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Everything posted by Digger James
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Russian Railways mod
Digger James replied to LyotchikSniper's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I gotta ask, will any German counterpart be added against the SO-17? cause I got a list of models to chose from... https://en.wikipedia.org/wiki/Category:Steam_locomotives_of_Germany -
[WIP] Blood Trench 1914-1918(Looking for help)
Digger James replied to hellceaser's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Nah! look if all you can is a static solid model than that can be all I want and just bite my tongue.... still will look cool to set the scene, like that's where ya respawn from or something of the likes. -
[WIP] Blood Trench 1914-1918(Looking for help)
Digger James replied to hellceaser's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
It's not so foolish if ya think about how ya suppose to move large masses of troop across large maps, the tracks are already laid on existing maps, ya just gotta work off that! Besides, I never said it in the "High Priority, Make It Now!" bullshit you get from trollers you think I'm coming off as; far from it, I'm just saying it's the kind of suggestion ya put a pin in it and leave open for negotiations. And you forget that like I said before, back in those days it was a luxury to even own a car, and they were short range-low fuel capacity, hand-cranked vehicles at that. Plus it was cheaper just to buy a ticket to ride the ol' "beast of the rails" same said for it's use in Military situations where a scenario can be like this: Your fresh recruit to the British Army and are being sent to the front, where do go to now? on a boat across the channel then on a Steam Train straight to Paris, then after getting check in to the MPs is then crammed into another Train with other soldiers headed to the Front along with Munitions, Supplies and Big-ass Guns!! a Train is that Era's all-in-one supply Vehicle like Arma's Vanilla Hemtt & all it's sub-variants. I don't mean to be rude or impede the spectacular progress you guys have made but I've seen modder for this game take on harder challenges like Operation Trebuchet: they plan on finish making a completely walk-in AND fully functional/flyable Charon-Class Heavy Space Frigate!!! With MAC Guns and everything! Do or don't do it... it's your Mod so you make the rules but instead of brushing this aside as some lame-ass crazy Idea, actually think about how it can be used by clan units and mission makers alike. I thinks it's F@cking cool to be able to drive a steam engine. (though that's mainly influenced by heavily growing up on Thomas the tank engine TV shows and toys when I was way young, still got a $1000 bucks worth of Tomica trainsets out-back in storage, but I digress!) anyway hope things go well blah-blah-blah the usual concluding salutations and will wait for the Update soon! -
[WIP] Blood Trench 1914-1918(Looking for help)
Digger James replied to hellceaser's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I asked this on the Moddb page but seeing the forum is a tad more active I'll ask here... Have you consider adding Railways and Steam Locomotives; Trains were a major factor in troop movement till the 1950s, Altis and some of the BIGGER maps like Cherno do have a railway System and thus re-enforcing the point that stands since the normal stuff in Arma we use like Heli's and Cargo Planes were non-existent then, While Transport trucks were a minority & Ground vehicles consisted of slow Tractors or old-school Horse & cart. Also if ya break it down into Sub-categories, the use of Armored Trains and Railway guns, Wiki says there's about 34 designs of Railway guns used in WW1 alone (excluding the numbers of how many produce or if they even left the drawing board) I don't mean to add to your workload but as I mention before and the reasoning above this is one of the "major!" keys about WW1: Controlling Railways & their respective Stations is a means to effectively resupply your Armies. -
Iron Front as mod in Arma 3
Digger James replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
first and foremost; love the mod, seen the showcase done by Bluedrake42. 1st question: have there been improvements to weapons resting and bipods thanks to the DLC release awhile back. (didn't read all of the quotes above & on previous pages so don't know if it's been ask) 2nd question (and one I'll go more in depth): I know you guys have mainly ported the old IF content, which was done beyond compare, but i'd like to ask one favor, to add one piece of original content; in the form of a static gun... the one and only (and beautiful) 8,8cm FlaK 36 AA/AT. lemme give some basic stats. it fires an 88 × 571 mm. R Cartridge (same as the Tiger I, The KwK 36 could fire the same ammunition as the FlaK 18 or 36, differing only in primer: percussion for the FlaK, electric for the KwK 36. Also the ballistics were identical and both guns had a 56 caliber barrel.) ammo was basic; APBC, HE, APCR and time fused HE for Anti-Air roles. and in some cases where if the elevation was right it fire indirect artillery. now I've had it figure that it should be max crew of 3, 2 working gun plot and direction, and third working on the loading and gunning (since the lever trigger is on his side) now for the 2 up front, i know 1 should be enough but if he'd have the extra man it would help increase turn by so many degrees/s also there could be two types the standalone static one, (with or without blastshield) OR the more mobile one with axel bogies to put it into towing there's more I should say but you the picture; it's super late right now in aussie and i need sleep! :( if ya wanna talk more PM me and/or via email or whatever... thanks and again great job! YAWN dreamland here I come!!!