havocsquad
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Logged over +800 hours of overall flight sim time, everything from Falcon 2.0 to Janes F/A-18.<br><br>Modern Naval warfare consultant and specialist for OFP and other sims.<br><br>Land warfare strategist.
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Original Carrier Command was a true inspiration
havocsquad replied to BS-er's topic in CARRIER COMMAND: GAEA MISSION - GENERAL
My favorite two modern naval strategic warfare sims is Harpoon Classic 2002 Edition and Janes Fleet Command with NWP realism mod version 19.01 The DOS version of Harpoon Classic was done well also. Never was a fan of Harpoon 2 or 3, these might have been adquate in the early to mid 1990's to play. Unfortunately, I hated the unit/tactic/strategic interface of these two versions. If you've only played plain vanilla Janes Fleet Command without NWP and wished for more, get the current NWP mod. This brings more realism, massive more units and weapons, and also does an "adaquate" job of simulating steath (RCS) for a commerical sim. -
USEC Mods (B1B, Navy, HH60, AAV(P)) from Rocket
havocsquad replied to rocket's topic in ARMA - ADDONS & MODS: COMPLETE
Is there any chance of the VLS version of the Tico CG being released? Being as it only requires removal of the Twin Standard Missile launchers and modelling a MK 41 VLS system on top. -
Well, I think if handled modestly, having civilian "hookers" in the cityscape of this ex-Soviet state makes sense. Keep in mind having reminders that all is not well here and an atmosphere of corruption and a general mood of "life sucks" here would be great. Put in some small scale gambling buildings, lots of slums, and other bleak environment items to complete it. Basically, my view Chernarus should feel like Moscow in the early 1990's, only more modern but slummy and Vegas like in the vices available (gambling, sex, drugs, booze, weapons smuggling). Desperate people do desperate things, living in this environment might motivate someone to take up arms against the government or another faction just as much as a threatened invasion would. With a practically non-existant middle class, you're choices would be military, government, starve, armed resistance (treason), or crime.
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Cold War Rearmed Discussion
havocsquad replied to raedor's topic in ARMA - ADDONS & MODS: DISCUSSION
One important question I forgot to ask is if the CWC mod will release a different config or standalone addons of this so it will be compatible with other addons. My main concern is that some BIS addons and many other community addons won't work unless they are configed for CWC. For instance, I want to be able to use the CWC material but also be able to utilize the Harrier and the USMC Cobra as well for something near late 1980's along with modern material for later missions that occur after 2000. I tried to find a lot of my community based addons to test along with CWC, but most didn't show up.- 1061 replies
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I believe the most effective means for handling the HUD distance from the flight path marker is... Â Take the horizontal bomb flight distance from "pickle" time to boom. Â Now compute the horizontal distance from "pickle" point to the flight path marker point in which your plane will become a "lawn dart." into the ground Then subtract the bomb horizontal distance from the "lawn dart" distance and then determine the angle from impact point to flight path marker point. The angle number is a decent "absolute value" to use to control in HUD. I believe good ole SIN, COS, TAN, COSIN, SEC, COT will handle how you plot the CCIP line and death dot on the screen.
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I vote for EF body skin #4, the low visibility gray used by most current U.S. & E.U. colition air forces for most air superiority/multi-role fighter/strike aircraft. It is one of the most effective paint schemes for reducing its visual presence in most weather conditions. The other similiar paint is the gray/blue blend used by the F-15E strike eagle. The only use for a black painted aircraft is for media coverage and air shows.
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Actually, using the BISkeleton with O2PE actually was helpful and sufficient enough to work. It was just the hard part of figuring out the animation tools and functions, not to mention figuring out which LOD of the BISkeleton to use for the animations. Â It was the 1.0 LOD, not the "Edit 0.000" LOD for using with animations on the BISkeleton. Already in process of working on some animations I'll be needing for a few of my top secret ArmA projects. Â Using BIS core animations works well as a base. Â Takes a long time to get each time segment right, but got the process down to feeling like a comfortable glove that I like to use. Â Â The next and more annoying part will be properly configurating them, yay yay... Â
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Russian Ballistic Nuclear submarines carry enough torpedoes to adaquately defend themselves, but far fewer than their fast attack counterparts. To treat or assume an SSBN as defenseless is to invite disaster. Â Take it from a very experienced person in modern naval strategic warfare who's pulled quite a few "rabbit out of the hat" tricks against my opponents.
