irving_mainway
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Everything posted by irving_mainway
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The Unsung Vietnam Mod 3.0 WIP THREAD
irving_mainway replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
All the possibilities when it comes to Nam... I can remember reading a good book about Prairie Fire, and I've always thought it would be really cool to play as / with groups of indigenous guys who were mostly armed with WW2 stuff. Speaking of Son Tay, I'm not sure whether one is included in your mod or not (I've not been able to find anything on it but did notice that you guys have a nice Colt 3x or 4x scope) but the Singlepoint/Armson OEG (Occluded-eye Gunsight) red-dot scope was an important piece of kit for the Son Tay Raiders and was a forerunner to modern short to medium range optics. Then again though, outside of the Son Tay raid I really can't say if any were ever used. -
RHS Escalation (AFRF and USAF)
irving_mainway replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Respectfully I must disagree. Most likely due to small oversight, it seems the new RHS M107A1 weighs in at a featherweight 0.2 lbs unloaded vs the listed 28.7 lbs unloaded as per Barrett's website. This slight mass causes ACE to make it heat up incredibly fast, which ruins its accuracy and causes it to overheat and jam repeatedly. Changing the weight / mass to a more reasonable / realistic number (not sure if RHS uses 100% real weight measurements or has them "scaled" for game-play purposes) will make the problem take care of itself and there will be no more jamming / massive shot dispersion when using this gun with ACE.- 16577 replies
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The Unsung Vietnam Mod 3.0 WIP THREAD
irving_mainway replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Please tell me we're going to get to see a Virgil Cole style Tigerstriped flight helmet? Cole is one of the most bad-ass characters in what is probably my personal favorite Nam movie. The air war over Southeast Asia has been a fascinating topic that I've often read about. Arguably one of the most insane and ill-throughout misadventures in the history of warfare. Flight of the Intruder - Iron Hand https://www.youtube.com/watch?v=nf8kBmMzr4I -
TRYK's Multi-Play Uniforms
irving_mainway replied to teriyaki's topic in ARMA 3 - ADDONS & MODS: COMPLETE
By the looks of it he's using sparfell's patch to fix the armor (which had been broken by an earlier game update). If its the default version of this patch it hides all the "fake nvg" items for realism purposes. Sparfell did put out a version which doesn't remove these items but I don't have the link off hand. -
The Unsung Vietnam Mod 3.0 WIP THREAD
irving_mainway replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I dunno about this, it kind of closes the door for anyone to ask about adding flint-lock muskets because, ya'know that guy pointed one at Mel Gibson that time in Air America. On a serious note though, I do feel that compared to the MP44, the Mauser 98K probably played a bigger (albeit still tiny) part in the Vietnam war and it does merit some consideration for being included, hopefully at some point in the future, after some of the bigger fish and been fried. That's just my take though and quite honestly the lack of said Mauser shouldn't prevent anyone from enjoying this mod. -
The Unsung Vietnam Mod 3.0 WIP THREAD
irving_mainway replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
While very far from a "common" /general issue weapon, its very likely that many mausers found their way south on the Ho Chi Mnh trail. China had bought and produced the Mauser Rifle since the 1930s. Also, its quite likely North Vietnam, China and North Korea all would have received captured ex-German weapons that the Soviet Union was known for practically giving away to just about anyone they sought to cultivate an alliance with (various left leaning places in South East Asia as well as anti-colonial movements in Africa and the middle east) during that time. This is much the same as how MP44s are starting to pop up in Syria after decades in storage. Captured German weapons given away by the Soviets and stored for a rainy day. Still, I wouldn't be too broken up if we don't see one in Unsung, shouldn't be any more common than say an old Lebel 8mm rifle from WW1. They probably had more than a few of those left over in French Indochina but that doesn't mean it should be a priority for it to be featured in this mod. https://en.wikipedia.org/wiki/Karabiner_98k#Soviet_Capture -
Great update, loving the new patterns!
