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Everything posted by da12thMonkey
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ArmA Addon request thread
da12thMonkey replied to raedor's topic in ARMA - ADDONS & MODS: DISCUSSION
M1982? Do you mean M82? In which case, it's technically already in the game as the M107 (M107's the military designation where M82 was a commercial name given by Barrett). You can find it in the US weapon crates, weapon and ammo classnames for adding it in the editor are here: http://community.bistudio.com/wiki/ArmA:_Weapons -
SWM SWITZERLAND MOD RELEASED !!!
da12thMonkey replied to DarkGiver's topic in ARMA - ADDONS & MODS: COMPLETE
Agreed, V1.0 was fantastic, but 1.1 is better by far. The weapons are wonderful and the units look great too. MG3/Mg51 I do have one problem though, the Urban Milsich units appear to have a bug where the units face becomes completely black when in shadow (i.e when the unit faces away from the sun). Looks like somet went awry with the specular map for the head, was it edited to stop the balaclava/ski-mask textures from being shiny? Pic to illustrate: -
Shoot from moving vehicles
da12thMonkey replied to [aps]gnat's topic in ARMA - ADDONS & MODS: DISCUSSION
I'd like to know that too. Is it possible for the 'cargo' unit to change stance or do they have to be constantly stood up in the truck, and crouched in the BH? The helipad application on moving ships is great. -
WIP: stuff you are working on!
da12thMonkey replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
Our Chinooks use M60Ds on the ramp, which is more than likely why Afro wants one. The side doors are normally armed with M134s or a couple more M60Ds. Chinooks seem to be the only thing we have in service that uses the M60 since they came from Boeing with them. edit: Messy beat me to it. However I make a further point that the M60's still placed on the ramp while miniguns go on the door... -
WIP: stuff you are working on!
da12thMonkey replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
Very good likeness neph, nose gave it away. Baldness threw me for a bit . -
WIP: stuff you are working on!
da12thMonkey replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
Christian Bale? -
WIP: stuff you are working on!
da12thMonkey replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
It's an Anonov An-12 'Cub'. It was made but not completed by Bloody Days Mod for OFP. They released it as an open-source thing for people to use. IIRC Mapfact polished it up a bit and did a few retex jobs on it. Not sure if Gnat's is a direct port or if he's done any improvements to the model or not but it looks good. -
General Stuff No pictures right now Im afraid. Just some very quick updates. - All Helicopters now have pitching blades that also flex and bow depending on loading. - We're experimenting with a cargo system that will allow the transport of Fuel, Repair and Ammo packs in multiplayer. Cessna 182 Is currently in the paint shop. After that we just need to look at adding some of the features to it. Lynx AH7 model is now 95% and is due to be passed to Farles and VXR for mapping and textures. Merlin HC3 model is being reworked. Ive been given some very detailed internal photos that showed up some flaws in the nose and internal models. C-130 (UK) Again some small model reworks due to new info but until we get the cargo system up and running we're its not a huge priority for us. And discussions with Farles and after much whining and emphatic suggestions (please stop emailing me now {USMC}Sniper) from people in the community we've added an AC-130 to the list of planned projects. AC-130 sounds nice; are proper turrets possible on fixed-wing aircraft now that ArmA has improved upon the way turrets are done, or are you planning on it being scripted similarly to how other did for OFP. Also, which AC-130 version (H or U), and armament (AFAIK AC-130U comes in 2 flavours) is it that's planned? Obviously I know it's early days on that one, but knowing you, you have at least some idea. Nice to hear that the Lynxes are going well, can't wait to seen them with a lick of paint.
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SAS - Special Air Service Pack
da12thMonkey replied to Sled88's topic in ARMA - ADDONS & MODS: DISCUSSION
We bought some AW50Fs for EOD (at least that's the role that was publicised) a couple of years ago yes, but I believe they've been in use for some time in other roles. Royal Navy use them in customs operations too. -
The new SF-guys, wich pbo are they in?
da12thMonkey replied to mcnools's topic in ARMA - ADDONS & MODS: DISCUSSION
Models are in ArmA\AddOns\characters model names are us_soldier_sabass.p3d and us_soldier_sabmark.p3d Textures are in ArmA\AddOns\characters\data They should be called "us_soldier_spec..." Not sure what the textures for their gear are called (helmets, webbing etc) -
Your @addons folder; are the addon .pbo files you downloaded located in a folder called 'addons' inside this folder i.e: D:\Spill\Arma\@addons\addons\addon_name.pbo or are they just placed in D:\Spill\Arma\@addons\addon_name.pbo They need to be located in a modfolder like the former rather than the latter.
