Qeus
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Everything posted by Qeus
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Points for sling loading is quite technically tricky to do effectively. Sure we can give a pilot score for delivering a crate to the AO, but just dropping a crate inside the +1 radius isnt necessarily of use to anyone. It is possible to use the communication menu support system [~], but designing it to work properly and every time in MP would take awhile. I have designed a custom support menu already, since the built-in vanilla one is not MP compatible (was designed for singleplayer). But it doesn't have the capacity to scale for multiple identical support requests or to manage existing ones. Something to look into, but don't have the time in the next few weeks to work on it. That said, there are plans for some player generated missions (medevacs), so it may get bumped up in priority if we use the communication menu for it. Next mission update will have consideration for Evacs from missions/side missions. We'll look into switching out the Taru transport from the spawn rotation. And regarding slinging taru pods, We'll look into scoring for those. It is quite tricky to manage with the current implementation, but we'll make an effort at it. Not for this coming update, but after its released we'll try to add support for sling loading.
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I suppose we could use this thread to discuss restrictions to the gear. Which uniforms should be disabled? CSAT, AAF, VR suits, ... ? On the To Do list (with many other things) is a modified arsenal menu which displays all the ammunition types, something which vanilla arsenal doesn't do. I suppose also there is facility to remove certain uniforms and stuff. There is a vanilla way to configure the arsenal, however doing so breaks the save/load buttons for loadouts. So doing a back door experiment. No ETA on outcome or release though. Just too many things going at the moment.
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Sneak peek of the QuackTac HUD (will be an optional feature ingame). Not final product, still debating on whether to center it (like shacktac) or offset so the commandbar (squad bar to the left) does not overlap, as seen below: Do you think it should be centered (like shacktac) or offset (like the photo)?
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What are your thoughts on the cargo/logistics/sling loading with respect to transport leaderboard? There are some improvements and refinements coming in the next update, visual (an actual leaderboard) and technical (minus points for passenger deaths/crashes).
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Hi guys, I'm going to post here game issues which affect us on the co-op server, but are Bohemia Interactive's responsibility to address. You can help by signing up, logging in and upvoting the issue. Feel free also to post game bugs which you think affect the co-op community, and we will sticky them here. If there is no existing bug report ticket for one, I can create it. Issue - Adding ammunition in Virtual Arsenal Issue - Performance degrades over time Issue - Scroll bars broken (for instance, cant scroll properly in Group Management menu). Secondary ticket: http://feedback.arma3.com/view.php?id=25553 Issue - Teams are not MP compatible (Group members are not aware of what team they are in (red,blue,green,yellow,etc). The upcoming QuackTac Fireteam HUD in I&A has built-in workaround to overcome the issue until its resolved). Issue - Fast roping - because we all want built-in fast-roping. Scripted solutions and mods are generally unstable, ugly, quirky, overcomplicated and performance-hungry systems. Issue - AI dont use buildings in combat - Would be nice if AI knew how to enter buildings and stand at windows during combat, without scripted systems/mods. Issue - Thermal imaging broken - In reality, ground can be much hotter than a person during the day. In ArmA, people are always hotter than the ground. "If its white, its a target" /noracist . Simply put, there is not enough 'noise' in thermal imaging, rendering it overpowered in all situations. In reality, I can hide from thermals by standing on warm surfaces. In ArmA, there is no way to hide from thermals in the environment. Issue - Ability to repack magazines - We shouldn't require mods to repack a magazine. Issue - Automatically stand up when crawling near cover
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JSRS DragonFyre 2.5 has been enabled for use on the co-op public server. Will take effect after restart. Have a good 'Straya Day guys!
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The price is a bit steep for Aussies with that nasty exchange rate. But I am a bit of a sucker so purchased it already.
