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AirShark

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Everything posted by AirShark

  1. pretty much every 5 minutes its always open in my browser you can make it random because it depends on the situation, to be honest, they are more in the Air during night time while in the day they quickly return to base but for helicopters like chinook it has a huge size which should be excluded or add small random chance to it... it depends on the size of the helicopter as well, as i said above, light/small helicopters are the most for recon.. you know like little birds, but the big ones are used on Recon for emergency situations only where there is no Recon vehicles/Helis around Chinook doesn't have a low profile capability and very slow to be used for recon (only if the duty calls) ๐Ÿ˜› nothing is waste... just improve it with Random values and expand it... Good luck Edit: or maybe you can make a script to check the maxLoadMass weight for helicopters to categorize them in order to exclude some of them if you want to go that deep ๐Ÿ˜› (the bigger the helicopter is.. the heavy it will be, and the chance for it to be used for recon reduced)
  2. the unarmed/non cargo helicopters like the Bell OH-58 Kiowa/Little birds are made for Reconnaissance support to spot the enemy locations and collecting some data during combats... very useful during night time some of them have thermal/NVG support and advanced avionics and they are used as reinforcements in RL to reveal hidden enemies or report the situations and states as well as calling airstrikes/artillery strikes collecting pictures/videos jamming radars filling the sky with flares to help ground troops at night... and even more = ) ...they are not made to just fly around Helicopters without armament and cargo space have their own special role... becuase of their reliability and low profile... widely used by special forces it would be cool to be requested by Ai if they share the informations and datas with the ground troops and making it loitering on the enemy positions these helicopters are more useful than the armed once in most situations even the civilian looking ones that are used for military purposes, they can sneak into enemy territory with civilian profile and ruining their day... ๐Ÿ˜ˆ
  3. Hi Snk i made more tests today = ) i found that the machinegunners are extremely slow to aim and shoot during CQBs (pretty much forever)... not sure if it was fatigue or another issue i will make more test for it later :3 however, i played with Ai for the whole day and i found that they are not taking empty/stationary vehicles as cover... during the test when the Ai got suppressed and pulled down by the enemy i drove my heavy truck to them in order to cover them and block enemy suppressing... they just ignore it and pass it away and getting shot by the enemy ๐Ÿคจ i wish if you can add objects and stationary vehicles as cover for the Ai that would make the whole difference :p ...good luck with the v.1.0.31 cant wait for the release ๐Ÿคญ
  4. AirShark

    Theseus Services

    weird !?, are you sure i didn't customize the unit... just placing it in the editor ^ ^ ...maybe if im not mistaken its on tacs_weapons_rhs_usf.pbo, the optional addon that replace vanilla weapons with RHS ones on Theseus Services it could be RHS bug as well... if it really belongs to it (not sure) However please check again i didnt edit any loadouts = )
  5. first congratulations for this unusual mod ^ ^ ....i got weird reloading animations with the NSVT-12.7 in the Land cruiser
  6. AirShark

    Theseus Services

    i found something wrong :https://imgur.com/0LLUJ37
  7. AirShark

    Theseus Services

    congratulations ! very good indeed ๐Ÿ˜‰
  8. Hello Snk i was testing TCL today and i found something ^ ^ first, error message that pops up randomly... https://imgur.com/qP0Yfxb ...and i noticed that Tanks rarely fires on enemies in close range, and when they flank they move to much close to the target that they couldnt shoot especially in the bompy hills and mountains, maybe because the gunner cant lower the cannon when the driver is 1 step close to the enemy ๐Ÿ˜€ However i will do more tests Later....
  9. yesterday, i did more tests and the results was amazing ! the Ai split, few of them took cover and mount static turrets others advanced and engage however when i flanked them they somehow got confused and all of them start engaging on one side even when they knew the situation and the position of the flankers... i noticed something... one of the Ai mounted AT turret (static turret) while the enemy Ai s where infantry side only, no vehicles in the field... he stays there till my Ai s group killed him ๐Ÿ˜„ im sure it will happens with the AA (static turrets) too, however i will do more tests next week ๐Ÿ˜‰
  10. after the updates sometimes i get this error picture: https://imgur.com/8MXpiba
  11. hello, im getting these Errors: pictures: https://imgur.com/JzsR11y https://imgur.com/DB0QkkQ
  12. AirShark

