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Ex3B

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Everything posted by Ex3B

  1. So I have the same issue, i reloaded before putting it in, and played a bit more, and it was more broken: the option to insert it went away. So I went to an older save, before picking up an officer ID card, and I was able to insert the drive and the upload virus task was checked. Miller then told me to reset the power supply, and that it should be somewhere near the computer... I looked everywhere and no options came up - this was at the lumberyard csat base. I'm going to try another base tonight... I think the only option is to revert to an earlier save, and hope one of them is before the bug appeared...
  2. Have you tried going to where you need to go using the rebreather? I forget how the task got checked off when I did it, and I know it can be glitchy. I still can't progress on the virus upload mission, and I am afraid that I may have to revert a long way back, if I can even revert far enough
  3. Well, that is not standing, that is how far to the next level of insurgents You are at 2 of 2, which is the highest level. I guess at that level, they carry tac vests, launchers, aks and rpks (at least I have seen them doing so). I saw them at level zero attack a check point with pistols, kozlice shotguns, no body armor, and one guy with an AK but no spare magazines. What do you want, level 3 insurgents with carrier rig specials, titan AT, and navid mmgs?
  4. Haven't yet updated, don't want to lose my save... Running into an issue with the "flash drive" task
  5. I was able to reach @j0nes on this forum, and he provided me with the files for his old LHD, and he gave me permission to upload a derivative. So here's a standalone LHD, if you don't want to load all of CUP for it. https://steamcommunity.com/workshop/filedetails/?id=1737598604 I have also uploaded a combo of the Atlas LHD with my own F-35 port: https://steamcommunity.com/sharedfiles/filedetails/?id=1738092921 This updated version now shows up in the 3d editor in the same place as the carrier and destroyer (static ships) - no text editing of a mission file is needed to get it in. This now uses the BI system for multi-part ships instead of the old spawning script: The result is you can click and drag it around the edior, and see the 3d model follow it You can also place aircraft on the deck without them spawning in flight. I have gotten rid of the old Atlas ship weapons, in favor of the Jets DLC ship weapons. I have added a "No Flag" variant of the ship, and CSAT versions of the ship weapons. (It is a standalone, but I offer a standalone F35F as well, or a combo of the two)
  6. Ex3B

