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Chumba

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About Chumba

  • Rank
    Corporal

core_pfieldgroups_3

  • Interests
    Modelling, Gaming, Running
  • Occupation
    Aircraft Engineer
  1. Chumba

    melting faces bug

    Late one: I just installed ARMA2 (standalone) and patched to 1.07 and I'm getting this in the barn when I rescue the woman - game is stock as a rock! Just embarking on wading thru hours of searching (sigh).
  2. Chumba

    Recoil (again)

    This whole system of offsetting the aimpoint in this fashion is simply daft and UNREALISTIC - period! Screenshake is the BIG thing that can SIMULATE to a reasonable degree ON A PC SCREEN the whole business of shooting - along with perhaps a tiny bit of random offset. The disorientation of screenshake along with not actually having the aimpoint back to precise origin would be spot on and produce an actually very realistic experience and result.
  3. Chumba

    Dynamic Recoil possible?

    I agree with the idea of dynamic recoil as proposed by the OP. Fact is that IRL the results / accuracy of my shooting is much more like original ArmA2 EXCEPT when I go "cyclic" - in which case RL results become much more like OA. This is most recently experimented with using a Ruger Mini 14 with conventional stock - which is to say overall recoil isn't terribly great but it's very sharp - and the stock doesn't have the nice geometry that assault weapon design affords. Mind you, IRL I am simply a ^%$#ing good shot - always have been - not boasting - is simply a fact - and probably explains why I bleat so much about shooting dynamics in these games - it sh.. - I mean ANNOYS me intensely when I can't be as accurate in a game as I am capable of IRL...
  4. Ok, it looks like these will work ok for Combined Operations (excepting possibly the issues Ringosis has mentioned) - ie. the items that work do so in ARMA2 missions / campaign as well as OA ones in Combined Operations.
  5. Chumba

    Non-blinding sun mod

    I think the default blinding oversaturation for sun when it's within a few degrees of the horizon would be appropriate - and then otherwise have it non blinding like this great mod.
  6. It looks to me like ambient light is set for SSAO - so without SSAO to "soak up" the light we get godawful excessive GLARE! :-(
  7. Chumba

    Vehicle controls in ARMA2 1.07?

