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G.Drunken

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Everything posted by G.Drunken

  1. Hello everyone! Welcome to the CSAT ReTexture Thread! What is this? - This is a project of mine I started working on couple of months back, but due to recent improvements, I've decided to take a next step and started uploading things onto the workshop. - It includes different camoed variants of all the vehicles located within CSAT and some objects of some importance, such as camo nets, IR masking tents and tents. About: - First started as a small project, if you can even call it a project, repainting the Tempest (KamaZ Typhoon) vehicles. The video above was the showcase I made for it. At first, they looked really good, I just kept driving around Altis, Stratis and Malden, sometimes for hours. And then it hit me in the head "Why not do it for all the vehicles?". And here we are. - What this addon does is, well, basically adds different textures to already existing CSAT vehicles and objects for different terrains. We're not just talking about one specific color on these vehicles, this is all Hexed, includes 3 different colors per each camo variant, which takes time to properly select each piece and paint, if starting from scratch. - For now, it only contains CSAT Winter, CSAT Desert and CSAT Black Ops variant. Future groups, such as CSAT Urban, CSAT Woodland and CSAT Marines will be added once I'm done with the first three groups I'm currently working on. ( Lack of time.) What now? - Currently working on vehicles and objects. I am in need of templates, so I'm making them on my own. Some templates were used from ArmA 3 Samples, but that only goes for the VTOL and most likely, future content (such as the Spetsnaz gear). - Infantry gear and weapons will be the next step after I'm done with vehicles. - Step after that? There's always a chance of combining static weaponry with these vehicles. Would be nice to have a Tempest roaming around with S-750 or Radar in the back. - Most of the templates are done (over 80%), just a couple more remaining. After that, it will be much easier to focus on the rest of the groups. ( Vehicle templates will be uploaded on Google Drive for others to use and create content of their own, once I re-organize the layers properly. Currently a mess.) It took a lot of hours to make these templates, hopefully worth it. - If there are any problems with the mod or if you do encounter something strange, please feel free to contact me either via this thread or Steam Workshop, where the mod was first uploaded. Download: Steam Workshop Armaholic Liscence: This mod is licensed under a Creative Commons Attribution-NonCommercial NoDerivatives 4.0 International License. You may not use this on monetized servers, it is forbidden. You may not reupload this mod on Steam or any other sites. Changelog Feel free to contact me on Steam or Twitter. Discord server will be created soon. Social sites: - Twitter - Steam Please do enjoy, more to come! 🙂
  2. https://drive.google.com/drive/u/0/folders/1YIHQ2juMV5sCfEUVEx3oZ10WjVvNvxNW Sorry for the late response, I've turned off notifications for this thread. This contains all of the templates I've worked on, which also includes BI released templates (some of them).
  3. Well, I solved the issue. The issue was in the crew the vehicle contained. The crew was custom made, but I didn't include it in the Zeus. If the crew is not available in the Zeus, the vehicle containing THAT crew will not appear as well.
  4. The problem started with me trying to create a new custom RHS tank ( to be more accurate T-72B (obr. 1984g) and (obr. 1985g) , by removing the commander shield, removing the RHS decals and changing the crew commander to match the rest of the crew ( also includes custom made crew ). I've used the ALiVE ORBAT Tool to export the unit config of each tank mentioned (from Russia (TV), OPFOR) and change the config to fit my needs. The mod also includes helicopters from RHSAFRF and a vanilla jet from AAF. The main problem are the tanks, the rest ( helicopters and jets ) work fine. No matter what I do, they are all in the editor listed properly, but once I enter the game