Open CorruptedHeart opened 10 years ago
The main problems I see with parachuting right now are: It's very quiet when you'd expect some pretty heavy winds. I'm not sure, but I don't think the steerable parachute is actually affected by the wind. When landing you slide around a bit, which can ruin what would look like a perfect landing. Once again, when you've landed you're forced into an animation where you take your weapon out and then lower it. The forced lowering is definitely the worst thing here.
like this :P
I'd like to get a list of features for improved parachuting. Currently the following is what I think should be in, at least as an initial version.
Features now in first post
If anyone has some more features that they'd like to pitch, it could be added to the list or things could be removed if they are not suited.
IMHO, the inability to parachute with a pack is often what prevents parachuting from being practical. Ventral backpacks or hanging rucksacks would be a potential solutions.
While I certainly agree with you, all ways I've seen it done are usually quite terrible, AttachTo usually ruins rendering, unfortunately there is no other method of doing so but it is achievable.
Well if @KoffeinFlummi is handling that then it can be handled in its own issue.
Add an altimeter (similar to the kestrel, extra item, UI element with info like, height ASL, speed, direction, gps coords):
Might be interesting:
http://feedback.arma3.com/view.php?id=19039
Resolved: Steerable parachute (simulation="paraglide") forces player to perform "WeaponOnBack" action after landing
Do we have anyone who can provide the altimeter watch texture for use with this?
The one @jodav posted seems fine to me; are you looking for something else?
Looking for something I can use, that doesn't have numbers already on it.
I'll erase those for you and see how it looks
If it's not too much hassle.
If you need some photoshop work, just poke me. — JD
On Thu, Oct 2, 2014 at 3:41 PM, CAA-Picard notifications@github.com wrote:
I'll erase those for you and see how it looks
Reply to this email directly or view it on GitHub: https://github.com/KoffeinFlummi/AGM/issues/540#issuecomment-57630861
I think it looks allright: 512x512 with alpha channel
You're fast :)— JD
On Thu, Oct 2, 2014 at 3:51 PM, CAA-Picard notifications@github.com wrote:
I think it looks allright: 512x512 with alpha channel
Reply to this email directly or view it on GitHub: https://github.com/KoffeinFlummi/AGM/issues/540#issuecomment-57632216
Hey, distractions from work are always welcome ;)
Should "SUUNTO" be removed/replaced? Like A.C.E. did it with "Nokia" => "Nuka" on the IED Phone?
Just-in-case I removed the brand on the new version posted on #1231 a couple of hours ago.
What has currently been implemented is all that I will be able to get done before 0.9.4. So either it goes in like it is or it gets put as WIP for next release.
Is the stuff that is in "release ready" or are there incomplete things, like script errors or not working actions?
The altimeter default key should be changed. (is there a known way to disable the watch?) No script errors but a zeus controlled unit will no longer be controlled when landing.
The watch will always be enabled when there is an item in that slot. Same happens to the GPS with the BWA3 NaviPad or any radio with TFAR or ACRE2.
Ctrl + H as default? (H as in "height")
That could work but then it might need to be a toggle instead of a hold down action.
The way the key input works (with AGM, not CBA,,,) is, that you can trigger the event when you press ctrl + H and then you only have to hold H, not ctrl. Releasing can be done wheter ctrl is pressed or not, so it should be fine.
https://www.youtube.com/watch?v=PDSI3LXdg4s
This mod has got some nice concepts that could be interesting for AGM (Need for oxygen at high altitudes, front mounted rucksack [with which you should only able to walk slowly], iceing of the visor, etc.)
Static line jumping from Merlin/Mohawk and if possible big planes like C-17, but I would say that has to be configured by the modmaker's side.
T-10 Static Line Parachute mod released yesterday: http://www.armaholic.com/page.php?id=27336 Just thought I would note if any reference is needed or anything for it... if there are plans to add it. :)
Is there any plans to improve parachuting? Better landing handling (currently there are no words for what Arma does), packing/reuse of parachutes after jumping, goggles/eye effects.
I attempted something in the landing part but it was a bit too smooth and quick (essentially allowing a player to almost instantly be ready to start firing their weapon after landing but that was because of the chosen animations, there might be a potentially better animation available now).