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Sir BadNade

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Everything posted by Sir BadNade

  1. Sir BadNade

    HAFM Submarines V2.0

    Awesome update you guys. Really appreciate the additions for sure.
  2. You guys are true madlads. Awesome to hear it. Looking forwards to seeing them more in the future.
  3. Alrighty I give up.
  4. So a 052D. I need to look up some videos of these.
  5. A 052C perhaps?
  6. Is it a 052?
  7. Are they planned to have a new skeleton or will it be using a different method? It would be cool to get some screenshots with them in poses and whatnot.
  8. I decided to get some pics as well since the one above was pretty awesome. It works amazing with the Nimitz class and other ships available.
  9. Sir BadNade

    HAFM NAVY (Ships) - v2.0

    There seems to be an error with something regarding the Arleigh Burke.
  10. Now the Knightmare is just trying to see if it works but if it does work do you have any idea of scale that you want to try and get to and what mechs? So far Zaku II and the Knightmare has been mentioned.
  11. Depending on what I use I get mixed results. F/A-18 with 8 AGM-88 HRAM missiles against 4 Admiral Grigorovich classes and 2-4 Buyan classes I can usually win. If I use a ship myself than I stand no chance. Sometimes they can shoot down enough missiles to make me use GBUs though. I tried out 8 Grigorovich's and the one F/A-18 and typically they seem to do well against it but there are times where the CIWS focuses on me instead of the missiles. I typically fly rather low to them in order to stay out of range for the anti-air missiles so I would assume that could be the reason?
  12. So like 7 missiles at once for two to three rockets?
  13. I believe that aegis is more accurate than the standard anti-missiles system. Perhaps what could be done is have multiple anti-missiles missiles launched. On DCS world there is an example of this that you can see where it will launch multiple missiles to counter 1 just in case the first one misses. But then that would mean you would need more missiles for this ship as well.
  14. Well it seems that it is just a defense system but I am still trying to figure out more about it. This Wiki seems to explain what it does. https://en.wikipedia.org/wiki/Aegis_Combat_System
  15. Are there plans for a different system to mimic the Aegis system for this or will it be just like the others?
  16. So will the ability to have different numbers be possible? Because that would be amazing.
  17. You guys really know how to make a man cry. 👍
  18. Sir BadNade

    HAFM NAVY (Ships) - v2.0

    Unless you constantly have a supply ship near by.
  19. Sir BadNade

    HAFM NAVY (Ships) - v2.0

    Yeah that wouldn't be very good for the passengers health.
  20. Sir BadNade

    HAFM NAVY (Ships) - v2.0

    Well in that case it is working as well as it could with the current situation.
  21. Sir BadNade

    HAFM NAVY (Ships) - v2.0

    It is damage to the hull and instruments.
  22. Sir BadNade

    HAFM NAVY (Ships) - v2.0

    So far the Meko class can do it but it will damage the helicopter when I un-secure it. Fremm on the other hand can't seem to do it though. Buyan will just blow up and trying to land on the Grigorovich without destroyer the rotars.
  23. Sir BadNade

    HAFM NAVY (Ships) - v2.0

    Oh I had a different situation. You just have to wait for it to stop turning and than secure it. Perhaps it's just the supply ship but I will check more with the others.
  24. Sir BadNade

    HAFM NAVY (Ships) - v2.0

    Well an easy solution to the whole engine thing is just by turning it off before you secure it and than turn the engine on while secured because it seems to still allow you to release the helicopter and you can start it up again after that. And it is working beautifully. Although sometimes doing that could cause the ship to dip into the ocean and damage the heli.
  25. "ty guys 🙂 Chops yes i use actualy a vehicle for torpedoes, because arma engine c'ant simulate torpedoes. im not sur a missile simulation is one good way for simulate torpedoes because a torpedoes working only on surface or underwater. vehicle limiting a simulation at surfacing ships sinking and c'ant simulate a submarine vs submarine. because a setvelocity command c'ant pitch under 0 for move underwater. and a minimum value on _z axis is 0 (surfacing above water or above ground) im not sur if arma3 can now working a velocity of object under 0 value for pitch a _z axis of torpedoes. this is not real problem because during a ww2 u-boats hunting only a surfacing cargos and escorts for try to suffocate a england. at this date a fight submarine vs submarine is extremly scarce." Is this the one you are refering to?
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