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Flouncy

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About Flouncy

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    Lance Corporal
  1. This puzzled me too - the other islands were easily done by commanding the walrus to capture it via the map. Whereas nothing happened with this island. After a bit of trial and error the solution is to manually control the Walrus, and drive the last couple of meters til you get the icon, then hit F (or return to the map and do it that way). Basically he stops short, just on this island. Bug.
  2. Flouncy

    Bug Reports

    Carrier timewarp pathfinding error. When travelling from Lingard (the south bay - I drove into about 100m off the shore, and pointed it straight at Styx before warping), it showed a zig to the east across land to the west side of the island, then a zag to Styx - but the carrier stayed put in the bay. Water was 300. deep, and no blocking from shore. Waited a few mins while the warp graphic showed then quit.
  3. Flouncy

    Thank you Bohemia

    Hear hear. And there's truly NO other developer worth trusting with this sacred gaming jewel (well, apart from Pandemic in 1998... and Stardock wouldn't make a mess of it :) ). But yeah, it's ace, and a wonderful rare case of exceeded expectations.
  4. Good idea! A little display too, showing which guns are damaged and not working would be nice as well. Mildly off topic, I've noticed that when the guns engage in auto mode they will fire at a target even if it's obscured by land (small hills etc). And they just keep hammering away. That'll chew ammo needlessly, but I'm sure that's one thing they're looking at. e: just played again and noticed there IS a diagram of the guns, top left - never noticed in the heat of battle, but now I know it's there I like the size and position of it.
  5. Tell you what I'd REALLY like... After the last island is captured (currently the game just ends) the game continues and you have to find and then battle the enemy carrier. Yes - it's probably run out of fuel somewhere. Yes - it'll be a challenge to find it, and you'll need to make a note of where you last saw it, and have a think about where it was probably heading. Yes - this is what I want! Closure. The great end battle, fighting a starving unsupported enemy, kicking him when he's down. The feeling I'm fighting a desperate loser - not unlike smashing the Bismark to bits. From memory this is how the original played out. Of course the Timewarp feature will have to be disabled for this to work.
  6. Needs a group select - like ctl + 1, etc. I know you can hold ctl and then click each unit to get group control, but it's impossibly fiddly and time consuming in the heat of battel, and when you have mantas on top of walrii. Need to be able to group all air units, and all ground units as a single ctl + #.
  7. Flouncy

    Bug Reports

    Froze during regular island combat attacking ground units with mantas. Sound continued. Where'd this issue tracker?
  8. Ahh, thank you. Also fixed the mouse lag following advice given earlier - dropped post processing to zero, RESTARTED, and now all good. Further thoughts/questions on time warp - what happens in the real world when I'm warping? Does production, enemy activity etc speed up to stay in sync with accelerated warp time? If there was an option to eliminate warp and cruise around at real time, will enemy activity and the speed it does stuff be such that it's feasible to do this without being overrun while you travel?
  9. It has the Carier Command feel, and I love that. Too many positives, initial negatives: Mouse movement again. Really nasty - especially combined with the too-small nav buttons in the game. Controls and buttons need to be much bigger. A 'reset to default' option in controls please. Needs many hot keys - 'next gun' on the carrier a big one. Hot keys or buttons to jump to a SPECIFIC gun on the carrier - not just 'next'. Show waypoint back to carrier when manually controlling vehicles needed. A disable time warp option please - the original game gave a fantastic feel of scope, of 'being there', and giving you contemplative time as you travelled across the seas.
  10. Flouncy

    Independent rudder control?

    No, it's not. It's a curious compromise. There should be an 'arcade' model, where there's no rudder control at all, and banking auto-tunes the rudder. And there should be a 'sim' mode, where the rudder can be controlled free of cyclic inputs. And an analogue throttle...
  11. Anyone figured a way/script/mod to properly separate the rudder from the yaw that joystick inputs seem to override? At slow speeds I can rudder the heli left or right, but after a certain point it rubbers back to center. I want to be able to have total control over where the heli is pointing, independent of the heli's direction of travel. So I can, say, be honking along at speed at a heading, but point the nose at another direction. Just like real choppers. Right now it half works, but at a point the 'auto-rudder' over-rules my input. Which is both false flight modelling and a pain in the arse. Yes, I know Arma 2 isn't a flight sim, but this is basic easy stuff that would add greatly to the enjoyment, gameplay, tactical use of heli's and just overall sweetness of the game. If that didn't make sense, I want to be able to do this:
  12. Flouncy

    Trackir in the dark?

    It works *best* in the dark :) Ambient light can cause false readings by the camera - though only when there's 'pinpoints' of light - ie. a lamp behind you, or a slice of sunlight shining through blinds. Get it, won't regret it.
  13. Flouncy

    (SP) Gryphon Squad day 02

    Did you per chance put it in the users\my documents\arma 2 missions folder? It should go in the game install directory - arma2\missions That said, I've had mystery 'no show' .pbo files that were in the right place, but just don't appear...
  14. Flouncy

    (SP) Gryphon Squad day 02

    Njay - just drop it in the 'missions' folder in your Arma2 dir. Then it'll appear in the 'scenarios' menu. Easy.
  15. Flouncy

    (SP) Gryphon Squad day 02

    Brilliant! A worthy successor to Day 1. I like this one better, opening battle is epic, and the (albeit short) distance to travel adds much realism. I didn't really go for Day 1's base right beside the enemy attack, though get where you were coming from with the scenario. Loved the area you chose. Plenty of nice forest-enclosed paddocks to pop up and down from. Played it a few times now. Wasting my 2 sidewinders on enemy choppers before I was taken down later by the 2 SUs taught me well... :) Keep it up man, you're doing the best chopper combat mission out there!
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