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Found 9 results

  1. Hey! I would like to talk about new "big thing" that came to experimental version (for now) of the Arma Reforger which is: helicopters. I think we all can agree that air support (generaly) will change a lot about in game experience and that's why I think we should take this topic very seriously. All of this to make sure that flying in Arma Reforger (we only know about helicopters) and especially in Arma 4 (propably helis and planes) is going to be as satisfying and realistic as possible. I want to talk about helicopters and yes it's because I love using them in Arma games. I know that ther's a lot of people like me and they love becoming heli pilots in game. I'm also sure that using this machines is going to be a very important aspect of the gameplay even more than planes because on smaller maps close air support, transporting troops to direct locations, CSAR makes them much more reasonable to use. I'm 22. I dont have any true experience, I'm not a pilot. I work as a beginner aircraftsman on helicopters and aviation is my greatest interest. After some time testing and flying around in Arma Reforger experimental I just want to present my thoughts and start conversation about changes, fixes and future development of helicopters in Arma games. I. Smaller things: 1. Animations - Fixing mi-8 rudder pedals animation (they don't move). 2. Lights and lighting - Helipad lights and NAV lights are not casting any light on nearby objects (small thing but small visual are making much greater image); - Anti colision lights are too strong in the dark conditions and in case of huey they are creating weird red mist effect inside the helicopter; - Adding more diversity in dome ligts (green and red) for night stalker operations; - In the future possibility to set controls for steering search light. 3. Doors - Adding possibility to open and close the aft cabin sliding doors and gunner doors/window, during flight; - In the future armed passengers could shoot throuh them if needed; - If opened, aft cabin doors would provide faster get in and out animations for troops (very helpful with hot landing zone scenarios); - Doors and gunner windows openable only from passengers seats (If as a lonely pilot you want to use faster in/out you need to think about it earlier 🙂 ); - In case of helicopters like mi-8, removable (only on the ground) back cargo doors like in real life. It would provide aditional slot for faster get in/out and of course rapeling; - Possibility to lean out from gunner window/doors to have a better view around and in some cases help pilots seeying threat or obstacles. 4. Rapeling - Option available for passengers only when doors/cargo doors are opened and in certain height range above the ground. 5. Main rotor effects on foliage - Adding noticeable main rotor effect on grass, bushes and trees (dust and leaves effect looks super cool but hovering above the trees and grass makes them going wild). It would for example help another aircraft pilot spot helicopter hovering above the trees. 6. Helicopter variants - Adding medevac variants of helicopters (they would work like car ambulance but flying) 7. Transorting vehicles and supplies - Inside big transport helicopters or using ropes like in Arma 3. 8. Controllers support - Joystick, pedals, etc... II. Bigger things: 1. Helicopter crashing and survivability This topic is very wide and difficult to cover but it is one of the most important in case of helis. We all remember how junky it was in Arma 3. Clipping through, sudden explosions, hypersesitivity to just scratching trees or lanterns during flight. As soon as I checked basic things about Arma Reforger helicopters I started... crashing. At first i was impressed how it looks and in deed it is much better than it was in Arma 3 but longer I was trying different scenerios more and more problems started showing up. This is what I observed and what I (personally) think it should look like: - PROBLEM: Main and tail rotor are strong but a little too much. At first I was impressed when i hovered next to a trees and started slowly immerse main or tail rotor in them. It was staying in a good shape as in real life when you touch leaves with spinning blades just a little but going deeper and deeper changed nothing. I could hover with rotor hiting tree trunk for so long and still... nothing. After some time helicopter just started bouncing through the trees and finally blades snapped. At first I thought that it works like this only with vegetation but same is for "hard objects" like buildings and metal poles. You can touch them with spinning main and tail rotor during hover and it won't screw them up, same for water, immersing rotor in water is perfectly safe. My next idea was to start hiting all of this objects with some momentum (speed) and it was the case. If you hit trees, buildings or poles only with certain speed with your blades it will brake them. BUT that's not how it works in real life. SOLUTION: Divide objects to "soft" and "hard". Soft for trees and hard for buildings, poles, ground, vehicles, etc... During hover you can touch trees with tip of your blades for 20 seconds, with half of main rotor radius for 5 seconds and helicopter starts shaking, more than half of main rotor radius makes it snap after 2 seconds. Same for tail rotor but 5 seconds for the tip and instant if more than that because tail rotor is much more sensitive. When touching, directional leaves emitter and hitting sound. During hover if you touch hard objecst like buildings, poles, rocks and ground main rotor brakes after 2 seconds, tail rotor instantly. Sparks or dirt directional emitter and hitting sound. During flight, mechanics should be the same in case of trees and vegetation (soft objects) because blades are hiting with almost the same momentum (reatreating blades are even slower during flight than during hover). That's why best solution is to leave it the same remebering that in both cases (hovering and flying) time adds up. It means that if you touch tree with your blade tips for 5 seconds, you now have only 15 seconds left because it is damaged. It would be cool if it would also affect the flight model (shaking) forcing you to land and fix helicopter. POWER LINES TAKE EQUVIVALENT OF 5 SECONDS TIP DAMAGE FOR EACH CABLE (If you