Jump to content

caboose816

Member
  • Content Count

    89
  • Joined

  • Last visited

  • Medals

Everything posted by caboose816

  1. Bravo BI. This was seriously one of the best campaigns I've ever played, despite it's shortness (took me ~2 hours). The backstory, how your choices had consequences, the whole morality of it all. The Redacted was by far my favorite mission. Not going to spoil anything, but it really drove a message home. Really good job BI. Well worth the money I spent.
  2. caboose816

    Best Arma3 DLC yet

    I voted Apex, but that's just because of the content it added. Aside of that, I'm going to have to go with Laws of War, the campaign (which I just finished) was one the the best campaigns I've ever played, even though if it was the shortest (took me two hours).
  3. caboose816

    Arma 3 Aegis

    Great to see this! So much content that I think should have been included in the base game. Downloading now.
  4. caboose816

    Arma 3 Aegis

    This entire mod makes me happy. Looking forward to the full release! Amazing work!
  5. Is the artillery system still undergoing a rewrite? I know this was the case a while ago, but even with the latest builds (release and test) manually placed guns fire a maximum of two rounds, no matter what I choose.
  6. caboose816

    15th PLA 45th Airborne Division

    Do you have any screenshots to post? I've been looking for a good, modern day PLA mod.
  7. Seeing this has made me super excited. Since the release of Tanoa I've been looking for a authentic PLA faction mod. Good luck guys! Congrats on the release!
  8. caboose816

    Vcom AI V2.0 - AI Overhaul

    Found another bug. When using the enableSimulation command on units with pre-placed waypoints, they tend to forget where they were supposed to go when they have their simulation turned on and just stand there. Tested in vanilla and it worked perfectly. Used both the script and .pbo versions as well.
  9. There's a problem when hand-placing the V-44 Blackfish and syncing it to the combat support module. When you hand place it, put in the code in the init, and sync it to the combat support module, the system spawns two Blackfish on top of each other, resulting in a pretty interesting explosion. This doesn't happen when you just use the regular transport support module. The Y-32 Xi'an works just fine.
  10. caboose816

    PLA Forces

    Great mod massi! Plan to use these on Tanoa for a South China Sea type mission. Thanks for making it.
  11. caboose816

    Apex Preview, issues with campaign.

    Try on stable first, dev/preview is still in testing and will have some bugs. Also, are you using any mods? I get that error when I try and load a save-game using any CBA type mod.
  12. caboose816

    What I dont understand about Arma

    You'll get that behavior on KotH and Life type servers. People griefing. If you want to play public, try playing Invade and Annex. It's a gamemode that basically requires teamwork and cooperation. If you want to fly, join a servers Teamspeak, hop in, and start flying.
  13. I think it has to do with different peoples idea of balance. Thermals can be considered OP, because they give whoevers using them a massive advantage. In MP (TvT, Exile, Wasteland, Life, etc) whoever gets them turns into a basically all seeing God. The thing is though, Arma strives for realism. It tries to be to infantry what Microsoft Flight Simulator is for planes. The US Gov has even contracted BI to provide training simulators. In war, it's not supposed to be fair. One side has a advantage, one side is "OP". Otherwise, all war would end up being WW1 trench warfare and a continuous grind until one side runs out of people. There isn't balance in war. Arma tries to compensate for this by making the main factions near-peer. The three main factions, NATO, CSAT, and AAF, have some type of thermal optics. If players want balance, the mission maker needs to take that into account and try to make their mission to how their players want. In verses MP, if the group decides that thermals are okay, then throw them in. I have no problem with thermals, because war isn't fair. But then again, I play mostly SP, and my group plays co-op MP, where no one will gripe if they get killed by a player using thermals.
  14. caboose816

    AI mods still needed?

    At it's current state, vanilla is pretty good. And from what I've been seeing from the videos of Apex, it's getting better. I've been using vanilla on a campaign playthough and it's working pretty good. They still don't throw smoke as often, but it's better then it was. The biggest issue I've had with AI mods is they mess with waypoints and sometimes cause the AI to do weird things in SP, which is mainly why I ditched most of them. VCOM is being updated right now though, and I'm really looking forward to it. ACE and SP don't pay to well together, so I would stay away from that combo.
  15. caboose816

    Vcom AI V2.0 - AI Overhaul

    Excited to see this updated. Watched all the new videos, looks really good.
  16. My ears just orgasmed. Amazing work.
  17. caboose816

    Apex Vehicles Feedback

    What are the chances we'll see the rest of NATOs vehicles get the same retexture love that CSAT did?
  18. caboose816

    Vcom AI V2.0 - AI Overhaul

    I've noticed some issues in some missions (Combined Arms showcase and the Resist 3rd party mission) with helicopters not wanting to land or move. In Combined Arms the helo you ride in on spots one of the Marids and stops, refusing to move anywhere, and in Resist, in the first mission the helo that comes to get you refuses to land. I'm guessing they noticed a enemy and go into combat mode and then sit and wait. Is there anyway to prevent this?
  19. caboose816

    Advanced AI Command

    Damn, updating machine. Giving it a shot now.
  20. caboose816

    Advanced AI Command

    I was just going to suggest this. Just played around with this briefly and it's potential is amazing, allows group control the way that C2 allows squad control. Excellent work. But I can see it breaking some missions where other groups have specific waypoints you're not supposed to mess with. But this would be amazing as a High Command replacement. EDIT: You could also just make this a regular High Command extension, using the default High Command modules. Another thing I noticed is that it's rather difficult to use pre-crewed transport helicopters. The system treats them as a separate group when there is another group loaded, and it's rather difficult to select the helicopter and give it a waypoint verses the loaded group. Maybe only allow the helicopter (or other vehicle) be selectable when a group is loaded?
  21. For the first question, yea its entirety possible. Place whatever units you want in the editor and sync them with the Virtual AI module, then set a OPCOM to control their faction. I sometimes find this actually easier because it gives more control over whats there, and they don't blow up/die because they spawned in the wrong spot. You can also set the Virtual AI module to virturalize all editor placed units if you're going to have a lot of them. Second question, I have no idea.
  22. Using more then one, but I get the same result with just one. I have uploaded a mission showing the issue, along with a video showing the problem. Only mods running are CBA and Alive. Mission: https://mega.nz/#F!3o4CAZzS!thhhHCGxpwgQAXnktVwD_g Video: https://youtu.be/NEwKzFNrJUs
  23. Yes, vanilla factions. Tested on both Stratis and Thirsk islands, with RHS also and the same results both times.
  24. caboose816

    Terrain - Kerama Islands - v1.0

    This looks really good. Downloading.
  25. caboose816

    PAK-FA (T-50) AddOn: Work in Progress

    Noticed a bug. For some reason, with this mod loaded, I can't placed regular explosive charges. I can place satchels just fine (and maybe others? Just tested with charges and satchels), but the standard explosive block won't be placed.
×