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Everything posted by mickeymen
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What a pity that this was not included in this wonderful DLC
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@diwako Thanks for the detailed answer. I understood everything except one detail! If I don't use LAMBS, then I will not see this problem. It is not clear why. At least my tests show that as soon as I turn off LAMBS, I immediately see a normal explosion when grenade hits. So it turns out that it is LAMBS that is causing this problem, while you are telling me that it is an RHS problem.
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thermal vision It's time to upgrade Thermal Vision?
mickeymen posted a topic in ARMA 3 - DEVELOPMENT BRANCH
Good day BIS! Over the past two months, I have seen a lot of changes for Thermal Vision Arma3 in the Development Branch Changelog. This definitely makes me happy, but I would like to write to you so that you also try to eliminate the main Thermal omission of Arma3 that has been all this time! The fact is that Arma3 has never taken into account the current weather and time of day for Thermal Vision before, and this does not look good. In Arma3 (all versions including 2.08), at any time of the day/any weather, the thermal vision looked the same. Unfortunately it was looked like a terrible flaw, like cheating/imbalance, because all targets looked like torches from huge distance on a dark background and only the ACE3 mod some smoothed out this problem. My Main message: In addition to temperature differences, the thermal imager must be affected by wind, rain or sun, which can heat up or cool buildings or the landscape, and this must affects the accuracy of the result. For example, In sunny weather, on midday, when houses or landscapes are warmed by the sun, they must emit heat.This means that in such situation, the determination of targets should be difficult, because everything should radiate warmth - as target itself and its background also. In this case, the target should simply blend into its background. But if at this day time, with such weather we look at vanilla Thermal Arma3, then we will see flaming targets, as if everything else will not radiate heat! It doesn't look real... Conversely, at night, when the entire landscape cools down, targets should be more clearly visible. Please, due to the latest changes for Thermal Vision, try to also create at least the some influence of weather/time of day in the same way. It seems to me at the current stage of Arm`s life, this is not a super difficult task. Also, your recent Thermal Vision overhaul can help you do just that. Thank you for Support our favorite game!- 32 replies
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Hi @diwako, thanks for the answer! However, it is not clear - why this does not always happen!? Sometimes I see normal explosions when hitting! And the main question! - If RHS uses 40mm shotgun, like a hand shotgun, then why without LAMBS will they always have normal explosions, instead of hitting like we see with a shotgun!? This is the saddest thing, because without LAMBS there is no such problem! I think, Probably you could find some trick to fix this problem, instead of fixing it directly by changing RHS configuration
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Hi to LAMBS team. Unfortunately I continue to see this strange problem, which I described above, more than a year ago. I've already built myself a new PC, and LAMBS has received a new version (2.6.1), but the problem still remains. The most interesting thing is that problem it is not stable. Sometimes it may occur, and sometimes not. @nkenny @diwako Can you guess what could be the reason? What generally does LAMBS have to do with visual effects? It's beyond my comprehension...