fly through one slightly dameged rotor, if four, you lose it). During flight, hiting hard objects with your main and tail rotor, like buildings, poles, rocks means instant rotor fall of. Slightly touching water with rotor blades breaks it after 2 seconds (tail rotor immediately) Water driectional splash effect and klapping sound. PROBLEM: If you hit an object with your main rotor during flight it stops helicopter to 0 and makes it free fall. SOLUTION: When fying, helicoper fuselage depending on speed and mass has some momentum. Hiting objects with blades and destroying them shouldn't make it stop but fly further and hit the ground. PROBLEM: Leading helicopter to explosion is too random. I strarted droping helicopters from castle tower and make them free fall. At the same time I was observing each one's health bar. Ther's a big difference betwen mi-8 and huey explosion resistance. I know that mi-8 is heavier but I think the disprity is too big. Sometimes when I let helicopter free fall from tower it exploded immediately but next time falling the same way didn't take even 1% of health. Same during flight. I flew in trees with huey, rotor snaped and that's all. Did the same thing (same speed) with mi-8 instant explosion and death. Sometimes you hit the ground so hard and everything is fine but in other scenario you hit "soft" object and it means blowing up. SOLUTION: Divide helicopter to 4 parts (main fuselage, tail, main rotor, tail rotor) survavibility of main and tail rotors is already described. Main fuselage and whole tail have separate health bar. Tail is much more sensitive Hiting objects with them takes some health and it depends on: - What object each part hit (soft for trees and vegetation and hard for everything else) Hiting soft takes much less damage; - How strong each part hit (speed/momentum) - At what angle each part hit but using ranges, for example form 0° to 30°, 30° to 90° and 90° to 180° (it doesn't matter with trees because it's to hard to define). ALL OF THIS VALUES ARE MEASURED FROM FIRST POINT OF TOUCH. If you hit with your tail and it loses health first it falls off If main fuselage loses health it explodes. Bigger helicopters are losing a little more health because of their mass but only a little (almost unnoticeable). Depending on what weapons you use ageinst helicopter they are damaging each part too. At the end we should get more predictable crashing model where certain speed, angle and object type determines how much damage we get. It means flying with high speeds in to the trees means bouncing from 4 to 5 and explosion, flying with low speeds in buildings makes you lose your rotor but helicopter bounces a few times and you can survive. It would be also awesome to get smoke effect if helicopter is more and more damaged and some damage model (scratches or bullet holes). I also love the new idea of getting killed, unconscious or deafened just because of hard hit (not explosion) and i think devs should develop it further. In the future it would be nice to see better, more advanced flight model addons like in Arma 3 (doing it in a cooperation with DCS World devs is wet dream) and possibility to set it on servers if someone wants. Many of this things can be used later with planes and take the flying experience in our beloved milsim game series to the next level. It would give us, maniacs, ground to crate unforgettable moments in the best large scale warfare simulator. I know that it is simple to talk what "I want" but I hope many of you will approve my ideas. This (too long 😀) text is primarily guided to devs, I don't know if this is the right place to do it, and of course to all players. BI workers did already so much for us but unfortunatelly we want more 😀 Hope we all can discuss here the future of flying in Arma 4. Greetings from Poland! Wojciech
  2. Hello Everyone! I am bothered the last weeks with an idea but missing the skills and capacities to form it into reality. I know you heard that a lot of times here and I am indeed searching for people who are willing to bring this project to reality because they would love it to be in the game! As you could read already in the title I would love to have DCS in Arma 3. What does that mean? Well, ArmA delivers a good balance between Sim and casual concerning flight mechanics and since the jet dlc there is quite some potential. Unfortunately most ArmA maps, although already large, lack the seize of an air to air combat map. My idea involves the following: 1. Build a map which is big enough with at least two airports at opposite ends. (This is possible also with way beyond reasonable fps looking at maps like "south east Asia"; the importance, I guess, is to keep the prop count low, textures minimal, amongst other stuff) 2. Build a simple MP ready mission where people can fight each other on this map in planes, nothing else than this map as a mod needed, but of course welcomed to build upon this with mods and stuff! 3. Integrate a mission system so there is always something to do and out of these missions dog fights and so evolve. 4. Bring scripts in as view distance, Driving planes backwards, and rearming pylons to your likings. I know that I might not be the first one having the idea and I also know that most people would just say "learn it and do it". Nevertheless I thought asking doesn't cost anything and perhaps there are some of you out there who already have the skills and like the idea and we could make it come to life together. I mean, we could build a solid alternative for DCS with lesser focus on the simulation but the action without getting to casual, because I think Arma delivers it! And it would be free for all those who already own Arma! No new flight game needed, we basically have it within the game, no one woke it really up, yet! Also it would close the gap to Arm4 coming out 2044 a bit, delivering a new way to enjoy and experience the game. I am open for any suggestions, help, information or critics. Perhaps something like this is already in development and I haven't found it (South East Asia doe lacks the two airports at the end of the map and I tried to build them in the editor afterwards, which was not really working...). At least I wanted his idea to be out there in this amazing community, even if no-one is at first answering or interested. Thank you all and have a nice day!
