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Bukain

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Posts posted by Bukain


  1. I've come across this particular infographic on ArtStation i wanted to share with ya(by Akela Freedom). 

    I just wish the hydro pods in the mod got it right of the texture and color. Especially the launcher system for the APKWS .., they got the white, also extended pod, quite longer compare to the original. Air Force had got the whitening cream for the pods M151 for some time already. Hope we got that in Arma 3 too 🙂

     

    Oh btw, thank you very much for greenifying the airman survival vest!! Been wishing it so much back then! 


  2. You guys are doing some great job with ac130! The sound! the sound of impacting munitions!!! As a tanoan rebel who just getting bombarded by that thing, it indeed make very scary sounds all over the surrounding area with every impact. The epitome of psychological warfare at it's peak, much much more effective than A10 brrrrrttt imho(that's as someone we had got bombarded by both during tanoan crisis)


  3. On 8/29/2020 at 7:41 AM, Foxone said:

    You haven't ready their FAQ thoroughly enought I think!

    Nah i read it thousands time of cuz

    I never meant to make request or force anything on the team. Mine was never meant to be "hey here is new idea, please put it!" Or " please.... can you make this and that..?" It was just a sort of heads-up/having fun sharing information i just got which i do most of the time on threads, and , nothing else. How come you read my attitude like that?  I've been on here enough to know that we mare users(especially who know nothing modding/scripting, like me) shouldn't bombarded with requests on the team. 

    More over that RHSUSAF already has the most fantastic contents and variety among all the Arma modding community afterall. It's users need nothing else except for what the team have to make in the future and wait, which btw is thanks to the team, is what everyone can do easily. So there is no feeling on my side about forcing team rhs to do anything except what they wanted to. I always have complete thanks for the mod makers.

     

    Cmom you know i didn't intended to be like that Fox 🦊

    How would i man? :D

    • Thanks 1
    • Haha 1
    • Confused 4

  4. 17 hours ago, B_Fox said:

    That's just your personal taste. LordJarhead created a mod that suited his taste which other people like and if you don't like it then simply don't use it same with graphics and particle mods. Don't go around telling people that they should change there taste to suit yours it looks bad.

     

     Huh

    Of cuz that is my personal taste, which btw is Niarms AR and HK being sounded like spanking lol. I know Lord created his mod to his likings, and it go along with mine, which is the reason i have been using it for long time and why I'm here on this thread afterall. And i completely aware that my taste might not be suitable with everyone else's too.

    I only mentioned my personal taste and my personal taste alone. And of cuz told Honeybadger to go play with spanking sounds himself ahaha

    I didn't go around blaming anyone for their tastes or people to change their likings to mine. I even tried as much as i can to recreate how my ears might perceive Niarms' HKs during scenario like "phan pahpahphan". Did i tried to change anyone taste, no!


  5. 4 hours ago, mickeymen said:

    Yesterday I accidentally installed the NIArms (All Weapons in One) weapon mod and when I compared the sound of primary hand weapon of NIArms and JSRS firing I was extremely surprised.

    It cannot be used together as any other weapon that does not belong to NIArms will sound worse and quieter.

     

    I've been a JSRS fan for a long time and have always been convinced that JSRS is loud mod compared to vanilla, but compared to NIArms, but when compared it turned out it sounds like kindergarten!

    I ask all users to compare these two mods and feel what I'm talking about.

     

    After NIArms mod, the shooting from the first person in JSRS -- sounds quiet, dim and muddy, there is no loud shooting at all!  Oh my god yes I said it! 

    It seems to me that only sonic crack sounds loud and most of all interests the author of JSRS.

    Sound cracks sound even louder than the all first person shots themselves! 


    The JSRS sound of the fire with suppressors is the same muddy, plastic, not natural - it does not correspond to the sound of the suppressor at all. 

    For comparison,  everybody can listen to the sounds of suppressors in NIArms, it sounds natural by sound and its volume level.

    The JSRS sounds of pistols sound as if they were taken from a children's cartoon.

    It's a real shame...I don't know what happened to the author of this mod. Unfortunately JSRS doesn't make me happy anymore, rather annoying.

     

    I would really like @LordJarhead to study the sound of NIArms and make his sound similar to this.

    Dude, I am grateful to you for all this years of your work and I don't want to hate you, but I think now you need a major overhaul, just listen to some friendly advice.

    Please study the all sounds from NIArms mod (how it works, what level of difficulty, the every sound itself ) and try to do something like this minimum.

    And at the maximal, I believe that you can do better because you are a fan of what you do.

     

    PS:  I also saw the JSRS for NIArms mod. When I opened it, sure I've heard that it messed up NiArms(

    More adequate - for a given period of time need to make a sound mod from I NiArms for JSRS, but not vice versa.

    Go play Niarms' AR and HK sounds yourself. They sounded more like spanking to me lol like "phapahpah pahn!!!!"

     


  6. 2 hours ago, starlord1214 said:

    oh i wasnt requesting sorry about that,  i was just wondering if you were planing on making those vehicles but nevermind, sorry about the list and everything

     

    You're saying like you were being serious with that post

    I thought you were being sarcastic or post it as a funny joke(inclusion of already existing contents like AH-1 Viper, M Blackhawk, and some making it more look like a joke).