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$cruffy was kind enough to let me use one of his Guest Passes, so I downloaded the game last night and have spent this evening getting re-acquainted with it. I've yet to regain my marksmanship abilities with the bolt-action rifles, (they were pretty good by the time I stopped playing the mod) but I bloody love it! It's everything I remember and more; the effects when coming under suppressive fire from an MG is probably the best new thing I've noticed: everything goes blurry and tracers whiz and bounce around you, makes you actually think "Oh shit!†when you're pinned down behind a tiny scrap of cover. The fact that your stance shifts up above cover when looking down the ironsights is great too. Only bad thing I have to say is that it's a shame some of the old infantry-only maps are gone, but thankfully the ones they kept have improved somewhat. Glad they got rid of Rostock though, used to hate that map. Big thanks to $cruffy, I'm definitely purchasing this ASAP. Problem is I now have to decide whether to spend time playing this, or the newly patched ArmA.
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Real Life Photography/Photo Editing II - NO IMAGES >100kb
da12thMonkey replied to Major Fubar's topic in OFFTOPIC
Nice pics DM. Cosford's just down the road from me. Didn't go this year though unfortunately. Only just arrived back home that day. Kind of a shame since your photos show stuff I've not seen flying before, like the Skyraider, Sea Fury and the P-40. Never knew there was an SA-8 at Cosford either. Had a few of the displaying aircraft fly over my house though; pair of hawks, and a pair of F3 Tornados, the chinook and the Red Arrows (who flew over very low) so I didn't miss out completely. Also heard loads of other stuff fly past but couldn't see anything at any reasonable height as the sky was a bit hazy, as your pics of the Sentry show. I kind of miss the sounds of jets buzzing over, takes me back to when I was a lad. Did you check out any of the museum? The Cold War Exhibition's pretty nice. -
Closed multiplayer testing (testing stuff like dedicated server and that). IIRC it was noticed a few days ago now and was one of the first signs that 1.08 was imminent.
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Haven't played RO since it became a commercial product but I enjoyed the mod from its first release. I'm fully intent on buying Ostfront through Steam within the next few weeks though. It's been far too long since I've played it, and it can only have gotten better. And for 8 quid it's a steal! If anyone has a guest pass going in the meantime however, I wouldn't mind having a go at checking out how far I can push it with my current hardware setup, before I invest.
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Searching under Japan Ground Self-Defense Force (JGSDF) may yield better results for you. The japanese MoD's site is at http://www.mod.go.jp/gsdf/ but it's in Japanese (surprisingly) so you might need to translate it with google toolbar or somet. From what I can work out, the Type 73 is one of the main trucks used by JGSDF. Might also be worth your while contacting the BOH mod. Not sure if they're doing stuff for ArmA but their work for OFP was great, and they can probably guide you in the way of reference materials. http://ofpboh.himitsukichi.com/
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Wouldnt call that expert just general intrest in russian and soviet era stuff. Anyone has a bigger image of the SLA flag? I believe the image used on the flag in Arma is big enough, only problem is to find it in the Arma pbo files. De-complile misc.pbo and the North's flag should be at. \Bohemia Interactive\ArmA\AddOns\misc\data\sever_vlajka.paa South's flag is \Bohemia Interactive\ArmA\AddOns\misc\data\jih_vlajka.paa
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Interpol are fantastic! Currently, one of my favourite bands is Dogs: http://www.myspace.com/dogsuk http://myspace.com/dogsmusicspace Their first album 'Turn Against This Land' has some really great tracks, and the stuff I've heard from their up-coming album at gigs of theirs and on the web, is pretty good.
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From what I've seen and read, a brief synopsis of the plot would be: Some Christian aid workers hire Mr. Rambo to help them deliver aid to some oppressed villagers in Burma (I know it's called Myanmar now, but the writers clearly don't.) The shit hits the fan and the aid workers get captured and generally get made very miserable by some Burmese soldiers/militiamen. Rambo does what Rambo does best and goes off to save them; evidently trying to kill as many of the enemy as he can in the most gory way possible. I've never been keen on Rambo films (not even First Blood) so my hopes for this aren't great. Does look reasonably entertaining in a "Holy fuck Rambo just tore out that fella's throat with his bare hands!!!!!" kind of way, but that reaction rarely lasts long when I watch films. I wonder if Rambo's affiliation with the Taliban will come up; he looked pretty sypathetic (well... as best as Stallone could act sypathetic) towards the whole concept of Jihad on his last outing . Makes me laugh watching Rambo 3 now.
