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joostsidy

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Everything posted by joostsidy

  1. I fly with advanced flying model and HOTAS, this is more realistic and more fun IMO. It's not hyperrealistic because of limitations of the game and hardware, but it can teach you a lot about about real helicopters. Flying is somewhat easier with mouse and standard flying model. This is less realistic but I suspect most people use this in competitive multiplayer. I think Dyslexi flies like this, combined with headtracking. 10. what is that chirping sound when my helo goes up or turns Helicopter sounds are complex, the sounds depends on from where you are listening and what the helicopter is doing. This chirping (swishing?) sound is probably coming from the main blades, where random air disturbances create this effect as blades pass in each others 'slipstreams'. Of course the sound of this is in the game, but it is not actually modeled in detail. Another thing you can hear is 'blade slapping'. This is what you hear when a helicopter descends or banks such that one blade strikes or just comes close to the tip vortex left by a previous blade. So with the helicopters in Arma you have the default engine (turbine) and blade sounds, combined with a rapid main blade swish-swish-swish and sometimes wop-wop-wop (blade slapping)
  2. joostsidy

    Vehicle Interiors - Feedback

    This is because you put an empty marid on the map and then got in. The empty marid is still of the old type without activated interior. It is a bug. If you put down a manned marid, remove the crew, and then get into that one, you will see the interior.
  3. joostsidy

    Zamak truck driver seat is too high

    These comments are actually a kind of relief to me, I suspected that the whole truck model might be scaled a little to small which makes you feel like you're bumping your head to the roof in the cabin. So the scale of the truck is ok, but the headcam is too high. It would be nice if it was a better head position by default though, so that we wouldn't have to use the buttons. I always adjust the head position in helicopters as well, so I have a feeling it would be worthwhile for BI to just have a critical look at the head position in all of their vehicles.
  4. joostsidy

    JBOY Longboat [Release]

    And after your exciting boatride you can relax here: http://johnnylongboats.com/ (found this while searching for the longboat script)
  5. If you don't actually create anything, you run the risk of just being an Ideas guy EDIT: clarification: there are so many people with just ideas, but usually the interesting challenges and problems that are valuable to discuss will only be revealed if you've got a working prototype. If it's just an idea, maybe it can go here:
  6. joostsidy

    AI Driving - Feedback topic

    Sometimes, drivers are overwhelmed by their inability to drive normally, so they temporarily stop to break down and cry. Some of the more experienced AI take regular brakes to think of the road ahead of them and plan their route carefully, even if it's just a straight piece of road. Finally, a high percentage of Arma 3 AI drivers are unfortunately alcoholic. One of the biggest reasons for rampant alcoholism among Arma 3 drivers is the existentialist realization that they are just a crappy driver, and not a specops marine with their own campaign. Arma 3 tries to counter this by requiring regular mandatory stops for drivers where they have to clear a breathalizer test that is part of the vehicle. If they don't pass the test, the car won't continue. I hope this anwers your question.
  7. joostsidy

    Re-mapping is a train wreck

    I'm a righty that started playing fps (Doom, Wolfenstein etc.) that don't have mouse control; right hand on numpad for movement and left hand for shooting and strafing (ctrl and alt). When games started to use mouse I kept my right hand on numpad and moved my left hand to the mouse for aiming and shooting. So I play like most lefties. You can be a righty, lefty and/or ambidextrous, where lefties tend to be more ambidextrous.
  8. joostsidy

    Firing from Vehicles feedback

    IMO there is a big difference in spending as many resources as BI can on getting an authentic / realistic game feel, besides unfortunate 'gaps' like flying blackfish tanks, versus spending resources on clearly unrealistic features. I would like Arma to be as authentic as possible where I will do the messing around with stupid shit in the editor or with scripts/mods if it pleases me.
  9. I agree It's not realistic, but IMO it is a good game mechanic. It is a useful tool to quickly take over the controls of AI controlled stations. The AI is not dependable enough to perform well in all situations.
  10. joostsidy

    Former modders interest to come back?

    Did you upload this to the Steam Workshop? I need this for my upcoming Dieselpunk Survival RPG mod. I agree with x3kj. Do it for yourself, or you might go crazy. The internet can be brutal. I've created some very modest mods (mostly retexture/recoloring), but even these can take dozens of hours to create with proper color masks and finetuning the textures for Arma lighting. I've created them just for me and added them on Steam in the interest of sharing. I expected nothing* so I appreciate the downloads and a couple of 'thanks, cheers'. IMO: I feel it is often not worthwhile to invest hundreds or thousands of hours into modding. You will be hindered and disappointed by life events, boredom, restrictions of the game, lukewarm reception, criticism, lack of Arma playing time, etc. For some projects I wished the (very talented) people would have just invested the time in creating their own game instead of attempting an over-ambitious mod for Arma 3! Of course, everyone is free to try, and some beautiful things have been made, but maybe there should be an Arma mod project planning checklist which will give you an estimate of the feasibility of your idea. Some suggestions for questions: true/false - Has anyone ever called you 'idea guy'? - Your mod idea is particularly funny or interesting and will remain so even after staring at it for hundreds of hours - Your mod idea attemps to reflect real life as close as possible with a never ending asymtotic approximation to reality. For instance, it features a CUP compatible Snickers bar with proper 1986 model wrapper delivered to the map in realistic quantities calculated by an economic model with era appropriate parameters. - You are a little surprised that no one attempted or apparently thought of this great idea of this asset that requires full underwater simulation and walking on movable decks with asset size larger than 300m2. * full disclosure: with one mod I decided that I would consider it a succes if more than ten people would download it. They did! :-)
  11. I would be very surprised if the physics calculations are updated by variable framerate, in fact I don't believe that. Visual updates are updated with each frame, but calculations should be done with fixed update determined by delta time method. Else all physics would be completely broken.
  12. joostsidy