and open up Zeus, only the helicopters and the jets tabs are displayed in the custom faction ( on all 3 sides, NATO, OPFOR and INDEP ). The tanks are gone. Before I copy-paste the parts of the config ( just the OPFOR part ), I will say that: I've placed the Game Master in-game and selected the option "All Addons ( including unofficial ones)" , "scopeCurator=2" is also in each of the class regarding custom RHS tanks , Units in CfgPatches also contain the classnames of these custom tanks and everything is in correct order and was checked multiple times. This is the code: class CfgPatches { class IV { author="STA|G.DrunkeN"; version=0.1; units[]= { "T72_LoB_Rubber_OPFOR", "T72_LoB_Rubber_ERA_OPFOR", "MI24P_CAMO2_STARLESS_OPFOR", "YAF_Galeb_OPFOR" }; weapons[]={}; magazines[]={}; ammo[]={}; requiredVersion=1.64; requiredAddons[]= { "rhs_main", "rhs_c_vehiclesounds", "rhs_c_t72" }; }; }; class CfgFactionClasses { class DrunkeNs_Arsenal_OPFOR { displayName="DrunkeN's Arsenal"; priority=3; side=0; icon="\mod\data\icon_co.paa"; }; }; class CBA_Extended_EventHandlers_base; class CfgVehicles { class Components; class TransportPylonsComponent; class Pylons; class Pylons1; class Pylons2; class Pylons3; class Pylons4; class Pylons5; class Pylons6; class Pylons7; // OPFOR // class rhs_t72ba_tv; class rhs_t72ba_tv_OCimport_01 : rhs_t72ba_tv { scope = 0; class EventHandlers; class Turrets; class AnimationSources; }; class rhs_t72ba_tv_OCimport_02 : rhs_t72ba_tv_OCimport_01 { class EventHandlers; class Turrets : Turrets { class MainTurret; }; class AnimationSources : AnimationSources { class hide_com_shield { source="user"; initPhase = 1; animPeriod=0.001; }; }; }; class rhs_t72ba_tv_OCimport_03 : rhs_t72ba_tv_OCimport_02 { class EventHandlers; class Turrets : Turrets { class MainTurret : MainTurret { class Turrets : Turrets { class CommanderOptics; class CommanderMG; }; }; }; class AnimationSources : AnimationSources { class hide_com_shield { source="user"; initPhase = 1; animPeriod=0.001; }; }; }; class T72_LoB_Rubber_OPFOR : rhs_t72ba_tv_OCimport_03 { author = "STA|G.DrunkeN"; scope=2; scopeCurator=2; crew="MI_Crewman"; side=0; faction="DrunkeNs_Arsenal_OPFOR"; displayName="Lion of Babylon w/ rubber"; HiddenSelectionsTextures[]= { "\mod\data\LoB\rhs_t72b_01b_co.paa", "\mod\data\LoB\rhs_t72b_02a_co.paa", "\mod\data\LoB\rhs_t72b_03_co.paa", "\mod\data\LoB\rhs_t72b_04_co.paa", "\mod\data\LoB\rhs_t72b_05_co.paa" }; class Turrets : Turrets { class MainTurret : MainTurret { class Turrets : Turrets { class CommanderOptics : CommanderOptics { gunnerType = "Mi_Crewman_Commander"; }; class CommanderMG : CommanderMG { gunnerType = "Mi_Crewman_Commander"; }; }; }; }; class EventHandlers : EventHandlers { class CBA_Extended_EventHandlers : CBA_Extended_EventHandlers_base {}; class ALiVE_orbatCreator { init = "if (local (_this select 0)) then {_onSpawn = {sleep 0.3; _unit = _this select 0;};_this spawn _onSpawn;(_this select 0) addMPEventHandler ['MPRespawn', _onSpawn];}; RHSDecalsOff = true;"; }; }; // custom attributes (do not delete) ALiVE_orbatCreator_owned = 1; }; class rhs_t72bb_tv; class rhs_t72bb_tv_OCimport_01 : rhs_t72bb_tv { scope = 0; class EventHandlers; class Turrets; class AnimationSources; }; class rhs_t72bb_tv_OCimport_02 : rhs_t72bb_tv_OCimport_01 { class EventHandlers; class Turrets : Turrets { class MainTurret; }; class AnimationSources : AnimationSources { class hide_com_shield { source="user"; initPhase = 1; animPeriod=0.001; }; }; }; class rhs_t72bb_tv_OCimport_03 : rhs_t72bb_tv_OCimport_02 { class EventHandlers; class Turrets : Turrets { class MainTurret : MainTurret { class Turrets : Turrets { class CommanderOptics; class CommanderMG; }; }; }; class AnimationSources : AnimationSources { class hide_com_shield { source="user"; initPhase = 1; animPeriod=0.001; }; }; }; class T72_LoB_Rubber_ERA_OPFOR : rhs_t72bb_tv_OCimport_03 { author = "STA|G.DrunkeN"; scope=2; scopeCurator=2; crew="MI_Crewman"; side=0; faction="DrunkeNs_Arsenal_OPFOR"; displayName="Lion of Babylon w/ rubber (ERA)"; HiddenSelectionsTextures[]= { "\mod\data\LoB\rhs_t72b_01b_co.paa", "\mod\data\LoB\rhs_t72b_02a_co.paa", "\mod\data\LoB\rhs_t72b_03_co.paa", "\mod\data\LoB\rhs_t72b_04_co.paa", "\mod\data\LoB\rhs_t72b_05_co.paa" }; class