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About joostsidy

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  1. Looks great overall. I like the minimalistic approach to this and not strive to make everything slightly different. The faction emblem look just slightly too bright and 'patched on' for me. Perhaps the colors are just a little too bright or the emblem is not 'worn' enough? Or it is just me ๐Ÿ™‚
  2. joostsidy

    Can ARMA 3 play like this video

    First of all, that movieclip is incredibly cool but also very unrealistic. A real F35B is not flown like that in combat. Having said that, you can do things like that in Arma, the physics engine allows VTOL planes. With the Chinese CSAT Xian VTOL jet plane in the default game you could replicate this scene somewhat in Arma style (only with you as the pilot!) by intercepting at high speed and turning around at hover to face an oncoming truck. Better make it a whole truck convoy because any truck will be shredded completely in seconds! ๐Ÿ˜…
  3. joostsidy

    Arma 3 Art of War DLC Feedback

    I bought it and I like everything about it, although I am completely biased since I am Dutch ๐Ÿ˜ I couldn't get the FFV working for the coffin, is this a bug? ๐Ÿ˜‰
  4. joostsidy

    The Fictional MX Rifle series, why?

    Yes! I forgot, that one too! I think they should just call any new tank King Tiger or Tiger King or some such, these names can't be taken right? ๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚ Perhaps.. too early to say probably.. But my point was, there is always going to be some silly stuff, even with a Cold War theme. I didn't like some of the animations (boot checking in the middle of a battle!), we might see that kind of stuff again. And BI will push the boundaries of their game technology again and that might not always end up favorably. And I'm not sure, but are the new names not a result of (increased) licensing fees for brands? We may have to drive a Humveeeevfe in Arma 4 ๐Ÿ˜จ
  5. joostsidy

    The Fictional MX Rifle series, why?

    LIES! ok, no, you are correct. I can't keep it up anymore.. Yeah, that early Arma phase was a bit weird with the assets shuffling and so on. ๐Ÿ˜… I have to admit that the weird names never bothered me that much, even though I realize now, they are in fact, silly. There is a first gen Transformer called Wipeout so I thought it was pretty cool. I realize this doesn't help the 'BI is serious about naming things' case.. ๐Ÿ˜… Let me make up for this, in my country (the Netherlands) the F16 Fighting Falcon is called 'F16'. When I learned that the US often calls them 'Vipers', my first thought was, why don't you hand them to the evil lord immediately for his fleet.. ๐Ÿคฃ But like I said, after 20 years I believe it is part of the style somehow. I will guarantee that Arma 4 will contain some silly stuff one way or another! ๐Ÿ˜…
  6. joostsidy

    The Fictional MX Rifle series, why?

    In the game, NATO uses a fictional future main battle tank with an almost unique front engine layout. It might look like a Merkava from a certain angle, but any similarities are completely coincidental. (Shall I apply for a job at BI legal team?) If NATO got the Abrams again, it would be more of the same-old-same-old imo. I would only accept it with compensating silly name like 'Crusher' or 'B-Brams'. ๐Ÿ˜† Possibly impopular opinion: I believe Laws of War was possible BECAUSE of the creative, risk taking and out of the box approach of BI, so in that sense, no Laws of War without a stomper or slammer... I prefer the basic 'realistic' and gritty gameplay of Arma, but I also learned to embrace the quirky and silly aspects that have been present since 2001, they are just part of the brand ๐Ÿ˜… That's why I love Laws of War, but I also appreciated Contact a lot!
  7. joostsidy

    The Fictional MX Rifle series, why?

    The Blackfoot is a fictional future attack / scout helicopter. The fact that it looks like a Comanche is coincidence.. same with your other examples. ๐Ÿ˜ Kidding aside, Bohemia tried freshen up the game content without alienating their audience too much with literal alien technology. The game engine has limitations which can't simulate certain believable or even existing technology, so they had to work with that as well. BI gave themselves some freedom to experiment with the game, so there are weird things and inconsistincies. Imo, they achieved a nice balance between the old and the new.
  8. joostsidy