    Project - Vertical Lift 2035

    Speaking as someone that made a port of the Arma 2 f-35, I don't think that they can really do that. The vehicle config only supports a few VTOL options. You can put a 0, 1, or 2 for VTOL status. One is no VTOl, one is STOVL, one is VTOL with default vectoring vertical (like the Xian) and one is VTOL with default vectoring horizontal. Enabling VTOL only gives you a 90 degree vectoring range. So maybe you could tilt the model 15 degrees, and use an pilothead aimdown setting of 15 degrees, and then you should be able to hold a hover at 75 degree vectoring with the model level, but then holding it level and increasing to 90 is the same as pitching the blackfish up 15 degrees to fly backwards. But while the idea of rotating the model 15 degrees to allow this may seem nice, it means that you cant fly level, and would need to pitch down constantly, or set the angle of incidence negative... It just seems funky. Just pitch up to fly back... That said, I would love a feature to vector past 90, it would allow reversing on ship decks, which would be very useful
  7. I had a problem with a support l'ensemble task:
  8. I was wondering if I could get some things clarified with regards to the old man mechanics. Since this is a question, not feedback, I don't think it belongs in the old man feedback thread. 1) Is clearing checkpoints possible? I think this is a yes, I tried to assault a checkpoint and wipe it out, and I thought I had done that... later I came back and there were 3 (?) soldiers, but they just waved me past without doing the drone scan. Are these just soldiers I missed before?, can I completely clear checkpoints and just drive past them? 2) a) Is it possible to get a 5.8mm suppressor, and where? I'd like to have a silenced rifle with an abundant supply of ammunition. Very early in the scenario I came across 2 Katibas, and loaded up on like 15 katiba magazines. At the gendarme HQ, I was able to get a silenced Promet from a soldier patrolling the perimeter. I figured promet ammo would be rare, but Katiba ammo fairly abundant, and put the silencer on a katiba... I'm now down to 10 katiba mags, and haven't seen any for sale by dealers, or any more CSAT troops using it. b) Is it possible to get a 6.5mm stealth silencer, and where? The "standard" 6.5mm suppressor doesn't fit on the 6.5mm CMR-76, which is a rifle for which ammo is fairly abundant, but I can't find a suppressor for it. c) Is AK ammo fairly abundant? I found a 7.62mm suppressor, have an AK-12 (not that much ammo though) and a mk14 (a moderate amount of ammo from caches... not reliable). I figure if Syndicate use AKs, I should be able to scavenge a decent supply of 7.62x39 ammo. Is this correct? 3) Where can I find a M900? can I get a Taru for moving MRAPs between islands? I saw a youtube video of a player using an M900, and it seems ideal for moving around Tanoa. I went looking at The tanoa international airport and La rochelle aerodrome, I didn't have free reign to look around, but didn't find any helo. I did take a Xian though 🙂 4) Can you refuel helos and VTOLs at fuel stations? I've never actually used a fuel station in this scenario yet. I worry about my fuel trucks running out of fuel. 5) For the destroy radars mission, it mentions taking out the large radome, and any auxilliary radar systems. I assumed that this meant there'd be a S-750 Cronos radar somewhere nearby. I took the previously mentioned Xian on a lark, and fired a small salvo of rockets at the radar, and completed the objective... I turned around and flew back without even having the map turn red. It seemed like a cheesy way to do it, and I'm wondering if I'm missing something by not going over there on foot and taking a better look around. 6) How much ammo do the ammo trucks store in this scenario (as a % of normal)? There's no way to check remaining supplies, and starting supplies can be adjusted by mission makers. I ask because I swiped a Zamak ammo from the gendarme HQ building, and I'm considering rocket strafing a bunch of checkpoints, or areas where syndicate will attack (easy attack sites to level them up afterwards?)
  9. I seem to recall other, similar, issues with some of the single missions, l agree with lexx I think only the Tac ops DLC missions, and the old man scenario are meant to fit in with the canon story. Some of the missions its not clear if they fit (like the Jets DLC showcase)
  10. Yea, in the end I made a new weapon inheriting from the vanilla 105mm... Just as well because no HE shells were defined for the vanilla one.
  11. @krzychuzokecia I agree almost completely. A 12.8x12.8 km square is plenty for infantry combat, and starts to seem a little small for tank combat when one considers that tank FCS can handle distances of up to 5km (T-140 Angara), although that requires rather high view distance settings. From one end diagonally to the other of such a map, its 18 km, so I think its not so applicable to ground vehicles, particularly given the limited spots where you can get such a line of sight, and the limited speed of ground vehicles with such weapon ranges. If one places two bases at opposite corners of the maps, they distance between them is significant. Its a bit different with artillery though. MRLs and howitzers pretty much anywhere on the map can engage pretty much anywhere else on the map. With jets, it really makes the map small. There are rarely 2 airports even several km away from each other. The maps, including altis, are all really too small for two teams with fighter jets to operate. The jets do 1 km every 3 seconds, so 10km takes just 30 seconds to cross. Take off at one end of the map in a black wasp, and you can pretty much identify and shoot down any non-stealth aircraft that gets above ground clutter anywhere on the map (at least for every map except Altis, but if you take off at the main airbase, its still true). The Jets DLC also added a carrier... which can fix the problem a bit on island maps. Place carriers around 20km off shore, at opposite ends of altis, and you can get a good 60km of separation between bases on Altis. I can get carrier bases 50km apart on Tanoa -moving carriers too far off the map can cause problems- So the airpower can be put farther away and again make the battlespace more reasonable. Livonia is landlocked though, so aircraft carriers don't really fit well with it (they can just sit there on land), and jets can just land right off the edge of the map, so a base placed farther away can be moved closer, unless made with scripts or objects that can't be moved. I find ships offshore to be a much more aesthetically pleasing solution to the small size of the maps for aerial warfare. That's also why I made my mod "offshore assault", because NATO was well suited to operating from a ship (Black wasps + blackfish carrying marshals and Rhinos will curbstomp Xians and Taru's carrying LSVs and MRAPs), but CSAT isn't. https://steamcommunity.com/sharedfiles/filedetails/?id=1744603050
  12. @Digger James I think you should ask the USAF mod about that, that is beyond my skillset. I am basically just tinkering with Config files, basic retexturing, and basic model editing of Arma 2 models. On another note, I've ported and modified the Arma 2 M119, now intended to be used as a slingloadable direct fire AT gun (the model has a longer barrel now). The 105mm HEAT shells aren't very good against tanks though, so this is mainly an APC killer. I'll tinker with it a bit more before uploading it. I'm thinking of giving it to all factions. I'm also thinking of a less modified (with the shorter, standard barrel) version as a static howitzer, that can now be moved by slingloading (and maybe even by flatbeds).
  13. How is 164 km^2 land area not "full sized"? Tanoa is 100km^2 of land, stratis was only 20. Its basically takistan Livonia's terrain is only a bit smaller than chernarus, and smaller than Altis. Since when was anything smaller than Altis not "full sized"? Personally, I consider 100km^2 to be the lower limit... Granted, separating that landmass into islands and such makes it seem bigger. Using some water to increase total playable area makes maps seem bigger, but water based gameplay is still minor in A3, despite the swimming and SDV improvements
  14. Going to update in the next few days. New additions (WIP) A variant of the Kindov with a 12.7x108mm gatling gun and target lead indicator for short range air defense (and shredding soft vehicles) A modified port of Arma 2's AH-64 for Blufor A modified port of the SU-34, to function as a carrier based multirole fighter for CSAT Zamak SAM variant for all factions
  15. I'm currently in the process of porting the Vodnik BPPU from arma 2 to arma 3. I'd like it to be a CSAT MRAP (sling loading already configured), something airmobile and amphibious with a gun packign a decent punch: something to answer the AAF Nyx, and NATO's blackfish deployed Marshals and Rhinos. So far, its working OK (still need to get a better interior for the gunner), but I'd really like to be able to cover it in arid and green hex camo, and have it look decent. Right now the camo really only suits the spetsnaz faction. Are there any texture templates with separate layers for arma 2 assets?
  16. Ex3B