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Neither this nor any other Lambs waypoint can be used in the middle of a chain of other waypoints. Unfortunately, all LAMBS waypoints are disposable, after them the AI will not switch to another waypoint. This can probably only be applied at the end of a waitpoint chain and only once. In my opinion this makes LAMBS waypoints narrowly focused and disposable. I never use them at all, it's pointless for me
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WeaponSights (Half-Zoom) Overhaul
mickeymen replied to AirShark's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@AirShark May God bless your name! Thanks bro, Very similar to the zoom from VTN mod, I have long dreamed of getting this as a separate mod Cheers! not a big wish, which I think would make this mod perfect. If possible you could add a CBA3 setting so that the player can adjust their zoom as a multiplier? Your mod is called "Half-Zoom", so does it use a 0.5 multiplier? It would be cool if players could choose their own multiplier from the vanilla zoom and experiment with it. For example, the values are 0.35 or 0.25, 0.75. etc. That would be super cool! PS: As it turned out later, this mod breaks the RPG-42 optical sight (zeroing), causing the player to lose the correct aiming scale inside the optic of this launcher. -
RHS Escalation (AFRF and USAF)
mickeymen replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
man, For the umpteenth time, I see you're having a conversation with yourself... I don’t understand at all Why you constantly tell me “I owe you nothing”, “your shitty opinion”, "I have no contract with you", “YOU”, “YOU”, “YOU”, “YOU” etc. I see that you still don't understand - Everything I wrote above - this is not my personal desire or opinion! This desire of hundreds of thousands of people. For this reason your phrases are not appropriate. Why don't these thousands people write to you here on the forum? They probably know more about you, than I can know... Developers of @CUP, @VTN also do not have contracts with their subscribers, they owe them nothing. However, unlike you, these people have more respect for their fans than you do. Because they still support their mods. It is impossible to argue with this. Of course I stop answering you, but not because you told me about this, You don't dare tell me what to do. I stop answering because talking with you is useless. Because now I received the answer to this question for myself, that I asked you in the first message: Now I got the answer. Good luck RHS by road to Arma4 RIP Arma3 RHS Mods Date of Birth: January 16th. 2017 (The data is taken from the Steam) Date of Вeath: May 10th. 2021 (The data is taken from the Steam)- 16577 replies
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RHS Escalation (AFRF and USAF)
mickeymen replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
"your bile" - Is that what you're telling me? What about "YOUR SHITTY OPINION" ? I'm not going to talk kindly to a person who considers my opinion as such! First, let this person learn to respect the opinions of others and let him choose an expression. Blah, Blah, Blah, - that was my answer to him "shitty opinion". Should this person also follow the rules of the forum or do the laws not work for him? Now about the main thing The RHS release date is - January 16th. 2017 This means that before, the comments have been open for 99% of this time, its for about 7 years! It’s very strange that garbage in the comments appeared only relatively recently... I think you understand Who told you that this is only for ME!? Are you saying that no one except me wants the RHS mods, to be supported for these three years!? This is absurd! I am sure that HUNDREDS OF THOUSANDS of users would be happy if you, at least once a year, creators supported your mod and did not bury it! Here I agree with you, I will be happy to see you on Arma4! But this does not give the slightest reason not to support the mod for Arma3, at least once a year! Personally, I've met hundreds of people on my streams who said that "RHS put dick on their mod" And they were right. There are issues in the mod, not critical, yes, but quite annoying. You must support your game because @BIS continues to do so, вecause other popular mods keep doing it, вecause RHS - is number one mod! Because ( NOT ONLY I) hundreds of thousands of your subscribers are waiting for it. I don't say - must support often, at least once a year! But instead of support, you tell me about my - "SHITTY OPINION" This is great...- 16577 replies
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RHS Escalation (AFRF and USAF)
mickeymen replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
"FREE time" Blah, Blah, Blah. For as long as I can remember, I hear so much about free time and lack of salary. It turns out very strange that the creators of CUP or VTN work under the same conditions with RHS, but this does not stop them from support their mods! Or do they have the most free time and money? Why did you disable comments under your mods in Steam? We could see a lot of useful things in the comments, but now it's gone! Did you want to bury the RHS? I’m not advocating that you quit working on Reforger. I encourage you to give one-two person, at least once a year to fix bugs and adapt RHS to the vanilla updates. But already three years past! In three years it would be possible to force one person to fix at least several bugs, one update. In three years, Arma3 has probably been updated 10 times, but no one has tried to update RHS. R.I.P. to this mod. I'm really sorry...- 16577 replies
