 by Nodunit and Franze
atomictim7 replied to franze's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
When do you think a fix can be made for this? It is totally unplayable on a dedicated server. I'll add to the description a little. It seems to only happen after all the systems have been started up and the rotors are turning. As the gunner, in the editor, with all the systems on, the IHADSS follows my normal mouse movement, as does the gun, which is normal and fine. However, in the same situation on a dedicated server, the TADS moves with mouse movement as before, but the IHADSS takes a few seconds to catch up, resulting in a jump. As well as this, if viewing TADS directly, the way the gun is pointing lags too, in the same manner as the IHADSS, resulting in misplaced shots that jump around as the gun position catches up. If I get some time, I will try and capture all this in a video to see if it can help to fix whatever it is causing this. Also, my pilot has an issue with control buttons being misaligned with the cockpit model buttons, making it harder to select the correct options quickly. The mod is amazing and so complex, and I realise there will be bugs, but personally I think this one is quite important, as it affects the intended gameplay, which is Pilot/CPG cooperative gameplay XD -
Barret M107/M82 "Blackened"
atomictim7 replied to g00d69's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This mod is great, but I think making each scope special would be a good addition.