Turrets : Turrets { class MainTurret : MainTurret { class Turrets : Turrets { class CommanderOptics : CommanderOptics { gunnerType = "Mi_Crewman_Commander"; }; class CommanderMG : CommanderMG { gunnerType = "Mi_Crewman_Commander"; }; }; }; }; class EventHandlers : EventHandlers { class CBA_Extended_EventHandlers : CBA_Extended_EventHandlers_base {}; class ALiVE_orbatCreator { init = "if (local (_this select 0)) then {_onSpawn = {sleep 0.3; _unit = _this select 0;};_this spawn _onSpawn;(_this select 0) addMPEventHandler ['MPRespawn', _onSpawn];}; RHSDecalsOff = true;"; }; }; // custom attributes (do not delete) ALiVE_orbatCreator_owned = 1; }; class RHS_Mi24P_vdv; class MI24P_CAMO2_STARLESS_OPFOR : RHS_Mi24P_vdv { author = "STA|G.DrunkeN"; scope=2; scopeCurator=2; crew="rhs_pilot_combat_heli"; side=0; faction="DrunkeNs_Arsenal_OPFOR"; displayName="Mi-24P"; HiddenSelectionsTextures[]= { "\mod\data\Mi24\mi24p_001_camo2_co.paa", "\rhsafrf\addons\rhs_a2port_air\mi35\data\camo\mi24p_002_camo1_co.paa", "rhsafrf\addons\rhs_a2port_air\Mi17\data\camo\mi8_det_g_camo1_co.paa" }; class EventHandlers { }; }; class I_Plane_Fighter_03_dynamicLoadout_F; class YAF_Galeb_OPFOR : I_Plane_Fighter_03_dynamicLoadout_F { author = "STA|G.DrunkeN"; scope=2; scopeCurator=2; crew="rhs_pilot"; side=0; faction="DrunkeNs_Arsenal_OPFOR"; displayName="G-4 Super Galeb (YAF)"; HiddenSelectionsTextures[]= { "\mod\data\YAF_Galeb\L-159_0_co.paa", "\mod\data\YAF_Galeb\L-159_1_co.paa" }; class EventHandlers { }; class Components: Components { class TransportPylonsComponent: TransportPylonsComponent { class pylons: Pylons { class pylons1: Pylons1 { attachment = "PylonRack_1Rnd_AAA_missiles"; }; class pylons2: Pylons2 { attachment = "PylonRack_12Rnd_missiles"; }; class pylons3: Pylons3 { attachment = "PylonRack_12Rnd_missiles"; }; class pylons4: Pylons4 { attachment = "PylonWeapon_300Rnd_20mm_shells"; }; class pylons5: Pylons5 { attachment = "PylonRack_12Rnd_missiles"; }; class pylons6: Pylons6 { attachment = "PylonRack_12Rnd_missiles"; }; class pylons7: Pylons7 { attachment = "PylonRack_1Rnd_AAA_missiles"; }; }; }; }; }; }; I have no idea why square brackets and classes look weird in this code box... anyways. As I said, helicopters and jets are in the zeus, the tanks are not. Any help is appreciated. I want to publish what's left of my work and be done with it.
  5. Hello. Due to lack of time and RL stuff happening in the background, I've decided to stop working on CSAT ReTexture mod completely. What I thought was going to be something interesting, turned out to be a lot of work for just one guy. For something I wanted to turn into a hobby in my free time, ended up as something completely else, basically allowed myself to work on it without having any kind of fun, which is insane, thus combining that with everything else I was doing (non-related to ArmA ), it was time consuming and too much for me. Most of the time was just retexturing without playing the game whatsoever, which is a no-go. A combination which killed the spark that had me playing ArmA III and retexturing. There are also other reasons, but not worth mentioning. I'm not trying to make this as an excuse for being lazy as I've really tried the best I could, but I had to let it go. Times where I enjoyed this game were great, but it's time to close this chapter. The random textures I've worked on for personal use ( mostly RHS vehicles ) will be available soon, either on Steam or this thread . There ain't much to tell about it, but it does contain my proudest work, textures I've really enjoyed working on, as I was inspired by some specific things, situations and so on. Feel free to contact me via Steam or forums if anyone wants me to pass on the CSAT ReTexture mod files. I don't want them to go to waste. Thank You all very much for your support! If it's possible, I'd like this thread to get locked. Thanks in advance.
  6. Copy that. Send me a PM once everything's done. 🙂
  7. Well, you can upload them somewhere (most likely onto your Google Drive) and share the link so others can download. Respectfully, those are your templates we're talking about. 😄 EDIT: If you insist on providing the templates so I could put them onto Google Drive for others to use, I don't see a problem in that. Credits will go to you as well.
