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Eagle-Eye

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Everything posted by Eagle-Eye

  1. On EU2, turret control only works in the normal Ghosthawk. Sand and tropical camo variants don't have that option unfortunately.
  2. As I assume the guy will not just be standing there, enjoying the cool breeze of you hovering overhead: Can you actually airlift a vehicle / boat that is moving?
  3. Same thing with random guys hopping in Ghosthawks and just firing the guns at base... You can lift off and go to some remote place, but they just jump out, die, respawn, take the next helo. Not a lot you can do at that moment, except call an admin on TS. If none are available or you don't have the time to call one, I'd suggest taking video/screenshots of whatever's happening and later use the report tool on this site, so that admins can take appropriate actions.
  4. Aha, I knew it! Just wanted to let you guys know what I noticed. Never know if it might lead to something.
  5. On my days off work, I spend a few hours on the server as infantry, relatively alone (max 5 players). During that time, crystal clear weather and no indication that it will ever change. As soon as a pilot slot is taken, however, fog starts moving in slowly until about 30 minutes later, visibility is approximately 200m or less. I know it's a long and very weird stretch (I don't see how the two can even be related in any way) but this has happened at least 3 times now, at varying in-game times... Seems a bit too much to still be just a coincidence.
  6. Does it have to be DCS? If not, I can definitely recommend Falcon BMS to fly the F-16, one of the most agile and versatile fighters out there. All you need to buy is Falcon 4.0 from Steam (€6.99) or GoG (€8.99 for the entire Falcon collection), downloading BMS is free of charge.
  7. Have you tried disabling your secondary screen(s), or running it in windowed mode? May be a bit of a PITA, but from what I can find, it should work...
  8. Most of my PC gaming time is spent in Falcon BMS (currently 4.33U1), then ArmA 3. What else I enjoy playing from time to time: - Command: Modern Air / Naval Operations - Cities: Skylines - Banished - America's Army: Proving Grounds - SWAT 4 + DLC Stetchkov Syndicate - DCS: A-10C
  9. From time to time, people lose connection or disconnect while they're in the heli, leaving a dead body in the back. The only way that I know to get that body out is to have it replaced by a live one. If he is in one of the last seats to be taken, however, a pilot is usually carrying a corpse all over the island until he finally gets enough people on board. Since public servers tend to have "personal pilots" (just the other day, we had 13 people online, of which 5 were pilot), that can take a while... It also keeps saying "Error: No unit" (or something similar) in the passenger list, which can become a minor annoyance after a while. While I'm not entirely certain kicking out alive players is the way to go, I think it would be useful if you could at least boot out the dead guy.
  10. Tested in-game. If someone places a marker on side channel, but you're tuned to vehicle chat, you won't see the marker. Even if you're on side channel, but have a designated button for another channel (to simulate different radios), the moment you key that button, you lose markers until you release it.
  11. Important change, one of many, with an impact on MP: What this means: if player A adds a map marker to SIDE channel, anyone tuned to another channel (including A!) will not see that marker. It does become visible when you tune the correct channel.
  12. I prefer flying above all else, because it's what I'm best at. If a pilot slot is not available or not necessary, I'll pick more stealth-oriented roles like sniper, spotter or JTAC. I've also had a go at UAV Operator, but still having a lot of trouble with delivering GBU's on target, so mainly using it to scout and provide intel for now.
  13. In my opinion, for whatever it's worth, I think a more permanent solution than someone manually checking it every so often may be needed. I.e. active control over the weather (to some extent) instead of just letting the game decide what it should be. Doing a quick Google search for "Tanoa Fog", I found several topics discussing how annoying the dense fog can be on Tanoa, so it's definitely something that needs to be looked into by BI, but until they do...
  14. Last night, the fog was pretty bad, with a visibility of ±200m, but when I got on the server just now, it had the worst fog I've ever seen, at 10 - 12 AM (in-game time). The arsenal is just 25m away, and I can't even see the guy in there. I think I saw at least 5 guys connect, and disconnect straight away in the 45 minutes I was on, so once again, I'd like to bring attention to the impact this could have on gameplay.
  15. Flew around a bit more yesterday, with view distance set to 2000, which worked just fine, so appears to be a problem with whatever needs to be rendered at longer distances.
  16. After about 90 minutes of playing on EU2, I just had a CTD, crash report and all (which I've actually NEVER had before with ArmA 3). From the monitoring log, however, GPU seemed to be holding pretty steady this time. EDIT: Make that two. Needs further testing, but may have something to do with being a pilot or view distance? Worked fine while I was infantry (view distance 1600), but as pilot (view distance 3200), I CTD'ed within 15 minutes. Same error: STATUS_ACCESS_VIOLATION, apparently in this file "Arma 3\dll\tbb4malloc_bi.dll"
  17. Also noticed a small FPS increase of about 10-15 FPS, but GPU load immediately rockets to 95-100%, just like it did on stable version. No crashes yet, but haven't tested long enough (15 - 20 minutes max so far) to see if it works over longer periods of time.
