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Everything posted by da12thMonkey
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Yes there is: http://img257.imageshack.us/my.php?image=desertrk4.jpg (pic from the first page)
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It only works while turned out. As it should do given how rygugu has modelled it. The RACS version's great by the way, and thanks for the blank skin files; I'm keen to make a version with MERDC camo. I look forward to any future addons you make.
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A-10 Flight Model Improvement Demonstrator
da12thMonkey replied to a topic in ARMA - ADDONS & MODS: COMPLETE
I'm suitably impressed Rock, mate. It's nice to have an aircraft that I'm confident wont end up going arse-first into the ground when I pull up, out of a strafing run; even with my atrocious piloting skills. I'm anxious to see how the other 30-odd aircraft you've got on the go handle. Good work! -
Looks great, I look forward to it. Will you include a version with USAF markings in the release, or only the USEC scheme shown in the screenshots?
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WIP: stuff you are working on!
da12thMonkey replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
Somet I've been spending an hour or so on, most weekends for the past few months. I'm doing it at a proper casual pace, so it may never reach a state where I put it in ArmA (So far, it only has one and a half LODs, and in addition, I'll have to learn to UV map). Currently 15,146 triangles. I'm planning on modelling TOGS in the open position (dependant on if I want to make a Mk.1 or Mk.2), and re-doing the barrel and commander's hatch though, so the count may change. Messiah was kind enough to let me use some parts from UKF's WMIK (tools, GPMG etc). I'm thinking I might save a few polies by switching to some of the lower LODs he made for them but we'll see. If anybody has some nice pics of the commander's cupola on Challenger 1 that they could give me, I'd appreciate it since I'm currently taking a bit of artistic license with it, particularly the GPMG mount. I'll see if I can post a wireframe later. -
Maybe; I have no idea what the M60E2 was like. I'm only familiar with the M60E3 having that front-grip etc, so I guessed it as that.
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The LAV looks very good fellas. I believe the pintle-mounted MG would have been an M60E3 back in '85 though. Most of the images of LAV-25s I can find from Operation Just Cause (1989/1990) show an M60 on there, but there are one or two with an M240E1 (with spade-grips as opposed to the butt-stock on your M240G). I'd assume it'd be M60s only in the years before that. M60E3: http://www.dodmedia.osd.mil/Assets....13.JPEG http://www.dodmedia.osd.mil/Assets....11.JPEG http://www.dodmedia.osd.mil/Assets/Still/1989/Navy/DN-ST-89-10069.JPEG M240E1: http://www.dodmedia.osd.mil/Assets/Still/1990/Navy/DN-ST-90-02120.JPEG http://www.dodmedia.osd.mil/Assets/Still/1990/Navy/DN-ST-90-11466.JPEG That said, it'd be cool if you could still include the one with an M240G somewhere for those who'd like to use your LAV-25s in modern scenarios, for example with Jonny's MARPAT units.
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Challenger 2. From VBS2 I believe.
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We've got a small list of projects (not all of them) on our biki page, and a few details about them were mentioned in the Land Rover news. There are also a few teaser pics in the signature images of team members. That said though, we've already stated that the next update should include images of all sorts of new vehicles the lads have been working on. So no, it's not presumptuous to ask for a more extensive look at our armoury. I know it's a pit pants that we've not produced screens when we said we would but that's not about secrecy; the guys are simply focussed on creating content for the game. Publicising it is just getting overlooked a little.
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Looks like rygugu's already worked on that: http://b-design.blog.ocn.ne.jp/photos....028.jpg
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In one of the LODs the texture for the commander's hatch is missing. This is possibly where the error message Buliwyf mentioned comes from too, since I got the same error when I zoomed out once. I think the config values could do with a bit of tweaking so that the SABOT rounds aren't as powerful and so it can't stand up to quite as much punishment itself since it's an old tank, but that's just my opinion. I know it's very hard to get a decent balance to gameplay and realism with the armour system we have and it's an age old problem trying to please everyone with the values. That said, the model and textures look fantastic. I'd been following your progress on this through your blog for a while and was always impressed by the quality of it. It was a welcome surprise to see it released today.
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OFrP Release #1
da12thMonkey replied to SoldierIsNotHistory's topic in ARMA - ADDONS & MODS: COMPLETE
Excellent work fellas. I'm a sucker for units with customisable patches. The custom nametape is an innovative feature too. Massive thumbs up! I too have the problem whereby the names for items in the OFrP Objects Pack don't show up in the unit list in the editor. Empty->OFrP -Ammo/OFrP - Object shows up but the items in those lists are blank. The animation for the FRF2's trigger is a bit broken too. I'm looking forward to the rest of your stuff. Loved everything you did for OFP, you always seem to add great little features in your addons that make them a little extra special. -
WIP: stuff you are working on!
da12thMonkey replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
Cutting the red and blue channels fills them completely white within the channel window, i.e full blue and red. Only the green channel remains in shades of gray and black, creating the different shades of from white to magenta in the RGB channel that govern the specular properties. -
WIP: stuff you are working on!
da12thMonkey replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
All good up to this point, however, the easiest thing to do now is just go to the channels window, select red, ctrl+a & ctrl+x to cut everything out, then go to the blue channel and do the same, then the alpha channel (if there is one) and do it one last time, but leave green the way it is. Switch back to RGB channels and you'll see everything's a nice shade of Magenta. -
BQM-167A 'Skeeter'. It says so under the tailplane http://www.compositeeng.com/uav_BQM167.htm http://svsm.org/gallery/bqm-167_skeeter
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LAV 25? LAV-25 is on a Piranha I chassis. Sticking a delco turret on a Stryker would be more similar to the LAV III used by Canada and New Zealand (as NZLAV).