    Change Missile Position

    The pylon position is specified by the proxy is the model. Which one is used is determined by the priority value or just the order that they are specified in the config (I forget) Ui position just specifies where the box is to select the loadouts in the editor
  17. Ah, I missed that page, it seems I need the memory points. For the rest of the information: I was using the cfgHUD.hpp provided with the TestPlane in the arma 3 samples, and I was using the model from the pilot view of the test plane, I should have thought to look in the memory layer too.
  18. I'm porting (and modifying) an SU-34 for the purpose of making a CSAT carrier based multi-role fighter. My problem is that the old Arma 2 HUD kind of sucks/lacks features present in the arma 3 HUDs, and I would like to use the Shikra HUD. I'd even settle for the Buzzard's HUD.. so I took the hud of the TestPlane 01, and copied and pasted it into the SU-34's pilot view (deleting the old HUD), and referenced the HUD .hpp config like so: class MFD { class HUD { enableParallax = true; #define PosY0Center 0.10-0.019 #define PosYCenterHorizont 0.4-0.019 #define PosX0Center 0.51 #define SizeX10deg 0.775 #define SizeY10deg 0.61 //#include "\EX3B_SU34\SU34\cfgRU_HUD.hpp" #include "\EX3B_SU34\SU34\cfgHUD.hpp" }; }; In bold are the only things I changes The problem is... it doesn't seem to work. What can I do to enable an arma3 HUD in my SU-34 port? At this point, I'm thinking of having it inherit from the F-181 to get the HMD, and then just delete the HUD structure... 😕
  19. I think that requires modifying the .cfg file, unfortunately
  20. Glad to hear that your start from scratch worked. However, what I see around line 268 is this: I think that " { " is the problem. You closed class cfgWeapons after your vests section. It seems you weapon to reopen it (defining it twice) for your headgear section. You then commented out the class cfgWeapons, but not the " { ". Delete the }; from the end of your vests config (this part:) and that } from the start of your headgear part, and that problem should be solved.
  21. I know, it makes it hard to give CSAT a decent ship based air superiority fighter without just doing a reskin of the BW, or porting something from A2 and reskinning+ changing the model and giving it an animation (I did something similar with the buzzard, *cough* I mean the test plane from the arma 3 samples) So given that the shikra is not suitable for ship operations and can't be made to be in a believable manner (you could make it vtol, but thats not believable given the model)... Why not just remove the word "Navy" from the texture?
  22. How are the height maps stored? I've only played with terrain height maps for a different game, Kerbal Space Program, in which the height maps for the planets/moons are stored as greyscale images (black = lowest terrain, white = highest terrain), is this how it works for Arma? is there a height map resolution limit? I guess if there's a resolution limit, then increasing the size leads to that terrain detail loss that you describe.
  23. Hmmm, I don't know anything about porting and modifying terrains (only porting and modifying arma 2 assets and very simple retextures). I don't know what limitations you speak of, but I will take your word for it. I saw this abandoned version (chernarus 2035) https://steamcommunity.com/workshop/filedetails/?id=1113631358 and hoped for something like that with Utes placed farther away. It seems bigger than the original chernarus... So I thought it would be a simple increase of grid size, and copy and paste of the utes terrain. Its a pity that its not like that
  24. It says navy... But has no arrestor hook?
  25. Currently working on a modified C-130 Hercules port, mostly scaled up by 1.2x, and made into a vehicle (only) transport. I'm going to give it a CSAT Skin, and make the Marid too heavy to sling load again. CUrrently calling it the Chong-Ki Boi (It is a "chonky" boy) CSAT will thus only be able to slingload Qillins, Ifrits, and Kindovs, to NATO/AAF's Prowlers/Hunters/Nyxs. While NATO's blackfish can transport Rhino's and Marshals (and Zamacks), CSAT's CHong-ki Boi can transport Marids, Zamacks, and I made it juuussst big enough (and set the mass limit just high enough) to transport 1x T-100 Varsuk. So CSAT would be able to move MBTs by air, but would need to secure an airfield to land it, in contrast to the Blackfish which can land anywhere. And.. I'm going to give it a tailhook, although its too big to operate from the LHD based light carrier, a reskinned USS freedom is just big enough.
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