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I've been temporarily living in Cardiff, Wales for the past month due to work, however I normally live in a town called Telford in Shropshire (Wellington to be exact), near the border between England and Wales. Telford's where I was born, and it's where I've lived for most of my life; save for about seven years in my late teens and early twenties when I moved around England quite a lot.
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Some nice work in this pack. The new SOF units and the GDs with 3 MGs are great. I've noticed that there's a transparency bug on the stocks of the M/95 and M/96 where you can see the ground behind parts of the weapon when you use freelook. It effects the whole buttstock of the M/95, and the rod part of the telescopic stock on the M/96 that the buttstock slides along. There was some discussion of this problem in a thread here if it helps in fixing it: http://www.flashpoint1985.com/cgi-bin....14;st=0
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That depends on the exposure time of the camera. However on many film cameras the shutter mechanism does depend on the frequency with which the shutters close. So yes, the camera is possibly operating with a higher frequency which due to the symmetry of the rotors means a rotor is in the same place whenever the shutter opens. But this depends on the type of shutter mechanism being used. Exposure times on rotating shutter film cameras are E = (F*2pi)/S, where F is the frequency of the shutters, and S is the angle of aperture on the shutter disc. If the camera has a fast exposure time (shutter speed) the images blur less because there is less time for the motion to smudge across the photo-diode. However if the shutter angle is too small on rotating-shutter cameras, you get noticeable periods where the wider motion in the scene is missed, making the video appear like stop-motion. If the shutter motion is linear, which I suspect it is on hand-held cameras (rotating shutters require a big bulge around where the lense is for the shutter disc to rotate in) the shutter speed can just be really quick as it doesn't depend on the freqency of the camera, it just has to be in sync such that it opens whenever the camera takes an image.
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It's basically exactly as fardwark explained, the frequency at which the camera shutters operates, or the frame-rate of the video itself, are synced with the rotational frequency of the main rotor on the Hind. The camera opens its shutter to take an image , let's say 20 times every second, in other words it operates at 20Hz. Similarly, the rotor do a fixed number of rotations per second. To make the rotors appear to stop, they have to rotate 20, 40, 60 or some other multiple of 20, times per second, such that the rotors have returned to the same orientation relative to the rest of the chopper, by the time the shutter has opened again to take another image. If you want to be technical, the camera is in-phase with the rotation of the blades, or 2*pi*k radians out of phase, where k is an integer, and pi is the number 3.14.....etc. This means that every frame the camera takes has the rotors at the same orientation, therefore when the video is played back, the rotors don't appear to rotate. You can do all sorts of things with varying the frequency of the shutter speeds or light strobeing to produce strange effects on the image of objects with periodic or harmonic motion. It's possible to make them appear to stop like has happened here, make their rotation or oscillation look like it's slowed down or sped up, or that they're running backwards. Your eyes operate at somewhere in the region of 20-30Hz (can't remember exactly what it is), but your brain blurs the motion within images it receives together so that these phase effects aren't visible. If you happen to have a cooling fan that operates at around 50, 100, 150Hz etc, you can make it appear to stop moving by placing it in front of a TV set (typically these refresh around 50 or 60Hz) and looking through it.
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And what pray tell, did you ever do?
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This is the result of conflicts with user-made addons. Most of the rifles in the game go missing. I've been through all my addons seeing which ones cause this problem and have found that the following cause conflict with my copy of the game: SD_Btr80.pbo, Mech_BMD.pbo, PSF_GROM.pbo, vil_aug.pbo, NewZealandSAS.pbo, one or more DDAM addons (haven't had time to check by removing and adding each pbo in the pack yet) There may be more out there, so you may need to do some more checking yourself. BTW I'm extrememly happy with this patch mainly because the Harrier engages laser targets with GBUs and landing autopilot works properly. The new helmets for the SLA, and the recoloured BLUFOR pilot textures are great too, as are the improvments to the M16A4 textures. I'm not sure about the Spec-op skater helmets yet, but it's good that they distinguish them from line units.