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Posts posted by Kniazzy
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9 hours ago, da12thMonkey said:drive a portion of our developers to commit suicide before work is completed though.
Hand in your bootlaces, please.
Will RHS pylons be compatible with the vanilla jets?
I'm currently quite invested in the concept of strapping as many gun pods as possible on the new F/A-181.- 1
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1 minute ago, jonpas said:There have been no changes to the API on TeamSpeak's side, even previous 2 versions would work. :)
We also update the first post with latest TeamSpeak support as we post the update posts, do check that.
Thanks, I had no idea!
I'll be sure to check next time, sorry about that. Gotten so used to just jumping to the last page.
Time to tell the lads to update TeamSpeak!! -
Hooray! Thankyou!
Does the latest release also support Teamspeak Version 3.1.4? -
This is incredible!
A while back, my unit and I attempted to make a little Australian Defence Force faction, by mashing together a bunch of mods.
It was great, but the requirement list was a bit extensive.
Really looking forward to seeing a gorgeous all-in-one bundle!!
There's some great ADF kit already out there, like the incredible Bushmasters.
It might also be worth contacting AAF, as I do recall they have some in-house ADF mods that they use on their private server.
Last I saw, they were working on their own F90.
Can't wait to see how development goes :) -
The new M252 is very handsome!!
I would, however, really like to turn off the artillery computer on it and learn how to fire it manually.
I've noticed you've still got mils (?) measured on the HUD when in the gunner's seat, and wouldn't mind learning how to fire it manually. -
On 4/2/2017 at 6:16 PM, ayylmao said:is it possible to use your AT whilst prone?
Well, it IS possible, but it isn't supported by Arma's native weapon mechanics.
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3 hours ago, peegee said:I already drank my morning coffee and it's still trying to rush out of my nose as I read through the comments
Have you considered using an autoloader?
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It's a good start, but I'm finding it totally imbalanced.
The M1's reload should be two seconds longer while it is on the move, as it is without an auto-loader.
Totally game-breaking, and exploitable.
I also noticed that the individual tank treads slightly clip into eachother when they move, and frankly it totally shatters my immersion and my unit won't accept anything but the best.
Sorry, we gave it a try, but we'll stick with Massi.
Cheers.- 4
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1 hour ago, Redphoenix said:
Only when we fancy. That flight recorder was just for me to try out Substance Painter 2.Fair enough, the extra effort is really appreciated.
Hopefully they're here to stay? -
Been building a campaign for my unit, and noticed a flight recorder in the editor.
That's awesome! Currently using it as a prop for an objective.
Is there any planned functionality for it, or even more small props like it?
These little things, including the used artillery shells, are absolute gems for me and I love them to bits!!- 2
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11 minutes ago, sammael said:Can someone say model of tank or it is fictional?
Looks like a T-14, with some added artistic liberties.
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11 hours ago, Redphoenix said:No, because currently it is not worth the extra effort until BI improves the general PiP implementation.
Fair enough!!
I could be wrong, but it seems PiP is being used less-and-less in RHS vehicles now, too.It's a cool effect, but unfortunately it just doesn't have the right clarity to be practical for me ):
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13 minutes ago, DEV614 said:would it be possible to switch the "PIP" image to the outside of the scope, and have the clear image on the inside? That would be super cool.
After reading the first half of your post, I was actually about to suggest this!
I believe ACE does this already, however the PIP image does not move with the scope. It may be something to do with how the image is mounted, or something similiar.
It is a really cool effect, and works fantastic over long ranges when you aren't moving your weapon much in the first place.PIP is a great effect in theory, but Arma just really lacks the image fidelity for me to justify using it all the time ):
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8 hours ago, jonpas said:Thank you for the kind words! :)
Yes, vehicle racks are in the works, actually pretty close to being done.
Can't say it enough, ACRE2 has totally changed how we approach Arma. Can't play it without, now!
Very exciting to hear racks are nearly done, too.8 hours ago, ShiftyFR said:What is "vehicle racks" ?
A radio, usually long range, affixed to the vehicle.
Like a long-range that can be used by the driver, or commander etc etc
Saves units needing to hop into their vehicles with a long range radio in their backpack!- 1
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19 hours ago, soul_assassin said:Actually some of our members are contributing to that. So rest assured that if all meets our needs we will definitely use the system.
Great news!
Really cool to hear that they've got community members helping, too. -
Looks like there's some vanilla FCS additions along the way!
I know you've worked very, very hard on tailoring your own systems, but will there be any plans to also implement, or cater to the vanilla systems?
Or is it simply to early to tell? -
2 minutes ago, Max255 said:Vehicle racks are in development last time I checked, obviously no ETA.
That's great news, thanks :)
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Really love the mod, the switch from TFAR to ACRE was almost seamless for my unit.
It's nice having something we can almost literally plug-n-play, and from the standpoint of a mission maker, I've found it so much more user friendly to implement into missions.
Plus, the new install method is like a dream come true.
The only pitfall we've come across with the mod, is the lack of vehicle racks.
I'm sure it's been requested again and again, though.
Is there, or will there be, at any point even something like a script I can put into a vehicle's init field to simulate a rack?- 2
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Steam CMD is what my unit uses to not just download, but update the server.
It's honestly the most painless process I've ever been to, compared to some of our previous efforts.
Thanks for the update, too!
The full Flecktarn uniform is so oddly specific, but it's something that I've wanted for a while for GREF, haha :) -
Hey, wanted to say thank-you for adding so many object-specific features to your vehicles, that can be tweaked in the editor!
Makes a huge difference in my mission making, letting me customise every last detail, or add a little extra ambient flair to my environments.
Really enjoying the folded rotors feature at the moment!- 1
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2 hours ago, AZCoder said:If you go into the config viewer, configfile >> "CfgVehicles" >> "RHS_C130J", there is some functionality listed under both Attributes and UserActions. I do single-player missions, so it's vital for me to go in here and find how to activate some of this stuff via scripting since I'm dealing with AI, not players.
Hey, thanks! I was wondering this also.- 1
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Can't thank you enough for the update!
It's just the breath of fresh air we've been waiting for in my unit.
Ultranationalists are probably my favourite insurgent/rebel faction, too.
Such a diverse selection now, with the new SAF gear!- 2
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18 minutes ago, audiocustoms said:Steam / Arma 3 Laucher has some hickups lately forcing random users to update / redownload some if not all of the subscribed mods.
But nevertheless we got something in the pipes, stay tuned ;)Yeah, I noticed a little bit later! I was so so excited...
But I'm glad to hear that there is something to be excited about, still!! -
Noticing the Steam Workshop is updating CUP Terrain + Core... Any news? ;)
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Advanced Combat Radio Environment 2 (ACRE2)
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
My unit and I are loving ACRE2! We switched back to TFAR for a brief while, and the difference in audio quality was unreal. Not to mention the radio simulation. Next level stuff!
Excited to hear vehicle racks are on the way. Will they work in the sense of a check box in the editor, or a module you sync to the vehicle?
Hope backpack radios follow suit soon!