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Everything posted by wipman
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Hi, the only thing that don't makes sense, is loose/drop your riffle and the magazine that it haves; if you seen the Full Metal Jacket there they say it clearly: "Without me, my riffle don't serves; without my riffle neither i serve". It's good to lose all your gear unless your rifle and it's inserted magazine, unless that BIS makes some hand to hand combat system or give us a knife to slash the throat of some OPFOR guard or just armed person and then chop off his head too. After all... you're in war... Let's C ya
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Cold War Rearmed - Public Beta Release
wipman replied to W0lle's topic in ARMA - ADDONS & MODS: COMPLETE
Hi, may be a good idea to add a .torrent file mirror, it'll be faster than using any web browser downloader, on some sites it tells me that will take 7h 35mins to download it. Let's C ya- 607 replies
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- cold war rearmed
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Hi, loose all your gear (rifle included) is bad in my opinion because as i understand the thing off loose/drop the equipment is due that you (supposedly) drop your vest but you will never drop your rifle, so even if you've to drop your vest and backpack... you'll keep your rifle and the inserted magazine. If you don't... then you better get drown, you'll suffer less. We never put the MG3 man in the deep water, they were on the M113s (from Nam) and in the HMMWVs, so they had to run with the MG at the shoulder and enter in the line; the men with the LAW-72 don't had "much problem" to keep the head above the water, but i guess that something as a Carl Gustav or a Javelin should be also keept in the APC, the Zodiak or the Scuba. Depending on the weapon materials and rate of fire you can make a few spaced single shots but is a big risk mainly for the weapon; if once you're on the sand, you open the rifle's chamber and move the weapon upwards and downwards a few times... "you should" be able of put it on the magazine again, reload and then make effective fire. Notice the brackets on that "you should", God invented the Murphy's Law for some reason; and there's a lot of luckless in the world. Let's C ya
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Pack of rusian architecture (Version 1.0)
wipman replied to SMERSH's topic in ARMA - ADDONS & MODS: COMPLETE
Hi, there're also some buildings that still oversized, that long white one with some rubbish inside, a thick entrance and a common door (doorless) at the left of this one, it's too tall; those two entrances should be like 2m tall or 2'20m as most of the old building entrances here in spain. However, you can still finding here old buildings (from 1760 to 1934) which their main entrance it's between 2'5 to 3m tall; anyways... it's easy to notice which buildings in this pimp pack are over sized if you place an AI in front the doors. Let's C ya Edit: I meant this building, as an example; there're others oversized too. -
Hi, about the vehicles and the animations... i think that will be a very good thing if the units that tripp as cargo, had the rifle between the hands, with the stock on the vehicle's floor and not in the back as we've 'em now in the ArmA; just check how the units have their weapons in the URAL cabin... the SVD or the PKM passes throug the cabin's roof and have the weapons in the back also difficults to scann for hostiles, plus the fact that no one will have his/her rifle in the back when they are in a vehicle other than those with SMGs or compact/subcompact weapons, that then they'll most likely have 'em crossed on the chest aiming down, if they don't have anyone at the barrel's side, that then, they'll have to have the weapon aiming up in the same way than the rest or then be kicked from the vehicle and walk all the way home. Let's C ya
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Hi, if you can keep your head off the water and you can walk... then you'll have to walk yeah, keeping the riffle above your head and no matters how much it takes you, you could have to spent a pair of hours by the river to go or to come from some place. As Marine you don't have other chance, you and your rifle gonna try the salty water very ussualy; so if it's good or bad for the rifle no matters, you gonna have to do it and do it well. About the rifle and the water... you'll have to find a safe and confy place once you're deep in the shore where be able to clean well your rifle and give it a bath in oil; but that's something that we don't have to take care of in the game. Let's C ya
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Hi, im 99'9% sure that the ArmA2 won't have those animation that you're asking for. Let's C ya
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G36 dual sights and correct optical sight reticle pattern
wipman replied to Recta DP's topic in ARMA 2 & OA - GENERAL
Hi, the G36s variants used by the spanish armed forces it's called G-36AE, G-36KE & G-36CE. Most have x3.5 scope and a x1 (Red Dot) sight on top, 'em all (AEs, KEs & CEs) while some G-36AE mount only a X1 scope and no red dot, this is the last man (security) on the 5 or 6 men squad and he is only ordered to mount that optic on woods enviroments and citys; for anything that don't be a wood or a med size town... x3.5 scope. And the G-36KEs that we have are mainly in the IDM with a naval trigger group (SAFE, x2 Burst, AUTO). Let's C ya -
Hi, it's possible to swim (on calmed waters) with a 4.2Kg (loaded) rifle at your back, the boots, 2 smoke nades, 2 frag nades, the helmet a PASGT vest and four more magazines without loose anything of this. However, the only and better way of swim it's "doggy style"; you can't swimm croll style with the boots even if you've the rifle sling in a way that keeps the rifle well tight to your body and in paralel to it. If you swim 100m like this you're good. If you swim 200m like this, you're superman/supergirl. If you swim 300m like this, you're God. Drop the PASGT vest with the ammo & grenade pocuhes is very very hard and you really gonna have a hard time doing it on time if you want to keep your rifle with you when you touch the beach's sand (or rocks) so is a good thing to loose/drop the equipment after some metters. What will be pimp will be have an anim of the unit rolling and releasing the vest at least with all the ammo and nades and just keep the rifle plus a magazine. That will be the best solution and even realistic!!. Let's C ya
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Air combat in ArmA2 [creators' input welcome]
wipman replied to axure's topic in ARMA 2 & OA - GENERAL
Hi, yeah the main focus of the ArmA, OFP and ArmA2 is the ground combat, squad vs squad or vs bigger OPFOR squad numbers; there isn't any F-18 in the ArmA, it was done by a community member so... BIS haven't though about the afterburner, look at the ArmA's SU-34 for example, it should have afterburner, but it haven't it. I really belive that the air combat (for planes at least) will be the same as in the ArmA, really really basic; i can't think in any situation this days where a SU-34 will get to use it's cannon againist another air threat mainly because i guess that they'll have their own low flyght path while the fighters fly higher than 'em enlighting the radar contacts on the ground and transmitting 'em to the Berkuts so they would aim their missiles and the fighters will stay focused on enlight those radar contacts on the ground and scanning the skyes for their own safety and the air to ground planes safety too. But this is something that we don't have to worry about in the ArmA at least, because there is not any difference what so ever. I wish that there were some SU-27 or Su-33 to take the air to air role and don't leave this task for the Berkuts, but... i belive that this don't gonna happen. Let's C ya -
Hi, if that island hasn't been released yet i hope that it be released ASAP, looks great and i'll really like to play in a good afrikan savana. Let's C ya
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Hi, a possible good idea for a Demo, may be the trainning missions plsu the 1St or 2Nd camapign missions, to show the AI, the game's performance and a bit of the history line. Let's C ya
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Deformable terrain - Do you guys want it?
