Jump to content

joostsidy

Member
  • Content Count

    602
  • Joined

  • Last visited

  • Medals

Community Reputation

571 Excellent

3 Followers

About joostsidy

  • Rank
    Master Sergeant

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. joostsidy

    Arma Life *modded* Help

    This is very simple. 1. Search on Youtube: create terrain for Arma 3 2. Practice for two or three years Now you have a decent map.
  2. joostsidy

    Low FPS 2080TI

    12000 km is pretty high viewing distance though, do you really need that? Usually I cap it at about 2000km, so I can just about engage CSAT low-orbit satellites. 😉
  3. joostsidy

    Tille UV-Space

    As far as I know, the UV mapping itself does not have physical dimensions, it is always a 1x1 space. It's the size of the textures that affect performance. I can also depend if you have one object with a high-res texture, or a 1000 visible at the same time. We have a seperate space for this type of questions on the forum that you may find interesting: https://forums.bohemia.net/forums/forum/165-arma-3-modelling-o2/
  4. It's fine like this, it is just a mod.
  5. It is a new facewear class with custom PhysiX beard simulation. A new beard growth speed variable will be available in the game options. The system can be used to simulate 'scruffy looking' soldiers, suffering from extended time on the battlefield.
  6. On the new rifle sounds: - The Promet sounds awesome, although in 3rd person a lot of this is lost. Is the environmental attenuation a bit too strong? - MX sounds equally badass, although I have doubts about the clearly audible mechanical click. I have a feeling this is not very realistic because the loud bangs will drown out these sounds and/or probably your hearing would adjust to the loud bangs and lower sensitivity to more quiet sounds (this is my feeling, I have very limited experience with real firearms). Perhaps the volume of the mechanical click can be a bit lowered.
  7. joostsidy

    Supply truck functions

    Can you use setFuelCargo on the fuel station buildings?
  8. I really like the offroad vehicle in general, so the cover and new textures from the DLC are an exellent addition. I did notice that there are now 2 main offroad versions, one with cover options and one without. Some offroads don't have a cover options, and the offoad with cover option does not have all offoad textures available. Will in the future perhaps these versions be merged, or is there some technicality preventing this? I'm asking because I love driving the IDAP offroad, but the grain sacks and refugees keep falling off because I don't tie them down properly. For instance a white cover for this vehicle would do really well!
  9. I'm having a great time with all the content so far, so much cool stuff in there, it's worth every eurocent. Like I mentioned before, IMO the weakest part are the old Arma 2 buildings. I understand the inclusions, It was probably either that or no Livonia. Having a closer look these days, perhaps the 'cardboard' look of these buildings have a lot to do with none of them have any normal maps (bump mapping, shadow effects on wood and plaster etc.). And of course some low-res textures here and there. I can accept this, but I'm curious, I thought these assets were taken from Day-Z and they were improved and updated assets from Arma 2. Before release I kind of expected blocky buildings with less geometry details, but at least with up-to-date textures and normal maps. Does anyone know if these were actually 'upgraded' buildings by the Day-Z team or just the old-same-old?
  10. The official Arma models are binarized and you can't edit the models, and even if you could, you are not allowed to by BI.
  11. joostsidy

    AI wont get in vehicle

    Have you tried creating a blank mission (in virtual map) and just the vehicle and the team and see if that works? To check if it's not something in your mission, like terrain, unit behavior, other units, other scripts, that cause this behaviour. Possibly a allowGetIn false command somewhere plays a role?
  12. Wish granted! 🙂
  13. I was disappointed to see the EDI robot is practically invulnerable to mines at this time (tested on Bouncing APERS, APERS and SLAM mines). The shotgun is useless, you can just drive over mines and make them explode.
  14. joostsidy

    Mod Updates...

    Unfortunately development doesn't always work like that. There are planned changes that you are working on, but also accidental changes, temporary changes, experimental changes, unexpected changes that have to made as part of bigger changes. With some jobs there is a real risk that recording the job takes as much time as doing the job. A professional developer should give a good report that is both not too short or too long. Toward a non-professional, I am a bit more lenient, but if there is no update description at all, it is lazy and a bit insulting to your audience. My advisory update template:
  15. General infantry might receive some handgun training, but I'm sure they won't all carry one. What army is going to issue 30-some handguns to a platoon instead of more ammo for their rifles? A general grunt doesn't need a backup weapon, because his buddies are his backup when his weapon is empty or malfunctioning. As Beagle said, handguns are also ineffective in most war situations. There is already talk of the carbine being too light for the frequent long engagement ranges in desert and mountain environment. It's not CQB fighting for each soldier everyday. Handguns are for specific roles like officers, mg-crews, military police, vehicle crews, special forces etc. not for each and every soldier. In real life, LDF radio guy would better carry some extra batteries than a .45 🙂 https://www.quora.com/Do-US-Army-soldiers-carry-pistols
×