#gameplay_arma
1 messages Β· Page 3 of 1
i also don't really see much of a similarity between it and the KA-50 other than the angular design
but it has the 24's passenger compartment, the 50's twin main rotors and 28's front end
During the Soviet invasion of Afghanistan, Mi-24 pilots would carry troops to the AO, but they didn't like doing that because they didn't want to get shot down with 8 people in the back
In Arma that's still a problem, pilots are really not used to engaging with troops at the back
and they tend to get nervous about not getting people killed and wasting their time
But still, can be used for extracts or insertions in non-active LZs
Blackfoot and Kajman are generally for gunship style CAS at various ranges, and the littlebird and hellcat are for gun runs
well i mean the blackfoot and kajman literally are gunships
Just read that Mi-28 originally was planned with 3 or so passenger seats. 8 sounds more like Mi-24 though indeed (and Kajman should be quite large with that...)
And @sour mango that's a good analysis. Do you play DCS a lot? "Arcade" engines indeed seem to have this kind of problem - often seems to gravitate into meta where you just use ATGM missile range to destroy everything if you don't want to die first. In KotH it seems flying low is a survival tactic too and in some other modes doesn't really help (is AA radar too good?). I've been shot down a few times by lucky guys with assault rifles in the pawnee.
And one question then is what can we do with what we have ... better mission design, or better play balance?
Better mission design achieves better play balance!
There is a misconception that in a game like Arma the assets need to be balanced - they do not, they just need authentic variation and flavour. The balance comes from the consistency of the systems and mission design.
So best strategy is to change your mission not to tune the vehicles etc themselves? But in KotH for example they did that and at least flares are heavily modded for what I know.
Of course if there are many unicorns then you need unicorns on both sides π
the flares are less of a vehicle issue, more of a systems/mechanics issue
i don't know what the KotH folks did, i don't play that
but usually in our community missions we have to compensate for mechanics by adding more forgiving weapons to the AI vehicles
I don't play DCS as much as I would like, due to various reasons that mean i can only play once per year at the moment π
Think AA launchers where also modded. KotH basically throws (almost) every vehicle ARMA comes with to the fray and let's them fight like kids do in the sandbox - and balancing has to be so that there is parity (supposedly!) and eg. jets and AA can fight each other and so
but yeah i've played around 20 hours of DCS i think
which isn't enough to be good at it, but enough to see how it works
It's more than me - have one SSD which needs to be put in so there is some space to install it ... tried the Black Shark 2 a little bit way back
In DCS there's a lot more variability and noise in systems, and they're modelled more accurately
So you give lower grade weapons to AA?
they are also older aircraft and systems
Check
so there's less of the "future magic" at work
yeah so i replace the 35mm of the SPAAGs with 20mm
and remove their titans
hih
if I want them to fight attack helos
but for planes they're okay
Or i'll remove the radar on the gunships
In Zerty's mod they don't like touching the vehicles - more a mission design approach. But they gave better missiles to the AA tanks; I've been trying to do some modding eg. a cannon-only variant but didn't get it to work yet (we're using Henroth
's loadout work)
but i wouldn't put MANPADs in a mission where we have supporting attack helos, for example
or generally any AA missiles
That's co-op right? In PvP the threat environments often need to be more "extreme" - otherwise a very good attack heli could clear the entire map single handedly
yeah
we have like 15-30 people with maybe one attack helo at most, usually
no respawns
so a dead helicopter in the first 5 mins is undesirable... π
π
but regarding sensors - in Arma it's generally "is the sensor of a certain type?" and "does it have line of sight"
It's starting to sound a lot like roleplaying games π
way better than it used to be in the "magic radar" days but still a bit too shallow imo
plus all missiles are fire and forget
unlike DCS, where they have semi-active missiles as well
well there is laser guided but it's for AA only in extreme cases like when you drop bombs on helis...
@sour mango Not quite true... manually-controlled missiles are (were?) possible in A3, albeit simulating wire-guided/beam-riding
How do you turn on advanced movement?
@chilly oar they're still there, but only one (Titan AP) is exclusively so.
@undone bay it's a mod.
what your experience with Tactical ping system by BI so far? whats good, whats bad, what should be improved? any other better system out there?
any other better system out there ACE fingering/pointing
In my experience, Tactical Pings were visible to anyone on the map, from anywhere on the map.
Also the ace ones show the name of whoever pinged
so customizable distance, name, limit to own side and non customizable key are the main differences?
Quite sure you can customize the key in vanilla too
Yeah, you can, I have my ping bound to up arrow, although I do think making it ranged would be important, say 5-10M around you rather than larger.
@dense glade #communities_arma3 if you're not looking to get banned π
Dwarden12/14/2017
22. do not post URL links w/o short description of what it is , anywhere
is making good progress in turning into a bitter old vet
@strange spire well u can see what is it from the link
π Thanks guys, sorry for nitpicking!
@snow pebble More reading of the rules, less criticizing of people informing you of them. Thank You.
@hybrid steppe doesn't matter
I found a couple of bugs with weapon deployment:
0027325: Deploying a weapon when prone near a building results in player under ground
0027327: Player per...
Please, give it a go, see what issues the adjusted ground deployment comes with for yourself and let us know if you think it's better than the original restrictive gnd deployment or not.
Many thanks!
Is it possible to get the change in a #perf_prof_branch ?
Can someone make a video for comparsion?
Is it possiblt to extract the character animations to fbx?
rather #arma3_animation
π how you get kicked out of this Discord
@rocky estuary please delete those links - they belong in #videos_arma
He's offline now π€ probably got annoyed by all the mentions π
Is it just me, or does the FIA need some love as far as units go?
I mean, Arma 3 is 2035, but we still see a significant role gap, IMO, for what's available to paramilitary armies.
At least as far as that tech level and actual equipment.
Real life has technicals of all shapes and sizes, meanwhile we have the Off-road HMG and SPG-9.
There's no static SPG-9, ZU-23, or Varona. There's no Off-road GMG, ZU, or Varona, and no Zamak version of any of these.
they're supposed to be a militant group on a tiny island whose actual military uses ~2010 era stuff.
static SPG-9 and ZU-23 would be nice though
but yeah of course there will be role gap
Re: ZU-23
I'm most upset about the fact that the Tigris type units are there only AAA, and they already have missiles on them.
Give the AAF or FIA a Nyx VADs or something, literally anything, so that there's more than one gun-based AA system in the game...
(that's not pointing an HMG in the air, or using an IFV cannon)
yeah i do agree there
Also, you said 'tiny island'.
Does that mean they're not related to the earlier iterations of the FIA?
Also scudstate is still an A3 command, despite no scud.
Be nice to see those again.
The Everon FIA is only related to the Altis FIA by being it's inspiration, canonically.
i was not aware of any earlier FIA
Yeah, there was the FIA in the OpFlash days.
ah
but yeah these shouldn't be related
Believed to be chiefly composed of former and defected members of the Altis Armed Forces, disparate fragments of opposition to the 2026 Kavala coup d'etat joined together in the grind of bloody civil war.
according to https://arma3.com/features/factions
I see why they'd have more modern gear, then.
but it does say As to the question of their namesake, rumours harken back to stories of resistance cells of the same name opposing Soviet occupation at the height of the Cold War.
There it is.
mhm so what Teizan said, basically
just the name
but they're mostly supposed to have stolen/appropriated AAF gear
(why they have CSAT's RPG32, is a mystery to me)
Makes you wonder where they got the SPG-9s. π€
probably had surplus lying around π
or why blueforce has 5.56 metal mags strapped in on their heavy vests
it's kinda annoying that the M2 machine gun (and the SPG 9 as you mentioned) don't exist in static form
Or even a tripod and technical Varona.
I'd love to see the ability to break down emplacements that aren't just... Titan.
well, varona is a CSAT weapon so i'm not surprised they didn't put it on a technical
but yeah, static varona would be nice
I mean, is there another SACLOS missile that's not super-future tech in game?
no, sadly
There's another thing worth adding, then.
(although to be fair a Titan is more like a Javelin, which isn't really super future)
(but it's guided so there's that)
And it's modeled after the minispike which is cancelled future. :V
I dunno, for some stupid, gut reason I abhor the Titan.
Probably because it was more or less all we had for forever.
it's incredibly bland
Well, this turned into another "ArmA 3 vanilla complaints" topic. There's thousands of people who agree with you on a lot of these points, including me, but there's mods to fix that π
"mods exist" is no reason to not complain about vanilla...
Well, I could complain about every vanilla feature. But I won't. Because thousands of people before me have, and thousands after will. I won't be part of that malicious group however.
You won't succeed in anything by doing it publicly. If you want to complain with no intent of change, do it privately.
This isn't intent to complain, but more of it being here as a statement of how simple a rectification can be made-
I know that they have Warlards, Old Man, and the 3P DLC initiative, but my point is that here it's seen that it's just...
'Make a static SPG-9', 'Make a static M2', 'Shove the Varona on a technical', are things that would go a long way to improve these niches, using resources that they already 90% have.
look at cup. That's resources BI had and didn't use. Altough cup did fix up pretty much 80% of it.
Part of that is concern that you don't have to try and convince all your friends to do a 10GB download if it's already part of the game.
And for vanilla groups, mods aren't viable anyway
I won't be part of that malicious group however.
What?
You won't succeed in anything by doing it publicly.
What? Man don't take a look at the dev branch feedback thread
If you want to complain with no intent of change, do it privately.
What on earth are you even on about? We're literally stating the intended change. You're literally complaining about us complaining!
@dense glade Errrrrrr, were you not keeping in mind that CUP is a combination of refurbished A1/A2 vanilla (A1 insofar as some A2 stuff was brought over from A1) and community content?
@sour mango I can't be arsed to continue the negativity but to briefly answer you.
Complaining about vanilla could go on for hours, about every little detail, and they can't make everything. I find it malicious to do so because if you look at previous attempts you'll see they rarely get anywhere. The fact that you post it in a discord channel dedicated to gameplay instead of as a feature request make it seem like you want to complain, not imrpove. I'm saying you wont' succeed in changing the game but simply complaining publicly. Not sure what you mean by "don't take a look at the dev branch feedback".