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RHS Escalation (AFRF and USAF)
mickeymen replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey! Are any of the RHS creators still in this thread? The last updates were 3 years ago and now are all comments on Steam under RHS mods now closed! Can someone answer my question? Now we can confidently say - R.I.P. for RHS mods? PS: To all Arma3 users, it’s a very pity, that the developers switched all your attention to Arma Reforger only and completely abandoned their work on Arma3, while @RHS has bugs and shortcomings and has not been updated for 3 years! It's doubly a pity, because Arma: Reforfer looks like a pathetic stub in front of Arma3...- 16577 replies
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Hi to all! I hope that this thread is not dead and I also hope that the developers of this DLC have not abandoned their brainchild. One question that I want to endlessly ask. Once, after I buy this content, I have already asked it on the SOG Prairie Fire feedback forum, but have not received an answer. Now, 3 years after the SOG Prairie Fire release, I am still concerned about this issue. I believe that SOG Prairie Fire has the best amount and also the best quality of content, that has ever existed for Arma 3, but one nuance just seems like a wild contrast to me. It looks weird to say the least. This detail spoils the impression of this DLC, making it one-sided, prevents him from becoming fully smooth and perfect, since it is Impossible in silence to play with pleasure as the Vietnamese soldier. Until today I always wanted to ask - Why the hell in ths super DLC don't Vietnamese fighters still have voices (radio protocols) !? Already I no longer ask the question whether it will be or not. I am sure that it will never appear. My final question is here - Why in the the SOG Prairie Fire, playing as a Vietnamese we will never hear Vietnamese radio conversations? I can't even imagine the reason: * SOG Prairie Fire creators don't like playing for Vietnam? * Someone made a promise to the Vietnamese president never to do this? * Vietnam War veteran/consultants was found, but impossible to find one Vietnamese person on the Internet, who can voice this? * Nobody wants to pay the Vietnamese for this * Before, no one thought of using a neural network for this purpose? Please explain the reason to understand
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LoL! I bought my DLС, and I can know its cost better than you, but you still going to argue with me! Maybe you want to say that I'm lying? As far I remember, WS. right on the release, It was for everyone a discount cost, or something like that To be more precise, today (March 29, 2024) Reaction Forces price is not even 2 times higher! It costs more than 2 times, relative to the price of Western Sahara from November 18, 2021. While Western Sahara had 2 times more content + its own map. This is so you must know...
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"You can easily check the price" - Do you guarantee that today's price corresponds to the price on November 18, 2021!? Dude, I don't have any mistake. I bought Western Sahara CDLC, for a price that I remember perfectly well. Seeing the cost of Creator DLC: Reaction Forces, I see a two-fold difference! If you offer me to look at TODAY's cost, it means that BIS or Steam have increased the cost. I've checked it out now. Indeed, the price of WS is now higher than the one at which I bought it, more than a two year ago. Thus, there are no mistakes, there is only an increased price since release
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Before, I praised any DLC coming out, for Arma3. Still, after watching one Russian review of this DLC , I would like to say that, this DLC has a very small amount of content! It does not have its own map, has only a few samples of weapons, vests, uniforms multiplied by simple retexturing, while I found out that its cost is twice the cost of Western of Sahara DLC! No, I'm not sorry to support creative people making content for my favorite game, yes! but before paid DLC should look like real DLC, not like next mod from Steam workshop. Unfortunately, the YouTuber said that he does not recommend it for purchase, due to poor content. They write the same thing in the comments. @Rotators Collective - please add at least more weapons and uniforms, otherwise it's catastrophically poor content. 2-4 samples of weapons or uniforms in different skin, this is very small, for paid content... I will support your work one way or another, but it seems to me that before the release, you should add more stuff
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@lexx Could you explain in more detail how your fire will work? Could the fire source/fire module be attached to a vehicle and create a possibility for it to appear? Will there be settings for duration, propagation range, strength of fire damage, etc.? I also have questions about the mortar. I see a new mortar in the screenshots, but will it have new mechanics? I've always dreamed of deploy/fold animations, manual shooting. Are there any new features planned for new mortars? It's good that there are people like you, who continue to do what they love. That is why Arma3 has such a long life cycle, which I hope will not end for a long time. More content, more unique mechanics! If it is interesting and especially unique, then personally I am always ready to support your work and I do not mind paying for next DLC for my favorite game! May you be rewarded for your efforts!