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Head Gore Mod v1.1 (Updated 6-6-2016)
irving_mainway replied to MrSanchez's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If anything they should be thanking MrSanchez too because this probably makes their triage much easier "If he doesn't have a head anymore, I probably can't help him."- 73 replies
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AWC Arms Release Thread
irving_mainway replied to Miroslaw Kowalski's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That's already been mentioned to the mod makers, unfortunately they determined that it would just take too much animation work (because its a bullpup I think it would be a challenge to actually make a bolt cycling animation look right on the SRS and I think even the Tac-50 and 338 would require different animations as the 50 is much bigger). I agree that it would be nice though, really like how the WEF turned out on the NIArms stuff. Edit: Almost forgot to mention, that you very much for the prompt updates for this mod. -
AWC Arms Release Thread
irving_mainway replied to Miroslaw Kowalski's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hate to be the bearer of bad news, but the new Tac-338 has a funny little tick in the reload animation at the end. It kind of snaps back when he returns the gun to his shoulder (instead of a fluid motion, the gun is pointed to the side, and then all the sudden its instantly pointed straight ahead) and there's about another half second or so before you can shoot again (but this may be just waiting for the bolt to close). With that out of the way, I'm so glad to be able to use these beautiful bolt-actions. The 338 is a nice addition, keep up the great work. I can't wait to see what you guys do next! -
Survivable Crashes (& Shoot-downs) Mod
irving_mainway replied to rafael09ed's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I really like the premise of this, air vehicles especially in Arma are far too fragile and explode far too often even on hard landings, i.e. crashes that should have been at least somewhat survivable are almost universally fatal. However the flip-side of this (and the main question I have about this mod) is implementation. Does this just make you survive EVERY crash, and if so would it be possible to somewhat customize this so for instance eating a SAM at 2500 feet which should by all rights kill everyone in a helicopter (if not the missile detonation then the fall) does, but a really hard landing which would normally result in an explosion, instead leaves some injured survivors on the ground.- 40 replies
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Toadie's SmallArms and Animations for Arma3
irving_mainway replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just to go over this again, Toadie already has said that he's not planning on adding an All In One NIArms pack to the steam workshop, mainly because the Collections feature in the workshop makes the AIO largely redundant. https://steamcommunity.com/workshop/filedetails/?id=665702172 subscribe to all. -
smallarms NIArms Release Thread
irving_mainway replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Personally I think that would be a great idea as it would allow my unit (and probably many others) to shorten their mods list, however I think it would probably be quite difficult to manage as any update / new addition to the pack would require toadie to re-upload the whole thing in its entirety. His internet problems coupled with the relative unreliability of the publisher would probably make this very inconvenient. The flip-side is, if the updates were only done at certain intervals (say monthly) then anybody using it would be at a disadvantage of having to wait longer for the updates to make it into the AIO pack. I'm not having any problem using the workshop mods collection for now though, even if it does make for a lengthy list. -
The SSBN-X Project
irving_mainway replied to BluePhoenix's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Looks interesting. Have you given any thought to doing something like this with your ballistic missile https://en.wikipedia.org/wiki/Trident_(missile)#Conventional_Trident ? Interesting enough idea aside from the whole "might unintentionally provoke a nuclear war" thing. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
irving_mainway replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Other than doing your own sort of over-reaching, unifying ammo compatibility config mod there's not a lot to be done. What it comes down to is the way ballistics / bullet performance is done in Arma 3, its is as much of an art as it is a science, and is largely something that is very subjective and left up to the mod maker to "decide what he feels" is the "right" value for accuracy and stopping power among other things, which is why you can see inconsistencies from mod to mod. In some cases both of these are very hard to measure and quantify. Accuracy of a bullet can very much be affected by the weapon shooting it (and get you into all kinds of arguments about why the FN FAL is more accurate than the H&K G3), as well as the shooter. Then you get into fun stuff like muzzle velocity, ballistic coefficients and air friction (a lot of this data isn't the easiest to source, and often times contrary from source to source). When it comes to "stopping power" it ultimately has to be about more than just the energy a given projectile has when it hits something. We're entering the chaotic world of terminal ballistics i.e. a FMJ bullet and a hollow-point bullet of the same caliber hit a target with similar energy and velocity, the FMJ more or less stays together / stays together longer and penetrates further through the target vs the hollow-point which ideally is going to expand / open up and break apart, causing massive damage at the price of reduced penetration. You also have some rounds like 5.56 and 5.45 which even in FMJ are more or less designed to do this (fragment shortly after impact) and in many cases cause more serious wounds vs a hit by a "more powerful" 7.62x39 round which can penetrate a wall. On a side note, depending on your point of view "Ace compatibility" can mean two things. One, Ace introduces some of its own rounds / magazines for the 5.56x45 NATO among others. Many optional "Ace compatibility" patches are just a config which allows these as usable magazines on a given weapon. The other thing it could mean is compliance with / accommodation of the ACE Advanced Ballistics system (For example the HLC / NI Arms weapons by Toadie 2k), which is mainly centered around long-distance / high-precision sniping with all sorts of variables. Luckily, based on the way they've designed it