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Tsark

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Everything posted by Tsark

  1. I had completely forgotten about people turning around too quickly, true. Regarding that, some inertia would be kept. In my first post in this thread i mentionned keeping some inertia for the heavy weapons even when your arms aren' t tired, i forgot to mention that it wouldn' t mean that there wouldn' t be inertia at all for the lighter weapons; the longer you would keep your weapon up, the more inertia you would have in addition to the increase in sway, and the heavier and bulkier your weapon the faster you would have sway and inertia increase. Sounds good, and having a bit of inertia when turning around 180 degrees even with lighter weapons is understandable as long as it remains "a bit" and doesnt' t feel like your holding the rifle ad the end of your armes as if it was a pistol. The "inertia dead zone", as in the amount of degrees you can turn before the effect kicks in, along with the speed at which you can turn for small variation of angles should be increased though. About the amount of inertia added by accessories, it just feels terribly gamey: "Make important tactical decisions! Would you rather have an IR Laser that serves no purpose since you can just aim with your sights and will make you unable to aim as if you were drunk and stoned or just use your CS crosshair? What would YOU do!?" Come to think of it, the laser' s fate is sealed with the way the game handles all of that...
  2. Sorry, i should' ve explained myself a bit more clearly: I do not in any way advocate removing the classic weapon sway from Arma and turning it into an Arcade shooter. I' m fine with the classic sway, even after it became accentuated by an update a few months ago and made many people complain that there was too much sway. I was specifically refering to the "crazy drunk dude sway wobbling" that is part of the weapon inertia mechanics that kicks after your shift your aim as little as 10 degrees no matter how smoothly (i' m only exagerating slightly) and makes urban combat/close range combat absolutely infuriating. About how my suggestions would impact long range shooting, i believe that if anything it would make a bit harder as the normal sway would be left untouched so it wouldn' t be any easier on that side and and that it would even make it a bit harder as people would have to estimate when it is sound to raise their weapons to take a shot or that there is a high chance of a target popping up or rather when it is unproductive to stay with their weapon up, having their arms more and more tired and thus having more and more pronouced sway. I envision this as a replacement for the "crazy sway/wobble" of the inertia update and as generally a new game mechanic giving more depth and imo more realism in general to the weapon handling. If weapon resting is finally introduced with the marksman update, it could make weapon resting even more important as it would allow you to have your weapon up and ready without tiring your arms, in addition to the usual benefits of weapon resting.
  3. Tsark

    ASR AI 3

    Thanks, i just tried it and it works with and without AGM! So, for my mission where the sniper is on overwatch with his spotter and i want him to engage a group at the activation of a trigger i believe that i can just put in the triggers activate field sniper reveal [enemygroupsname, 4]; ? (Nevermind, i got the answer.) Thanks anyway for your help man, much appreciated. EDIT: I don' t even know why i almost wasted your time with that last question, i just tried it and it works beautifully. I know that i' m repeating myself, but thank you for your work Robalo, it feels so nice to finally have both fearsome enemy snipers and useful sniper support.
  4. Hi folks, In my humble opinion a better and more realistic way of disadvantaging heavier and bulkier weapons would be to have more sway and more wobble progressively come in the longer you have your weapon up, (for every weapon) with the effect kicking in faster and harder the heavier and bulkier your weapon is. Lighter weapons could also be raised or lowered faster than heavier ones. But in order for this to not make for infuriating gaming moments, some anim work would have to be done: The default "combat" stance (as opposed to the relaxed 2x ctrl one) should be some kind of a low ready position, instead of the weapon up, and that wether you' re stopped, walking slowly, or at tactical jog speed. At any time, when stopped or moving at one of those speeds pressing c or left click once should make you very quickly raise your weapon, since the stock would already be placed against your shoulder, and most important, it shouldn' t make you stop/ slow down / accelerate/ move forward without being able to stop...etc as it is the case today with 2x ctrl, the transition should be as fluid as it come. Pressing c again would make you return to the low ready position, once again without stops...etc That way it would discourage people from using heavy weapons to do things that they weren' t designed for as they couldn' t keep them up for a very long time or they would have to face the consequences (wobbling, sway) and when lowered they couldn' t transition to a high ready position as swiftly as someone with for example an smg or an assault rifle/carbine. To further discourage people from using the heaviest weapons in cqb they could have a bit of weapon sway/wobble even when the soldier' s arm aren' t tired like we have now, but certainly not to the ridiculous level that it is at now. It would also have the added bonus of avoiding to have everyone running around with their weapons constantly up, flagging their teamates and looking ridiculous. To further develop the idea with the heavier weapons you could reach a point where if you keep those up for too long you can' t shoulder them anymore and can only keep them lowered or fire from the hip until you arms are a bit rested, but that would require even more anim work since in Arma your weapon is always shouldered even when your not looking through the sights, so it would need holding the weapon at hip level anims. LaXemann already made a mod going in that direction, sadly unless BIS reworks the anims it' s not very practical. What do you guys think?
  5. Tsark