  8. We'll see. Honestly, I'm not sure CSAT Urban will even have anything special other than retextured vehicles and some infantry gear (the ones that does not contain Urban camo). I'm trying to find the correct balance between making multiple, solid color variants of one camo pattern, such as what CSAT Winter now contains. For now, the main focus is on what's remaining in the First part of the mod, Desert and Black Ops. Thanks for the suggestion.
  9. I'm happy to say that after weeks of working on the mod, it finally has been updated, adding new infantry gear to the CSAT Winter group. Hopefully worth it. I'll try to keep this activity as a hobby, not as a job. And to celebrate, I've created a Twitter account to share progress on future mods and already existing ones. Changelog Also updated the previous one. Enjoy! 🙂
  10. Hello! I've slowly started uploading templates onto Google Drive, both Vanilla and Non-Vanilla content (CUP and RHS). https://drive.google.com/drive/folders/1InDIDhfbhEgRAvrY79hc94GJeIzhdmjl?usp=sharing Here's the D-30 template (RHSAFRF) I've worked on. As more textures get released and polished properly, the more templates will be uploaded onto Google Drive. I make these templates for my community (or you know, just for me and my purposes). It ain't special, but it's good to just leave it here for others to use it and be creative. Use it for whatever you guys want, go wild! It's easy to navigate through the folders on the Drive, I've organized it properly. Enjoy!
  11. For the last couple of days, I've been working on something new and I was hoping to find some answers online (BIS forums, Armaholic, Reddit and such…), but so far I've only got bits and pieces. I'm very new into coding, so my knowledge is very poor, for now. Now, I've always wanted to make more vehicle variants in ArmA 3, to let's say, enrich the vanilla content. So far, I've got some great ideas that could give other factions (including CSAT) an advantage. Here's an example of such a vehicle. This is what I had in mind. This is a mixture of the BTR-K Kamysh and S-750. It serves as a mobile SAM platform. The question is, how would I be able to turn this into a fully functional vehicle? Basically, I had in mind to create 2 vehicles (one is the BTR, the other one is S-750) with proper codes (in the mod config) to remove some texture parts of each vehicle and hide the shadows, it can be done. But I don't Know how to continue from that point on, how would I attach these two vehicles together and make it appear as one vehicle? Is it possible? All answers and ideas are welcome. :)
  12. I am aware of it. The unarmed version of the BTR-K has both gunner and commander seats locked (only the driver seat and passenger seats are available) There's a repair version of such a vehicle in one of the mods I'm working on. Disabling the weapons and hiding the turret, including the shadows, on the BTR-K was easy to do. To edit the S-750 via the configs, is still something I'd have to do. At first I thought I would be able to connect the gunner seat from BTR-K with the S-750, but I realized that is not possible so I've scratched that idea, so the 2 things I've had in mind would be: 1. Leave the S-750 open via terminal, so those who have the CSAT terminal can access it, but removing the "hack" option so it doesn't fall into the enemy hands. There would be certain issuses that would bother me, such as it remaining autonomus and being accessed via the terminal, while far far away ( I'd have to test that for a bit ). It wouldn't be a problem if the S-750 was accessed from inside the BTR-K via the terminal equiped on you, the player. 2. Make the S-750 gunner seat available via the scroll menu (when outside the vehicle on foot), but to remove the terminal options. I would have to disable the autonomus capabilities and it doesn't sound that bad, as it would be a player-only vehicle. ( I've noticed if I was to use "moveInGunner" on the S-750, I would end up in the gunner seat.) So far, these are the only ideas I could find possible to do, but don't know where to start.
  13. G.Drunken

