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Marc13Bautista

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About Marc13Bautista

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  1. Marc13Bautista

    Arma 3 Creator DLC: Reaction Forces

    I'm hoping the new patch for RF comes out soon. Definitely waiting for fixes to Air Control (SP) if I'm gonna make an attempt finishing it.
  2. Marc13Bautista

    Arma 3 Creator DLC: Reaction Forces

    Recently released this Realistic Names mod to include Reaction Forces (and Western Sahara) support: https://steamcommunity.com/sharedfiles/filedetails/?id=3248094475 I made a few observations on the new helicopter and its variations. Though they all seem to fall under either the H225 Super Puma (civil-orientated) or the H225M Super Cougar (military designated by the M). I looked through each one in editor (and their customizable components), there are about 7 total unique variants of these helicopters in all. In my mod, I renamed them based on their equipment and probable role they might fulfill. - "H240 Transport" -> "H225M Super Cougar Transport" [BLUFOR- Gendarmerie, ION Services] // Available are the fuel probe, exhaust suppressors, floatation bags, and extra (fuel) tanks. A military variant. An H225M Super Cougar, meant for general transport of 20 passengers. No nose-mounted radar. Likely meant for long distance transportation of troops (by ION and Gendarmerie). - "MH-245 Cougar" -> "H225M Super Cougar CSAR" [BLUFOR- NATO] // Available are the fuel probe, exhaust suppressors, and floatation bags. A military variant. An H225M Super Cougar, meant for general transport of 20 passengers but also has 2 wing-mounted weapon pylons and a nose-mounted radar. Has no extra (fuel) tanks. Probably meant for Combat Search & Rescue (CSAR) operations in combat zones. - "MH-245 Cougar (Unarmed)" -> "H225M Super Cougar SAR" [BLUFOR- NATO] // Available are the fuel probe, exhaust suppressors, floatation bags. A military variant. An H225M Super Cougar, meant for general transport of 20 troops but has no weapon pylons. Only the nose-mounted radar and extra (fuel) tanks. Likely meant for SAR operations in non-combat zones. - "RAI-350M Cougar (Unarmed)" -> "H225M Super Cougar HADR" [BLUFOR- UNA / Independent- AAF, LDF] // Only the exhaust suppressors are available. Still a military variant. An H225M Super Cougar, meant for general transport (or evacuation) of 20 troops/civilians but has no weapon pylons. Has no nose-mounted radar or extra (fuel) tanks. Probably meant for Humanitarian Assistance and Disaster Relief (HADR) operations. - "RAI-360M Cougar" -> "H225M Super Cougar SOCAT" [OPFOR- SFIA / Independent- AAF, LDF] // Only the exhaust suppressors are available. A very unique military variant. An H225M Super Cougar but with a nose-mounted 20mm cannon akin to the IAR 330L Puma SOCAT (which was configured for anti-tank and battlefield support operations). Has only 12 passenger seats (instead of 20) due to the cannon ammo, but 4 wing-mounted weapon pylons. Has no nose-mounted radar or extra (fuel) tanks. This variant is likely made to be a SOCAT configuration for the H225M Super Cougar, as the IAR 330L Puma SOCAT was. - "H235C Transport" -> "H225 Super Puma Transport" [Civilian- Civilians, IDAP] // No unique components available. Certainly a civilian variant. An H225 Super Puma, meant for transporting 15 passengers. Interior design of the helicopter supports its purpose for being a civilian passenger transport. - "H240C Transport" -> "H225 Super Puma VIP" [Civilian- Civilians] // Only has floatation devices. Certainly a civilian variant. An H225 Super Puma, also meant for transporting 15 passengers. Interior design of the helicopter supports its purpose for being a civilian passenger transport. Just to not be redundant and due to the flotation devices, this will probably be meant for VIPs. Also has extra (fuel) tanks. - "H245 SAR" -> "H225 Super Puma SAR" [Civilian- Civilians] // Available are a searchlight and floatation devices. Specifically a civilian variant. An H225 Super Puma, meant for transporting 8 passengers (one is on a stretcher). Also has a nose-mounted radar and extra (fuel) tanks. This variant is tailor made for all-weather search, rescue operations and water bombing. I don't know the actual real life designations of these configurations (aside from the SOCAT and SAR) so maybe someone could offer some feedback. ๐Ÿค” Edit: Also I need to add the secret NATO variant with the nose-mounted cannon used in Air Control... Added. Thanks for mentioning "B_Heli_EC_02_RF", POLPOX!
  3. Marc13Bautista