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For me personally, the main hope/value of this DLC - is FIRE! 🔥 I've been using for a long time the WildFire Mod , which unfortunately is not ideal. The fulfillment of fire in this mod does not look good, also the burned trees do not look ideal, the my main pain is that the fire propagation module cannot be attached to destroyed vehicles (I would love to see how vehicles that are blown up/burned are capable of causing fires, especially in dense jungle). However, the mod is still excellent, and it copes with the main task - it proves that it is possible to implement it on the Arma3 engine! If Creator DLC: Reaction Forces could provide new fire mechanics and high-quality fire execution, then for me personally, this would already be enough for it to justify its cost. I hope for a pleasant fire surprise...
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
mickeymen replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@tpw I hope you don’t give up what you love and return to TPW. Thank you for your inexhaustible dedication to what you love at background of 10 years. 😎- 5767 replies
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Hi to All! I hope my message will be noticed by the developers of this mod. I encountered a strange bug, it's hard to believe that this applies to LAMBS, but as soon as I disable LAMBS, it immediately disappears. Some time ago, I discovered that all my RHS vehicles, that have automatic grenade launchers (40mm) onboard no longer have FX explosions and explosions sounds, when hit by projectiles! How it looks, video here - When a grenade hits the terrain or a solid object, there is no sound from the explosion and no normal FX, Instead of a regular explosion, the player sees a scattering of small FX that do not correspond to the explosion. The problem only affects RHS weapons, while vanilla weapons are ok. It took me several days, before I found the reason, disabling each of my 100 + mods one by one!!! The winner of this search is Lambs 2.6.0! I was surprised! What will the AI mod have to do with visual and sound effects!? Hmmm, I don't know, but as soon as I turn off LAMBS, I stop seeing this problem. Together with LAMBS Danger I use - LAMBS Turrets, LAMBS Suppression, LAMBS RPG (all versions) Yes, I checked it several times, LAMBS Danger 2.6.0 - will kill visual and sound effects, when hit by 40 mm grenades from the vehicles of RHS mod. In my video uses USA Army vehicles, please lambs users, try check this also. Later. @nkenny I did a more thorough analysis of this problem. For reason, I have many Lambs versions and I started checking every version starting from version 2.3.3. I found out that the problem appears in version 2.5.2, please note! this is the first version, in which lambs_range.pbo was added. Further, from 2.5.2. to 2.6.0. any version of lambs will kill visual explosions for RHS vehicles. I hope this information will help you resolve this problem.
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elementary physics Inside the buildings, the AI falls through the floor/goes through walls
mickeymen posted a topic in ARMA 3 - DEVELOPMENT BRANCH
We all live with this problem for 10 years! AI falls through the floor of the first floor and can lay prone and shoot you from under the floor! AI goes through walls and can materialize behind you! I, as a player, am terribly tired of enduring this, every time when, I come across it, it just breaks the feeling of the game( https://drive.google.com/file/d/1bQtJ-fmWlMlYR07tEIPfAw2bV0Dbgls2/view?usp=sharing https://youtu.be/k-VaDBE1_WM Every week/two weeks, I look at the Development Branch Changelog thread and I see only mountains of unnecessary garbage in the lists of updates, while such MEGA-shameful bugs go unnoticed! I see that @BIS maintains this game, but continues to ignore this issue. Other than that, Bohemia keeps selling and announcing endless DLCs (hello Spearhead 1944!), but no one is trying to fix such embarrassing bugs! Hence the question - Why, for 10 years of the life of the game, it is impossible to solve a similar problems? Maybe need alien technology? I don't know what to think. A decade of neglect is breaking my heart... I see mods popping up trying to solve this problem. One mod that smooths this out is - https://steamcommunity.com/sharedfiles/filedetails/?id=2904714255&searchtext=anti+wall+glitches The question again arises, - why do some users try to solve the problem, but the official developers do not try? I would like the community to support this ticket and get it noticed by the developers. If it is not possible to implement, then I would like to know why it is not solvable. A simple request, to everyone, to show at least some attention to this topic... -
elementary physics Inside the buildings, the AI falls through the floor/goes through walls
mickeymen replied to mickeymen's topic in ARMA 3 - DEVELOPMENT BRANCH
I would hope that this mod would fix this problem and work smoothly, but unfortunately this is not the case yet. Maybe someone is interested in how it works and what problems it has. I created several videos and descriptions for them: This mod is absolutely great, but it has a few major problems: If "Recalculate AI Path at Bad Location" is enabled, then some AI units or even entire ai-squads will get stuck on the map, ignoring their waypoints - If "Recalculate AI Path at Bad Location" is disable, then the problem with waypoints disappears - but another problem arises - AI will endlessly ram the walls or other objects It seems to me that today, Arma3 is dying. None of the developers care anymore about the problems of that game. Today, the main task of @BIS is Arma Reforger, as well as squeezing the last money out of Arma3... This would not be a bad decision, if Arma3 had a fairly solid and smooth look, but when I see, after 10 years the AI in the game, it's half-functional state, I simply refuse to understand this. For this reason, we (the Arma3 community) are left alone, only the tricks of individual modders can partially save us, there is no other hope... -
TPW MODS: enhanced realism and immersion for Arma 3 SP.