If you want change, submit a ticket or provide feedback through the appropriate channels.
@chilly oar
CUP is opflash-a2 content I believe. Both base game and community made. Not sure what you mean.
mate
i've been making tickets since 2013
and i mean take a look at the dev branch section of the forums, a lot of changes take place after people sit and complain about it for years, both with and without suggested solutions
the topic was brought up in a gameplay context
if you scroll back and read
there's nothing malicious here on our part, at least.
@dense glade There's a bit of Take On Helicopters in there too π
@idle hull Admittedly I can't think of why a static SPG-9 fills out FIA unless you need the lower height/smaller profile vs. the Offroad (AT)... agreed re: ZU-23 and a 'Nyx VADS' or other 'no visible missiles' AAA though
@dense glade
Post in a channel dedicated to gameplay.
Yes, because it has to do with the game. It was originally going to be in #game_design, but I noted this channel had 'Arma' in the name. Figure it would fit here. Furthermore, I ask that you don't lecture me like I'm some person whose a habit of being some negative Nancy when this is the first time I've said... anything...?
As for negativity, 'The game doesn't have X. I think it can be improved by including X in the base game. BI has the resources to easily include X.'
If I go on a shit flinging tirade about how BI is awful or doesn't listen to the community or some other baseless falsehood, by all means. Until then, stop projecting what you think I mean onto what I actually am saying.
@chilly oar
Admittedly I can't think of why a static SPG-9 fills out FIA unless you need the lower height/smaller profile vs. the Offroad (AT)...
More of the fact that it's a low tech weapon (thereby fitting what hardware they have) that can be deployed in advance to ambush without requiring one of many vehicle chassis being married to it.
In 'manportable via backpack' form that is? EDIT: scratch that bit about backpacks, in reconsideration of the tube's length
Yeah. Which is also why I'd be a fan of a static Varona too.
Have it be literally the launcher and a tripod.
@chilly oar There is an argument to be made, that on an island like Altis it's challenging to hide something as large as a vehicle, and yet a guerilla movement won't last 5 minutes without the ability for them to disappear when someone comes looking. Therefore, canonically, man portable assets make far more sense than vehicle mounted ones and it's why I've never understood where FIA were supposed to have been hiding their stolen APCs from AAF air power.
However that's the issue with the official storyline, for custom scenarios I've no issue with FIA having that gear, where it fits a particular narrative.
@zealous estuary
Having attempted to make insurgent maps on Altis, I've run into this with trying to give them a base then being like... 'and the moment they're found, they'll just be leveled by an artillery strike.'
Continually hidden under camo and thus more for morale than actual use?
Syria does actually provide for some real life examples of heavy vehicle based weaponry being hidden in modified houses - literally the whole house is gutted, a hole knocked through large enough for a truck to drive in/out and then artful camouflage to hide the building work. It seems to work well enough from the air, but wouldn't pass from ground level.
sadly such renovation isn't possible in Arma π
Though I suppose 'from the ground level' isn't the point considering the arty/air power thing
Every weapon or item has its place in arma imo.
@sour mango
Why so hostile? You made misstakes, I made misstakes. Quoting you "Is no reason to not complain" makes it sound as if your intent was to simply just complain. Do you want to continue attacking me or just let it go?
@idle hull
That wasn't directed at you. I was having a conversation with suicideking which turned a bit sour.
Regarding your base, using civilian looking structures is the way to go. A clear military target wouldn't really work.
I can see how hiding in a city would make it easier to not have the whole grid leveled.
Yeah, in an official mission AAF leveled a city for being FIA loyal though.
@dense glade
I thought it was CSAT/CTRG dressed as viper.
That is, if you're referring to the 'Laws of War'.
No. The FFV showcase.
EDIT: Removed spoilers heh
I disliked the implication that we were being "malicious" by complaining
Or that we were "complaining" by discoursing.
yeah exactly
that too π
It was only aimed at this:
"mods exist" is no reason to not complain about vanilla...(edited)
π
2
I missunderstood you. We all make misstakes, both of us did just in that brief conversation.
I'm glad we could put an end to the awful civil war of gameplay_arma though. π
Regarding vehicles- Just because someone has air power doesn't mean that they can instantly find and demolish all the ground vehicles around, as Bee said Syria has some interesting stuff- using all kinds of stuff to conceal a vehicle, from market stalls (literally a market stall around a T55) to parking it somewhere undercover to just straight up not bothering to check that particular area, or missing the damn thing.
Cannon-based AA could be nice. Maybe a bit offtopic here
@strange spire Anything in particular that prevents init-script-removed (or config-class-removed) Cheetah/Tigris from serving this role?
Well we're talking gameplay, so I'd think that it would suffice if you just took the missiles out? They've already got the radar
The means I tried to use for that didn't work unfortunately π¦
Another approach could be giving better AA guns to IFVs
By swapping them out in configs and/or changing the properties (e.g. elevation/traverse) of their guns, I take it?
It's a bit harder than it sounds
My point is, if you're able to remove the missiles (and possibly hide the launchers visually?) by script or by config mod (so that you can have the original missile-armed vehicles still in-game) and your players are willing to go with 'guns-only version of vanilla vehicle' as not immersion-breaking, then you don't have to do modeling/texturing/sounds/PhysX to come up with a new AAA vehicle
I was using Tanoa variants so you get a different texture and can have the vehicle in the first place as a separate type
Does anyone know of a good plane mod with a large plane capable of transporting troops and tanks? I know about the C5 And the C17 but i was told that the C17 was discontinued by the mod maker and also isnt compatible with cup apparently? Iβd love to find a plane we can use as the main heavy lifter in our unit, does anyone know of something like that?
USAF mod by fuller
Has anybody found a good AWACS bird that is compatible with the USS Nimitz? Only downside is its ideally not part of a greater pack and can do carrier take-off and landing.
@zealous haven How exactly do you define AWACS bird here?
Just a bird that can provide a radar overlay of some kind, similar to what the USAF mod AWACs does if possible? Basically so it can see and coordinate aircraft that are BVR from each other.
@chilly oar
fyi, wrong channel π
answered in #arma3_scenario
@gentle mortar best join the IFA3/WW2 discord. see #channel_invites_list
is there a way to make a darter camera follow a player in mid op?
Other than locking on to the player using the UAV controls?
i just wanted to know if there is one
ok, i have figured it out
I still think Arma needs a static M777 howitzer the same gun that the scorcher uses
Yea
I still think back packs on chest needs to be a vanilla thing
While play-testing the Russian campaign of Iron Front (ported to A3), even me as experienced player has very hard times to manage my own tank with AI, let alone other tanks under my command. Looking back to OFP you could still have a great experience with these kinds of missi...
Rabbits are spies and I have proof, see what if, rabbits increase your chance of being spotted by a very small amount (probably an insignificant amount) and the reason is because it's an inside joke put in by a developer.. you could say it's an easter egg π
dude
there is a point in your life where you will realise that you just gotta leave...
that time is now...
@desert folio #looking_for_game , read the channel description Discussion about gameplay in Arma titles
!purgeban @desert folio 2d Spamming/cross-posting/posting in wrong channel 5 times even after being told about it.
*fires them railguns at @desert folio* Γ_Γ
He now has 2 days of time to think about the rules.
Not going to tolerate literal spam over half a dozen channels.
I really wish that there was a system from BI For missile point defenses
Wherein missiles could be shot down by point defense turrets or other missiles from SAM sites
It would be great for balance
There are mods for that
itc land does it, compatible with most modded munitions and point defense systems too
Follow the template in #communities_arma3 too. It's in the pinned messages there
Hi
I wasn't playing Arma 3 for a while and am curious how good smoke screens do work ingame?
is the AI really "blinded" by it so it will not shoot "through" the screens?
The AI if it sees you moving beforehand might fire to try and hit where it think you might be but it doesn't see through the smoke, it predicts your movements. Easy to counter really with a minor adjustment rather than just moving at constant speed.
Oh rly - is there any proof video? I'd like to see that
I'm sure you'll find it if you looked
but AI predicting the path is a well known feature at this point
There is a lot of video proofs on Youtube about the AIs capabilities, including their predictive abilities e.g. If they see you running behind an object or into smoke they will keep adjusting their aim and firing at where they think you will be. Including shooting through walls (assuming it's a penetrable material).
While there are things to criticise about the AI, they are reasonably sophisticated, they don't forget about you just because they can't see you and they will attempt to flank you and even move to intercept you. While that's not especially impressive in a game which has just a few AI to manage at a time, it's extremely impressive in a game that can be managing dozens of AI which actually communicate with each other (at least at a squad level)
Also if you spray through the smoke and hit ai, theyβll know where you are, so donβt do that
noted
ask in #arma3_questions
anyone here prefer or enjoy the humanitarian aid/disaster relief element to Arma operations? I don't see much appreciation for this side of the game in many communities or operations, but I think there's a lot of potential there even if its as basic as convoy escort against raids
I think IDAP is a great addition to the game
I like that it's there, for a more realistic background to scenarios, but outside of activities like convoy protection and logistics, there's not much gameplay (as opposed to roleplay) potential. If the game had some associated mechanics, in an RTS way for example - like making sure food and water gets delivered to villages actually saves lives there and clearing mines from roads reduces civilian casualties, allows the flow of trade ... maybe
I'm surprised I've not seen any mods along those lines, taking a sector capture concept and turning it into a humantarian mode instead. Where 'capturing' a sector means delivering aid, setting up food delivery centres, medical facilities etc in that area. Then AI driven delivery trucks would start operating the roads into those areas - an interruption of deliveries either because of renewed conflict, attacks on the convoy, road blocks would be something you need to resolve or you risk 'losing' the sector again.
You could have people concerned with the humanitarian side and people playing the roles of the military (UN) protection for the aid workers.
but unlike simple convoy protection scenarios, those playing the aid worker role would actually have a goal, a purpose in the game besides driving a truck.