wipman replied to mr.g-c's topic in ARMA 2 & OA - SUGGESTIONS
Hi, yeah, the OFP's ECP 1.085 Mod had 3D craters that made the game play much better and they served as cover for the troops; the terrain deformation should be only made by fat ammo, like bombs and fat arti, but i'll vote for the craters, i loved 'em in the OFP. Let's C ya -
Hi, the problem with the ArmA grass cutter object is that it's destryable, so if you place a satchel, it's hit by a HE/HEAT round or even a few M-67's... then the grass appear again; if it don't were destroyable, i think that will be better. Let's C ya
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Hi, i don't see what's the problem with the OPFOR vs BLUFOR choppers, this is how the life is; and as far as i know, the Hind was developed to be a counter part of the AH-1 Cobra but thinking in the soviet needs and way of act, it has suffered various upgrades to match the todays needs, same for the AH-1; but again... the eastern countrys carry a different kind of war, the tactics and strategy as the resources in the field are different. That's how it's... it's not a thing that ones are underpowered and others are overpowered... it's just the way that booth do the things; different. Let's C ya
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Hi, i forget to say that the MV-22B Osprey, gonna be used only as a chopper in game, to cover the CH-46E Sea Knight light transport/utility helicopter but without any cargo lifting option... it gonna be a step between the C-130J and the SH-70B Sea Hawk in terms of the ammount of troops carryed, but i think that much less agile than a chopper; so until RKSL comes arround... no cargo lifting other than troops with the MV-22B. Let's C ya
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Hi, hey Jinn, that's the emblem that all the russian ground forces (airborne, army, and Marines) wear in the uniforms?, don't they use it atleast subdued instead in that very noticeable golden?. Let's C ya
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Hi, as far a i know the only russian VTOL capable planes are the YAK-38 (out of service) and the YAK-141 that's also out of service or soon to be replaced; but yeah, i wish that they had included that GAZ in the ArmA2 and that they had added the YAK-131 which is a modern, usefull and pimp fighter bomber that could find perfectly a place in this game. Let's C ya
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Hi, while the cows skin, the sky, and some other things shine in a preternatural way... there you've the poor grunts without working "Cat Eyes" wearing instead what look like as cookies in the helmet; "a survival technic" i guess. The cows seem to have better IFF pannels than the soldiers. Good job by BIS on the HDR. HOLY COW!!. Let's C ya
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Vietnam: The Experience - final alpha
wipman replied to Snake Man's topic in ARMA - ADDONS & MODS: COMPLETE
Hi, something like The Lost Patrol (for Amiga500) may be pimp, get to Duhoc. Let's C ya -
Hi, those Leo2 with the slat are scary, and those units in CADPAT(D) look very well done. Let's C ya
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Hi, will be interesting to know if they've already fixed the back seats passengers height on the back of the UAZs, if you've tripp on 'em in the ArmA, sure that you've noticed that you can't look by the rear windows because your sight is too high and backwards, so a player can't watch the side fire sectors from the back seats of a UAZ; and that's very bad. Let's C ya
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Hi, this is not an "essential thing..." but will add alot of atmosphere to the missions; scripted vultures, hawks or eagles circling arround a given area, as a game logic or something. It'll add alot of inmersion to alot of mission tipes, put some owls on some trees may also be pimp, so if the owl says something and you're close... you could hear it and know that someone is getting close. Let's C ya
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*Bang*........*Bang*..... Lets get the AI's ROF sorted out.
wipman replied to Muzza's topic in ARMA 2 & OA - SUGGESTIONS
Hi, you really wouldn't count that much on the support APC next to you, because it's a bigger target than your squad laying down and it could blown off at any time by undetected hostiles or the support squad of the OPFOR squad or group that you're attacking at; so you must count on your own ammo and once the situation has been solved... then resupply at that APC or the nearest friendly sector, checkpoint or FARP; this, at open field. In a urban enviroment then you can count much more on the support vehicles that will be much closer and there should be more cover for you to move to the APC and get back to the firing line. Let's C ya -
- RHS-Hind.