  18. What I usually do when I see a Intel side mission pop up, is say in chat that they should "approach with caution" or something similar. Depending on the play-style I've seen on the server in the last 30 or so minutes, I sometimes add a circle around and map marker at Side repeating what I said in chat, in a bright contrasting colour (usually, I use red, also because it signals danger to many). While you're at side, you can also add map markers or repeat in chat often that you are doing stealth recon, and will call in when you need assistance. I have no idea if that actually helps, but I like to think it does.
  19. Agree on the ghillies. As for the loadout: I'm no expert by any means, but I always thought one of the tasks spotters are assigned is to be the sniper's close range protection? If so, shouldn't that limit their gear to standard rifles, with an optional grenade launcher if desired? So something like... Spotter: assault rifles (MX, Kathiba, Mk20, ...), up to medium range optics (RCO and the likes) Marksman: medium-range rifles (MXM, Mk-I EMR, Mk18, ...), medium or long range scopes Sniper: long-range or large-caliber rifles (MAR-10, M320, GM6), long range scopes The way I see it, this would require a DM/S to have someone close to protect him from threats nearby, thus (hopefully) increasing team play?
  20. IRL, yes, there are definitely a lot of limitations to flying, especially if you're forced to operate in VMC. As said, it's not that I want this kind of fog gone entirely, but I would personally reserve IMC for specially arranged events, e.g. Zeus-missions, or times when admins are around to listen to feedback and change it if it's (close to) game-breaking. Because that's how some felt it that day, not just the pilots but boots on ground as well. For the EU1 and EU2 servers, I don't think convoy transports to AO's will work, since they would all be going towards the AO but not come back (unless destroyed). Then one guy dies at AO, respawns, takes a vehicle to drive to the AO alone, ... How long until there are absolutely no vehicles at base? One way to fix the vehicles not coming back, however, would be if Vortex would be allowed to take on the role of vehicle drivers, and shuttle to and from continuously? However, that still leaves a problem in terms of time: if the AO is quite a distance away (NW and N islands come to mind), it will take forever to get from base to AO if you're limited to ground vehicles. Will people do the effort to wait for their taxi to return and bring them there, or disconnect because they spend more time waiting and getting to than operating in AO?
  21. I understand the principles of fog formation. Did some testing with in the editor, with and without Zeus, and this is the result for pilots. At base, low level, on server: At base, low level, with Zeus (100% fog, clear weather): At base, low level, in Editor (100% fog, clean weather): High altitude, on server (also note slight error in the side mission description. Should be Tanoa instead of Altis): Medium altitude, with Zeus (100% fog, clear weather): Medium altitude, with Zeus (100% fog, stormy weather): High altitude, in Editor (10% fog, fair weather; IMO, this looks similar to what we had on the server): Low altitude, in Editor (5% fog, fair weather): Personally, after doing these quick and dirty tests, I prefer the Zeus fog, though I wouldn't mind to have it slightly thicker and extending higher, or a very low percentage Editor fog (10% max, 7-8% is probably the sweet spot for both ground and air ops), maybe in combination with low cloud layers.
  22. Hey guys, Was just on EU2 where the fog was REALLY bad, with less than 150m visibility. Though I wasn't a pilot myself, flying was scary as hell (NoE required all the way due to Prio AA side mission) and obviously, you couldn't see anything in AO on the ground either. From what I understood, someone who had played 4 hours before I joined, already had that amount of fog, so seemed like a fixed server setting. While I don't want the fog to disappear completely, as it does change the dynamics of warfare quite a lot, can this amount of fog be limited to when there's an admin online, and have a more normal fog setting when they aren't? Reason I'm asking: - AI in general doesn't seem to be bothered by the fog as much, and especially so when Viper squads and a number of enemy vehicles have IR sights. As we don't have access to the ENVG or Viper helmets with IR capabilities, we are at a severe disadvantage unless we also take IR scopes with us. Don't suppose you want everyone walking around with Nightstalkers? - I doubt it's realistic to have fog this dense for several hours in a row. - When I joined, there were about 10 players. About 30 minutes later, there were 2, myself included. At one point, someone joined, asked "what is up with this fog?", and then disconnected. So, would it be possible to increase visibility a bit? Thanks.
  23. Short nights, long days and >900km in just 24 hours, but well worth it. Too bad there weren't more members. An airsoft/paintball-event with just AW members would probably be even more interesting than what we already had. (And maybe more fair)
  24. - feel like respawn time may be a bit too long. 45 sec, maybe even 30, would bring more continuous action to the game, but still keep you out of the loop long enough - small but slightly annoying item: having to reload gun at start - maybe just my problem: couldn't pick up anything from the grenade box at spawn, and couldn't heal at the med-container. Seemed to work for others(?) - still a few buggy areas where you get killed by nothing - armor difference, as mentioned before - personal opinion: not entirely convinced symmetry is the best for a CQB map + Really liked the outer walls and watchtowers. Gave a "prison game experiment"-vibe, similar to Gamer, where the last man standing was set free or something. + lots of action in limited space
  25. Can we have someone record this in top-down, from Zeus or a Darter?
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