sgtpepper
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Everything posted by sgtpepper
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This mod was released yesterday but I had no time to try it yet.
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I created a Sound Position Training mission since I often had problems to guess the direction of enemies with the new sound system. The idea of this mission is to spawn an invisible unit at a random position in your vicinity - it shoots in your direction and you have to guess the direction. During the development I noticed that in many cases it is not hard to guess the direction by ignoring the louder crack and wait for the much more silent boom of the weapon itself. But in some cases this does not work at all - especially when the crack comes from a complete different direction. So I added a bullet cam to the training mission to see what happens with the bullet. With this cam I noticed that sometimes the crack comes from the impact position of the bullet - in the oprep audio-roadmap-update this case is mentioned: I think this might be a major problem of the current implementation. I do not understand exactly when this crack is created on the impact position but when this happens it is more or less impossible to estimate the position of the sound source.
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14 years already? It seems like it was yesterday... Thank you for the great picture collection!
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I'm glad you like it! I always wanted to try out fsm based scripting and with this mission I had the perfect excuse to do it :D It was an interesting experience to implement all the stuff.
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Hi! Since the Marksmen DLC update and the changed weapon sounds I often had problems to guess the direction of the sound source. Especially the loud crack causes some confusion. To adapt to the changes I created a training mission with a simple concept: An invisible unit is spawned at a random position in your vicinity. Via a command the unit fires in your direction. You can repeat this fire command until you think you know the direction of the sound source. Another command then reveals the hidden unit and marks the position on the map. The error of the guess and the average error is displayed. A bullet cam illustrates the path of the bullet - this way you can better understand what you just heard. Additional features: A settings menu allows the customization of the min/max distance for the spawn point To train with different weapons you can use the virtual arsenal to choose a different setup e.g. add silencers With a click on the map you can teleport to a different location and train in different regions. Download from dropbox from steam workshop or Armaholic Download Known issues: Currently only primary weapons are supported. Sometimes the unit does not fire reliable - I have not found out yet what the problem here is. The bullet does not take the same path every time - I don't think that this can be changed Please post any problems or suggestions here in this thread! Have fun during the training :cool:
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It's not really a dev-branch related post but I don't know any better place to ask: I just connected to one of the official end game MP server, left the game and tried to connect to another server (king of the hill). I could not connect and got a battleye restriction #4 kick. I tried several servers - all with the same result. I restarted arma and could connect again. Can anybody else reproduce this issue and is this connected to end game? Or was it just a random issue?
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I experience the same issue in the 1.46RC: The engine sounds of helicopters and tanks in the first person view are heavily distorted. My sound card is the Sound Blaster Omni, Headphones Beyerdynamic DT 770 Pro. When I set the sound card to stereo in the control panel the distortion isn't present. But when I configure it as 5.1 the problem occurs every time.
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X-55 stops working after opening controls
sgtpepper replied to John Kozak's topic in ARMA 3 - TROUBLESHOOTING
I experience the same problem with my force feedback 2 joystick. -
Thank you for the clarification.
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The fix was mentioned in the dev-branch changelog but I don't see it mentioned in the spotrep of 1.42. I did not try it yet but is this issue resolved in 1.42?
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Okay thanks for the tip. What is the purpose of upvoting your own tickets? :-D
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I submitted the ticket. Since I don't know if I can post links the ticket id is 23091
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I also experience this problem on the official zeus servers. Sometimes it works as it should. But it happens relatively often that the fps drop on the loadout screen (like 4fps) and the respawn timer also is slowed down. Even after respawn the fps are stuck at 4fps. I never experienced this problem before but I think this started with Version 1.36 or 1.38. Is there already a ticket for this issue or should I create one (a fast search did not yield anything).
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I also think that more detailed documentation would be helpful but I built a support mission following the wiki documentation and it is running. I uploaded it yesterday to my steam workshop so lets hope it also works for other people :D
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I played the campaign again after the persistent gear update and spent much time looting :D For the Bingo Fuel mission I equipped all my men with nvgs so this was no problem.
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Yesterday I spent some time playing the support game mode on one of the official servers. It's a nice mode and I really enjoyed it! But I noticed some Bugs/Issues: I was standing on solid ground while picking up a squad. Two AI kept running into the helicopter until it flipped (and exploded of course). I wasn't moving any controls so I'm pretty sure this was no error on my side. A friendly strider was standing on a uncaptured sector for some minutes and it was not marked as captured - at the same time no transport request to this sector was active. I scanned the area for hostile units but it was otherwise empty. This happened at a time were the other team had captured one or two sectors and we had none - we lost the points so fast that the round was over before we could anything at all. The PvP tends to get chaotic - every time you try to land a hostile helo shoots you down. So most of the time there are dogfights going on. During this session I experienced at least five collisions with another helicopter from the other team because they were attacking Harakiri style from a close distance. I think it would be a good thing to increase the respawn time if you crash in another helicopter. Or lock the CAS helicopters for some time. Reckless flying shouldn't be rewarded. I also think there should be less armed helicopters. This enforces the focus on transporting troops. There should be some kind of death cam since often I wasn't sure what happened - I just exploded. I find it frustrating if you try to medevac two guys and get shot down by a player - I can think of two improvements: a helo has a special sign on it during medevac and if this helo is shot down the attacking player looses points. Another possibility would be that the HQ launches a revenge air strike against a hostile sector/all helicopters/... if a helicopter is shot down during medevac. The rounds are lost fast, if you manage to capture some sectors the points of the other team go down so fast that most of the time it is impossible to turn the match. As soon you have taken the lead you just need to wait until enemy helicopters try to bring troops and shoot them down during the landing approach. I had to wait a few minutes until the last AI unit has boarded - often it worked good but not always. The AI should move away from the helicopter when it is getting out - some guys where standing so close that it was impossible to take off without pushing them away. Randomly occurring commands from the CO Pilot. I was flying along and suddenly the CO pilot said "check your fire". This happened every few minutes. The COOP mission has less slots that the PvP. Even some PvP missions have less than 8 slots. Is there a reason behind this? As I said: I really like this mode so hopefully it is further improved (and stays on the official server).