    AI Facts & Myths Compilation List

    This is everybody's wish for Arma 4 ๐Ÿ˜
  9. joostsidy

    AI Facts & Myths Compilation List

    Yeah, this is more like a bug. I've never seen them put away their binocs once they get them out, so I believe they get stuck in this mode. I believe the trigger for getting the binocs out is fine though, they seem to get them out when they hear/see things some distance away. I also remove all binocs from ai.
  10. Congratulations with your HOTAS. In my experience flying with the HOTAS is not necessarily easier then mouse and keyboard. I have a good quality joystick, but still the movement doesn't always translate well to the game. I think this has been discussed in the past that in Arma there is still a tiny lag that flight simulators and reality don't have. I think the people who do the spectacular KOTH flying stunts all use mouse and keyboard. I like using the HOTAS a lot, it's more fun and more realistic. You have to accept that in the beginning you're flying really bad, and it can take many hours to get good at it. For the manoeuvering: - I fly with advanced model and I have the advanced HUD on the screen. One of the dials on the right will show the 'throttle power'. Some aircraft have helmet huds which also display power. You don't have to rely on the markings on the throttle. In fact, HOTAS, hands on throttle and stick, is meant so that you don't have to look around in your 'cockpit'. - For turning you 'bank', by moving the joystick sideways, but you also 'yaw' a little using your rudder pedals, or twisting the joystick if you don't have pedals. Please notice that in real life, just banking alone would cause a turn, but in Arma a banked plane tends to go straight on. This is a limitation of the Arma flight simulation system. For really sharp turns you put the joystick sideways and then pull on it!
  11. joostsidy

    Livonia FPS

    NEED in capitals is kind of a meme on this site haha. The consistency thing is an interesting aspect of Arma. Even though Arma is a realistic/authentic game with a lot of immersion it is not consistent at all! You see at many different points that the developers push the boundaries of the game, sometimes succeeding and sometimes failing. A couple of examples: - there is a large quality gap between wheeled and tracked vehicles, because the system they used for the configuration was not meant for tracked vehicles. Tracked vehicles are weird and have a lot of artificial virtual gears added(?) to make them drive a little better. - as the years advanced the devs used opportunities to increase quality of new assets. The van is a good example of it, this is a very high quality car model with a ton of configuration options and animation features, much more than the older vehicles. - the Altis buildings have a lot more destructability features, compared to Tanoa. I think with Tanoa they ran out of time and resources to get the buildings up to standard. So if you are planning a mission where you want to blow up a lot of buildings, you should build the mission on Altis - some of the oldest vehicles are weird and almost experimental, the CSAT gunship is a weird mashup and has an Apache cockpit layout! - There is lots of recycling from older games! I think the Hellcat is recycled from Arma 2? It looks very basic in quality. A lot of the buildings from from Livonia are very old (Arma 2 buildings I guess), and noticably low quality (the textures especially). For me personally, it is a little bit of a turn off. I feel I get glimpses of OFP and I cry a little ๐Ÿ˜… I think the scaling is also off on those buildings. - they overhauled the lighting system at one point, but only fixed a limited amount of textures to go with the new lighting. This means, at this point, there are a lot of glow-in-the-dark items that are way to bright. Now that I think about it, I feel this is the most regrettable part of Arma I think.. There are many cool objects that I don't use because the textures are too bright. I think Livonia (and Tanoa) are perhaps meant as 'boundary pushing' maps. Years have gone by, people buy better computers. IMO, it makes sense for the developer to increase the quality to give the game more longevity, instead of 'locking' the quality to 2013 specs.
  12. There is (almost) no official development of the game anymore, so the far-from-great tank movement is what it is. The issues are also way too deep for scripting/config. What the hell are you doing with the tanks in ravines on Stratis, that is way too difficult for the tanks. I recommend moving tanks only by attaching them to trailers and driving them around with trucks on the road network ๐Ÿ˜‰
  13. joostsidy

    Livonia horrible FPS

    Well chances are very slim that there is a general problem with Livonia, but you are somehow the first person to report on it after how long the map has been out. So if I were you I would just google to see if other people mentioned problems with it. I have not searched for it specifically, but I'm not aware of any problems and Livonia runs fine on my computer. So my assessment will be: 1. there is no problem with livonia 2. anything not in order with livonia will not be fixed because there is no active development anymore on the game Did you check if the other maps still run fine on your system recently?
  14. joostsidy

    Nogova ArmA 3

    Creating a terrain at the professional level of BIS takes a tremendous amount of resources and time. It is very hard to justify using these resources to remake an existing terrain which is also already 'remade' by modders. The nostalgia factor won't work with newer players and it might seem to the public as lacking ambition (in contrast to Tanoa for instance). They did remake one of the old smaller terrains and I think that was super cool! I think that realistically that was the most we could ask for in terms of blast from the past. ๐Ÿ™‚
  15. Sorry for the necro, but this was my problem today and the thread does not contain an optimal solution, so I'll post my solution for others: {mineActive _x && _x distance minefield_1 < 30} count allMines == 0 'minefield_1' is the name I assigned to the minefield module, but it can be any kind of object, gamelogic etc.