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wipman

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Everything posted by wipman

  1. Hi, RKSL-Bicargo.pbo spanish stringcable: RKSL-Cargo.pbo spanish stringcable: RKSL-Lynx-ah.pbo spanish stringcable: RKSL-Puma.pbo spanish stringcable: RSKL-Radarsys.pbo spanish stringcable: RKSL-System.pbo spanish stringcable: I would had translated too the Lynx & Puma action menu messages, but call me townfolk if you want... i've been unable of find the damn text messages between the scripts; sorry. Let's C ya
  2. Hi, k, i'll begin to translate one by one the stringcables tomorrow and i'll post it here as i did with the cargo system; btfw.. the flares system work as they should on the RKSL choppers, i find it a bit sad that it don't works on the rest of the aircraft classes. Let's C ya
  3. Hi, it's nothing, whatever for the players; i could also translate the rest of the released RKSL stringcables if you want i'll just need some time. Now the cargo system works as it should and the RKSL Version Control screen don't appears in any time, nor starting the game, nor previewing any mission... and not trying the RKSL's missions. I've the HC1 untextured LOD bug too, at three squares of distance from the Intro island runway (South looking North), and one thing that i miss on the Cargo System it's a way of rotate the unloaded objects once i've placed in the ground; i haven't readed the docs, im too lazy. The flares system look that now may work, i haven't try it yet, but i hope that it works globaly for all the air units that have chaff/flares. Let's C ya
  4. Hi, spanish rksl-cargosys.pbo stringcable: I hope to have translated corretly "overhead" as "por arriba", because that's not something that i'd ever heard/use; but i couldn't make it as bad as 505. Let's C ya *Edit: If this line it's for the "aereal/top view": then i'll change that "por arriba" for the next line: It's more accurate. Let's C ya
  5. Hi, very sad... i could do the spanish translation for RKSL if they want, my english sucks, but i think that'll be good enough as for allow the spanish users to make the RKSL addons work, but im fine with the english; the only thing that i can't promise it's to don't commit some gramatical error in spanish too. Im a damn townfolk in english soil, in spanish soil... and i guess that i'll be a damn townfolk too in the outer space with the Cpt. Kirk & the klingons (and i don't mean the germans, i mean "the real" klingons). Let's C ya
  6. Hi, ovbiously my ArmA it's set up to use what BIS understands as "spanish" (which is something that [we] the spanish hardly get to understand [because the translation really sucks] but i guess that for once, i should blame 505 and not BIS) many mods/addons don't really support or use the spanish translation, but i never supposed that it could cause such problem as stopping something so good to work. Very sad if that's the reason... . Let's C ya
  7. Hi, i've downloaded everything again and stills the same; may be some problem with the 6Th Sense Pack1?. Because that and the I0n0s RTeditor are the most "dangerous" or " rare" mods that i run at the same time than the RKSL mod. When i place a 5T Truck of that invisible/no name editor's group in the map this is what i get: But... if i look inside the .pbo (rksl-cargosys.pbo) that .sqf it's there, and takes: 9'601Kb. I don't know if it's that im running the RKSL Mod folder in last place... and that haves some effect on it. Let's C ya
  8. Hi, this are the addons that i've installed into my RKSL Mod Folder: This is the RKSL Version Control screen that i see when i start up the ArmA... and when i preview any mission in the Editor: Seems that the Editor's Group that im missing (it's name, that don't appears) it's the: RKSL Cargo Objects. But damn, i've all the required addons, i downloaded 'em yerterday, so i must be missing something or maybe i just need to download again the cargo related addons. And sorry for my english it gets (even) worst when im drunk. Let's C ya
  9. Hi, bingo Rocko, 3 points for you... i was reffering to the Pumas; and yes, i've the rksl-radarsys.pbo installed. Seems that there's a no name class on the editor, right under the RKSL class, with a UH-60, some 5T Trucks & i think that some Ural too; it wasn't there before. And the RKSL whatever checker it's a bit annoying because it gets launched when ever you preview any mission in the editor, i hope that it don't gets launched when ever i respawn in MP, i've been weeks without play in MP to the ArmA. Let's C ya
  10. Hi, the flares didn't work on my Lynx x4 Tow & the Sea King, but i must say that the Berkut fired 'em at me, by the front; i survided to 1 hit & then crash at -24m on the Lynx... and 2 hits + same crash on the Sea King. The chaff/flares shouldn't had get triggered when i get shot by the nose, right?. Let's C ya
  11. Hi, that cargo system looks really pimp (you now can laugh at the BIS face) but i've some questions about it; can the trasported objects be destroyed aside of the vehicle?, with this cargo system we can finnaly move arround the artillery batterys forward into the front line so we can hostigate the OPFOR possitions?, could the transported objects be deployed directly behind the vehicle that's transporting the cargo?. When this reachs the Alpha state im sure that someone (not me) will want to send you a bottle of Chivas Regal 21yo to your place, so you can get drunk with the big smile of the one that has made what BIS couldn't... or don't knew how to do it... so... good job and merry christ smash. Let's C ya
  12. Hi, @Törni, the ArmA's vanilla AI units do infact enter in buildings if they know that you're inside, the problem is that they do it prone; instead standing or crawl (as they should) i haven't try it but i'll swear that haven't been taken off from the ACE. Let's C ya
  13. Hi, @Benoist, that seems to happen because the eye memory point on the units it's placed backwards than the usual; it's also noticeable as grunt without enter in any vehicle, you can notice a slight kind of fish eye FOV or POV. I can't use the Binocs with any unit, i mean look thru 'em; so they're useless. I like how the units walk standing keeping the 90% of the accuracy, but this dissapears when you walk crouching and there isn't any slow/normal advance speed option; also.. the units (even the SFs) get tired too quick (in my opinion) when they run at the common speed (not sprinting) i wouldn't get that tired so soon even when im a smoker (tobacco, not just weed & hash) and i tell this after run 23Km with my 25Kg on the backpack plus the rest of the equipment, that i don't know it's stimated weight, but was more than other 15Kg for sure. The mod looks good and seems to have interesting features, but i miss more USMC things instead so much army crap; where's my damn LAV-25!?. Let's C ya
  14. wipman