  3. Hello all. On Arma 3 I fly using a microsoft xbox controller, this is just my preference, however whenever I want to switch back to keyboard and mouse from the controller, the sensitivity on the mouse messes up completely doing things such as: Being very stiff and slow on a certain axis and Moving a littles bit more to the left after turning. Does anyone know of any fix? Thanks
  4. Hi guys, I have seen some videos of Arma 3 jet dog fights in which the gun was used to destroy the enemy plane. The pilot always had a kind of "green lead circle" in the Over Head Display to see where to aim to hit the enemy plane. When I fly, I don't see this point and I always have to estimate myself where to aim. Here is a screenshot of what I mean: https://imgur.com/a/e2EFsfo The enemy is only marked with a square, but there is no circle. What is the reason for this and what can I do to change it? Or is it normal and I am just stupid haha? Thanks
  5. Hello, before I start I would like to say a bit about me as a player/pilot. I know how to fly, take of, land, etc as well as how to use guided bombs and missiles. But there are still some thing about flying and fighting planes/jets which I just dont get. 1) How do you control jets as well as choppers with your mouse? In the options it says "MOUSE UP/DOWN" to move the nose up/down but it doesnt work. Do I need to activate these controles somehow? 2) Whenever I fly the movements of the aircraft as well as the free look camera (when you press "Alt") feels smoothed by the game even though i turned mouse smoothing completely off. 3) When flying jets without a radar (as an example the To-199 Neophron) I'm just sometimes able to lock on to other aircrafts even under seemable same conditions (less then 2km away, clearly aiming at the other aircraft, etc). What am I doing wrong? Or is there some kind of bug? 4) Can you recommend any workshop maps to train dog fights, etc.? I'm thankfull for every tipp and advice you guys can give me! :)
  6. What is the script that makes AI in the jet, locate the ally and players anywhere on the map? (Allies and players who are also flying in jets anywhere on the map) Is there any script to do this? I would like the help of both players!
  7. Ive edited some old Celery (Mika Hannola) his old jet rage. they are now ww2 on eden and abel (good old ofp). i just need some testers and , well you know (you should add this or that) or (your mission sucks). what ever. So mission is !!! you fly around and shot everyone else for 30 min see who has high score. server info: THE WAR ZONE ip 67.212.78.133 port 2302 Mods Used On Server @cba_a3 @cup_terrains_core @cup_terrains_maps @cup_terrains_cwa @rhsafrf @rhsusaf @rhsgref @ifa3lite extra mods usabale but not needed @dynasound @arma enhanced movement server only mods (for all) no need to install @advancedurbanrappelling
  8. Survivable Crashes (& Shoot-downs) When activated, this mod allows the crew of a vehicle to survive it's destruction and escape with some damage taken. While designed for helicopters, vehicle classes may be whitelisted. When the vehicle reaches fatal damage, players will be knocked unconscious, ejected when near the ground, applied randomized damage, and then woken up. The vehicle will explode after 40-80 seconds. These effects may be customized by using the Survivable Crashes Settings Module in your mission. ACE3 damage will be automatically applied if it is in the active mod pack. This mod is being revitalized by Saborknight. Videos: Crash @ 2:00 Crash @ 1:50 Additional Information Download WIP - GITHUB Old Download: Github Releases Notes:
  9. The flight model right now is very unrealistic and unique of other games. It feels as if jets are gliding through the air. If you roll your plane to the right or left, it doesn't move. I suggest for there to be more improvements in the flight model to match that of other games such as GTA 5, Battlefield 3 or 4, War Thunder, or even flight simulation games such as Flight Simulator X or X-Plane. Some suggestions include: 1. Weight 2. Wind and pressure 3. Flaps improvement 4. Rolling improvements
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