It could actually be a pretty interesting twist on existing CTI/Warlord game modes. The roles for military forces would actually increase, not just kill everyone they see but protect the AI civilians and human controlled aid workers so they can do their jobs. The aid workers couldn't 'win' without the military and vice-versa.
I'd be amazed if sector capture was easy to mod
Short of rewriting the whole thing from scratch
Also, IDAP is civilian, which means no one would attack it
If you put non civilians in then they become as likely a target as the protectors of the convoy
So making aid missions would require a fair bit of scripting and wrangling with the AI, which I guess people are less interested in doing
I wasn't proposing modding the official game mode, but creating a mod based on that general concept
IDAP roles would be played by humans and they could just be Blue or Indie wearing the IDAP clothing
as an example
You wouldn't want the IDAP roles played by AI, I thought it was clear that IDAP roles would be human with just some AI IDAP vehicles driving back/forth between sectors which would occasionally be attacked to create a threat for sector control that needs to be addressed. In theory this bit could be left to the imagination, they wouldn't actually need to drive that route and attacks, or roadblocks appearing on supply routes would be scripted to occur pseudo randomly
The idea of AI actually driving those vehicles to previously captured sectors is more about creating the sense of something larger going on when you're back at the spawn base or at a capture point, with vehicles coming and going regularly. These would be boring roles for humans, so give them to AI. Human players would be the ones responsible for driving vehicles into hostile territory, setting up the tents (bases) at each capture zone to secure the areas and then moving on to the next uncaptured zone to do the same thing. All while players choosing military roles would be responsible for protection of players setting up the aid stations, and dealing with period threats to existing aid stations or supply routes.
So something that's CTI, but has the humanitarian elements to secure the various locales?
yeah, just an idea, would have to be fleshed out, but it would be one possible way of actually making a playable role (aside from pure role playing) in MP for the IDAP faction and having that humanitarian aspect included. You basically have the traditional CTI with the military protection physically securing the locale and the players taking the IDAP roles performing the necessary tasks to establish a permanent presence whether that's establishing an drop zone for supplies to be brought in by air, building a medical camp, treating civilians, distributing a certain number of food parcels within the area. You could vary up the exact humanitarian goals needed to secure each zone to keep things interesting.
Be interesting to see if you have 'military' units and 'humanitarian' units, where the former can't capture the territory, and the latter can't really shoot.
So you'll see them be targeted by opposition forces, and require military units to defend them.
Alternatively, OpFor has a decision- 'kill those that can kill you first, but lose the city... or kill the humanitarian forces and expose yourself to more danger?'
Hey this isnt really about gameplay but im pretty new and kinda need help
Im planning on getting a thrustmaster joystick because I mostly use helos and I found the perfect contender, the thrustmaster top gun afterburner II yet there seems to be NO actual videos about it
yet it exists and there seem to be about 6 videos that have ANYTHING to do with it
@dense glade #arma3_questions or maybe #hardware_vs_arma
Oh sorry theres so many channels i didnt see those 2
@zealous estuary @idle hull these are really great ideas! I really wonder if sector control can be modded to do something like this - or maybe even just built in the eden editor. Set up a trigger that spawns an IDAP truck or something that runs a certain path every so often, and create new triggers whenever a sector gets captured
i love the idea of a humanitarian unit - if only there are more people who enjoy RPing as them
That's the caveat, is that they need something interesting to do other than stand around and/or be shot.
Not sure what those mechanics would be, but some amount of substance is mandated on that end.
How do i use the MK41 VLS Cruise misiles ?
Optimization needs to be fix and decrease the lag of multiplayer server. When I got first time of playing ARMA 3, I got issue with lag and other problems. It's get crazy and drives my nerves and I want to learn something Infantry tactics and everything. When I found the problem, I was wondering "Why ARMA 3 game is causing lagging in multiplayers?". I check my PC, setting and other things that are related to video, I have 1k dollar ACER that had 900 gigs to run this game. So I discover it wasn't my laptop, it wasn't the setting, It was game itself. So I highly suggest to fix the optimization not because of me but the world had that problem. I really love the MILSIM so much and I try to learn something great things such as tactics, strategy, and other things to do serious fun but the game itself makes lagging and it's harder for me to shoot in CQC. So yeah, if you fix the optimization and make optimization better I will appreciate that. @limpid pulsar
@stable perch
define "lag"
I have 1k dollar ACER that had 900 gigs to run this game
no info at all... you can buy an apple display stand for 1k now and it also gives you nothing
what are your pc specs, like cpu, gpu, ect
is your game installed on an SSD or HDD?
are you playing on modded servers or vanilla?
there are way too many aspects that come to influence your over all performance
i play on a ~700β¬ toaster and have zero lags at all, my average FPS in multiplayer are around 80
@open nimbus Even my Laptop acer is still lags
I have that type of problem
Like even I have expensive laptop and better gigs it will lag my server I have like ACER NITRO 5
Wait
So?
it doesn't matter how expensive your laptop is...!
If you had SSD It Will work?
as i said, you can buy an apple display stand for 1k and it's still shit
what are your specs?
What do you mean by specs?
you can buy the new apple and have the worlds largest cheese grater too.
your processor, your graphics card, your ram speed
i don't do DMs, sorry
post your answer in #hardware_vs_arma please
Aight
Average FPS in multiplayer of 80fps? I choose to disbelieve, or that you run everything on minimum. π
mp framerate depends on so many variables, and a poorly coded mission will kill client fps.
@finite stratus
10 player milsim on a closed private high perf server with excellent mission coding -> no problem at all π
yep, not every mission needs to be 64 players and 100 scripts.
π
I don't play on big public servers, just with a group of friends. π Still, 80fps... I'm envious. Of course, we have a couple of people who are all about having a crap-ton of mods, which probably doesn't help, either
it's all about optimizing your local stuff π
I usually feel like I'm doing pretty well when I'm in the high 50s and low 60s.
and you actually do
i play on the BI official mp servers mostly, framerates are reasonable (40-60) for 60+ players most of the time for me, although I do admit I dont sit there looking at an fps counter all game.
the only reason i know my FPS is because i forgot to turn the counter off in the steam settings π
aaaand i am still to lazy to do so π
heheh. I try to record our games, so my recorder keeps track of fps
More typical is mid 40s
well, screencap also has influence on the FPS ofc
i dont record unless something fruity is going on.
unless you have a capture card and a second PC
I record in case something fruity happens π
newest obs versions capture straight out the video card buffer if you use nvenc, so the perf hit isnt much of a thing provided you arent overloading your gpu.
you're right there
prior to latest nvenc it used to copy frames to ram
i forgot
np π
That's cool. I haven't ever bothered setting up OBS. I bought a program called Action when I had an AMD card because it used some functionality of the GPU for encoding that was supposed to be impressive. I just kept using it after I switched out for an nvidia card
although I may be going back to AMD this summer... depends on how 5700 performs
they also recently added a shedload of output formats, although the defaults are good for most use cases.
anyways drifting ot π
yeah amd's new stuff looks decent, waiting on benches for their cpu parts personally.
anyways drifting ot
juuuuuuust a little π
Yes, I would definitely go an a hardware channel to say that I was also waiting to see what Gamers Nexus and a couple other channels find with the new Ryzens and Navi. Because that would be the right thing... except I'm probably done. π
anyways the best way to test mp perf, if your trying to bench is with a consistent clean mission file.
then it is easier to tune your settings
That makes good sense
i can suggest this
https://steamcommunity.com/sharedfiles/filedetails/?id=375092418
I do have that. π
oh wow, i didnt realise that was on the workshop, i think i still have the version that came out when arma3 was still in alpha π
you're welcome π
@smoky wave when did that new obs nvenc stuff come out?
Oh, I did install OBS and get it working. Seems to do a lot more than I need it for, since all I want to do is record... but it does do recording, so that is fine. I'll compare it with Action and see. I like that it can record into mkv and then remux at the end so the whole video isn't lost if something happens before it can close off the mp4.
Just a quick question for you all: Am i the only person that thinks the vtol aircraft are bad to fly since the jets DLC? They used to handle like a Helicopter which made fast insertions with the Xi'An really fun because you could just swoop in but now you need to find that throttle sweetspot where you dont rise and also dont drop like a brick it may be more realistic but is just tedious to fly (would've been better if you could choose which model like the advanced flight model which is optional) ok turned more in to a rant but whatsevs (oh another point: before the DLC the AI was able to use it "perfectly" for Arma standarts but now it's really overwhelmed and cant really do anything except fly straight at top speed)
Well, the realistic part is more important for arma tbh
Well Bohemia never really called arma realistic not in that sense that is they call it a sandbox and the most important thing for a sandbox game is fun and in case of the Vtol the old system was more fun. also "realistic" Alien DLC cough cough
@astral wraith
My primary complaints with the VTOLs are that 1) when you manually adjust the vectoring, there's no option greater than 90Β°. The airbrakes are atrocious on both the Xi'an and the Blackfish, so it's really hard to slow down, and being able to have even 15Β° backwards thrust would be helpful in that regard.
- When the Xi'an loses thrust (and possibly the V-44 also), they nosedive and you have no control over the supposed 'stall'. I'd not mind if one could fall 'backwards' as it were to keep the nose up and use engines to slow the descent, but pitching nose down always means I gain forward speed, which I can't bleed off that well due to the shit airbrakes.
That's what makes it most difficult for me.
Yeah the fact that you cant "brake" is propably the biggest reason why it's so hard to fly and use in an actual setting because you either need to change vectoring and put your nose up 10km before the LZ or fly over the target and turn to lose speed
Neither of which really allows a quick landing.
^
Because again, if you cut engine power, it sends you into a dive, rather than just dropping you like a rock, as a helicopter with zero collective would do.
If they didn't have that tendency to 'nosedive stall', they'd be a lot easier to handle.
And I don't know if that's a flight model thing, where they're not actually designed with the current flight model in mind, so when it simulates that, it behave like a poorly built space plane in KSP, or what.
But to succinctly answer your question, you're not the only one who has difficulty piloting them.
Though, despite all this, they're still fun to me to pilot.
Yeah Definitely but still annoying when you want to do a fast insert and you overshoot or nosedive into your LZ π
That's the trick to it (which I've not found a satisfactory solution to)- you need a way to bleed all that speed without pulling up to 200m in the air.
