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joostsidy

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Everything posted by joostsidy

  1. 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. ๐Ÿ˜‰
  2. 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/
  3. It's fine like this, it is just a mod.
  4. 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.
  5. 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.
  6. joostsidy

    Supply truck functions

    Can you use setFuelCargo on the fuel station buildings?
  7. 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!
  8. 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?
  9. 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.
  10. 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?
  11. Wish granted! ๐Ÿ™‚
  12. 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.
  13. 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:
  14. 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 ๐Ÿ™‚ https://www.quora.com/Do-US-Army-soldiers-carry-pistols
  15. Full disclosure: one other reason for my preference for a smaller, unsophisticated sidearm is my general feeling against sidearms for all soldiers in Arma. I feel it's a bit overkill and not very realistic, although it does add to the fun factor, so I understand the design decision.
  16. I agree that my opinion is debatable. I'm seeing the LDF guys as having a little bit old fashioned looking uniforms, their lowest rank is 'forest ranger', they drive around in unarmored cars and vans and have one guy lugging around a big radio set that other factions don't seem to need anymore.. Some of the guys don't even have tacticool combat gloves, amateurs! The exellent Promet saves their international reputation, although some soldiers save up to replace the standard cheap handle/dot sight with a better quality one. BI sold you on a high quality military force, but that was a lie! ๐Ÿ˜‰ On the other hand you could also say that LDF is a small but highly mobile force with innovative gear and weapons and state-of-the-art crbn technology. ๐Ÿ™‚ I hope we can agree on one thing, LDF is a very cool faction!
  17. I consider the .45 to be a special purpose pistol, with its higher caliber and attachment rails. The 9mm seems simpler and less bulky, more fitting for the low-tech LDF . I realize it is largely a matter of opinion and, like you said, BI were evidently of the opinion that a green .45 would be more suitable. That is UNTIL they saw my magnificent screenshot of course! ๐Ÿ˜‰
  18. Mmm, Promet uses caseless 6.5x39mm, just like MX. The mags are not interchangeable however.
  19. As a follow up to an earlier post I made, I created a black P07 as a test and I think it looks nice! BI, don't torture yourself with all these color variations.. a modest black 9mm P07 for the modestly armed LDF looks fitting, and it can be used for NATO as well, who are currently sporting their 'jungle' P07's.
  20. Maybe it's because your testing it in the editor?
  21. this setBehaviour 'CARELESS'; this doWatch (getPos watchTarget); and put a gameLogic called watchTarget close by. 'CARELESS' behaviour setting might not even be necessary. I've not tested this.
  22. joostsidy

    Rotating Crane Wheels

    I think you are being very modest about this, your idea has great potential. I see that in time you might be hired by BI as lead designer of Take On Cranes, the first immersive harbor sim with advanced realistic crane physics.
  23. joostsidy

    Rotating Crane Wheels

    I'm sorry I don't have a definitive answer for you. I do recall that the wheels of Tanoa trains didn't rotate (so the crane's probably also don't), but BI intervened and made them rotatable, because the ATM Train mod was so cool. So probably no rotation now, but BI now have lots and lots of time on their hands since Contact is released ๐Ÿ˜‰ so they might do it. Making your mod a complete harbor simulation might make it worth their while ๐Ÿ˜‰ Hopefully someone can give the definitive answer..
  24. joostsidy

    "Old Man" campaign still a thing?

    Exellent ideas! If the rocking-chair has FFV, it will combine nicely with the new shotguns.
  25. I'm having a lot of fun with the new terrain. I was worried about the visibility of the procedural land-edge (I only ever played on Islands) and also the oversized scale of buildings, but I have to conclude, they do not bother me. It is a very cool terrain overall. Some of the buildings are a bit immersion breaking because of the low quality though. Sometimes I feel like I am getting glimpses of OFP ๐Ÿ˜„ It is not always the case, some of the ruined villages look nice. Are they newer models? From observation, I have the feeling I get this most with some of the building doors, you are walking right up to them, so sometimes their ugly textures are right in your face. How much of the unpolished look is due to these door texures? Are they missing normal maps? Are some door textures better than others? (I have a feeling they are). Could BI create a relatively easy quality win by replacing some of the door textures? So many questions.. ๐Ÿ™‚
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