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Devastator_cm

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Everything posted by Devastator_cm

  1. Devastator_cm

    HAFM NAVY (Ships) - v2.0

    logically speaking, Arma suppose to have vehicle on vehicle stuff already by itself. So logically speaking they do not have and we have this and logically speaking if you do not like helicopter landed but engine stays on, then land on static objects instead
  2. In theory yes
  3. All ships above DDG-85 have single CIWS. We do not want to create a handicap compared to other ships, therefore we will stick to Flight IIA but stay below DDG-85 to have 2 CIWS
  4. Devastator_cm

    HAFM NAVY (Ships) - v2.0

    not only heli is taking damage but also the ship. Disabling damage by ship means GOD mode for it for some period of time
  5. Devastator_cm

    HAFM NAVY (Ships) - v2.0

    so keep engine on and when you decide to release the heli be sure you give enough throttle so after release it goes up but not down as touching ship will have not nice consequences 🙂
  6. Devastator_cm

    HAFM NAVY (Ships) - v2.0

    He is getting damage because he stops engine and when releases helicopter hits the deck. Thats why you should keep engine on. There is no alternative way in Arma to make that heli land without script in dedicated or at least I couldnt figure out till now 🙂
  7. Devastator_cm

    HAFM NAVY (Ships) - v2.0

    when you turn the engine off, the palls are still turning while heli is landed and attached to ship. That is the problem and BI guys stated they will not fix it (https://feedback.bistudio.com/T130420)
  8. Devastator_cm

    HAFM NAVY (Ships) - v2.0

    Can you guys test the helicopter solution in dedicated and give feedback? By me it was working fine but I want to hear if that is the case by all dedi players or not before I proceed with some other things for helicopters
  9. will be solved it is debugging stuff
  10. Guys why do you have so much concerns about "size"? *evil smiley was here*
  11. How can I load chaff/flare via carrier service menu? Pylon 12 and 13 are not visible there :(
  12. jdams can be 500kg mate. Even single hit of jdam can sink a ship right away. Destroying an object is not purely based on the armor which you see in config. It depends on the configuration of the hitpoints in model as well and some other factors on top
  13. Devastator_cm

    CBA - Community Base Addons - ARMA 3

    Thanks Dedmen but one last question I have now. In BI Wiki it states So does that mean, if I use CBA_fnc_addPerFrameHandler in my mod more than once for different functionalities it will not work or CBA function somehow handling it properly so that multiple CBA_fnc_addPerFrameHandler which should run in each frame runs without a problem?
  14. Modern ships do not have thick armors like the old mighty battlecruisers of WW2. You can google in internet (keywords, Modern warships and armor) and will see that ships today relly on defence systems like CIWS, Anti missile missiles, decoys etc and not anymore on armor (one example explanation you can find here https://nationalinterest.org/blog/the-buzz/the-lesson-the-uss-fitzgerald-tragedy-us-navy-warships-need-21233) A single antiship missile can sink a ship if it hits a good point. They are traveling very very fast (except old Harpoon) with high explosive warheads. So instead of making ships with heavier armor than in the past, they use defence systems to prevent such missiles hits in first place.
  15. Devastator_cm

    Devas Turkish Armed Forces (TAF)

  16. Devastator_cm

    CBA - Community Base Addons - ARMA 3

    I actually ask for the definition of the frame from CBA point of view. I just found by ACE page (https://ace3mod.com/wiki/development/arma-3-scheduler-and-our-practices.html) a definition which is more about the graphics frame. So the frame which CBA event handler is talking about is the graphic frame or a network package from network aspect? What is the simulation frame actually?
  17. Devastator_cm

    CBA - Community Base Addons - ARMA 3

    can someone tell me how CBA_fnc_addPerFrameHandler is working on dedicated or headless clients? If the delay is set to 0 how the frame is calculated for dedi and headless?
  18. I think you guys have mod conflicts. Can you give me list of mods you use so if that is not much I might take a look
  19. harpoon radar guided is easy, you fire it to the direction where a ship stays and at least 1400 meters away. Then it finds its own target. Described in manual already. What do you mean by knoking your own ship? Did you fire it in shallow water so it hit to bottom and explode?
  20. @-BAKE- what about harpoon and torpedoe? Do they work?
  21. looks like somehow CBA_fnc_addPerFrameHandler is not working properly in your server. That handler suppose to run each frame at server machine to adjust the missiles direction and f it goes to thousands of meters high that means it is not running somehow by each frame. I do not know the reason maybe some other mods in server causing it or maybe server setup
  22. Devastator_cm

    Devas Turkish Armed Forces (TAF)

    v.4.5 released! Twealed: UGM-84's speed increased to 700kmh Tweaked: ACE3 cargo framework settings by vehicles adjusted Tweaked: New get in action added to submarine to ease enterence Fixed: Zeus units can use the GUIs of submarine Added: MEKO200TN Track II frigate added. TCG Barbaros, TCG Orucreis, TCG Salihreis and TCG Kemalreis textures can be selected via EDEN Editor Added: Akar Class resupply ship added. It can be used to resupply the ship and submarine of this mod. Added: Pilot Visor and Mask actions are added to F-4E
  23. Let's see the video first and I will check the cruise stuff
  24. Hi Guys, is the artillery rounds do not cause whistle effect when they land or pass by? I have whistleDist = 100 by my ammo but I hear nothing...
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