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NAS_Juno

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About NAS_Juno

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  1. NAS_Juno

    RHS Escalation (AFRF and USAF)

    I make custom units anyway, I just pair USAF pilots with the empty Super Tucano's and call it a day. Horizon Defense Force is in GREF, but they're BLUFOR anyway. Shouldn't stress too much about what unit it falls under. I'm just thankful to have such a nice little COIN CAS plane.
  2. NAS_Juno

    RHS Escalation (AFRF and USAF)

    Rhino early detonation system. https://en.wikipedia.org/wiki/Rhino_Passive_Infrared_Defeat_System Creats a heat signature in front of the MRAP and would detonate IED's early.
  3. NAS_Juno

    RHS Escalation (AFRF and USAF)

    Wait wut? (Hurriedly logs on.....) F*** yeah! Oh I'm sending a donation for this bad-boy. THANK YOU, RHS!
  4. This is getting ridiculous, @bludski Arma isn't supposed to look this good. You're out here turning water into wine....
  5. NAS_Juno

    RHS Escalation (AFRF and USAF)

    Do y'all not realize that the Abrams engine is literally a jet engine? Yes it's loud, but that's pretty close to what those f**kers sound like. Lol. You're lucky they haven't made it so it blows your ears off during acceleration, or the over pressure that could collapse your chest when the cannon fires. To be fair, I do think it could be turned down a bit w/ earplugs/ear protection on, but we can't demand super accurate models/functionality/effects from these guys, then wince at the noise when the sound is accurate. Gameplay over annoyance could mean anything. 1-manning tanks, infinite ammo, god-mode.... c'mon people.
  6. NAS_Juno

    Hellanmaa

    You'll have to update to the current Arma build. The DLC's usually give you the assets, you just can't access the full map.
  7. NAS_Juno

    RHS Escalation (AFRF and USAF)

    Sure thing. Just change the magazine to whatever you want. Tan PMAGs would be "rhs_mag_30Rnd_556x45_M855A1_PMAG_Tan"; and etc...
  8. NAS_Juno

    RHS Escalation (AFRF and USAF)

    Alternatively, you can copy the editor items and paste them init making sure the primary weapon item includes the magazine this addPrimaryWeaponItem "rhs_mag_30Rnd_556x45_M855A1_Stanag_Pull"; This line will add the Stanag Puller magazine to your rifle.
  9. NAS_Juno

    RHS Escalation (AFRF and USAF)

    That honestly was my biggest fear. I'm donating out of a sense of just "you've already provided us with x-amount of free material, lemme buy you a beer" whereas some are going to think it is a pipeline for requests. I hope folks understand exactly what this is for, instead of what they want it to be.
  10. NAS_Juno

    NIArms Release Thread

    Got it. Thanks for the explainer! Pretty amazing guys like you are able to do so much with the limitations you're working with. Modeling and coding with a hand tied behind your back and one eye closed. I brought it up because prior to the update, the foregrips were built into the model/animation, and that seemed to allow the underbarrel attachment to deploy. Either way, I understand.
  11. NAS_Juno

    NIArms Release Thread

    Hey @toadie2k, let me know if you ant me to leave a bug on Github, but I found an issue with your SAWs now that you've allowed RHS (and your own) grips to them. When the grip is attached, the bipods will not deploy. You lock into the ground as if you had no bipod. Love the mods and appreciate all you do! Thank you for everything!
  12. NAS_Juno

    RHS Escalation (AFRF and USAF)

    Random AF, but I never knew about the animations you guys added for the passengers in the UH-1Y! Makes sense that someone sitting in a helicopter wouldn't have a static "hands on their knees" look about them. I can't believe I missed it, and I just wanted to show some love for this mod. You guys have been putting little touches here and there that I'm still discovering!
  13. NAS_Juno

    MGI ADVANCED MODULES

    Perfect, and I understand the limitations you have with Arma. Just incredible scripting, @pierremgi, really fine work. I can't thank you enough for this.
  14. NAS_Juno

    MGI ADVANCED MODULES

    Hey @pierremgi. Once again, this mod is incredible. Really does wonders for my singleplayer missions. I think there's an issue with the Respawn modules. The West seems to work fine when you create a marker labeled "MGIRespWestAI", but the Ind seems conflicted with the Vehicles and AI. The vehicles seem to respawn on markers called "MGIRespInd" while the soldiers respawn on Markers labeled "MGIRespIndAI". This is fine, but the drop down shows MGIRespInd. Also, the OPFOR AI only respawn on start position. None of the markers allow them to respawn elsewhere. Lastly, is there a way to allow vehicles to spawn later than personnel, because what'll happen is if you set vehicles to respawn for say 30sec, but AI to respawn 15sec, the AI from the vehicles will respawn first, then the vehicles will respawn empty. I usually just have the vehicles respawn earlier than the AI, so that they will have AI in them. Anyway, thanks for the quick responses, and again, thank you for this great mod!
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