(Hell, even the VTOL showcase has this issue when you have to pick up the soldier under fire)
@idle hull with vtols I just usually drop power but not fully to 0
It keeps it in a sort of coming down but not a fuck You im diving sort of thing
@dense glade
How much power are you talking? And do you use the manual vectoring of the thrust/auto-hover or no?
Nah I just stick on like 10-30 when descending, I use manual always. But be careful, you can start descending hella hella fast very quickly
You gotta take it slowly and realise how fast you are going down
!purgeban @dense glade 14d crossposting, spamming
*fires them railguns at @violet zealot* Γ_Γ
They really should change the throttle type to helicopter style in manual vectoring
If your talking about VTOL this video explains the control set up in the MV-22
A nice to have in arma would being able to have a thumb wheel or another rotary to control the nassels + 110 deg range of motion for the actual nassels . https://youtu.be/dmUkCNlj7rY
I'd love for there to be some sort of 'reverse thrust' capability for both the Blackfish and the Xian.
Even if the vectoring only went to 105 degrees (15 degrees forward).
Probably animation limitations for A3 (the project lead on Contact, previously on A3 itself, has said that A3 was already running up against the limitations of RV4's animations tech)
pardon me....but how do you reload a mounted .50 caliber heavy machine gun like an M2 in the game?
@copper zodiac Do you mean manually reload? Because if it has ammo it should reload automaticlly
right, well, im having a problem with my tripod-mounted static HMGs
they seem to have only 1 100-round box...im trying to give them more
trying to figure out how HMGs work in ARMA
like, once you burn through all your magazines...how do you feed more boxes to the HMG?
Since this is Arma 3 do you mean an addon pack/mod with a static M2?
Think he is talking about the vanilla HMG
Then again, the vanilla HMG spawns with 4x 100Rnd_127x99_mag so probably not...
@copper zodiac I believe they work like vehicles, so you'd want to park an ammo truck or vehicle ammo crate nearby and use the action menu to rearm. Just speculation though since I don't think I've ever actually restocked ammo on the static HMGs
oh, so it's action menu, not picking up a 100-round box and...carrying it?
Yep its done via action menu in vanilla arma @copper zodiac
Although there are some mods that do it differently I think
@copper zodiac In vanilla rearming is automatic so long as either an ammo truck or Vehicle Ammo crate is close enough, although it appears that instead of adding additional MG belts/boxes the truck/crate 'just' fills one up and keeps it topped off
Ooohhhh
So..hmm...how close does the ammo crate have to be to keep the hmg stocked? Can it work between variant floors?
Variant floors?
Different heights. Floor levels of a building likely
And it may require line of sight even though the rearm area is a sphere
Re: mods -- vanilla does not have carry and/or drag actions so without mods or an ammo truck, only a Vehicle Ammo crate, you would have to reposition (disassemble/reassemble) the turret itself to said crate
Dear Bohemia, can we get a map that looks like this, even if it's just a WS Addon?
https://media.discordapp.net/attachments/590629979625357324/600444265503522832/unknown.png?width=452&height=655
nope
@dusk vine
What's the primary thing that would be stopping such a thing?
Not getting imprisoned
@idle hull
@craggy epoch
I mean, why can't they just slap Stratis on Altis with the X Miles of big blue between them?
dunno
terrain tech is limited to certain sized heightmaps
cant just "slap" stuff together like that
in theory it could perhaps be done on 8K heightmap, but the peformance and stability of 8K is unproven and combining process is lenghty and difficult to pull through correctly
Shame. Would be awesome to be staging landings on Altis shores from Stratis airbase.
Or air support/artillery missions from Stratis to Altis.
tbh, i would'T like to see BI break their heads and bend the mechanics to make this "working-ish". better off using the sources to get the new engine so far that it can be done right from the start π
A step that can be said 'should' have been taken years ago but supposedly wasn't realized-to-be-necessary until it was already too late for DayZ's rep that is
Though it's a pretty open-ended question what exactly Bohemia will aim for Enfusion to be better than Real Virtuality in
Anyone play operation freedoms sentinel?
@dense glade
If you're talking about the USS Freedom's UCAV, I've used it.
It dawned on me last night that there's a glaring omission in the ARMA mod ecosystem.
There is no golfing or fishing in ARMA, far as I know.
Given that the specops car looks like a tactical golf cart, it got me thinking down this dark path
at that point you might as well play a different game
although i think i remember a golfing mod? π€
maybe a mod that lets you fire golf balls from an M203
@ruby galleon Not trying to advertise paid mods, or paid services, or whatever, but this proves fishing is possible : D https://armaservices.net/product/fishing-system/
Wait theres a website that lets you buy mods?
You can sell/use commercially anything not touched by BI tools.
The restrictions apply to the tools and products made with them.
Yeah I'm not questioning the legality or that kind stuff of it
I'm just weirded out that people pay for this kinds stuff
Though don't know if the stuff above is in pbos.
Oh yeah that. XD
Mostly related to life mod stuff where instant gratification is the standard goal.
Oh yeah it seems to be mostly life related stuff
Heh, I dont know why but its really funny to me that you can buy a premium shop on the mod shot website
There are lifers which literally pay a thousand dollars for a modpack full of ripped/stolen stuff that they cannot use anyway.
So yes. There are multiple websites in fact which let you buy mods.
CUP is now selling monetization licenses for #350/year
Not sure if you're serious or joking @open nimbus
See #other_ip_topics
Also mind the #350 π
@craggy epoch It's an Arma community meme, you had to be there to get the joke
Oky 
@narrow canyon am I retarded if I want to pay a commission to someone to code a custom gearpack mod for me and my friends to use only?
because if there's a website that provides said services I'd be down to pay honestly
Commercial modding aka "a website that provides said services" isn't possible as the arma tools license forbids commercial use
what does that have to do with #gameplay_arma? I can't see it
Using AI artillery support with target locations designated by UAV laser, but no sign of actual strike happening after I've received the "splash out" confirmation. Is there a correct way to do this or is this just bugged?
how much time are you waiting between Splash and deciding nothing is happening? There's usually a few seconds
"Splash over/out" is 5 seconds from impact
iirc the laser won't designate targets itself - it provides terminal guidance for laser guidance rounds, you either need to be looking at the target (gunner view) or pointing to the general location in the map when calling in the strike. However I may be remembering some detail of that incorrectly, so don't treat my word as gospel
@cedar ruin ^^
I waited a few minutes after the splash and nothing happened
Ok. It seems to work without the laser pointer turned on, though highly inaccurate (which is probably the way it's supposed to be). I've been able to do it via the map and the UAV (without turning on the laser pointer)
I submitted a bug a couple of days ago in respect to this. You can follow it here: https://feedback.bistudio.com/T143952
I think this bug may have been a random occurrence that has since resolved itself after rebooting the game/PC
Did anyones RHSAFRF vanish?
nope, still there and even updated today
@vapid mason nope
I only got the update yesterday.
@vapid mason by vanished do you mean you were unsubscribed from the mod or all of the data for it was randomly deleted?
I've had the RHS mods completely deleted from my hard drive twice before like a year ago.
Steam deleted everything out of the blue. It did so since it RHS was being updated; but Steam failed to start redownload automatically.
Question: Outside of lingor/Colombian conflict, what South American units have been made for Arma? I know that someone made Mexican army forces but that got taken down.
@cursive raft
Check out CFP mod. They have a sh*t ton of factions. Maybe some that fit your needs
Theyβve mostly done African and Middle Eastern factions, nothing from SA unfortunately
I'll just quietly repeat my opinion that Arma 4 should be set in South America
No... In space... On Mars... With cybertrucks
Arma 4 should be set in a western Europe being invaded by CSAT
Because Europe is where you'd expect very powerful nations like the US and Russia to fight in
Besides, woodland and forest combat is absolutely sick
But in a war like that you'd only have the US vs Russia fighting. A war in Europe, however, will have loads of different militaries to use, something with a NATO vibe
south america, in the 60s, no aliens, and preferably not even started work on in a couple of years to prevent burnout :P
I raise you the early 90s in the Balkans
Oh I'd like that too :]
Chernarus is kinda perfect for that vibe already although I would like a proper Yugoslav map, but a campaign there with the civil war would be pretty cool. Maybe do an Arrowhead and have Desert Storm going down
Or rather a fictional Desert Combat on a fictional peninsula while simultaneously have a fictional civil war on a fictional Adriatic and Black Sea region
It will likely cater more for the younger generations who maybe know about cold war from history lessons at school
As long as it isn't another 2030s type game
but we are closer to that than the cold war now
Russia vs NATO is all played out at this point - if you only want more of the same, why a new game? Between RHS and other mods, plus existing maps you can have all the European scenarios you could want already. Hence my preference for both entirely new factions and a completely different location. In terms of terrain variety South America offers so much we've just not seen before in Arma and games generally.
I would go for a NATO vs Iran, Russia and China set in the Arabian Gulf
looking for some feedback:
would you prefer to have a new dedicated player chat display for only human typed message?
or
what uses cases can you see when you want to keep player messages mixed with scripted chat message, BE messages, status message, etc?
dedicated player chat π
If its possible, cant see any reason to mix system messages to it
optimally you could toggle both on or off
hmm but also perhpaps its three fold. Chat, AI/mission messages, Server/System messages
sadly cant separate AI/mission from server/system - would need RV engine support π¬
separating player chat is already a fair amount of hackery as BI has not exposed all chat elements
so currently only way is to have keyDown EH on the chat input, clear the chat on enter, send via pV yourself, and use pVEH (or remoteExec) to display player chat differently
@hollow basin can you give a bit more information about that invite?
And I believe this is not the right channel for it...