    WMO - Walkable Moving Objects

    nope, i tried it even without mods only (CBA) pictures: https://imgur.com/A7JgnQt https://imgur.com/oTsLFFd https://imgur.com/S5nivPZ
  13. and if there is no driver like in turrets ? so when the driver dies the gunner will disembark... iirc i saw that happens in GL4 I killed driver and the gunner disembark while he could finish me with his heavy machine gun... disembark with combat behavior is an issue here unless its in safe/aware im currently using this code to keep vehicles crew in _veh = vehicle _x; _veh allowCrewInImmobile true;
  14. AirShark

    WMO - Walkable Moving Objects

    there is an issue with WMO.. when climbing vehicles and get down you can actually get through them pictures: https://imgur.com/xjoF1db https://imgur.com/gjUQbYQ https://imgur.com/rqkqoHq https://imgur.com/WVtEt6Z https://imgur.com/VKgG1UQ https://imgur.com/yBJC4tt https://imgur.com/sX3bG6D https://imgur.com/q5J2SxJ
  15. i was getting the same issue with arma 2 when I used GL4 so... RHS is using arma 2 configs because most of their stuff are ported from vanilla A2... same for cup and 3cb factions ๐Ÿค” I tested it with ZSU-23... which is configed as a real turret and the same thing happened
  16. its not only with RHS I tried it with 3cb factions... technicals and cars were more likely to disembark when I tested however maybe your right some 3cb faction units are using RHS class names... maybe RHS is using different configs they add a lot of stuff into the game wich leads to incompatibility sometimes even with vanilla but this bug is known from GL4 wich put aside the suspicion of RHS so it's definitely TCL thing.
  17. AirShark

    3CB Factions

    thank you very much for the T-55s main weapon class, however im unable to find them in the config viewer right now im searching for the Hilux ZSU-23... I also tried to find the "UK3CB_D10TG" in the config viewer but couldn't the same for the Hilux ZSU-23.
  18. AirShark

    3CB Factions

    where can I find the class names for the vehicle weapons... im searching for the T-55s cannon class name
  19. there is something annoying I found in GL4/TCL along time ago, sometimes the Ai is disembarking for no reasons from armed vehicles/static turrets during combat I tested it today with the Zsu-23 if more then 1 airplane flys around it they disembark and run away... even if there is 4 Zsu-23s and only 2 airplanes they disembark and flee away I wonder if you can improve Ai static Turrets crew/Armed vehicles crew for example like Tank crew by obliging them to stay on their armed vehicles if any enemies nearby when the vehicle is damaged... sometimes for small scratch like damaged tracks will force them to disembark and get their selfs killed... and TCL/GL4 to be honest makes that a little bit worse ๐Ÿ˜› because you are trying to make new features/improvements my suggestion is to force them to stay in their vehicles/turrets unless Fatal explosion will happen or there is no spotted enemy nearby when the armed vehicle/turret is damaged.
  20. nice features you are working on there... I wonder if A.I. Rearm support other weapons class rather than just vanilla... not many people are using Vanilla content these days including myself so it will be cool if you add part in the userconfig where we can add more class names to it for other mods support ๐Ÿ˜› A.I. Heal / A.I. Medic Support im sure this one will use the vanilla medical system... but I wonder if it will be compatible with ace mod A.I. Flanking ( Highly Enhanced ) the symphony of GL4/TCL... the most important part in the whole mod I cant wait to test it A.I. Surrender if I remember correctly the chance will be adjusted via Ranks right ? ..I hope you add more options for it in the user config like the ability to Flee ๐Ÿ˜œ I cant see any options for it in the userconfig
  21. speaking of features are you porting the GL4 ones... like simulate death, advance, suppression and rearming... there is a lot of stuff that need to be ported ๐Ÿ˜›
  22. AirShark

    3den Enhanced

    in addition to what Private Evans said is there a way to keep the default faction sections close, each time I open the editor I find the NATO/CSAT/AFF sections open while I don't use them at all and close them each time I use the editor I found that somehow really annoying..
  23. AirShark

    Tactical Wrist

    they appear only in 3d person view ??
  24. using TPW in the CUP desert map cause CTD (crash)
  25. is it possible to just use knock off helmets and weapons... and the other animations while disabling all the injuries stuff ??
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