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Hi, The whitelisted slot was coded in before an established method of entry has been devised Though just my perspective on it (thus not final or official), is that there will be three methods of entry: 1. Transport pilot leaderboard weekly high scores. The 3-5 top transport pilots from the prior week get automatically added to the whitelist for the following week. This will be reset each sunday night/monday morning. 2. Server supporters (donators) who know how to fly and agree to use the slot mostly for transport (not CAS). 3. Admin discretion. I think there are a few pilots who really shoulder the burden of transporting on the server, day in day out, who have a shot at getting in. I don't think this is open to applications though. The admins will discuss and select players who demonstrate consistent performance (measured in weeks and months). Just my opinion. Dasweetdude, Rogmantosh and I still have to iron out something concrete.
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The first public prototype of the leaderboard is now available for people to use. At the pilot spawn area, there is an action on the ammo box to enable/disable it. It is still in development, and is a low-priority task meaning it will be in development for some time still. The intention of publishing this early WIP is to allow a chance for feedback, and to locate and identify bugs/issues, and I believe its a bit of fun for some pilots too How it works currently (7/01/2016): passenger gets in at base, gets out near mission (side or main) = 1 point passenger gets in at base, gets out far away from anything = 0 point passenger gets in at base, gets out at base = 0 point passenger gets in at current mission, gets out at base = 1 point passenger gets in at current mission, gets out far away from anything = 0 point passenger gets in at current mission, gets out at current mission = 0 point passenger gets in far away from anything, gets out at mission = 0.5 point passenger gets in far away from anything, gets out at base = 0.5 point passenger gets in far away from anything, gets out far away from anything = 0 point Notes: * at present, evacs from old missions are classified as picking people up in the middle of nowhere. this should be fixed in coming versions. * using advanced flight model multiplies earned points by 1.5x. for instance, picking 2 people up at base and dropping them to mission would ordinarily = 2 points. If you have had advanced flight model enabled for the past ~20 mins, it is 3 points (1.5 x 2). This multiplier (1.5x) is subject to change. It may be in the future that AFM is a 1.25x multiplier, and First Person flying is another 1.25x multiplier. If you disable AFM at any time (such as around landing and takeoff), you will not be able to earn the AFM multiplier for the following 20 minutes. The same mechanism will be used for the First Person check. * There is currently no penalty for crashes/passengers dying, this will go in in future versions. Regards, Quiksilver
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Merry christmas soldiers There is a new weather system and day/night cycle in effect. Post any comments/suggestions/etc regarding it here.
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Basically, Its a hacky--but established--way of plugging one server into another. On that secondary server (which connects as a player), we spawn all the AI. The result is the main server does less work, providing better FPS to you, and faster/more responsive AI calculations. The 'damage' is an extra $20/month cost. Further reading: https://community.bistudio.com/wiki/Arma_3_Headless_Client
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Purchased a ship back in Apr 2013. Soon...
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It is still unclear what the score penalty should be for passengers dying when you crash, for instance, a full -1 or just -0.5? What do you think? There is already coded in a lower limit ( -10 ) which the score will not go below. A low score sufficient to indicate to infantry they probably wont survive a journey with that pilot, but capped to prevent trolling to see how low a score they can get. There are plans for 2 metrics. Both an 'all-time' and a reset-on-restart metric.
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Tweaked counterattack yesterday. Enemy infantry should be more aggressive, and they now have good UAV support to locate and identify threats (players)
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Hi guys, Just going through some of the mission code and implementing some upgrades. Among those is the AO Defend (counterattack) sequence. If we have any feedback/suggestions/comments/wishes/etc, let us hear it!
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Its range is around 7000-7500 when targeting normal aircraft, and 4500-5000 when targeting stealth-designed aircraft (UH-80, AH-99). How about if the targeting system is a bit more sophisticated? ~7500 for planes, ~3500 for helicopters, ~2500 for stealth helicopters, as well as reduced targeting capability in cloudy conditions. Sound reasonable? It is close to base to facilitate approach by vehicles. Taking out the Ammo truck (1 hit from a tank) near it does reduce its re-arm rate. Perhaps some adjustment so it finds a position between the base and the AO would work well with tightening the range?