If Europe is so played out, Arma 4 can always be set in the Pacific theater or like someone had mentioned the South American Theater
Either one still gives a variety of maps that they can make from mountains to desert or jungle and even the water if they were to implement naval assets
I think I said this before but imo south america or africa would be neat, both have some interesting conflicts to pick up or create and both have interesting terrains
Oh yeah thats a good point
That'd be interesting
Personally I'd like to put more emphasis on the local militias than big outside armies like nato or csat though
Could have some neat storylines with nato or csat supporting the local militias and giving them weapons and doing stuff if the militias do thing x
The only problem with that is im sure most people would want to have WEST and EAST forces such as the US and RU or some East faction in the base game
past games all included some type of conventional army like the US
and its a good base faction imo because it can tackle helicopters arty jets things like that, that a unconventional army wouldn't have
Yeah they should still be in the game but I think it'd be nice if more emphasis was put on the militias in the campaigns and scenarios
beacuse if they stay in roughly the same timeframe putting emphasis on the militias would be a good reason to add some of the current time vehicles like russian tanks and armaments
am I wrong thinking arma (mods included) has only an handful of american maps?
I'm not saying New York of course
indeed. Theres really not much in the way of assets to make any.
its mostly because most maps rely on eastern european structures
not saying its easy but considering the rest of the things modders have made, a small town should be completely doable, in the style of inland US farms or south-american towns
can you point to such assets π
some of the Life servers I think have some good US buildings but not many, maybe like 2 or 3 for a small town
there's a wide gap between "life structures" and "good structures" π
Swedish forces pack (or something like that) has some nice classic nordic houses. Think volvo240 of houses. I'm sure there's more western buildings out there. @dusk vine
@dense glade have not seen any and I've been around the terrain bizzz for some time now so if you're sure there are do post links.
https://steamcommunity.com/sharedfiles/filedetails/?id=901757999 swedish buildings and generic misc items
Those should work well. Considering the team behind it I'm assuming the quality is on par with cup and possibly vanilla.
From the pics they look ok. Could perhaps use a bit of weathering etc to break the clean textures a bit. I'd assume those guys are making a nordic terrain with those assets.
For all its flaws (and there are many) i loved playing ops on the australia map, cloest thing to a fully featured western map we had
Yep, I loved the fact you could have actual Air dominate battles on that map. Like actually owning the airspace met something beyond having the whole map.
Well, if you take modern technologies, maybe A4 will be on the planet scale ? (okay maybe not)
A continental map would be great, especially in europe where you can have a massive set of different theater in just 50km of length
Maybe BIS could ask for a license to use the US East Coast map from BISIM? π€
would need to port.. not.. really feasable
I know π
why u waste my time then :U
π¦
Assuming we do get ARMA 4 then I'm hoping for a map that uses more modern Western architecture personally... though I doubt that that will be the case...
what engine is VBS on?
Use to be a branch of RV... not sure now... especially with VBS 4 coming
shame bis and bi are so separated
it is due to the different business fields.
And the presumable "Chinese Wall" needed between a commercial game company and one that sells to militaries
Looks at VBS1 videos and realise 90% of the buildings from A2 are from VBS....
Not like they haven't done it in the past.
can someone teach me how to play
it's the other way around - 90% buildings from A2 & A1 are in VBS
animations also have their roots in A1
https://bisimulations.com/company/news/blogs/mon-06272016-0846/after-apocalypse-βde-zombifyingβ-dayzβs-chernarus-terrain-military there was some cooperation in the past but since both companies are using different technologies there is less and less to share
Fair enough
@foggy karma Check #info_help_tips theirs a getting started guide there. TLDR play the bootcamp and some of the showcase missions to learn the basics
I hope if an A4 is made it will have similar capabilities to PS2
Let's hope... a definite advance over RV4 π
I'd love a super low poly arma game
no I mean a modern game purposedly made low poly
not an old game attempting to create a realistic game
well if you want you can create a set of low poly assets and throw them into Arma.
lol
what if I am
meh
even tho I'm so entry level at blender that everything I've made so far counts as ps2 graphics
but yeah after looking at the mgs mod I'vekinda been trying to recrate similar designs
There is one
One is Ravenfield, and there is a better one that is really hard to find rn
does anyone feels the Vorona is a bit OP, especially on a vehicle, it can 1 hit any tank even a Slammer UP or a T-140 Angara, accurate wired guided rocket thats effective at all ranges with no drawbacks, all rocket launcher in game got a disadvantage except Vorona effective at all ranges, can easily even take a low flying helicopter, and its frustrating because no skill wise way to counter it.
Arma weapons in general are not very gamemified like in other games where every weapon "needs to be balanced"
weapons irl are not balanaced
some are very "OP" in reality
The drawback is it's super heavy.
But if you have stamina disabled, there is very little balance.
its frustrating because no skill wise way to counter it.
If you get domed by a sniper because he saw you first and was a good shot, it's also not completely 'balanced'. But that's why he shot you. Just about all you can do is try to not put yourself in such a situation. Same goes for the Vorona.
@slate burrow there is a way to counter varona, all weapons have their weakness
Best way is to listen where the sound coming from and point your forward hull towards it
And use thermals to locate the player/missles in thermals
Most people just stand still in the middle of an open field expecting their missle to be faster than a shell
Is there anybody that would be able to play on 2/14/2020 with me? I'm new and I'd like somebody to teach me some of the basics.Because the YouTube videos I find do not seem like they would help.PM me or tag me so I can see the message.
@obtuse ridge Wrong place > #looking_for_unit
But you wont have much luck people don't often hold peoples hand through this as it takes a lot of time, Arma has extensive built in tutorials, missions and campaigns to help teach you everything. You can find the info about them and a getting started guide among other useful resources in #info_help_tips under Point 23 - Getting started.
Welcome to Arma you have a lot of learning ahead of you π
@fierce crystal Amen to that, 1500 hours and still learning every time I fire it up!
@dense glade nah , vorona is too OP am sorry not a single weakness except its heavy, but on a vehicle its not heavy anymore, and how to listen a vorona coming from 1KM or 2KM? ,plus it bypasses reactive armor.
It makes a loud sound when its launched superceding the speed of the missle, you can find it in thermals and you can survive a frontal hit sometimes
Side or back is normally game over
I haven't throughly tested it, but i survived hits from a varona in a t-100 in the front but all times i was hit from the back or the side it was destroyed @slate burrow
@dense glade nope you cant survive a frontal attack , even a T-140K , or MBT KUMA , or the slammer M2A4 UP, it makes sound but when its 500M, 800M max, not more
Sounds like anti tank missile working as intended.
Arma is not your typical everything is balanced Battlefield type game
@slate burrow in my experience t100 has more front armor than all the tanks you listed
But the side/back armor is aswell as useless against missle
The balance comes from tactics and balanced equipmet availability
@dense glade yeah sometimes you can survive it
Slammer can survive one to the front
Game modes where everything is available don't have that.
no it cant , thats very rare
Its rare if you are a good distance away or if your back isnt covered
Another Downside is your primary gun wont be anything more than a katiba or youll be overweight
in that case you're doing something wrong...
@dense glade Vorona is HEAT, no damage over distance
thats why i said mounted on vehicle is too OP
i said that myself , thats its only problem is its weight
@slate burrow. I found that vorona from 100 meters will do diffrent damage from vorona at 1k
Titan is to, but try shooting titans at a close range then a longer range and youll find the tanks take diffrent amount of missles to blow up
(With direct mode)
i got now 3711 hours in arma 3 first time hear this
ok so at close range max damage but sacrifice concealment
at long range the opposite
but you sure shot the tanks at the same spot???
because some spots need 2 missile to blow up
Anyone knows of a clientside mod tracking spent ammo and/or kills?
The base game has a scoreboard for kills and some other stats
You can even get those stats from script commands alone.
How is this the right channel for that...?
and some description of what it is would be good @cerulean parrot
Itβs not, @cerulean parrot you need to post that under #communities_arma3 and delete the post here, otherwise an admin like @narrow canyon will consider it crossposting
Anyone know what mod the chutes are from? https://steamuserimages-a.akamaihd.net/ugc/807744290419461935/599AF00D157F0D2B099E75B9831A0FABD79AED0B/
anyone play dayz?
@maiden pulsar
yes, the people on the dayz discord. link can be found here #channel_invites_list
He is already on dayz discord
Is there a mod that allows players to open doors on vehicles in arma 3?
I rememberusing one
but i dont know what it was
some vehicles from RHS, BAF and maybe CUP have the option to open the doors in various ways
not only that im 100% certain some BAF vehicles have the option to put camo nets on them
(dunno about RHS though)
hmm.. now it got me thinking, do openable doors actually have some impact on performance?
very small
didnt expect more of that honestly, thanks Goat

how can i use smoke screen when i am commander of tank crew
default countermeasure key is C if I remember right
i have idea for modmakers
if anyone has played foxhole before they'll have a good idea of what i mean
someone probably already did this
but imagine battling over an entire continent with the results saved, each tile taken or facility taken is extra resources and extra resources = more vehicles and better weapons
Sounds like Antistasi/Liberation. Might give those a go if you're looking for that sort of thing.
Warlords is probably more fitting (since it's also PvP), although IMHO are Arma terrains too small to have really massive battles in a balanced way.
Liberation is the PvE variant, and with few good people a lot of fun.
can someone help me understand how can a RHS BTR-80 cook off after a HE atillery round hits the ground 15m away from it?
HE damage over threshold of destruction of vehicle or module that can start cook off, shrapnel penned vehicle, somethings broken.
i've been testing btr 80 compared to the stryker...one is made of glass the other indestructible. and RHS just wave off all criticism as bullshit
you using ace?
yes
Well that alters damage behaviour and if its not made RHS compatible it's not RHS fault
Ace is mod just like RHS, it's not automatically compatible with everything.
Ty, how do people go around this problem usualy...i mean a lot of people use both mods.
In my case, only these 2 vehicles are the problem
Assuming their RHS, ACE, and ACE Compat mods are installed and updated... They wouldn't use those vehicles.
Or they might make the fix themselves.
