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I believe the real arrangement is 2 crew (driver, gunner) and 4 carried troops where the squadleader also is the commander of the vehicle. That would place the squadleader + one soldier in front with the driver and 2 infantrymen in the back with some carried equipment and ammo. Since the squadleader also is the commander of the vehicle, he sometimes is counted twice.
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Very nice little chopper, good job!
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I suggest the following: Alt 1: MMG: L7A2 GPMG/FN Mag LMG: L4A4 Bren AR: L1A1 SLR/FN Fal SMG: L2A3 Sterling HG: L9A1 Browning HP Alt2: MMG: Rheinmetall MG3 AR: HK G3A3 SMG: UZI MP2A1 HG: HK P7 Alt3: LMG: Stoner M63A AR: Armalite AR18 SMG: Beretta M12 HG: Beretta 92 But basically I belive that any combination of somewhat older and affordable weapons that keeps the number of different ammunition types down could be realistic.
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A solution for the bergens would be if you use a multi dimensional array like ["ammo1, amount1", "ammo2, amount2", ...] then you should be able to keep track of each ammo and amount. If you assign the initial array with the init eventhandler then you could recreate the array each time you pick up the dropped bergen. You just use weapons _this and magazines _this on the ammo crate to get its contents and then loop through the resulting arrays , switching to a new slot when the new array member differs from the current one. With this solution, any ammo bearer unit would be able to pick up any dropped bergen, because the holding array would be created when you execute the action to pick it up.
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Here is some info about Rhodesian Regular and Special Forces, including the SAS: Some info about Rhodesian Sas.. Info about Rhodesian Special Forces Info about Rhodesian Forces in general Concerning Kopassus and the killing of the NZ Peace Keepers: Kopassus is probably the Special Forces Unit with the worst record of violating civil and human rights. The forerunner to Kopassus (RPKAD) fought with Australian Sas on Borneo and lost every time. They showed the same attitude towards civil and human rights back then. Here is a link for those who are intrested: Australian Sas Vs RPKAD
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I have a suggestion for an older SF unit to make: The Rhodesian 1st SAS Regiment They have been involved in quite a lot of really impressive actions, but it is hard to find good intel about them. Mainly because Rhodesia hasn't been in existence since about 1980.
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I have a simple question regarding turrets/mounted weapons. I am trying to add a rear facing M2 .50 machinegun to a landrover. I am getting it in game and functional. The problem is that the steering gets inversed. How can i fix this?
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I just have to add my praise. This is a really nice addon, love to have theese older smaller planes that is able to land at small grass fields. They fit very well for small unit insertions both via landing and parachute. The civil ones fits nice in a drugrunner scenario or as a mercenary transport. Are you going to make more Vietnam era aircrafts? Maybe a C-119 or C-123? A C-119G Shadow or C-119K Stinger would be really nice, the guns and such would have to be scripted but anyway... Another nice one would be the Cessna A-37 Dragonfly. Whatever you choose to do I am sure it will be good.
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The Mi-24 has a top speed 335-350 km/h, the number differs a little depending on what source you use. The prototype for the Mi-24 was clocked doing 368 km/h during a test flight. This is of course in level flight, so in a dive it would probably not be impossible to reach around 400 km/h. The top speed could be lowered a bit on the addon, but not much since this is in reallity a really fast helo...
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I just have to add my two cents to the discussion about what kind of army a small island nation might have. I know that most of the equipment has allready been decided and i think that the made choices are quite good. To see what kind of equipment a small far away nation is likely to have, just check out what small african and asian countries have in their arsenal. In my book realistic equipment could include: russian fighter plane: Mig19, Mig21, maybe Mig23 western fighter plane: Hawker Hunter, F5, Jaguar russian attack plane: Su22, Su25 western attack plane: Alphajet, Hawk, A4 russian transport plane: An2, Il14 western transport plane: DC3, DHC4, Skyvan russian helo: Mi2, maybe Mi8/17 western helo: AB205, Alouette III, maybe Jetranger rusisian tank: T55, T62, T64 western tank: M60, Centurion, AMX30 russian apc: Btr152, Btr50, Btr60, Btr70 western apc: M3, M113, V150, Saracen, Saxon russian jeep: Uaz, Gaz69 western jeep: Landrover, M151, Unimog russian rifle: AK47, AKM, maybe AK74 western rifle: G3, M16a1/a2, Fnfal, Car15 russian smg: AK74su western smg: M45, M3a1, Mp5, Uzi russian pistol: T33, PM, PSM western pistol: M1911, M9, Fnhp Just giving an example...
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This is really a top quality addon, excellent units and a very good weapon pack too. I really like the m60e4. Thanks for the hard work put in to do this addon.
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I am working on a helicopter pilot wearing a helmet with visor, the model looks ok in game as long as I am on foot, but whenever I get inside a vehicle the helmet visor and glasses are visible in 1st person view. I wonder if somebody has a good solution for this, I have searched the forums and tried what I found it and it did not work. /* Fixed it by redoing the hlava named selection in all LOD's. */
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I like theese helos a lot, the model is good and all arnament variations is cool. The minigun mounts I think are very well done. I also really like the openable doors and would really like to have that on all variants. If you change anything about the openable doors, I think that removing the option to open the pilot and co-pilot doors above a certain hight is a compromise that both those who like openable doors and those who do not can live with. Another variant would be to comment out the door opening actions in the config and then those who want to have openable doors just have to unpbo, uncomment and repbo. I have some small problems with theese choppers that I wonder if somebody else has encountered? Sometimes I get a error message stating "can't load texture" and then OFP just quits. Furthermore the flash from the machineguns (all variants) are grey.
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I like this bird, it is nice to have a modern huey to use. Respect to Prep H for doing a good work. There is some small bugs, but the community seems to take care of them. Would be nice to have the pilot position fix merged with the fixes Lupus[WD] made to the lightning and normals.
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I have added fastroping, HALO, LALO, etc to the old CH-53 by Scorpio, using BAS-scripts, could do the same to this bird if you like and got the nescessary permissions. If you ask Ofrp for their winch-script that could be added to, but then u would have to make or get permission to use the nescesarry models too, like rope and harness. Looking very good anyway