    ASR AI 3

    Hi, so Robalo i' ve made a simple test mission on Altis airport' s runway at night, i placed a sniper equipped with the BWmod G82 with the zeiss scope plus nv addon that i named sniper, i placed an enemy officer that i named target and i put in the sniper' s init "sniper reveal target", with a destroy waypoint on the target, i believe that it' s the right way of going about it? I' ve tried putting the enemy officer at different distances from my sniper, and with the reveal command in the init' s line he wouldn' t fire at the target above 300 meters, just standing still doing nothing. If i removed the reveal line from his init he would start moving towards the target but wouldn' t fire until ridiculously close. If i spawned my sniper closer than 300 meters from the target with the "sniper reveal target" line he would shoot the enemy immediately, and without "sniper reveal target" he would move towards the enemy and fire when about 100 meters away from him. I ran the tests both with and without AGM, so unless i used the reveal command wrongly it would appear that the ai isn' t using the big Zeiss scope + nv addon as night scope since he wasn' t shooting above 300 meters. I believe so, but since i tried without AGM and my sniper still didn' t engage it would appear that the AGM tweaks of the NVG aren' t the cause of the problem. Thanks anyway mate. Edit: Happy new year everyone by the way!
  6. Tsark

    ASR AI 3

    Thanks for looking into it. I haven' t had the time to try it yet with the new years eve coming up and all, but i' ll let you know soon. I did notice a few days back when i tried without agm that my nvg and nvscope equipped sniper, on a runway with a destroy waypoint on an enemy didn' t engage until he was less than a 100 meters away from the enemy, so it might very well be an issue with detecting the enemy.
  7. Tsark

    [DA3] The Congo Crisis

    Hello, this mod looks very promising and definitely a change from what we' re used to see, It reminds me in some ways from the Tonal atmosphere even though iirc it is not the same time period, best of luck with the mod.
  8. Tsark

    Hafm nh90 wip

    HAHA yeah i can understand, sorry for that. I' ll see if i can make my sig stand out more from my posts to avoid that kind of annoyances in the future^^.
  9. Tsark

    Hafm nh90 wip

    Looking Good Aplion.
  10. Tsark

    ASR AI 3

    Hello Robalo, thanks for the swift answer. The first optic i tried with is the zeiss 6-24 x 72 plus it' s clip on NV scope from BW mod, but it didn' t worked. So i thought that maybe the optics from BWmod weren' t compatible with the improvements from ASR_AI, and tried with vanilla nv scopes but it didn' t worked either. If i set it to daytime and keep the same Zeiss scope without it' s nv addon my sniper will engage. I checked inside the config and the optic type is set to 2, for both the variant without the clip on nv and the one with. The weapon is the G82 anti-material sniper rifle from BWmod. All my tests are ran with AGM, and since AGM apparently deeply reworked night vision in the last update (Different NV gens etc) there might be an absolute maximum distance for night engagements in AGM, i' ll try it without AGM and report back to you.
  11. While the form might not have been the subtlest of all, i generally agree with op' s point, many things nowadays are used by dozens of countries, or at least their elite units, prime example of that are Multicam Uniforms or few years back Eagle Ciras body armors, so when it is not too much added work, it is nice of addon makers to think about it and make patchless/flagless variations. I fully understand that addon makers aren' t paid and as such are making their contents primarily for themselves of couse, and thus will make whatever they want the way they want. Plus 1 to that, it is great.
  12. Tsark