That what i thought
@stuck isle 'and RHS just wave off all criticism as bullshit' It all depends what kind of language are you using and where are you posting your feedback. If you would take a look at i.e. http://feedback.rhsmods.org/view_all_bug_page.php then you would see there is no such thing as *waving all criticism as bullsiht *
@summer agate You are right.I read a few before that were related to the fragileness of.their vehicles and there.was a bit of frustration in their answers. If people.are telling.them.they've done a bad job but in fact it's the problem of combining other mods with theirs i can surely understand why
I know it's a week old now but doesn't the 5.56 EPR rounds almost penetrate the btr "armor". AFAIK the btr 80 doesn't have that good protection.
'' If people.are telling.them.they've done a bad job but in fact it's the problem of combining other mods with theirs i can surely understand why'' @carmine kestrel
π€
can you make a minimal effort and rephrase that in english? @stuck isle
He's saying that people tell them (RHS?/You?/Not sure) that they did a bad job because they experience problems but in reality it's because they're mixing mods that aren't compatible and it's causing problems.... I think that's what he means
@carmine kestrel Long story short...I had a problem related to RHS vehicles and the amount of damage they take, i googled the problem and found a post from a person who had the same problem. He did not get a clear explenation from RHS. His post was ''waved off as bullshit'' with a (in my opinion) frustrated tone. Thus, my search continued.
I've searched and asked a bit more and it turned out that the problem was not in that RHS vehicle. In fact, there was another mod cousing all the problems. Thus, i wrote that I understand where that frustrating tone is coming from since people keep blaming you for someone elses mistakes.
If you dont know what kind of frustrating tone I am talking about, you can see it clearly in your previous post in which you insinuate that I am not capable or willing to make a minimal effort and that my english is so bad that it can not be understood. However Mr. Jakerod was able to understand it clearly, but still I apologize, english is not my first language.
π
@stuck isle thanks for rephrasing, i think it wasn't the english but the overuse of them / they sort of pronouns, that wasn't actually making any sense taken out of context
that's true actually, people still expect all mods to be compatible with each other, which is hardly the case. Around 30-50% of bugs reported on our feedback tracker alone, are due to various mods being incompatible, or in fact editing RHS configs or base configs for that matter.
Does anyone know if there is a really good M16A1 mod out there? The NIArms one is close but the model of the handguard is not great.
Cup is good but cup is too big for what I'm looking for, same with unsung. Those are the only ones I know of so far. Thanks.
NIArms is the best you can get, and CUP uses NIArms models.
you won't find a better model i guess
Using CUP would give you access to far more assets for future use.
Hm, maybe I have an old NIArms then. The NiArms m16 has an odd foregrip. The cup one is better, has the venting holes.
Hi, Is there anyone here that knows of a Cougar MRAP for arma 3? if you do please dm me thanks
RHS has the best one ive seen
Donβt ever use CUP
They didnβt even port over the Marpat properly
what's wrong with it?
everything
#JustAPort
the marpat looks nothing like marpat
its just green barf
and it dosent even look close to the arma 2 one either
cool... did you know the USMC gets a complete overhaul like the army?
ofc not. why following up on a lazy arma 2 port, right?
honestly
please
the only good thing CUP is for is the AAV and LAV and some vests
oh and that UAV lil bird
oh, the two models that look the worst? like for real.
good judgement of quality. respect
please tell me, what is the "correct" color grading and pattern of marpat
https://www.google.com/search?q=marpat+uniform&sxsrf=ALeKk010k4pNAVeldGorbj67k4BR9LRxjQ:1590466187028&source=lnms&tbm=isch&sa=X&ved=2ahUKEwikouug1NDpAhWLGewKHe1jCNAQ_AUoAnoECAwQBA&biw=1835&bih=1176
...
This is how itβs supposed to look
Oh shoot I just realized your a CUP dev my bad for dissing the mod I shouldβve conveyed it in a more respectful manner
The way both woodland and desert work is amazing irl
the issue here is, no matter how many pictures one takes of one and the same uniform, it will always look different
feel free to do so
and again, 3 pictures of the same pattern with different colors. (wiki)
The camp pattern between in garrison while deployed are different
The reason why their different is because the uniform has been worn out while in country
Same thing happens with Marpat
and different lighting, different camera settings, white balance, ect
as i said, unless the photographer knows his business, all pics of the same uniform, will look different
Which is why subduing the color palet would give it a more realistic feel
we have guys with access to original military issue gear that will provide us with the right source material once the time has come
Be sure to give it a lot of wear and tear
that will be in the creative hands of the person recreating the USMC uniform parts
nothing i have a say in
or want to have
Another issue would also be the texture quality
Over the years the especially with the deserts it was hard to get a matching pair. Some even turned pink after some time
It is absolutely impossible to cover allllll possible wear and tear situations with textures.
Is the RHS Chinook throwing errors for anyone else? Not sure if this is the correct thread to ask. It was since the last RHS update.
Something to do with the cargo door.
Not correct. #arma3_questions perhaps since it's mod related
@weary heath it happens to everyone dont worry it doesn't do anything bad its a mod error in files
@half epoch it's ACE compat issue
If they ever made a new DLC or Arma 4, a faction to play as Rioters/Protesters would be so cool. Like how things are in USA right now, that would be dope experience (to play). Here's some footage from Ukraine 2014 revolution, the atmosphere is crazy: https://youtu.be/IWzI9V3WSnc?t=61
Thoughts?
yeah that would be pretty cool
riot control would also be very sick
Playing as priest/worshipper would be lolz https://img.washingtonpost.com/rf/image_606w/2010-2019/WashingtonPost/2014/01/24/Foreign/Images/Ukraine_Protest-046db-8559.jpg (Ukraine 2014)
picking up radios from dead bodies and listening to enemy commands would be cool :(
You can with tfar and acre mods
You can hear enemy AI commands?
AI no
I mean, cant you?
If youre extremely close, you can hear the AI's "move 50 meters! Contact!" Chatter... or am I hallucinating again? O.o
very close yes, but not via radio
Fair
is there a mod that adds talking to people like Arma 2? I really miss saying assalamunalaekum to civilians and getting info from them
I know some missions have features like that
anyone know where I can find a version of JSRS+RHS compats from mid-2015? The sounds are a lot better than the current one
uh check if theres something like a github or version history linked on the page?
no :/
found an armaholic link
@copper zodiac you need to load the into the vehicle itself they have their own inventory
@dense glade hmm? i forget the question XD
Nvm lol
So uh, why haven't Bohemia updated Zeus that much since it's launch?
A question I've had for a while actually.
Well, it's just Zeus is missing a few things. In my opinion, mostly nit picks.
Things like being able to customize / use the arsenal for vehicles.
vehicle inventory arsenal is a kinda big thing
not just for zeus
would also be neat for 3DEN and basically everywhere else
Wait, what do you mean? Vehicle inventory arsenal?
well arsenal for vehicles.
You either mean the aircraft pylons (a module for that exists in ACE atleast) or the vehicle inventory/cargo
I kinda meant being able to customize vehicles, like for example, giving the Kajman it's Black / Stealth skin.
Ah, but when you talk about it's inventory (weapons) then yeah, i thought you could do that in 3DEN.
Ah the thingy. yeah. Should be easy to open that via a module Β―_(γ)_/Β―
"The Thingy"?
The vehicle customization thing, you can access it form main menu I think
Uh, I'll look into it now.
It's just being able to use the arsenal module to quickly customize a vehicle would be cool...
Oh, and that's the other nitpick i have, not being able to copy and paste units with custom arsenal loadouts is odd. I mean, you can do it easily in 3DEN, but in Zeus, it just resets their loadouts.
No clue why.
it probably just copies the classname of the copied unit
It'd atleast be nice if vanilla zeus got a module to add units to the editing interface
Also a remote control hotkey
Be nice if vanilla Zeus got all the Achilles and ACE 3 Zeus stuff π
Ambient AI animations can really enhance a mission π
Yea the few times I've used Zeus without Achilles/ZEN and ACE it's felt like I chopped of an arm and a leg, basically un-usable with them I'm so used to the features
And thats how public server zeuses always play 
I wonder if there are people here that prefer Eden over Zeus.
When it comes to Zeus I sometimes really get annoyed when the unit gets bugged and I have to use ungarrison ai to make them move.
that prefer Eden over Zeus.
Those 2 have very different use cases
both can be used to make scenarios for multiplayer tho.
Thats true but usually Eden is used to prepare a missiom beforehand and Zeus is used to enhance a mission while its being played
yeah.
i am probably the only one that sometimes prefers to create the entire thing directly into Eden.
I totally understand why people prefer Zeus, There's maybe only one or two reason I sometimes prefer Eden besides that I often play solo.
I usually prepare everything I can in Eden too
now I feel less lonely π
I do often use zeus to test what i build in Eden, by throwing all kinds of assaults against it.
I think its the norm to prepare most stuff in Eden
I usually like to throw in some scripting bits too so I have to do that in Eden
Yes, makes sense. I suck at scripting.
Sometimes if I need something specific I look up tutorials for it.
I mostly do basic stuff too
Do you make missions as part of a unit? or more casual with friends?
Casual unit
that's not bad. I might join one again when I have more time.
Its quite fun
I used to be in a really serious one, but I could not keep up with the obligated missions which always started around my dinnertime.
The one I'm in doesnt have any mandatory missions
Missions done right in Eden = one less player to not be able to play because they have to be a GM.
I think it really depends on the scenario. A good mission maker can really get the best out of both.
Anyone else having issues with mask/facewear clipping through your mouth?
mods?
no, but mods that add a ton of masks/faceware
clipping gear is a model issue and can only be fixed by the creator
some faces have lips or cheekbones that can clip. i've found that a few times in the Virtual arsenals when dressing up some AI enemies, but once in game i haven't noticed it.
with the vanilla gear, does the face masks mesh change or something based on the character face being used?
No, it's one fit for all
if there are issues in vanilla, take screenshots and make a feedback tracker ticket
You know. I think I finally figured why the US army in vanilla uses merkava tanks.....there stand ins for the Future Combat Vehicle system thatβs the US has been trying to make
I mean think about it, how many vehicles does NATO use that use the slammer Chassis as a base? Itβs almost like itβs a module heavy vehicle system. Like the FCV program calls for.
It also applies to the Marshall and Rhino vehicles. There stand ins for what is supposed to replace the Stykers but never came around.