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Cold War Rearmed Discussion
havocsquad replied to raedor's topic in ARMA - ADDONS & MODS: DISCUSSION
I'm just curious, was it decided that the General Guba unit would not be made for CWR and the same for secretary Angelina due to project issues? That CWC office scene after the primary nuke scud sabotage with her execution for failure reminded me of this. I looked for its mentioning in this topic, but couldn't find it. Â Easy to miss something like that for dozens of pages of replies to read through.- 1061 replies
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WIP: stuff you are working on!
havocsquad replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
if you say so... Oh please great sage, we beg of you, enlighten us mortals with your wisdom! Else STFuckU. As much as it might be tempting to enjoy a short duel of attitudes on a 3D modelling subject of interest. Â I don't believe having it turn into pettiness spat over clay wall designing would be constructive for anyone. Â Been there, done and regretted that more I'd like to think about. A small info update, I am currently working on and hopefully completing 2 other major US surface combatant warship 3D models for ArmA. First one will be Ticonderoga CG VLS, the second will be the Sprunance DD. Screenshots are not available of it due to the very early stage of the model. Â The Tico progress is currently at 5 to 8% completed, the coarse frame of the hull is mostly done and working on getting the look of the keel correct. Â After smoothing and adjusting the hull to look better, the belly of the main hull will be worked on and completed. Then the real work comes, the ship superstructure, sensors, and deck. Textures for it will be a real pain but far from impossible. Making them into addons by myself is a big if, mainly because it will depend on aid from others who have made them successfully (Gnat's frigates is the prime example). Its one thing to slap some guns on a ship in ArmA, its a whole other thing making a full combat capable warship in ArmA. -
Well if you are going to go all out on this, adding a sizable military or government HQ building that is enterable wouldn't hurt. Â All the HQ and admin buildings I ever see in OFP and ArmA are eye candy boxed buildings with no interiors. Â Shame, such buildings present project power and and a sense of a functioning organization. You might want to also make some airbase/airport bunkers for personnel or airbase munition bunkers. The bunkers shown in those screenshots look like World War 2 style bunkers using mainly stone. When I think about a modern airport bunker, I see concrete and camo or it being recessed into the ground or hill.
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I've tried using OFPAnim with a couple of ArmA pbos converted to allow OFPAnim to work for ArmA. Â However, none of the body parts are linked or chained. Â Thus, each time I try to do an animation, it looks like complete crap AND it takes forever to ensure you've selected all the needed sections. I have completed a few decently made custom unit animations for OFP, but using it for ArmA is a nightmare... So is it better to agonize through OFPAnim or use the functions available in Oxygen 2 PE? If I choose to animate with O2, here are my main questions.... What LOD mode is animation changes supposed to be done, 1.0, Edit 0.00, or Memory LOD? What is the most effective means to animate each limb and part of the body? Â Is it just trial and error of the 3D rotate method or is there a better way in O2?
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Well, the straight flush isn't too hard of something to model really, its getting someone to do it. I think SAM efforts should be focused with the ArmA RKSL project for their stuff. They seem to be tackling this with the most interest and effort to back it up. However, my two requests are most likely never to be completed, even though they would add much to the ArmA experience. #1. Field Duty and Dress Uniform (male/female, enlisted/officer) for all major branches of the US and Russian/Soviet military. This is not referring to BDU's or battle fatigues. Nothing would make Cold War Rearmed project feel more better and nostalgic than to have a great Soviet Army female officer unit being Angelina and good ole Guba decked out in a high quality model& textures sporting that General's field uniform. #2. A well made "enterable" Headquarters. Militaries don't run on only dirt hugging grunts or aircraft pilots all day, they need a enterable headquarters(Generic/US and/or Russia/USSR) that looks like one. Gotta have pencil pushers and others running the army too.
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Russian VDV and Recon V1.0 (Airborne)
havocsquad replied to datakill's topic in ARMA - ADDONS & MODS: COMPLETE
Hmm, these screenshots remind me of a question that keeps bugging me. Has anyone tried to mobilize or drum up support for any duty uniform or dress uniform units for the various Russian/Soviet armed forces branches? Â No, I am not referring to BDUs or battle fatigues. I know Armed Assault comes with a few that look somewhat Russian/Soviet officer-like, however that is strictly for SLA. My view is Armed Assault needs this to provide more seperatist Russian officers with overinflated egos (General Guba), more desk jockeys, and more logistics or intellegence officers. I'd like to go on about the need for HQ enterable buildings to give an "administration" feeling to a mission, but that's a whole different topic. -
My main focus on ships for ArmA and ArmA regarding interests in using only involves three main areas that hopefully the community and addonmakers won't stray from this... #1 Â Showing a real and credible naval presence in a mission or missions. Â There's nothing that can replace seeing an enemy blockade consisting of several ships offshore spitting fire, or the sight of a naval amphibious operation with large warship escort. #2. Â Acting as a credable threat to enemy forces and being able to adaquately protect itself in ArmA combat. Â Most capable warships are no pushovers, in ArmA they should be able to crush reckless and uncoordinated attempts to sink the ship. #3. Â Allow units to be placable on the bridge of ships when stationary ("not" driver, gunner,commander, or cargo) via scripting. Â If not possible, some simple object made to provide a stable floor that could be moved wherever the cutscene on the ship was needed. Why #3, the bridge is where most of any significant dialogue would occur regarding naval matters in a cutscene offshore. No one as of yet to my knowledge has made any LST,LSD,LHD,or LPD for ArmA yet. Â You'd think with Saharni being an island, more talent would have worked on this matter. Its unfortunate that the Arliegh Burke DDG, Tico VLS CG, Sovernmeny DDG, and Sprunace DD have not been made into successful naval addons yet. Â Slava and the Kirov are by far much more work intensive and poly intense warships, both probably are not feasible to make into ArmA Â models or addons.