    ASR AI 3

    Hi Robalo, the new ASR_AI is absolutely great, i ran some tests on airport runways and my sniper shot guys from one end of the Takistan runway to the other, more than 1300meters away! I never thought that i' d see AI snipers that effective in Arma one day. I did notice though that in such situations they had a tendency of constantly switching between the prone and crouched position, often firing right at the time of the transition resulting in a miss of course, and other times firing crouched instead of prone (and hitting their target, not very believeable with a 50cal at such a distance lol), maybe there is a way to force them to go prone before firing over certain distances? Another thing i noticed is that in a mission that i' m creating i would like to put a sniper spotter duo on a hill providing support for an assault force during night, about 800meters away from their targets but no matter the NV scope that i equip them with, addon or vanilla, or thermal, they wont fire. But if i switch to daytime and equip them with day scopes they are firing at the ennemies. So i would like to know, how far away will the AIs engage targets with the vanilla NV or Thermal scope at night, and is there an absolute maximum distance that they won' t engage further from at night, nvg on their heads or not and nv/thermal scopes on their rifles or not? I' m using AGM, so i equipped them with the most modern available NVGs to make sure that this wasn' t the limiting factor. Awesome work once again man.
  13. IceBreakr thank you so much for the new and improved Duala, even a straight port from Arma2 would' ve been great but what you gave us is even better, thank you sir.
  14. Tsark

    Authentic Gameplay Modification

    Hello guys, i just wanted to congratulate you folks for all your work, i' ve been using AGM along with the guys i play with for months now, it' s great, and the latest update is even better, with the revised armor protection values and the AIs healing each others the ACE feeling is back, thank you so much guys!
  15. I think that the real issue at hand isn' t that there are so many people/servers playing "Life", "Wasteland",...etc per se, but rather that there are so many people playing "Life","Wasteland", etc game modes COMPARED to the number of people/players playing classic Arma. Because, as has been said before numerous times in this thread, if someones wants to make a life mod he can, and if players want to play it they can, this is the beauty of Arma' s modding, nobody is forcing anyone to do anything. It is rather the proportion between the two that is disturbing many players. And i believe that the reason is that quite a few Arma2 players were disgusted by Arma3 and didn' t make the transition, because let' s be honest, i know that this has been debated to death here but BIS themselves casualized the game, and thus made the bed for all these game modes. A prime example is one of the two issues that are in my signature, the one about the impossibility to hold breath without looking through the sights in Arma3 while it was possible in Arma2. Since i never play with the crosshairs, i saw absolutely no reason why it was possible in arma 2 and not in Arma3. And then i played at a friend' s house, and he had the crosshair on, and i realized why it wasn' t possible in Arma3 anymore: Because with Arma3' s arcade crosshair, if it was possible to hold breath without looking through the sights, all the arcade gamers would never have to use their' s weapons sights up to at least 200-300 meters, and could basically play the game as if it was Counter Strike. The thing is, as an avid gamer of OFP, Arma2 and Arma3, (Missed Arma because my computer couldn' t run it at the time and i couldn' t afford a new one back then), while i now understand the reasoning behind the impossibility to hold breath without looking through the sights, i still don' t accept it. I want to be able to hold breath without looking through the sights in order to properly use the IR lasers at night and if that' s inconvenient for the life players because they' re playing with the crosshairs on and thus this would effectively render sights useless for them i' m sorry but i don' t care. If they still want usefullness to having sights on their weapons, here' s an idea: Turn off the crosshairs in the server difficulty settings, or start an issue on the issue tracker asking to revert back to the Arma2 style crosshairs, that didn' t permit to shoot as accurately using the crosshairs, holding breath or not, as it is now. But it is not up to bis to think about what these type of players might need or not or what is best suited for them, as a fan since ofp and a "milsim" gamer i think that bis should first of all think of making the game as good as possible for people playing the game this way, and if it fits the ones who like to play life type games then great if it doesn' t then too bad. So to sum it up OP, i generally agree with your point, but i think that you' re looking at the wrong target: we can' t blame modders for making the mods that they want, it is the beauty of the game' s modding capability: Who doesn' t love the ROFLCOPTER from OFP? And that' s definitely not milsim. The fault is instead in bis hands, having casualized the game in both very obvious ways (Who likes shooting 2035 bug headed iranians in armored clothes with plastic guns, that take something like 7 shots to down them? almost nobody. A lot more people from the previous titles would be playing classic Arma3 if we had a more classic setting shooting comtemporary ennemies with classic guns needing 1-2, max 3 shots to down them) and in much more subtle ways (the can' t hold breath thing i was talking about above, one of many examples), thus planting the seed for these game modes popularity.
  16. Tsark