@static kernel you've been reading the CUP discord huh?
That was me there too
us army choosing a new tank over just making a new abrahams variant
How do I make an A10 do a Gunrun?
With the marker thingys
Just got some realism mods like JRSR
Regular move marker, engage at will @dense glade
Anyone interested in becoming the XO of a Vietnam Era based unit? I need someone dependable, willing to put in time, and 15+ with 200+ hours of Leadership.
I'm looking for a standard issue weapon within the vanilla version of Arma to use for my server. Anyone got suggestions? It needs controlled recoil, with a scope. That's all and a handgun as well.
If your just going after recoil control, the SPAR series of rifles (Assuming Apex ownership isn't a issue).
LIM-85 has the smallest recoil IIRC
nope... the one you wrote a zero-recoil config for π
So throw and put? 
Or do player setUnitRecoilCoefficient 0? π
Have any of you ever heard of a mod that provides a radio repeater to get over terrain with ACRE?
Not with ACRE but the TFAR beta has signal boosters.
If you have the players, you could have Radio Relay aircraft, For example when I flew A-10's for a unit, I was often radio operating between base/Aicraft back at base and the JTAC, to negate terrain issues
Wow....That is a awesome idea.
Like not even relaying, but acting as a booster craft.
Isn't that kinda part of what AWACS is for?
Yea, but there isn't really a aircraft in basic arma to rep that. At least not mechanics wise
True, although there are at least two awacs planes one can mod in, although one was a fictional russian design.
having some strategic assets like that makes for more interesting gameplay. Whether it's a radio relay that can get taken out to limit opfor comms, or radar, or bridges etc. This all adds dimensions, and means fortunes can change in an instant if you fail to protect that stuff. That's one reason why I really would like Bohemia to implement some of this stuff in any future game.
Oh yes, destroyable bridges really are missing in this game
Yea, it's wierd some of the key structures you would think that were destroyable are not.
Power plants, bridges, railroad tracks, ect.
I can understand railroads, trying to make them break in satisfying ways would be a heck of an undertaking. That said, bridges really should be destructible when a big enough explosion happens on top of them.
Some of the bridges (the ones that are put together out of multiple parts) are destructible, the single object ones usually arent iirc
To be fair, destroyable bridges on Altis and mainland Tanoa would be pointless as there's no water in the rivers so it's not especially difficult to drive across them. That's another thing that needs to be remedied, GM used rivers to good effect to create real obstacles, if a bridge is taken out then it's a real problem, but that's simply not true for vanilla maps (with the exception of the large bridges between islands on Tanoa).
I've seen some creative solutions to that though, such as filling the river beds with hedgehogs and mines
yeah usually you can just drive around bridges
hmm, just thought that rivers which freeze over in Winter would be really cool - or it might if Arma's battles were played out over months so it becomes a tactic to wait for winter to launch an assault :/
that sounds like something that'd be handled by having 2 different maps rather than 1 map that can change though
with current engine yes
or scripting that effectively places solid 'ice' textured objects along the river at the water level.
no reason why it couldn't be one of those things that they factor into the next game. If you look back at what was done regarding the world in OFP - real day night cycle that is accurate throughout the year, real night sky, tides and more. Then look at the subsequent games where they really ignored expanding the realistic environmental factors - having weather affect more than just visuals and draw distance would be a meaningful addition to gameplay. e.g. Those mud track roads becoming difficult or even impassable in heavy rain or snow; rivers freezing over; localised flooding; high winds affecting aircraft, high-sided vehicles; storm conditions bringing down trees and power lines and temperature effects - infantry freezing or overheating if improperly dressed for the conditions, steam rising from vehicle exhausts increasing visibility etc
Arma 3 has day night cycles, moon phases, all determined by the season and time of year.
Tanoa for awhile or has(been awhile since I checked it) also has a tidal system, it just isn't dynamic.
For the rest though, that is a lot of simulation/coding for a game that wants 200+ units on the field at any given time. I can see maybe having texture swaps depending on the weather, but things you see from the truck simulators probably won't happen.
Those mud track roads becoming difficult or even impassable in heavy rain or snow; rivers freezing over; localised flooding; high winds affecting aircraft, high-sided vehicles; storm conditions bringing down trees and power lines and temperature effects - infantry freezing or overheating if improperly dressed for the conditions, steam rising from vehicle exhausts increasing visibility etc
Now that would be cool as fuck
...
?
just because you can do something doesn't mean you should.
It would be lots of dev time spent on something what is never used by 99% of users
I always find it interesting how people will insist on things like ACE medical being THE primary way to heal people in-game. Yet will also disable things like stamina and sway.
Like were did the argument even come from? I might not have a military background but I have hunted up in the mountains before, and believe me trying to shoot a rifle or even my bow with 30-40 pounds of gear on your back would be very hard.
Because everyone has his own "realism" or just preferred way of playing he calls "realistic" π
I think the best thing about Arma 3 is how everyone can create their own Arma Happy Place.
If your AHP is set in the world of "Cat Shit One", well... have at it.
Some kind of terrain simulation like deformable mud or snow affecting vehicles would be cool, but trying to turn arma into Spintires with guns would most likely be a disaster
Arma 3 has day night cycles, moon phases, all determined by the season and time of year.
@cunning flax Right, but if you read what I wrote more carefully that's exactly what I said. All that stuff was added in the original OFP, in 2001, but they added nothing new along those lines in subsequent releases and even removed tides entirely until it was added back for Tanoa.
It would be lots of dev time spent on something what is never used by 99% of users
@lean path I strongly disagree. If it were in the base game it would be used by the vast majority of users. Moreover as everyone likes to keep saying, Arma is a sandbox, and if that's the case the Devs should be focusing their time on the sandbox, the environmental stuff that can't really be added in by modders. If people really didn't care for the environmental stuff then frankly Arma may as well just be any shooter - remove the weather effects, remove the day/night cycle, screw realism, just make it Call of Duty and be done.
Moreover Bohemia themselves, or at least Marek don't seem to share your opinion on this stuff otherwise they wouldn't have bothered with all the tiny environmental details like the accurate star maps, realistic day/night cycles based on latitude/longtitude of the map, and much more that they worked into the original engine 20 years ago at a time when no other game even considered that stuff (and few even do today).
The fact is that none of that stuff is superficial, it all has an impact on the gameplay and types of scenarios that become possible. Your tactics and overall strategy has to adapt to weather conditions. It would add huge amount of variation to the exact same missions and replayability to maps as natural effects effectively change pathing - Roads impassable? - You need to go around or move more slowly increasing ambush risk. Plains flooded? - tanks become less useful. Rivers frozen? - That defensible position by the river is now more vulnerable. High Winds? - Your air cover is grounded.
I've seen plenty of people having to role-play that stuff, with "out of bounds" areas. Pretend that dry river bed is full of water etc, but that does really require everyone to play along with the 'story'. That also limits creative solutions, if you make areas out of bounds then they are simply out of bounds. Whereas with actual environmental hazards there is an increased risk but nothing actual stops you trying that approach. e.g. Finding a shallow point to ford a river, or bringing in bridge building equipment, or taking that dangerous road precisely because you reason that the OpFor won't expect you to go that way.7
Well nice star map is one thing. If certain effects more open possibility then it's cool too. But if you can't use roads any more because they are so frozen or washed out or, if a quarter of the terrain is flooded, I don't think that many people will care to use it much, since it adds more annoyance to the game.
But it would be useful for some special types of scenario
Moreover Bohemia themselves, or at least Marek don't seem to share your opinion on this stuff otherwise they wouldn't have bothered with all the tiny environmental details like the accurate star maps, realistic day/night cycles based on latitude/longtitude of the map, and much more that they worked into the original engine 20 years ago at a time when no other game even considered that stuff (and few even do today).
Doesn't seem like they disagree. Currently there is precisely as much detail as I think the game like this needs π€
Don't get me wrong, I think that all of the proposed ideas are very cool if developer's time was infinite π
I'm with GBee on this. When you compare OFP to A3, OFP was (for its time) far more advanced than Arma 3 is now (considering the state of games technology).
Ever walk through a corn field when the crop is young compared to when its just about to be harvested? It makes a completely different sound.
Arma 3 however was in pretty good spot tech wise ~7 years ago
not maybe at the very forefornt but still had advantages other engines are only now getting into
I'll partly agree, but on the flip side, look at all the "tech" that never made it into the engine (I'll not even mention ai)
There has also been plenty of systems that BI has implemented that the community hardly taken advantage of.
Trident Module for dynamic hostilities, Actually a large chunk of the modules. Keyframe pathing quietly got released with no fanfair, most mods still don't really take full advantage of all the damage states such as fuel and engines, ect.
Like tank interiors was a very big hot topic for the longest time. People said they are a must, but a majority of youtubers/streamers do one video on them, then play every session in 3rd person mode.
If you think about it at a development level as well, what good do they do mechanically? Passenger APC interiors were needed because passengers needed something to stare at in FP only mode. The only functioning thing I can think about them is checking if your crew are dead. I personally rather saw all that effort into making 2-3 more vehicles.
Yeah it's one of those things everyone will say that they absolutely want it but not use it 99% of the time anyway, IMO
Although modules are a different thing. In my experience I would rather write my own code than use one of ready modules, unless it just does precisely what I want without any further need to change anything.
what good do they do mechanically?
vehicle interiors are really nice to look at but dont serve much actual purpose
Somehow necessity for truck and car interiors feels opposite to necessity for armor interiors
perhaps because you can't see anything while in armor
And you also usually cant really see into armor @lean path
so its not very immersion breaking when you just see a semi-bad fake interior/flat texture
It's more that players can see from the outside into the car interiors, so it makes sense to take the time to add them.
As it would look very funky seeing a steering wheel and all that then hoping in to a blank screen.
the field of view that's now possible with tank interiors implemented does serve a purpose.
and for the more cosmetic stuff, I'd argue it helps with immersion. Plus in several armoured vehicles now you can see the other crew members, if your gunner is no longer responding you can actually look at him to see if he's wounded/unconscious (ACE) or maybe he's just AFK
i would never trade vehicle interiors for more vehicles
but i never play third person so
I don't understand why anyone would play a realistic game/sim in third person, defeats the point IMHO.