    Arma 3 Creator DLC: Reaction Forces

    Yeah I guess it's a really rare but kind of mission breaking bug. I just figured out that workaround since ramming the stuck team with a ammo container didn't count as the player's kills (no penalty) and only added to the casualty list. It resolved that bug by canceling that task and I get the order to RTB again. ๐Ÿ˜‚ Well it was a sacrifice I was willing to make. As for very hot town LZs near the frontline- yeah I had the same issue. Maybe with that specific town as well. In my run, I was going to resupply towns as usual near the frontline when I see that there was a red splotch (I run Bloodlust mod) of where the glow stick guy was supposed to be... huh... weird. I hover to land the supplies and suddenly the AAF from a town over open up with their IFV cannon and tank hmg at me. I somehow survived that by flying low. Also explains the gibbed glowstick guy lol. It's just strange how being near a red town that's AAF occupied automatically spawns exactly (at least): 1 tank, 1 ifv, and maybe a squad of anti-air infantry. Maybe 500 or so meters away? Any farther from them and they despawn. I was hoping there would be unlockable strike missions if the FOB detects the player(s) unlocking a jet or drone of any kind to strike at any red towns near the frontline but nope- they either don't spawn past the 500m or they do and instantly get you. ๐Ÿ˜” Oh well.
  4. Marc13Bautista

    Arma 3 Creator DLC: Reaction Forces

    I had this exact same problem in my Air Control run. Although I "worked around" this by hooking up a large cargo container with my Huron and battering ram the bugged team with a cargo container of ammo... There really should be separate or wider apart AI infantry spawn pickups so they don't get broken like this. Another issue I had is when AI pilots when I command them to land/disembark at the FOB (mainly the starting one) will just be crashing into the hangar or into the supply trucks. I guess that's an issue with vanilla AI though. Also why is there no medical landing pad for Telos (town next to FOB Casino / Altis International Airport)? It has a spot to drop off supplies but no where to drop medical crates. I get there's a hospital nearby FOB Casino but a short medevac trip is kinda unnecessary lol. Hope Air Control gets ported over to Tanoa and other big maps like Livonia. It can get a little repetitive in single player but it's pretty fun.
  5. Marc13Bautista

    Pilgrimage - Ported

    Would be awesome if you release your Normandy port on Steam Workshop. Would be a blast doing Pilgrimage in that map. ๐Ÿ˜
  6. Marc13Bautista

    [Release] GOM - Vehicle Tuning V1.01

    It should work? I copied over some code from GOM's Aircraft Loadout mod and modified it for Vehicle Tuning. Also changed the initialization of this mod's menu to not use "action menu"- but instead the 0-8 radio support menu just like GOM's Aircraft Loadout. So any player should be able to launch it now. ๐Ÿ˜‰ It's also less annoying since "Tune Vehicle" no longer gets added to the list of actions blocking the center of your screen.
  7. Marc13Bautista

    [Release] GOM - Vehicle Tuning V1.01

    Made a mod version of this Vehicle Tuning V1.01 so that it also auto-initializes on any mission/campaign startup and gives the action menu "Tune Vehicle" when within 25 meters of any vehicle. Hope this is alright. https://steamcommunity.com/sharedfiles/filedetails/?id=2989997127 Also did a version for Aircraft Loadout V1.35: https://steamcommunity.com/sharedfiles/filedetails/?id=2989820593
  8. Marc13Bautista