    "<70mph is NOT high speed! and as you should know the resistance of air has dose much more than double by the time by the time you get to 140mph yet alone going faster than that, its not just the tail fin but trying to present the side of the body and tail section and the tail fin, also the Comanche has one of the most powerful/efficient tail rotors for its size." - I think my point is clear - I'm not claiming tailrotor should have the same effect at 200kts as 20kts - but I don't think it should have as little as it does in the game. All that aside, my BIG issue is with the QUALITY of the effect, not the QUANTITY. Ingame we should still be able to drive the tail around - which amongst other things WOULD cause loss of airspeed as the much larger airframe profile is presented to the direction of flight - eventually resulting in sideways flight at yes, a speed that probably wouldn't be defined as "high speed". Perhaps I should have said "reasonable speed" rather than "high speed". "also remember Arma has auto throttle and the tail rotor pitch automatically counters torque as it ramps up/down with collective changes, otherwise on takeoff etc you would constantly have to counter collective changes vs. torque or torque from changes in power setting vs. the collective." (headshake) - I understand VERY well the relationships between rotor torque (which is influenced by throttle AND collective pitch in combination) - and I'm not asking for complete fidelity to THAT degree - again my point is clear - I'm talking about the broad dynamics of the model. "with respect to stuck peddle/failed tail rotor landings ~80kts is the standard approach speed for landing for "most" tail rotor helicopters as the tail maintains directional flight as it has enough authority to do so, if the ground is ruff or the skids or wheels are out of line with direction of flight you have to bleed off speed and wait for the tail to come around and drop it on the deck at that moment like below." - huh? - I really don't understand what you're trying to drive at - I understand and agree with the concept... - I used the Sikorsky incident as an example. That oil rig chopper essentially did exactly what that little enstrom did, BUT: the Sikorsky was a MUCH bigger machine so was generating MUCH more torque simply to stay airborn - it had to make a rolling landing at 80 or 90kts else end up spinning like a top. I suspect very strongly that's why the Sikorsky was built with WHEELS in the first place - ie. is the only way to get it safely on the ground in the event of tailrotor failure. "Yes arma helicopter flight has compromises vs. reality but not everyone has a set of foot peddles (with trim change) and a collective + throttle at there PC desk! However at e.g. 140mph you should still be effecting turns mostly with the cyclic and using the tail rotor for a coordinated turn." - ummm... yes that's kind of my point: in ARMA2 we DON'T have the function of co ordinating the turns ourselves - I WANT TO BE ABLE TO CO ORDINATE MY OWN TURNS!!! Again I have to point to OFP - it's vastly better at implementing all this stuff than ARMA2 yet even it autolimits final behaviour and doesn't give full realistic range of control input (you can crash, but not really lose control as such), BUT it still gives player a satisfactory range of control that behaves in broad terms as it all should... "The trouble is if you invoked a true “sim†like flight modal for helicopter it mostly wouldn’t get used to its full potential, it would quite quickly become tiresome constantly holding in some “ruder effect†on your joystick countering torque changes if you didn’t have some keyboard keys for trimming it out for a given speed or torque level unless you wished to go out and by peddles and a collective etc." - I NEVER asked for any of that hi fidelity stuff... I've had idiots before reply to the idea of wanting to be able to "turn the aircraft by making pedal input" by saying that in a soldier sim it's unreasonable to expect to be able to dial up individual frequencies on the UHF etc. - WTF!! - all I've said is that: 1. tailrotor SHOULD be able to cause more yaw at high speed than ARMA2 has it do... ALTHO I might be completely out of line there as indeed I don't know first hand exactly how much effect the tailrotor of a Venom SHOULD have at 160kts(the light switch style tailrotor effect on / off IS totally BOGUS tho) - and: 2. even with the small-amount-of-nose-deflection-with-tailrotor-control ARMA2 gives us, the actual yaw effect is not properly implemented - if ARMA2 model was altered so that the machines at least followed their nose when I pushed full pedal (and by that I actually mean hold down my "delete" or "end" key BTW) EVEN WITH the resultant TINY nose movement to left or right then I'd be happy - and if this also induced all the other dynamic effects that flat yawing in a chopper actually causes then I'd be VERY happy. Just changing heading would be enough tho - that's sufficient in OFP and so it would be in ARMA2. The precedent for all this exists!!!!!!! - in OFP where there's a beautifully compromised flight model that achieves all the essential characteristics of chopper flight / handling / performance in an easy to use form that's terrific fun and usable by total noobs yet essentially correct enough that more harcore flyers can enjoy the experience and even develop skills - ie. with the PROPER COLLECTIVE effect in OFP - ie. flying with joytick+throttle slider+rudder twist grip - making fast approach/rapid landing CA type insertions and extractions is very challenging - in fact it's harder than in ARMA2 because of the proper lift effect - in ARMA2 you just set up descent rate and steer it in, but in OFP the rate constantly changes AS you "steer" which is quite realistic. ---------- Post added at 08:13 AM ---------- Previous post was at 08:01 AM ---------- And with regard to vehicles - I don't think the steering characteristics have changed - I had reinstalled ARMA2 before patching to 1.07 and left mouse smoothing set quite high. The drive up to the top of the hill was easy enough but once I was trying to drive around accomplishing the tasks then it became obvious the steering rate etc. is still just as crap as ever. Again, thay HAVE this absolutely spot on in OFP - so why is it so screwed in ARMA2??? (My 6 y.o. tears around no worries in any and all vehicles in OFP but in ARMA2 I can barely control a Hummer)
  8. Chumba

    Vehicle controls in ARMA2 1.07?