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I agree. Some of them do arrive in trucks already, up to 25%. Unfortunately with the tolerance of One-Man-Army roleplay(?) and no balancing effect for loading one-self like a packmule (120kg loadouts are the norm) on SGs server, the result is 80% of players carry around AT launcher + carryall with 3+ rockets ... So as you say, it is not appropriate to have the majority of enemy deploy on transport trucks. In other news, CSAT has won 6 of the last 10 counterattacks. After some play this weekend we'll see where its at and decide to dial up a notch, keep as is, or dial down a notch.
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CSAT commanders have thrown a few more soldiers into the fight, as of this morning
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CSAT High Command has adjusted their armed assault slightly based on yesterday's performance. - CSAT Commanders have decided to commit a few more infantry to the attack. - Presence of Ammo Bearers in the infantry squads and Assistants in the AA/AT squads will provide that squad 3x ammo. Kill them and the squad specialists (AT/AA) will run out of specialist ammo/missiles sooner. - CSAT Transport vehicles consider their air cover and fire support in deciding how fast to approach the HQ. - CSAT Transport vehicle drivers were not willing to unload their troops close to or in the HQ, if destination was on the other side of HQ. They have been instructed to unload if inside the HQ, regardless of destination. - More advanced statistics collection to aid in difficulty tuning. Previous merely factored wins vs losses, now factors players alive at start vs end, since win/loss determinant mechanism is simplistic while the rest of the mission is being smoothed out. - CSAT commanders have also decided to extend the attack time, based on feedback from their squad leaders. CSAT commanders have been receiving high grades in their Electronic Warfare Officers course and the first of them are expected to graduate mid next week, keen to field their new technology and expertise.
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Another small update to AO counterattack this morning. Difficulty has been dialed up a notch. The actual HQ fortifications may also get an upgrade, with the smaller ones to be replaced by more defensible ones, and a few more in general. Also, educating the AI on electronic warfare tactics continues. They have already learned how to use low-cost UAVs to build a list of priority targets (players) for their armor and helis to engage. Actual details are of course classified.
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A small update overnight for the AO counterattack: - CSAT transport trucks should be less willing to unload their troops when far from the HQ. We want them to deliver enemies right to the front door, but they can get nervous if there is player-operated CAS jets/helicopter overhead, understandably. - Statistics now recorded, for completions/failures. Note there is no communication of these statistics to the players yet, that will come in a few days. Once the difficulty is about where it should be, the stats will be displayed to the players after the AO completes. Until then it's internal, to aid in adjusting the difficulty. Obviously we don't want the players to get thrashed 100% of the time, but also don't want the players to win 100% of the time either ... Re difficulty. I'd be surprised if its tuned perfectly out of the box, so feedback on difficulty is welcome to adjust it. Unfortunately I cant observe myself due to internet issues at home and also exams. The two components I'm interested in hearing about (difficulty wise), is the enemy dismounted infantry, and the enemy armored vehicles, and if one or both feels too hard or not hard enough. There are other components to the counterattack, but those represent the meat and potatoes of the assault.
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New CSAT counterattack is live on the public server, having been integrated into the update early this morning. Please report any bugs, and suggest tweaks/balancing if necessary, and feedback on the difficulty and potential adjustments are of course always welcome.
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I liked the MH-9 copilot seat, was kept accessible in understanding that the pilots can be shit/irresponsible (IE 4 pilots flying CAS). A lubricant to keep the mission flow during the rough times. Can't recall when it was changed but I'll look to see if it can be re-integrated. The entire system has been re-coded to improve your frame rates, should be published soon. I'll look to see whether there's enough flexibility to make some sort of allowance for the MH-9 seat without disrupting the pilot roleplay.
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I like the idea, and have elaborated on some search and rescue mission content myself. Unfortunately, by modern military terms, the I&A AO area is classed a high-threat environment, and rotary-wing CSAR are only allowed to operate alone in low-threat environments, require gunship and aviation fire support in medium threat environments, and are not allowed to operate in high-threat environments due to unreasonable risk to aircrew and airframes. To convert the AO to a medium-threat environment I think would anger some of the other soldiers on the server.