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da12thMonkey

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About da12thMonkey

core_pfieldgroups_3

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    civil serpent

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    United Kingdom

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    da12thMonkey

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  1. da12thMonkey

    Contact Expansion Asset Feedback

    This is an addon issue. Probably because CBA Joint Rails hasn't be updated for new Contact assets and it overwrites the way attachments are handled on Arma 3 weapons. Contact attachments work fine on the weapons you named (and others) when not running any addons Rule of thumb: Don't test the dev branch while running addons unless you are testing the addon, not the base game.
  2. da12thMonkey

    NIArms Release Thread

    Your game version is not up to date. I assume that since you aren't getting your addons from the Steam Workshop either, that means you aren't running a legitimate Steam version of the game, and aren't just running the Linux version that is out of date.
  3. da12thMonkey

    RHS Escalation (AFRF and USAF)

    It would no longer work very well without hands clipping through some mags, now that the magazine model changes depending on which one is loaded in the gun. We will maybe elect to remove that style of handanim from all weapons. But for now there are some weapons with railed handguards that still have magazine gripping. Since the hand clipping through the mag can be alleviated by using a vertical grip attachment on the weapon. AFAIK the only variants where the T-64/T-80 turrets are almost exactly the same, are the T-64A and T-80 (earliest versions with coincidence range-finder). After that, they are increasingly different. Soul_Assassin is starting with doing a T-64B, which doesn't share so many common visual elements with T-80 variants
  4. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Probably wont happen unless Hatchet says he wants us to do it. There's more to consider with that one than just adding selections to the existing mesh, since it's an older one and has a bunch of parts that are proxies.
  5. da12thMonkey

    ArmedForces:UK Vehicles

    Sort of. Mk1 was skid-steer only, so you were just pulling the brakes on one side, like how you steered old tanks. The later versions used by the UK could do skid steering for fast, small radius turns and more conventional Ackerman steering for wider turns, using the front two axles. But the middle axles only turns a little bit, whereas the front axle has a greater range of motion.
  6. da12thMonkey

    ArmedForces:UK Vehicles

    To me that looks like it's fording more than floating in that moment, but before when I said they float in ~1m of water unladen, I did indeed mean without preparation (i.e the case where you're not fitting them with an outboard motor and extra stuff for true amphibious use). Though IIRC fitting bilge pumps is always necessary for operating the ATMP in water whether it is floating or fording. The pontoons are for the sake of stability and enough extra buoyancy to carry a more useful load. Without the pontoons it can only float with the driver and 300kg of kit, compared to the 1600kg it can carry on land. And the more load you add, the depth of water it can float in reduces from 1m, up to that 300kg mark where it wont float at all. Oh, and all six tyres also need to be fully inflated.
  7. da12thMonkey

    ArmedForces:UK Vehicles

    ATMPs aren't really amphibious unless you put an outboard motor on them. They float (but only when unladen and in water from ~70cm deep), but you may as well get out and swim because the wheels paddling in the water alone provide very little forward thrust.
  8. Are you using this method? Sounds like it when you describe the reticle is floating out in front of the weapon https://community.bistudio.com/wiki/Arma_3_Weapon_Collimator_Sights That method is mostly outdated now (though still has its uses for some things). BI added a new shader that allows you to do collimator sights on a simple 2D plane https://community.bistudio.com/wiki/Arma_3_Scope_3D
  9. da12thMonkey

    RHS Escalation (AFRF and USAF)

    @bludski's WIP terrain, Katya
  10. OFP Island classnames were Old Testament biblical names too: Eden (Everon), Cain (Kolgujev) , Abel (Malden), Noe/Noah (Nogova). https://en.wikipedia.org/wiki/Enoch_(son_of_Cain) You can see two different Enochs listed as relatives of both Cain and Noe respectively
  11. da12thMonkey

    Arma 3 DLC - CONTACT

    Then you are in luck because it's the alien assets and campaign are the optionally-loaded parts. The terrain, structures, CBRN objects, Russian and Livonian factions and all other content that fits the previously established Arma 3 environment are set to be part of the base game install
  12. da12thMonkey

    RHS Escalation (AFRF and USAF)

    ^^ I assume this enquiry is aimed towards RHS players preference and maybe server admins, rather than us mod devs. Because it's not something RHS has any means to gather telemetry/data on.
  13. da12thMonkey

    RHS Escalation (AFRF and USAF)

    All the Patreon proceeds are managed by a single member of RHS for the sake of covering expenses incurred by our own development. It is not distributed among our large-ish team of past and present members. There is no financial gain to be made for our content creators (in fact a bunch of the patrons currently subscribed are members of RHS paying towards our hosting since we didn't have a formal way to do this within the team before). As such, there is no incentive for our content creators to provide additional information on what they are working on, or change the way they work either. Donations are 100% voluntary and nobody working on the mod or donating to the mod receives any special treatment as a result of it. If the terms are not satisfactory, then we don't encourage you to donate. But people in the past have asked to donate money, so we are providing them a single place to do that. We're not looking to draw in large sums of money to subsidise anybody's lifestyle, so tips on making the mod marketable and draw in more money really don't concern us.
  14. da12thMonkey

    NIArms Release Thread

    That's an Arma limitation. Not really anything that can be done about it directly. The grips use a duplicate of the bipod/underbarrel slot (grip attachments are in effect bipods in terms of function, they just attach to a different proxy position). The game overrides the integrated bipod function when any attachment is in an underbarrel slot. Presumably because it would cause some kind of conflict if you did actually produce a weapon with an integrated bipod plus a conventional underbarrel slot for the BI bipod attachments. In order to get around this on toadie's lurvely M249 models in RHS itself (dev version), we've decided to exchange the integrated bipod for an attachment-based version. In most instances once you attach a grip now, you have no inventory slot for a bipod; so there is no longer an "integral" bipod to be disabled by the grip. Then we produced two special M249 grip+bipod attachments that have both meshes combined in one model to retain both functions. But as I said, there are only two of these, rather than combinations of every available grip with the two different styles of M249 bipod. So you don't get quite as much visual variety.
  15. da12thMonkey

    RHS Escalation (AFRF and USAF)

    It's not clean cut like we have a metric fal and an imperial FAL and intention to make specific FAL variants yet. We have the rifle that is built around an L1A1 so has the L1's front and rear sights and gas system and bolt with lightening cuts, selector switch, etc. etc. etc. and optics: SUIT, and a PVS-2 (original PVS-2, not the equivalent L1 IWS). Then we have some additional parts of furniture to configure the rifle in different ways, should we choose, but not all the parts for every FAL out there. Graham may decide to make specific SLR parts to bring it closer to the original UK-spec rifle, or make more FN-style parts that could lead to some variants that look more like metric FALs.
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