Because Arma 3 isn't a realistic game nor simulator
But You Can put some realistic stuff
Closer to a VBS/Steel Beasts/DCS than it is to COD or BF
So yes I would argue that it is Realistic/Sim based at its core.
Quite clearly a puzzle game, smh
point and click adventure, use lynx on enemy head
@quiet stirrup well not if you play it in third person...
The fact never changes the fact Arma 3 isn't a realistic game/simulator
I get why we say that, why we've been saying that for years and years. However I think a lot of veterans have said it so many times that they've forgotten WHY we started saying it, which was to shut down people complaining that <insert minor detail> wasn't realistic.
However I don't know anyone who started playing OFP/Arma and is still playing it today who doesn't consider it to be the most realistic and closest game to a simulation than every other game in the market (as a whole, for infantry + combined arms). Yes there are more accurate Tank simulators, Plane Simulators etc
Hell, I had for years a couple of magazines articles from the days of the OFP launch where Bohemia described the game as a combat simulator - at that time no-one questioned that and of course it literally did morph into an actual military grade combat simulator. So yes, we all decided collectively as a community to stop calling it "Realistic" and "Simulator" to shut down drive-by criticism, but since I've been part of the community long enough to still remember how that actually started ...
But they never said is a simulation game or something, at least in any official papers for Arma 3. They decided to change their minds, so I respect it
Also it's safe to say if there's a third person perspective in the game, won't mean is breaking the realism and simulation, since VBS, the simulator-cousin has one
Third person simply gives you the peripheral awareness you already have in real life.
I was always curious if BI provided 3rd person, but disabled it by default how much more of the community would be fine with FP only. It always amazes me how many peeps complain about it yet games like CoD, Battlefield, ect only have it for vehicles.
@smoky cloud i think thats a bit of an understatement. You can peek over a hill or corner without needing to expose yourself. Unlike real life.
@cunning flax im pretty sure much of the community would react poorly to it. Much of the community is not a fan of such realism. Although i think many people would still enjoy such a thing.
I don't really think that because again CoD, Battlefield, CS:GO, ect plenty of FPS use it and are much less real
I believe it's there for 2 reasons:
- reduce difficulty: Arma is a hard game where dead means dead, and you don't have some magical auto-heal or fast respawn in the middle of a fight (of course, is possible, but not as a core feature). Therefor 3P makes it a bit easier to see enemies before they blast you.
- increase realism: Yes, I said it, 3P is to increase realism. Humans have a FOV of about 210 degrees horizontal and about 150 degrees vertical. In game you only have a FOV of 70 (default), which is only a third of real life. By adding 3P this gets increased massively (don't have the numbers, but I'm sure everyone agrees on the massive part) which actually makes it more real. Of course the downside is that it allows you to look over or besides objects which normally would block your view based on the position of the camera (behind player) which of course isn't realistic. However I would argue that 3P is in there to increase realism based on the FOV.
However I would argue that 3P is in there to increase realism based on the FOV.
It counts only for nearby objects. For targets far away the effective area of view is same due to camera angle being same.
Which is similar to the human eye; we can see wide-view, but only focus very narrow.
Of course, if something is moving out of focus we will detect it, something not possible in-game even with 3P
Human FOV doesn't allow you to stay prone and watch 2-3km of overwatch on a roof
3rd person destroys a massive amount of FPS mechanics. Which is why PUBG quickly jumped to FPS only tournaments.
-Can't suppress people for the purpose of maneuvering for example.
-It always favors the defender/camper, as to advance means exposure why they don't risk that themselves.
Ambushes also heavily favor the ambusher because they don't have to actually reveal themselves for the ambush.
Well I see Grezvany's point but I agree that the unrealism of it totally overweighs the realism
Yea it's not even about realism IMO it's about just shooters in general
3rd and 1st have the same exact FOV btw.
We also have the zoom feature. Zoom in to match the real life naked eye acuity, and zoom out to get closer to realistic peripheral vision.
Not to mention the freelook which closes the gap to real life even further
Third person completely kills the ability to perform close quarters ambushes, especially in an urban environment. When the opposing players can look over walls, look around corners, view rooftops even without exposing themselves it entirely undermines gameplay. Arguments about FOV are IMHO invalid when you can just adjust FOV in-game without also adjusting camera position.
Third Person makes it as though you have your own personal drone flying above you all the time and I actually think that they should implement exactly that mechanic in-game if you use third person. While it wouldn't completely even things out, it would mean that if you chose to use third person other people are able to see where you are just as easily as you can see them.
@cunning flax In case it wasn't clear there, the ambush issue cuts both ways depending on distance, it's impossible for the attackers to remain concealed and execute a successful surprise attack if the enemy are close enough that they can just use third person to look over obstacles or around corners.
https://youtu.be/v7zoVIsIT2A (Dsly video on the topic)
IMO this is the only video you need to watch on the topic of the 1st v 3rd person debate.
Im gonna be honest arma is meant to be played as a first person game not as a third person game just look at the ballistics and unlike most generic shooters arma made guns feel like they shoot projectiles and not laser beams
Both are good
we do need more lazers though
^Hitscan, even if just a mechanic for modders would be godsend.
better ask in #arma3_questions
Is weather forcasting really used/important to units and peeps gameplay wise?
I keep liking the idea of the real weather systems, having scripts that tell you what the weather might be next, ect. But then it's like...does it really matter.
I mean, all of our Ops have weather forecasts in the briefing, but thats set before hand by our mission creation section
Do they have a big effect on your operations though beyond immersion? Like, fog is getting thick later today we need X to cclear out.
Well I mean, nights where the moon isnt full, our NODs suck. If theres fog, visibilty sucks and combat is harder. Rain messes with hearing and visibility.
stuff like that
operation is how you set it up. you can play same op in rain and sunshine pretty much the same way. but if you create the scenario so that the the weather conditions affect what kind of things happen and how the mission is supposed to play out then it has effect
How realistic are the body armor mechanics in this game? I've never fully understood the impact mechanics vs armor.
not very
I figured. I assume the same thing is true for vehicle armor. I mean, for something that has mine resistant in the name, MRAPs don't seem very good at stopping IEDs.
the passengers can survive a blast, depends what you get blown with.
The vehicle hit geometry/armor stuff is more complex than the character armor
and mods can break things
I assume Ace can complicate things greatly.
yes that is possible
Also, I shot some one in the chest with a .50 during some testing. CSAT rifleman and they survived. Is that just wonkiness?
this with ACE?
No, this was base game. I guess I should have said HMG. No mods.
Not sure how you've been testing but there is no way of surviving a 12.7mm round in vanilla.
You will die from it no matter the part of body.
Iβve had it happen
Singleplayer or MP?
All mounted HMGs fire at 910 m/s so you'd need to be at pretty extreme distances before the velocity gets reduced to less-than-lethal values.
Even then you'd still die because the 12.7mm round's base hit value is beyond what human units can survive.
Because the ai or the server says βno screw you hereβs an ai flinching and the obvious blood from the impactβ
The ai then proceeds to spin a full 720 and caps you with 2 rounds...
is there a stealth system in game? all these ai insurgents keep spotting me wearing a ghillie suit like half a mile away
Yes. AI can listen to their surroundings for footsteps too.
If you're being spotted with a ghillie suit on then it means you either aren't prone, are sprinting (drastically drops your camo rating), or fired a weapon and they saw the muzzle flash.
IIRC a ghillie suit doesn't impact the AI's visual range at all, at least not for the better.
No, it should have a bit of it
Wasn't there one video that anecdotally proved that a... what, a group leader or a grenadier uniform was the best for staying hidden?
If I remember correctly, camo is assigned to unit, not the uniform
so if you have placed ghilled sniper, you would see some difference
Oof, that makes more sense than I'd like.
Ah you're right, just tested and looks like it. A rifleman got spotted in 250m while Full Ghillie Sniper got spotted in 140m
And if you switch the rifleman to wear full ghillie and the full ghille sniper to wear a rifleman uniform?
Nope, no difference
no difference as in each unit is spotted at the same distance regardless of uniform?
Regardless of uniform, but regarded to its vehicle type (B_Soldier_F or B_ghillie_ard_F in this case)
Ah. Today I learned.
Weird Arma? Indeed
Would be kinda neat if camouflage did make a real difference though. Like, tan camouflage works in sandy areas, gray in urban areas, green in grass, etc. Then again, making the AI see using "light" instead of "heat" would be way more taxing.
a solution I use in case it's needed is changing the camouflageCoef value with setUnitTrait in case someone uses a ghillie suit
It's bad because there's no EH to detect inventory change
you can use ContainerClosed, InventoryClosed, Take, Put and of course Init to check which uniform is currently worn and modify the value based on that
This threw me off playing Arma 3 CoOp ALiVE mission and we ran into this house https://youtu.be/pPrDe85djMA
just a joke from the mission maker
Hello there
I am looking for decent Star Wars and Zombie mods are there any recommandable (maybe even collections in the Steam Workshop?)
Star wars mods are illegal, and for zombies, iirc Zombies and Demons is good
really? illegal in terms of downloading it from steam and Bhoemia giving me trouble then or illegal as in not allowed here
Disney has forbidden the use of SW IP anywhere outside their licensed products
So making them is forbidden without explicit permission from Disney. Thus they are not allowed here either
ok then but I will try the zombie mod π
Ravage is good for zombies
Comes with a few ready to play missions too
@sick hatch
Ravage is also better with ACE when it comes to zombies IMO. They drop via impact of bullets but still need that double tap.
pfft star wars.... 40k now thats where its at
yo.. just for funs
i remeber arma2 had a nuke mod, it was crazy cool. worked very nice and looked fantastic
- it had radiation effect
anything like that in a3?
there are some scripts/mods around
What is the mod that shows a little circular radar at the bottom of your screen and shows your squad in relation to you?
@severe remnant
https://steamcommunity.com/workshop/filedetails/?id=1638341685
thank you so much
π
can anyone help me ?