    Vehicle Interiors - Feedback

    We used to complain about 'magic radar' for tanks that they could spot units close by that they couldn't realistically see. This was fixed, BUT with these extra camera's it actually should be harder to sneak up to a tank isn't it? We'll if it isn't, we'll just pretend the crew is focusing hard on their weapons systems and not their immediate surroundings :-)
  13. joostsidy

    Audio Tweaking (dev branch)

    T100 has an electric drive. It is stealthy and conforms to 2032 Geneva Convention standards on environmentally friendly warfare.
  14. joostsidy

    Tanks DLC: Premium Content Discussion

    I just saw the main dlc page and I am impressed! There is a lot stuff and it will be fun exploring all the new options. To me Arma has always been a unique blend of authenticity and quirkyness. I think this DLC reflects that blend well. There is some seriously impressive equipment in there, but I cant wait to design a mission for me and my friends using the Nyx. It's such an interesting contraption. The addition of missile launchers to lsv's is a very cool addition as well. You can really see the modularity of Arma assets coming together. Now I'm off to sacrifice the four kittens and two bunnies I promised to the gods if tank interiors would ever become a reality again.
  15. I think BI set it like this exactly for the reason to simulate infinite resources. Just as with the fuel consumption / supplies, it's kinda hard to determine a reasonable level of these supplies because of the large variation in mission scope possible. Some missions go on forever and can use realistic fuel and ammo supplies. Most missions are more 'gamey' and could use smaller supplies to add a logistics factor to the mission. A complicating factor is that the whole arma-verse is 'compacted' with much shorter missions times and distances compared to rl, so what is realistic / authentic? Personally, I don't mind the slight cop-out of infinite supplies. In missions where limited supply is a factor I add my own script to give for instance three reloads to your vehicle. Now that I'm thinking about it, another complicating factor is that the supplies consists of magical matter that can be transformed into any reload, like bullets or missiles. If you decrease the supply number you can get weird situations, where you can reload your Browning M2 ten times which sounds good, but can get only one missile from the truck, because the missile is so expensive in 'points'. And maybe these cost points are related to supply mass, so you cannot change it to whatever without creating a mess?
  16. joostsidy

    [Poll] Arma 3 Third-Party DLC

    I am mostly interested in small scale thematic vehicle/props addons to fill some missed opportunities. Examples of things I would be interested in: - a landing craft that can move vehicles between islands - an oil rig - a motorcycle - a functional fishing vessel I would pay E5-E10 euros for packs including these items combined with some other vehicles, props, clothing etc. bound by a certain theme. The items should be highly polished and without bugs to fit seamlessly into the Arma 3 universe.
  17. joostsidy

    You've played to much Arma when:

    Blasphemy! You should suffer every inch of the Arma terrains at normal speed in order to cleanse your soul properly.
  18. joostsidy

    AI Squad Commanding

    I usually do something like this, or guessing certain units are dead and marking them with 5,8. It's funny when they report back, like 'WAIT, I'm not dead!, I'm still here!'
  19. I got it working, I'm super happy with this new possibility!
  20. The LIM LMG is a black colored weapon with a khaki colored grip used by the independent faction on Tanoa. The grippods' color looks out of place so I would like to paint it black (cue Rolling Stones). With a neutral color it is more useful for other factions. I thought it would be easy but I encountered some problems: - The LIM weapon texture does not contain the grippod texture - I have a suspicion that the grippod is recycled from another weapon, such as the MK200? - I can find for instance a seperate grippod texture of the Mk200, but no reference to it in a config file - Are some textures baked into objects and not accessible through config files? I suspect BI themselves had some problems with it / went for a quick and dirty solution, because the khaki grippod looks out of place on a weapon for Tanoa. I hoped this would be as easy as setting the weapon texture to grey scale to remove the khaki color, but it seems more difficult. I hope someone can help me or explain if it isn't possible.
  21. @DnA The dev log showed at page 46 (see link below) that this issue was resolved: 'Added: The ability to re-texture the grip on the LIM-85' However I see no change in the textures and config file and still don't see a way to retexture the LIM grippod. I would still very much like to create/have a LIM with a black grippod as this would give it a more suitable look for different factions and environments. Am I missing something?
  22. Nice analysis and pics, you make a clear and relevant point. However, I estimate the chances of BI working on this to be around zero. There was the development of the fatigue system and the addition of the limping leg. I think the default animations are considered by BI and most players to be 'good enough'. Nothing in Arma is perfect so I would be very surprised if BI launched a new project, opening the animation mechanics to really optimize this system. A final thing is that BI have announced that development on Arma is winding down, in order to move to other projects, which again makes it unlikely that they will touch the animations or animation system. Maybe Arma 4? :-)
  23. joostsidy

    Laws of War DLC Leaflets

    I did some testing for you: flyInHeight DOES NOT work with editor waypoints, but DOES work with MOVE and DOMOVE commands. So for this to work you have to use the script commands.
  24. joostsidy

    Laws of War DLC Leaflets

    Have you tried: this flyInHeight 30;
  25. joostsidy

    ARMA 3 Addon Request Thread

    You can borrow a Chinook from the Netherlands, but you have to bring it back by thursday next week, because we need both our Chinooks then. ;-)
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