ryankaplan
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New to Multiplayer? (Read this guide)
ryankaplan replied to terox's topic in ARMA 2 & OA - MULTIPLAYER
good read -
yeah, we'll be playing tonight. and yes, we play more than one mission in 5 hours :D . On an average night, i'd say there 4 or so missions being played, with the more serious stuff being around the middle. And just to reiterate, although teamspeak is not mandatory, i highly recommend you join our teampeak server, even if you dont have a microphone, to listen in.
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Artillery Support System Package: Released
ryankaplan replied to soccerboy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
indeed, i get the same problem with the fps drop. other than that though, very nice work indeed. just needs some voice acting and its practically COC Artillery 1.0 :D and because i am never fully satisfied, several requests from me :P : -Allow the battery to be available after the rounds are complete, not after the rounds have landed. -Allow a 'cancel mission' option, during the mission, which orders the battery to cease fire. -Allow a variable which can be defined by the mission maker, which can be delay between requesting fire mission and the first 'shot'. Maybe even script in Cluster and Mine Releasing munitions for the 105mm, if you're feeling adventurous (ICM, DPICM, RAAMS) :D -
the t72s rangefinder or the munition ballistics seems to be off for me. Only tested it for HEF, HEAT and Sabot (althoguh i coulnt see the impacts for sabot) and non of them seem to be hitting for me.. I am following the nwd manual and am able to work the Abrams FCS correctly. 6-Sabot, H-Heat, 0-HEF Make sure correct FCS mode is on (matches with loaded munition) Lase with red hexagon on target Bring the tip of the big chevron to the target and fire. The FCS does adjust the range, but not enough it seems. Using Queens Gambit, and latest beta patch, -mod=DBE1;beta;ztanks
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we played this on zeus last night, and for the few that managed to survive the initial drop, it was great fun. We adhered to the mission maker's rules on communications, and it worked great except for some who have problem with VOIP which cant really be helped. We only had about 12-14 people mind you, and it turned into a 'hit, salvage & run" mission for us. Classic "hollywood" moments for me included things like -being attacked by a bmp, pooing myself, only for it to be taken out by a previously unknown friendly, -friendlies appearing out of the dark every now and then which was a great source of happiness :P -successfull ambushes of infantry squads and eliminating them within 5 seconds or so. Our best bet of playing this with full amount of players is probably Tactical Gamer server.
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A.C.E. Advanced Combat Environment Public Release!
ryankaplan replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Wow, had not even seen those before. Im 100% behind any attempt buff up the russian and resistance side in ACE. -
A.C.E. Advanced Combat Environment Public Release!
ryankaplan replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
This was being discussed by the ace team less than a week ago, and i think it was partially agreed that an overhaul of 'Russian' units would take place as soon as time warrents, as the west is 'ever so slightly' more technologically advanced than the east units atm. Anyway, Great work ace team, and merry xmas to everyone! -
Inside ArmA2 with Jerry Hopper & Lord. J.Kingsley
ryankaplan replied to jerryhopper's topic in ARMA 2 & OA - GENERAL
forgive me if this question does not relate to the 'Lead Designer' but: Is there any plans for a more in depth Indirect Fire System (Mortar/Artillery) in ARMA2? I ask because Artillery and Mortars has killed way more men in war than bullets since WW1, so i find it ironic that it hasnt been included in ofp/arma franchise so far. -
this is not a bug, it doesnt matter how many years have passed since ofp 1.00. its not a system which they build or porgramme in. It is simply a case of modellers and artists needing to work twice as bloody hard to create a simple vehicle which you wont even look twice at after youve destroyed anyway. It is a pointlessly huge amount of work to undertake which adds bugger shit all to the game, when those modellers could go make me another 70 different vehicles, rather than working on silly damaged models...
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are you a persistant joker who is out to make me laugh? for shits and giggles, i recommend searching mr. 'Onebitlink' s posts with the search function, I especially like this one, a reply to a British Arma Clan recruiting:
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can we turn out with the bradley yet?
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hello Vilas, great work as usual. Has the Turnout issue with the vehicles been fixed yet? We'd love to use it in our server/mod, but as we play with first person only, armour with no TurnOut Option is near enough unusable. Glad to see you made the rpg7 models also.
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I find it surprising that the number 1 addon which should have been released (after the numerous M4 packs :P) hasnt been made yet. What i mean is some proper, very up to date regular 'Opfor' Infantry. We have 1985 units by vilas, we have Modern Naval Infantry and Airborne by RHS... but where is the Modern Russian Motorised Infantry? I'm getting a bit tired of fighting spaniards with russian weapons.
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as much as i hate the racs and the sla (an old school usa vs soviets fan myself ), this looks great. Keep up the good work fellas
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I don't believe we have any plans to replace CEX in any way. Current Radio system allows (very) simple movement of units and ability to assign people to squads, but i think the general idea is to wait for CEX to be released again. As for when that'll be, probably one for walker to answer. The Easiest way to grab our missions is probably join our server at a quiet time, vote yourself admin and select missions after mission. They will be downloaded to your: C:\Documents and Settings\Username\Local Settings\Application Data\ArmA\MPMissionsCache or at least it stores them there on my computer anyway. Thanks for the kind words about the mod, we just hope more people try it out and come on join us with our gaming nights :P