mickeymen replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@tpw Hi! I use your mod only because of the BLEEDOUT module, since no other medicine mod looks adequate in my eyes (Ace, Pir Hi!) I just love your heart rate, it looks great! You could add a heartbeat sound, but my topic is different. Сould you little expand the capabilities of BLEEDOUT? For 10 years I have been missing one simple, tiny detail, that no mod has made! All I would like, is to get elementary realism, for wounded soldier. My idea is that once someone is injured, they should never be able to become the same person they were before they were injured, until he gets to the hospital and survives the rehabilitation course. But unfortunately, any injury in Arma3, on the battlefield can be fully healed, if the medic has a first aid kit! As a result, the AI or player, after any injury, can become the same, as he was before the injury - he will sprint at the same speed, the blood on his clothes will disappear, and the AI's accuracy and skills will return to 100%! This looks beyond stupid. Could you make it so that the medic + first aid kit does not fully heal the soldier? Thus, once wounded, he would have to remain a slower, compared to other fighters and with reduced combat abilities. His blood shouldn't disappear from his uniform. It would be great to completely disable sprinting ability for once wounded (if possible). This is exactly what would happen to a real soldier, after being wounded. A wounded person (legs or torso) is not able to run, since he was running before being wounded, but what do we see in Arma3? He will run just like the unwounded. Please note, not every wound in the leg will cause a soldier to limp. And any wound to the torso won't slow him down. Do you have a setting: tpw_bleedout_affect = 1; // All injured units will have their speed and skill lowered according to the degree of injury (0 = units' speed/skill unaffected by injury) Unfortunately, the slowdown in the speed of the player or AI is not noticeable or even does not exist at all. Please check this moment. It seems to me that before, the slowdown worked more noticeably. And the main problem that I wrote about above - All injure negative consequences can be completely cured by a medic with a first aid kit within a 5 second! This looks like absurd. Please try adding (if possible) the option -“there is no 100% healing” or something like that. For example, how I see it: A medic with a med kit can stop bleeding and restore health to no higher than 0.8 A simple soldier with a first dressing package or med kit can stop the bleeding and restore health no higher than 0.5- 5767 replies
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as I understand it, will affect the complete disconnection of AI from LAMBS? In this case, I foresee a serious problem for player. Thus, disabled AI will lose a significant part of the detection range and there will be an imbalance with the rest of the units, which are not be disabled, since the lambs_range.pbo significantly increases the detection range. They will lose many meters of its detection range, depending on the level of AI. In addition, they will be isolated, because LAMBS uses information sharing between AI
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Historic day, familiar music at the beginning of the broadcast dedicated to the anniversary, enhances feelings. I congratulate everyone on the anniversary! Thanks to the @BIS for Arma3 and the opportunity for creativity for users of this game! Huge thanks to the community for the wonderful mods! Today 9.661, 4 hours on my PC in Steam, and even after 10 years, I'm not going to stop. Good luck Arma, go on!
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elementary physics Inside the buildings, the AI falls through the floor/goes through walls
mickeymen replied to mickeymen's topic in ARMA 3 - DEVELOPMENT BRANCH
No need to think, just open the mod and see it as example If one non-professional did this, then what can 2-3 professionals do, if they wish..