    RHS Escalation (AFRF and USAF)

    Ahh, it's good to know such a team works on such features, not being sarcastic of course 😄 I'm a huge fan of early versions of T-72's and T-80's, that's all. So when I encountered the Armata with the TOW Humvee, I was like " -_- >_> O_O Get us the F*** OUTTA HERE!", but we never got the chance to get out alive. :'D Anyways, great work so far!
  14. G.Drunken

    RHS Escalation (AFRF and USAF)

    Good job with the update, I do love the new vehicles. But the T-14 Armata… Not gonna say it's OP, but here's some footage of it eating a Cruise Missile. When both manned and unmanned, the turret moves on its own to activate its defense system, which is quite cool. But I'm not sure if it's supposed to do while it's unmanned? Not familiar with it. So far, we've tested the TOW, Kornet, Metis, Cruise missiles, RPG-7, MAAWS, SMAW all of which is RHS, Maverick missiles, Hellfire missiles, even tank guided ones from the T-72s and T-90s. It eats them ALL. I do have the footage, but I wanted to leave this one. If there's need, I can upload it all. 🙂 Regarding vanilla vehicles, so far we've tested the Wiesel AWC ( Nyx ), AT version, used by the AAF (Greenbacks) and the rocket hit without the system activating on the Armata. Well this is my First ever report, so go easy on me. Eh?
  15. G.Drunken