this is an "inert" system so the weapons will act like any other Arma 3 weapons until you use them in a mission with advanced ballistics enabled and then you have to deal with all kinds of good stuff like temperature effects, the Coriolis and Magnus effect, quickly shifting winds (if you decide to enable them), ect. For more info on ballistics in Arma 3, try to look at some of the work done by Quick Dagger (Dagger scopes + Dagger weapons / ballistics, he's created a whole laundry list of calibers / loadings) for posts by Ruthberg and Spartan0536 the guys responsible for bringing us ACE 3 advanced ballistics as well as contributing some of the data for HLC / NI Arms and SMA weapons. And this is probably the most important thing, even if someone manage to create some type of realistic system which scales across all available calibers & bullets in the game, good luck on trying to get everyone to agree to use it ("No way man, a .40 is always better than a 9 mil!" "5.56 sux, its a var'met round!!!") or accommodate it in their mod. It would be amazing to see something like this in the game (for anyone who goes back that far, remember the old JAM "Joint Ammo and mags" for Operation Flashpoint which was one of the first mods that allowed ammo commonality based on caliber / platform (so M-16s could use the same mag as a CAR-15 and vice versa, same with AKs and RPKs). JAM was very widely used in OFP modding and was huge when it came out (among other things it had a HD "High Dispersion" ammo to help simulate inaccurate fire that you'd expect to receive from poorly trained militias / conscripts vs the pinpoint aimbotting that was far too often enemy fire in OFP. -
TF47 Launchers [WIP]
irving_mainway replied to blackpixxel's topic in ARMA 3 - ADDONS & MODS: COMPLETE
RHS has an M72 on the way but I'd love to see TF47's take on it. -
Community Upgrade Project - CUP
irving_mainway replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
"Hey, just what you see pal." -
Belgian "Jigsaw" m/56 pattern The Belgian stuff is kind of tricky, the pattern has been very similar for years but there are a few variations. http://camopedia.org/index.php?title=Belgium In the 70s-90s it was kind of dark and faded/muted almost similar to the way that Russian Flora camouflage looks. The newer pattern past 1998 is quite a bit brighter and more vibrant. Personally I'm more of a fan of the old, darker stuff, but that's just me. CAnadian Disruptive PATtern aka CADPAT Arguably one of the first "digital" camouflage patterns, CADPAT was introduced in 1996 and fully fielded by 2001. http://camopedia.org/index.php?title=Canada CADPAT TW (Temperate Woodland) CADPAT AR (Arid Region) Much less common is the WA (Winter / Arctic) pattern which is usually only issued in the form of helmet and rucksack covers and smocks.There's also a prototype scheme called CUEPAT (Canadian Urban Environment Pattern) which has so far only been used in trials, no decisions have been made on whether it will be ordered or not.
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Great job, loving the camouflaged light helmets and I love the fabric texture that you've added to the Russian style Green and Black type uniforms and vests! I think your mod is almost perfect to recreate the "little green men" of such infamous reputation in the Ukraine. Do you have any plans in the future for Belgian "jigsaw" or CADPAT?
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ARMA 3 - official mod, ADR-97 weapon pack
irving_mainway replied to Jakub BXBX Horyna's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just wanted to put this up on here to make sure it doesn't get overlooked in all the comments on steam, it seems that the Weight setting is a little bit off at 0.8 lbs. It should be around 5.7 for the short barrel and 6.3 for the long barrel. After the 2nd mag while running ACE 3 it turns into a jam-o-matic. Other than that though, great mod, love having a P90 at the ready when crewing a chopper or vehicle. Not everyone likes the Steam Workshop but I'm glad that Bohemia is at least getting behind it. When it works fine everything is good, and it does help people who otherwise have no clue what they are doing get mods and allow them to experience Arma. I know of at least one guy in particular who's computer knowledge is entirely based off of and limited to what he needs to do to be able to run and play Arma 3 online. -
Community Upgrade Project - CUP
irving_mainway replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think I see what you did there. I approve! -
Toadie's SmallArms and Animations for Arma3
irving_mainway replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey StationMax, go check toadie's twitter, you should really like what you find there regarding the animated rear sights............ good news that he's most likely been too busy to post about on here but on the bright side we'll definitely hear all about it when its done...... -
AWC Arms Release Thread
irving_mainway replied to Miroslaw Kowalski's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I agree with your decision on the Weapon Eventhandler Framework. I love it on the HLC guns but there's no denying the amount of work required when it comes to getting into those animations. Also I think it would be a little bit more of a challenge to set something like that up for the SRS. I'm looking forward to the TAC-338, but the only thing I can say is that you should try to come up with a way to set it apart from the SRS. As they both shoot the same round and the SRS is lighter / has a longer barre (Covert even smaller / lighter at the price of some range), on paper it looks like the better rifle. The argument can be made that the Tac-338's conventional layout would be much more familiar to most shooters vs the SRS, and no doubt the McMillian is probably a bit more affordable as well. -
Toadie's SmallArms and Animations for Arma3
irving_mainway replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks again, the magnitude of work that's been done here is unmatched and it has really taken this game to a different place from where it was when it started out. I was going to say "So when we gettin' our MG3s, brah?" but I think at this point we should all be able to let that question answer itself. Seriously man go do something else for awhile, you've more than earned it. As awesome as what you just did was, I don't think I'm the only one who would say that workload isn't sustainable and I'd rather not see the passion get beaten out of you. -
AWC Arms Release Thread
irving_mainway replied to Miroslaw Kowalski's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey, love what you guys have done with the SRS, textures are a big improvement, liking the Covert as well.