Synchronized
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Posts posted by Synchronized
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Honestly the cold war mod that ported ofp campaign is much better than this.
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If there is a way to do true PiP scopes in ArmA 3, it will probably be when we get ArmA 4.
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Stop this stupid argument, you can easily get both sides of the spectrum by modifying values in addon options.
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5 hours ago, Blacktitan99 said:hi guys very good work i can't wait for the 0.8 gear update 💪💪💪
low key way of saying "when is it coming?"🤣
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Hey guys nice job, you guys always deliver
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Hello firewill, any chance to get another russian aircraft? (i get the feeling you get asked this a lot)
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In my unit we are doing some missions with alive and this map, the lightning that appears in around sunset is seriously amazing.
Here a nice Mi-24 Run while fighting in the mountain ranges
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2 hours ago, JD Wang said:
I use ALiVE all the time and have never seen this bug. What makes you so sure it's ALiVE?It only happens when we use alive, and something makes me think its some module but i cannot yet determine which, because other more simpler missions do not have this bug
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4 hours ago, dragonfire43560 said:Any word on the fire/vehicle cookoff rewrite? Im super excited about that.
What´s got you so excited?
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There is a bug where people get kicked out of their vehicles randomly, its really annoying, any fix for that?
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5 hours ago, beno_83au said:@Synchronized
I did a bit of table for the GBU-31. If you want to run some of this through a real-world test that'd be nice. Otherwise I'll just go and compile the data for all the bombs from various speeds/altitudes over some period of time and see how it pans out. This was done on the F/A-18C ("FIR_F18C") in level flight on the VR terrain.["Speed","Altitude","Distance"] [500,900,3504] [500,1000,3697] [500,1100,3871] [600,900,3877] [600,1000,4087] [600,1100,4265] [700,900,4240] [700,1000,4450] [700,1100,4650] [800,900,4570] [800,1000,4807] [800,1100,5004] [900,900,4913] [900,1000,5151] [900,1100,5371] [1000,900,5237] [1000,1000,5480] [1000,1100,5714]
This was done by recording actual results, not through any equation. From what I searched, people gave up on trying to maths their way through this particular Arma problem a while ago.
I spend much of my working life now days sympathising.
According to those results it seems that for every 100 meters of altitutde, 200 meters of distance are added, and for every 100km/h 400 meters get added
So in theory if i drop a bomb at 500km/h, 2000m of altitude, it should make the bomb travel at least 5 kilometers in distance, im sure air drag would slow it down the more it has to travel, but that doesnt seem to be a factor at low altitudes (1km)
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Do you have an equation of dropping bombs, for example
with a jdam you need 15k feet to reach a target at 5 km. while traveling at 600 km/h or something like that
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We are seeing giant trenches at the start of digging, then it dissappears until the dirt itself starts popping out of the terrain
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Is there a way to make AI deploy static weapons like in vcom?
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Hello, first of all your quality is top tier, that is very much appreciated as it represents quite the hard work, thanks for the mod.
Second, i would like to report, "if its not already" that the gunner position for the Panhard ECR doesnt have the aiming reticule in the hud.
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On 12/25/2020 at 6:27 PM, Richards.D said:No. We've discussed, and it just doesn't provide much over the M-ATV, in terms of capability. So, we're focusing on some more diverse platforms and upgrades to existing vehicles for now, before we add any more 4x4 MRAPs. Wwe already have the M1240, M1245, M1238A1, etc.
Edit: I'm going to add some additional perspective. Each unique (new) vehicle takes approximately 6-12 months of production, from modelling, HP/LP Baking, UV Unwrapping the LP, texturing, and then injection, configging, scripts/anims etc. So from my perspective, since we already have 2 4x4 MRAPs that fulfil basically the same purpose, I'd rather not spend another 12 months on that when we can potentially deliver a new platform for some breadth to the content.
Merry Christmas
Could you share what´s coming next?
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What about growing fortifications the same way trenches "grow" out of the terrain, but using the animation in reverse, as if the dude is placing sandbags and shits, while having a "construction" asset nearby close that allows the option to be activated.
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Maybe a favella type of district would be cool to, to add even more challenging and vertical terrain.
Something that arma buildings lack too much is the irregular shapes building take when combat is done there. spider holes and stuff, but i guess that means modelling an entirely new structure
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I notice that VCOM AI attack empty vehicles leaving the sensations that they are denying enemy transportation. Any way to "reverse engineer" that? or colaborate.
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I have a question, does the Armatas have that special anti radiation coating in order to difficult radar locking?
Does ArmA simulate that?
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Any chance of putting in the sig sauer NGSW?
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Always wanted that little malyutka, just know i see that its nickname its "Little One" haha, amazing work as always pook
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After saving from the interaction menu, closing the server then re open it, it loads correctly everything saved, but now my ace interaction menu doesnt show me the option to save or delete, and when i look for documentation tab in the "map" screen i cant find it, its not there. How do i fix this?
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Hi, i just would like to ask what´s the "roadmap" or what else you have envisioned for the future, seeing as this mod has grown so much since it began im quite excited for what could be coming soon or in the future.
Saros Tweak For Higher FPS On Maps
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Are there any benchmarks yet?