    Tanks DLC Feedback

    I wasn't sure if to post anything, since the last reply is close to being a year old, but nevertheless, I wanted to bring this out. BI has a very good engine running ArmA III. Now, I'm not talking about the performance side (hahaha :'D ), but rather about the possibilites they can do with it. Right now, I do feel like nothing's happening regarding this specific topic. I like the implementation of the Pylon system they have added quite some time ago and it was a right thing to do. Now, since I'm not the only one mentioning/suggesting different variants of a specific vehicle/s, people are right about this. Some vehicles do need more variants, most importantly, modular vehicles need different variants. As an example, let's take the Patria AMV, better known ingame as AMV-7 Marshall. Right now, the vehicle only has the IFV version, better known as the Badger IFV ( South African Armed Forces ) , liscenced bought for their purposes. Yes, I do know why games use different names for the objects/vehicles/weapons we see in game and that is to avoid lawsuit engagements, so that's the least of BI's worries. Anyways... This specific vehicle can be fitted with different modules, either for combat purposes or logistical support. Combat-wise, as an APC it can have a CROWS .50 (12.7x99mm) HMG or maybe even CROWS 40mm GMG ( I don't know honestly), as an IFV, it already uses the Badger module, but can also be fitted with a 105mm weapon system, as Patria was built to be a heavy weapons platform, which means it can include the mortar variants ( one of which was in the alpha version of ArmA III, but removed due to unknown reasons (at least, that's what I know)) and can be fitted with an AA missile sytem. Now, regarding logistical support, due to its capabilities, mobility and quite good armor thickness, thus being amphibious, it can be used as a MEDEVAC vehicle and a armoured repair and recovery vehicle, which are the only 2 non-combat variants I'm familiar with at the moment. And this is just one of some modular vehicles ArmA III has in its arsenal. There's the MSE-3 Marid ( Otokar ARMA ) and AFV-4 Gorgon ( Pandur II ). Now, where exactly am I going with this? Well, the actual models of modular vehicles look astonishing, but things can be simply changed by adding the same/slightly similar module system ( just like the Pylon settings for jets/helicopters ) that can change the vehicle's module, changing it's role and purpose to what was originally designed for. I am aware it takes more than just a few codes and textures and modeling, so I'm not here to point at BI and tell them they are doing something wrong. I'm just saying that there are many things they can achieve with such an engine. I mean, just imagine if more work was done on these different variants and smaller details, perhaps the players would appreciate that more and would play the vanilla game even more. Then, there's a huge opportunity for modders that enhance the gameplay of ArmA III, the same ones that make us stick with the game. The things they can implement on such vehicles could be never-ending. Most importantly, releasing it as a free-platform update would be suited better for such a take, rather than just showing it up ingame as a DLC. We are aware you need to make money regarding income and there's a risk if such a project would not be profitable, but maybe further improving the game and working on such details will bring more players into it and more content released from the workshop itself. That's it from my side. Thank You for reading this. STA | G.Drunken /////////////////////////////////////////////////////////////////////////////// P.S. I'm not sure if anyone's gonna read this, but hell, it's worth a shot.
  16. Since I started playing ArmA III quite some time ago, I always wanted to help other players, share the knowledge I gathered and make the game a lot more interesting and entertaining. As soon as I got the game, I installed ACE3. From that point on, I've never touched vanilla ArmA III. ( unless there was some retexturing work being made, right? ) I was always interested in ballistics (in ArmA III, not RL), so I've tried to follow up on some tutorials on how things are done and what I should keep my eyes on. So after hours and hours of testing, taking notes and doing manual calculations with the help of Kestrel and a Rangecard (offered ingame), I've managed to make it work without using ATragMX. Simple, quick and easy at least from my PoV, less time consuming and a bit challenging. Brings enjoyment and fun into the game. I've also had my friends follow up on the guide, to see if they understand what I wrote and what I'm talking about, to check if the things I wrote about setting up the scope are correct and what not… The results were excellent and some have even recommended it to other fellow players. Why am I telling You this? I don't know, maybe because I want to get your attention on what I have to offer and that this is solid, thus the glorious amount of hours smashed into the guide were not wasted. The guide does get updated, but due to the lack of time because of RL, it does get delayed. Without further ado... https://steamcommunity.com/sharedfiles/filedetails/?id=1078577824 Please, do leave comments. I'd like to hear what others have to say about it. The guide has it all explained. Enjoy and good hunting! / / / / / / / / / / / / Small edit: If I missed the section regarding the topic, then do please move it to where it belongs. Thank you in advance.
  17. G.Drunken