    TFAx - International Units

    Take all the time you want Spectre, you' ve been ditching out updates like crazy for both TFA and TFAx these last few weeks/months, if you decide to take some rest it will be well earned. On the Flecktarn, it REALLY is nitpicking on my part, it' s very small and franly it' s already looking very good as it is, i dont think there' s even the need for a new texture, just some very minors adjustments. The uniform in the pack that' s looking the least realistic as of now imo is the swedish desert: The one ingame doesn' t really have the green-ish tint on one of the two tans that it should have, as can be seen here: http://upload.wikimedia.org/wikipedia/commons/4/4f/Swedish_Military_Observer_Team_Liaison_Officer_in_Afghanistan_2006_%282%29.JPEG And one of it' s colors is downright purple, while i believe that it should be more of purple-ish grey. For example, it looks very much purple on the link i posted above, but much more grey on this picture: https://www.flickr.com/photos/rafoss/3750988852/ But once again, no pressure at all man, the pack is already great as it is, take all the time you need before rolling out updates.
  17. Thank you very much Robalo! Maybe the Arma3 Wiki should be updated? I couldn' t find anything regarding that on the wiki (regarding the weapons yes of course, but not regarding the optics), but maybe i didn' t searched hard enough. Thanks again.
  18. Hello everyone, in this Oprep: http://dev.arma3.com/post/oprep-weapon-inertia It is mentionned near the end that "Some of them, like the holographic collimator, helps you to cope with effects of sway distortion and sight misalignment, while most of others, especially suppressors and large optics with greater zooms, amplify these negative effects by various degrees." Where is this defined in the config? I checked the wiki and opened the cfgs of some recent weapon addons and couldn' t find anything possibly related to inertia or sight misalignment in any optics parameter, only in the weapons. So i tried to open "Data_F addon" as it says that all relevant parameters should be found within it but neither Pbo view, Unpbo or Cpbo could open it, which tool should i use to unpbo it? If anybody could point me out in the right direction i' d be grateful.
  19. Tsark

    TFAx - International Units

    No problem at all Subscyed, i only used that occasion to re-state my point about my obervations being of course only from my point of view, and a not very educated one when it come to camos, so that other users could of course feel free to correct me. Regarding the flecktarn though, looking at the picture you posted, especially on the last one, i can' t help but think that i' m right; On the 2 operators, we can clearly see quite a lot of the uniform' s surface covered in the lighter of the 2 greens, especially on the legs/thigh area, while ingame i see very litte surface covered in the lighter green. There is also much lesser black than on the ingame uniform. I' ve been looking for a picture of two to post to further reinforce my point, but frankly i can' t choose one, i can see it equally on pretty much every picture. Something else to note is that one the pctures the lighter green come in large blotches, while ingame it is actually small spots of it. So to sum it up, imo there should be more of the lighter green, in bigger blotches, and less black dots. Hope i managed to describe clearly enough what i meant.
  20. Tsark

    TFAx - International Units

    Except for the French Centre Europe, no and by saying this: i' ve made it clear that this was from my point of view only and that i certainly wasn' t some kind of authority on world military' s camos. :) Regarding the Flecktarn, comparing it to pictures found on the net, it seemed to me as if on the ingame uniform a bit too much surface was covered with the darker green vs the lighter green, but once again i' m basing this only on pictures, so i' ll take your experience on that. Edit: made it more clear regarding the pattern.
  21. Tsark

    MK18 Mod 1

    Lol, Nice one.
  22. I' m loving the new 5.11 backbacks, i was looking for a very small assault backpack to equip guys who where in assault teams very prone to doing CQB yet needed more inventory space because of their roles (Grenadiers, LMG Gunners...etc) and this fits the bill perfectly, and it even has a radio in it, great stuff.
  23. Sounds great, i' m eager to try it, but take your time though, you' ve already brought so much enjoyment to this community, no need to rush yourself man.
  24. Tsark

    MK18 Mod 1

    Hi, neat update, thanks ardvarkdb and all those who were involved. Btw, will we see the "tacticool" m4a1s from your australian SOF pack make a come back for Arma3? They were downright my favourite m4a1s of all Arma/Ofp history. Sorry if this has already been asked. I tried briefly the previous version a while ago and didn' t remember that, what used to be wrong with the barrel length?
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