    [Release] GOM - Aircraft Loadout V1.35

    @Grumpy Old Man I've made a mod version of Aircraft Loadout V1.35 so that it auto-initializes on any mission/campaign startup and gives the 0-8 radio menu option. Hope this is fine! ๐Ÿ˜„ https://steamcommunity.com/sharedfiles/filedetails/?id=2989820593 Also did a version for Vehicle Tuning V1.01:https://steamcommunity.com/sharedfiles/filedetails/?id=2989997127
  9. Any chance for support for the new and refined dog mod by MFR? https://steamcommunity.com/sharedfiles/filedetails/?id=2912186689 Also disabling TPW Fall and Bleedout, this mod is compatible with Armor Plate System mod by diwako. https://steamcommunity.com/sharedfiles/filedetails/?id=2523439183 ๐Ÿ˜€
  10. @tpw Any chance there will be a fix for the animation glitches to AI when TPW Fall module is enabled? The problem specifically stems from this setting in TPW FALL: "(0 - 1, 0 = no reaction to bullet hits, 0.01 = will almost never use animated falls, 1 will always use animated falls)" At any value (including) "0.01" - "1" this problem occurs- When AI were set to idle or to do an animation by a mission maker, they do the weapon holster animation (but no pistol/invisible gun in hand) or start twitching and repeatedly do that once TPW Falls initiates. Instead of repairing/standing idle/etc animation they are meant to do. I like the ragdolls and hit reactions that TPW Fall offers, but it gives this really immersion breaking issue, and also breaks functionality of singleplayer missions (AI meant to do relaxed/unalert animations in a stealth raid- broken and do the above broken animations and raise the alarm...). Disabling FALL fixes the issue- but removes the hit reaction/ragdolls functionality all together... Only other solution I could find is to use Halek's Impact mod to replace TPW Fall. But it doesn't seem to be fully compatible with TPW Bleed (causes AI to sometimes freeze in place after being revived from incapacitation). I'm not sure if the bug long existed beforehand or if it was introduced in your last "Feb 10 @ 5:28pm Update" "[CORE 1.98, SKIRMISH 1.65, SOAP 1.74] Refactored unit disabling/enabling code, should largely eliminate artifacts such as units stuck kneeling, dodgy somersault transitions between animations, units falling through terrain etc ad nauseum. Added Sehreno support." But it could be a combo of both your latest update and that FALL setting inadvertently causing this AI glitch. ๐Ÿ˜”
  11. Thanks a lot for this! Much more efficient for making multiple presets when using this over the manual download everything and saving every individual preset by hand. I've used it to make 28+ presets for my own modpack. https://steamcommunity.com/workshop/filedetails/?id=2415922767 ๐Ÿ˜…
  12. Damn amazing! You've made something already quite fun to play with huge replay-ability and ported it to great new maps with a lot of changes. Love it. ๐Ÿ˜„
  13. Marc13Bautista

    Pilgrimage - Ported

    Chance for someone to port Pilgrimage to these two amazing maps? I think they would be a pretty great experience. (Far Cry 2 and Far Cry 6~esque even). Niakala - https://steamcommunity.com/workshop/filedetails/?id=2801060088 Isla Nueva/Libertad - https://steamcommunity.com/workshop/filedetails/?id=2734575927
  14. Marc13Bautista

    AI takeoff from USS Freedom

    If anyone is still looking for a solution to AI taking off from the USS Freedom, this it it! It even has landing and so so much more to it. USS Freedom Carrier Deck SP system by RickOShay https://steamcommunity.com/sharedfiles/filedetails/?id=2792794325&tscn=1649825943
  15. It's also very prevalent when using WebKnight's Avionics mod. Any armed aircraft will also fire missiles. ๐Ÿ˜…
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