    ArmA III [ACE3] - Marksmanship guide

    I am happy to see not so many errors were made on my side. Thanks for spotting the errors, once more. :'D Thanks for checking it out and reporting back. I'll fix these things ASAP. I am very happy as well, due to the fact that I have been receiving positive feedback not just here, but also in the comments section of the guide itself and other websites, thus received support to keep up the good work. I actually... did something good. °° (_) Thank You all. 🙂
  18. G.Drunken

    ArmA III [ACE3] - Marksmanship guide

    DrunkeN reporting in. For all those interested in Marksmanship, I've updated the guide. Overhaul, better to say. https://steamcommunity.com/sharedfiles/filedetails/?id=1078577824 Note: Section 3.2 - Headwind & Tailwind [ Coming soon! ] , has no content yet, but will be added soon. Good and bad critics on formal level are always welcome, so please, knock yourselves out. 🙂 Thank You all for having interest.
  19. G.Drunken

    ArmA III [ACE3] - Marksmanship guide

    @Dedmen Thanks for this quite an interesting comment, not going to lie, I do feel a bit... sad. But no worries, nice to have people replying and mentioning/reporting the mistakes. As probably mentioned and can be seen, the sections do need to be updated. I only added minor updates to cover up some of the spelling mistakes and what not, but the guide was created over a year and a half ago, back when things used to work as mentioned, so it does need a complete rework. I have not added any major updates since the release. The comment you posted is still there, in the comments section below the guide, page 4. 🙂 https://imgur.com/a/5yhfWe4 If this is what you were looking for and does match with what is up in the topic. The mildots thing was supposed to represent something and honestly, I've got no clue what I wanted to point out, regarding its importance and what not. I was thinking of removing it anyways or do a bit more Research into it, but I am not sure if it is actually needed. Most of the things I have experienced as a marksman unit was explained and based on what I thought was ok (again, talking from my PoV, but I'll see if there's a need for any drastic changes). My goal was to not include detailed information that even myself, do not understand that much. I am aware it does sound… like I do not wish to be responsible for giving away such information without further knowledge of it, but the idea was to keep it as simple as possible, to make the player understand the very basics of setting up a scope in a simple (or what I think, a more primitive way) and make shots on ranges where a normal rifleman with iron sights is not able to reach. But I have nothing else to say, I'm only trying to show what I think is best for beginners, that's all. I also want to add up that most of the things mentioned and explained will be reworked and cut down. (Not going to lie, it does look like there's just too much text mixing up sentences and things I wanted to explain using these sentences, as I've also seen on what you quoted. The wind sections are a very good example of it.) I will work on that. On the side, college is a bit in the way at the moment, IT sector is a really interesting place. Also finishing up a retexture mod that will be released soon on Steam workshop, so my hands at the moment are a bit busy with these things. I will correct the mistakes in the guide soon. Again, thanks for yet another reply. 🙂 (I am not being sarcastic btw, even though I do sound like I am…) NOTE: Solid and well constructed comments such as the one @Dedmen has posted is yet another reason why I have not given up on the guide. 🙂
  20. Apologies for reviving this thread, but if it's possible, could someone share a template of OPFOR vehicle, Ifrit, please?
  21. G.Drunken

    M109A6 Paladin v1.1 (UPDATED)

    The things is, I know this information already, but I was wondering what is going on with the FCS. The RHS M109A6 "Paladin" only uses the vanilla ArmA III artillery computer, and I don't like it. Back in ArmA II, this mod was a beast and it still is.
  22. G.Drunken

    M109A6 Paladin v1.1 (UPDATED)

    Well... It's been 2 years since the last reply. Might as well, revive it with an epi-pen! Anyway, 1st time ever using this forum, switched to A3 three months ago. I used to play A2 quite a lot, discovered ACE2, switched to it, and in the mashup of different mods I use for realism in A2, I found this! Boy, was I happy. :D I can't describe this mod with words, it's just perfect. But I've been wondering... What about A3? Is it out or is anything happening? Still working on it? Just wanted to know and let others know as well. Cheers. ===================== G.Drunken
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