    Yes - but the pilot in that video would be using the cyclic to maintain that direction of flight (you'll notice it's layed over slightly toward the direction of travel - he's ended up with cyclic SIDEWAYS and nose level) - I'm talking about with NO change to cyclic from forward stable flight - in other words ARMA2 is automatically doing what the pilot in that video is doing - but I want ME to be the one flying the chopper. That video also actually confirms what I've said about the fact that tailrotor SHOULD be able to have decent amount of authority even at high speed - it proves that the tailfin WON'T completely kill the tailrotor's ability to push the tail sideways - in fact that video proves it's capable of pushing it completely sideways even at high speed - obviously Comanche and Lynx are really good at it and perhaps the Huey family might not be so good but not as completely weak as the ARMA2 model. Like I said tho - when I'm saying the chopper should follow it's nose I'm talking about from straight and level forward flight with no offsetting or change in cyclic - but indeed, if it's modelled right we too ingame should be able to push the nose sideways whilst using cyclic to keep the chopper going in the original course and end up flying sideways...
  9. Chumba

    Vehicle controls in ARMA2 1.07?

    I understand the aerodynamics - I'm an aviation mechanic by trade.... :rolleyes: :rolleyes: A Sikorsky (not sure what model) carrying oil rig workers near where I worked a few years ago made a successful return to base after losing it's tailrotor drive: flew quite happily and evidently controllably for quite a while to return to the airfield and landed more or less like a conventional fixed wing on the runway at 80 kts or so. To the game: Tail Rotor: - aside from the amount of effect the tailrotor should still have at even fairly high speed (the fin comes into play as a reduction in required tailrotor effort to counter mainrotor torque - NOT as a force that totally kills tailrotor effect :rolleyes: - tho I have no doubt it will affect it ), my big issue is if you hold in full pedal one way or the other, ARMA2 chopper will turn it's nose a bit but fly along the same original flight path (heading) and won't even gradually change course... That's simply not right: ie. the chopper should turn to a new heading - ie. follow it's nose - even if it's gradual. In ARMA2, above a certain speed, you can crab along like this with full pedal left or right indefinitely and when you release the pedal control the chopper will "snap" back to the original course - the only way you can change heading above a certain speed is to use cyclic (bank) and this simply isn't right. Tailrotor effect is correct at low speed in the game - it should should have that same effect AT ALL SPEEDS albeit somewhat reduced as speed increases. Forward speed and lift - setting aside translational / transitional lift which indeed comes into effect at quite low speed but ISN'T modelled in ARMA2 (I suspect it might be in OA but it's definitely not in ARMA2), helicopters behave very differently to fixed wing aircraft when you change attitude via cyclic control - ie. the basic effect of attitude change is the same inasmuch as "nose down" causes descent and airspeed increase and "nose up" causes climb and airspeed decrease, but because in a chopper you're changing the vertical / horizontal THRUST vector relationship, the immediate effect on lift is very pronounced and THEN you'll see the effect on speed. This is not modelled very well in ARMA2 but it's excellent in OFP. I've had 45 minutes flying a Squirrel (AS350 I think) helicopter - cyclic only - in forward cruise with collective "locked" and believe me, the effect on lift is VERY CLEARLY the FIRST thing you get when you push stick forward or pull it back - choppers in OFP behave exactly the way that Squirrel did. This effect is almost totally absent from ARMA2 but it's very clear in OFP. ARMA2 collective control response in general is actually too mushy as well. Overall the dynamics of all this stuff is modelled very decently in OFP - BUT NOT FOR MOUSE / KEYBOARD PLAYERS. In OFP it's all good as long as you use an analog control for thrust increase / decrease - but using keypress makes choppers just increase or decrease altitude to a fixed height above ground - it doesn't model proper collective thrust. Using an analog control - ie. joystick with throttle slider - DOES. In ARMA2 we've lost that nice model that works so great with Joystick and analog thrust and ended up with a sort of nasty hybrid between OFP keyboard / mouse model and OFP analog thrust model - leaning more toward the dumbed down crappy mouse / keyboard version. What I'd like to see is OFP analog collective dynamics but with proper collective modelled for keyboard inc / dec as well as for analog input - as well as tailrotor having proper effect - ie. chopper WILL follow it's nose at all speeds - even if the AMOUNT of effect is drastically reduced at higher speed.
  10. Is it just me or are the vehicle controls MUCH better in 1.07 than 1.05? I've reached Manhattan and driving the Hummer seems MUCH better using mouse than when I've played that mission in 1.05. If it's been fixed and not just my imagination: WELL DONE BIS!!! - now for Helicopters we just need decent tailrotor authority at all speeds, more effective collective and proper climb / descent relationship to airspeed changes (ie. chopper LOSING height when you reduce forward airspeed with no collective change is WRONG - is THE big difference between fixed wing and chopper flight dynamics) and I'll be a happy camper
  11. Chumba