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Single RPGs have penetrated the armour of early generation Piranha vehicles. Piranha IV's been developed with increased protection in mind but it'll probably still require the up-armour kit to shrug off a couple of RPG strikes and keep rolling. Putting bar armour around them like the US has done with Stryker, and the Aussies with ASLAV will probably remain the order of the day if there's a serious threat of anti-armour weapons since they're more effective against those specific threats. Putting a specific figure on armour capabilities is very difficult since there are parts of the vehicle more vulnerable than others, and reports on such tests often indicate where vehicles are vulnerable. This makes such data an issue of OPSEC. Most personnel carriers have stated STANAG level effectiveness against bullets (up to 14.5 mm), artillery fragments and mines, not cannon rounds or AT weapons. Dunno what the elevation and depression's like on the Elbit UT-25/30. Looking at the system, and others similar to it I'd estimate from 45 up to 60 degrees as a maximum elevation. Number of wheels is basically determined by weight, stability and mobility required from the vehicle. The more wheels they have the better the mobility remains when a wheel is lost , however providing drive to a lot of wheels adds weight. 6*6 tends to be for light roles like recce and patrol vehicles, where ICVs are normally 8*8. Have you made a Piranha IV? I'd be interested in seeing one in ArmA as the UK recently selected it as the baseline utility vehicle for FRES.
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Off the top of my head I can think of two incidents: A Challenger fired on a Warrior in Op Granby (1991) resulting in relatively minor injuries to the infantry blokes in the back. The round was prevented from penetration of the Warrior's hull by the Chobham plates on the side of the vehicle. I haven't got any online references for this, it was in some material on Warrior I came across at work. During Op Telic (2003) a Challenger 2 fired HESH on two idle CR2s having mistaken one for a bunker. The first round landed nearby injuring dismounted personnel moving around on top of the tanks. A second round entered through the open commander's hatch of one of the tanks, killing the two crew members inside: http://www.mod.uk/NR....r03.pdf
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MIG 15 addon by Bdfy and Volksturm
da12thMonkey replied to lee_h._oswald's topic in ARMA - ADDONS & MODS: COMPLETE
You write it is static... for you. An standard ArmA Hummer is kind of static too: you can't not open any doors, soot through open windows or at least deploy different weapons on the hatch. But you play and like the game and have here about 1400 posts since 2004... An aircraft that is made for 1 person flying has all the functions that are needed for good play and looks photo realistic - don't download if you don't want to. I'm of the opinion that Volksturm did an extremely good job with the model and texture on this aircraft and should be very proud of it, but what exactly is wrong with Shadow NX pointing out where this addon could be improved? Yes the HMMWV lacks animations as do most of the ground vehicles, however all the planes made by BIS for ArmA have moving flaps, elevators and landing gear that retract correctly. This addon doesn't, and in that respect it's lacking when compared to a number of aircraft in the game. I understand that it may have been designed for 100% first person flight but by having no flaps it lacks an important core function for controlling ArmA aircraft. That said, the vanes that run along the surface of the wing in 3rd person aren't present in 1st person, so there are details missing for 1st person pilots too. -
ArmA Addon request thread
da12thMonkey replied to raedor's topic in ARMA - ADDONS & MODS: DISCUSSION
Already done: gmJamez's excellent SightAdjustment addon http://www.flashpoint1985.com/cgi-bin....t=65706 -
MIG 15 addon by Bdfy and Volksturm
da12thMonkey replied to lee_h._oswald's topic in ARMA - ADDONS & MODS: COMPLETE
The nose-wheel appears to retract in the wrong direction (rotating backwards instead of forwards) but otherwise it's a perfect looking addon; the cockpit's absolutely top-notch. Very nice addon. -
Pull back on the stick while increasing the throttle/collective, you'll find you climb a lot faster if you point the nose up. Similarly push the stick forward to descend quickly. Saying that, I'm a god-awful pilot in ArmA and tend to hit mountains regardless of how long it takes me notice them.
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AFAIK, that's only in the US Army. It's not a uniform regulation in the USMC.
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Both the Danes and Canadians have Leopard 2A5/6 in Afghanistan to provide infantry with direct fire support on ops.
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Footmunch mate, it's great to see you back doing addons. I enjoyed all the stuff you made for OFP and from what I've played of this F-16, I'll gonna be able to say the same about your ArmA addons. One problem I've come across though is that the F-16 with the GBU loadout doesn't appear to be casting shadows over itself (like the verticle stabiliser's shadow etc), which is odd because it works on the other two. I think the nav lights are in the wrong position too: IIRC they're on sides of the intake in reality rather than the wingtips but I'm not 100% on that.