    But now it seem like you were really wanting to know 😄 

    If so, why not try with abit shorter list next time? I'd suggest "one at a time way of asking" if you want to be seen as legit. Then there will be confirmation from devs for some of your stuffs maybe

     

    I really thought you were joking 😆


  7. On 7/27/2020 at 2:33 AM, dbflyguy said:

    Hey all, I'm having an issue with this mod.  I'm not seeing any of the infantry in the mission editor and all of the vehicles are crewed by vanilla ARMA 3 units.  Where the mod crew and infantry recently removed.  I've got no other mods running besides CBA and this mod.

     

    Thanks in advance!

    I think the units aspects of the mod are still in development. So what you mentioned doesn't seem to be an issue i guess. You can find uniforms and body vest in arsenal though, so if you want to, you can at least change the wardrobe of NATO guys with French equipments and call it a day.

     

    For me personally, i load AMF with OFrenchp when i want to play with French Armed Force. As of my knowledge, both mods are still in early developmental stage, so be patient is kinda a good practice for us players i guess. My advice for the moment: load together with Operation Frenchpoint. AMF will give you vehicle aspect and OFrp will give you some more unit aspects. Afterall both to be join together in the future (am i right?)

     

    As of right now, making all around mission/scenario involving French platoon-battalion in full force for you and your friends to be play in is still lack of things though possible. I think the mod teams are releasing the ones that are already finished/near finished. Most mod teams do that instead of doing what's important for making a full-on battalion first. So like i said, wait 🙂

     

    • Like 1

  8. I heard this mod makes changes to some core gameplay, feature and effects. Does it makes it conflict with ACe alike? Can some of you guys specific with me on that part? Thanks
    .

    I have never used the mod, but have been hearing good news about it lately (especially about one and only M224 in Arma 3 hehehe). So i want to know more about it, like the team's main focus, strong point compare to other similar kind, the compatiblity with other popular mods(namely ace3, rhs, cup), and last but not the least AI capability (i don't want the contents lacking AI access like with Red').

     

     

    Edit: i tested it myself alone, and it felt bizarre...

    I had already read stuffs about compatiblity with ace doesn't exist. Also the reason of my testing out this mod, m224a1, turn out bad. It ain't even in turrets":(

    I seriously needing a simplified m224a1 atm. Very very in urgent need!

     

    Other than those things, the mod has some of the best quality contents. For example i love how the land cruiser turn out to be, and the insurgent' UAZ-469 are epic!

    I wish there's a lite version to the mod, with no core feature manipulation(like UI and so on), no eccentric medical system, in turn making it compat to anything in the world. I also wish there's standalone m224a1:)

    • Like 1

  9. On 7/22/2020 at 3:58 AM, wsxcgy said:

    really tough thing to integrate in a way that is portable and convenient, that said, VTN mod has an M224 with some really cool scritped funcitonality.

    I have never experienced VTN mod, cuz most of my folks are already using RHS. Thanks for the info btw, i can go check it out on myself at least.

    I would imagine can it be like what 3BF has in their weapon mod, which is a 51mm mortar i guess (might be wrong). And i think there are already some small/one man pqrtable mortars on armaholic, like Czech 60mm and that particular ww2 mortar. But yeah, most of them don't have AI compatiblity. Even the 3bf one which is made by all around team (3bf guys) isn't AI capable i think, though I'm not sure about that info.

    So what i really want to simply put is a fully functional m224 in one of those mods in most of our top most list, with AI functionality of cuz.

     

     

    How about making it in the form of one bag disassemblable static instead of two bags like all the other static weapons? You know what i mean by that right? And at the end give it functionalities like every other mortars only with short maximum range? Can it be done that way in Arma modding?

     

    Edit: i had found one! Though it is alittle bit outdated the thing still work(kinda). I had needing a m224 for making scenario.


  10. I really wish we had m224 mortar in Arma, which is indeed one of the most utilize indirect fire weapons in the Middle East by US force. And i really mean that i wish RHS team see me saying this, as most of us are already having it among our top mod list anyway. But having m224 60mm, A1 or not, in any shape or form, made by anyone would be much much appreciated. With M170 or hand held launch, I'd take both options to have 🙂

    Trust me, everyone of us are wanting it in the back of our minds, the hidden minds without even knowing it!! Now that i just reminded you guys, and you all have to know how nice it would be to having to play with United States frontline mortar which is use by all branch of it's armed forces including the Army Ranger! 

    Seriously it's great to have 60mm(range of ~2000m) mortar in arma. Would be a great addition in Arma' tactical battlefields which are mostly happened at squad-platoon engagement, only sometime campany level. And i really do need it, so please help me...


  11. 3 hours ago, CASIN0 said:

    Hi

     

    I have recently started playing arma 3 after playing OFP many years ago and added this mod. 

     

    You have the best looking BAF units I have come across and want to use your units with the mod dynamic recon ops. However, the units always start with one mag for guns. They seem fine in the editor though. 

     

    How do I fix this? I'm not familiar with the games systems, so you might need to keep it simple for me. 

     

    Thanks

    To be simple, you should check out the 3CB modules, the unit configuration one to be specific. It's under "Module" in Eden editor.

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