    Light effects

    For general info if anyone is searching etc. - there are a couple of mods that reduce the sunglare effect and there's a mod that allows you to control HDR and adjust the overall lighting level for each hour of the day. By control HDR I mean effectively disable it - not just reduce it to minimum like the mod that's available for OA that gives an option in the graphics settings menu. It looks to me like ARMA2 V1.05 and 1.07 differ a bit from one another with regard to ppeffects colorcorrections in the various supplied missions (bootcamp, scenarios and campaign) - ie. in 1.05 colors were very washed out which could be tweaked by unpacking missions.pbo and making adjustments to the configs for colorcorrections - but 1.07 seems to have the colorcorrections disabled - so 1.07 looks more like the save screens already - so turning down gamma just about gives you the same look as the save screen. If you take notice of the backgrounds between menus you can see the "old" washed out colour that's standard in 1.05 I've only had a quick look at OA and don't have it yet myself but it also "seems" to have colorcorrections disabled but is natively very yellow / tan.
  12. I corrupted my ARMA2 a while ago so had removed it and only just reinstalled it. This time I've patched right thru to 1.07 but when I unpacked missions.pbo and tweaked the colorCorrections and put the repacked file back, ingame I'm not seeing any changes in color... In 1.04 the same process yielded clear results - I had all the bootcamp, scenario and campaign missions tweaked to look like the screen when leaving a mission. Does anyone know if V1.07 handles it differently and how??
  13. The file that contains the configs is missions.pbo in the Addons folder of the installed game. You need to extract missions.pbo and then manually edit the "colorCorrections" ppEffectAdjust lines in the missions you want to alter. There are the bootcamp missions, the scenario missions and the campaign missions. The program to use to unpack and repack .pbo files is Eliteness (google it) - if you get eliteneness and mess with the configs yourself, you'll find that most of the mission folders contain two config files - one called init.sqf and one called initJIPcompatible.sqf - look in each one to find which contains the colorCorrections line (in some missions it's in init.sqf and in others it's in initJIPcompatible.sqf).
  14. Chumba

    Recoil (again)

    Using screen shake is THE big answer IMO for presenting a good facsimile of weapons handling. The effect needs to be larger across the board and then tailored to individual weapons. Even if the old 100% return to origin recoil is used - if the screen "jumps" significantly then the player is forced to refocus and reestablish the target picture - very close to real life practice. Experience and familiarity eventually produces a higher degree of comfort / less disorientation - could it seriously get any better than that??? (doublethumbsup)
  15. Chumba

    Recoil (again)

    I've put 1000's of rounds thru a variety of real world weapons and if I may say so myself am quite a decent shot - and altho I intitially thought the displaced recoil in OA was ok, after actually playing for a while it's become really irritating and IMO absolutely DOESN'T return anything like I'd consider to be a facsimile / simulation of firing real weapons. The screen shake is excellent and if it's been removed - DAMN!!!!!!! (I haven't tried that latest I have to admit), but the displacement is no good. Compared to real life all the weapons in OA feel like their fore grips are broken or I'm firing with my left hand behind my back or something. Returning aim to origin is a virtually entirely involuntary REFLEX that a shooter performs - and OA simply doesn't return any facsimile / simulation of that. Wanking the mouse is NOT the same in any way shape or imaginary form as actual shooting.
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