    Game physics

    Hi, right now in the ArmA (v1.14) i loose like 15fps or so when ever i aim through the ACOG sight and look thru the grass and much worst when im in dense (or just above the standard) wood areas; this has been one of the main playability hits that i've had from the begining, and will be really good if that big problem wasn't there in the ArmA2. That needs to be revised in my opinion. Let's C ya
  15. wipman

    Still no destroyed models

    Hi, the main problem that i see with do destroyed/damaged vehicle models is to represent what really did happen in the field; i mean... if you shot an APC/IFV with an RPG weapon in the tracks and you disable it's movement... then you'll have to have a model of that X vehicle with that side's track/wheels damaged; if you hit it in the turret... then that's another model to add/do and if you destroy it completly... then that's another one, which means alot of work. But, i'll really like to have a single fixed dissabled/destroyed model for each vehicle instead the ridiculous and outdated system that BIS keep using from the OFP in the ArmA and seems that they gonna keep that annoying über sucky crap of system in the ArmA2 too. Really, i think that we (all the players) will preffer to see a static destroyed model with (usable) passengers and crew seats (for cutscenes and intros pourpouses) than the current damaged or destroyed vehicles representaion that we've. Let's C ya
  16. wipman

    Ai thread

    Hi, i always founded very annoying how the T.Leaders or higher than grunt, units form behind me when im the S.Leader in a group; i'll like to see that the AI keep the group structure intact instead break it as it does now in the ArmA. Rightnow we can't form like this (in a group): S.Leader - S. Autoweap - S. Nader - S. ATweap -- T.Leader - MGGunner - ATWeap - Marksman. We can't keep that structure because the AI puts all the high ranks at the begining breaking any squad formation or splitting up the fire teams in a very unefective way that delays considerably the process of give accurate orders to the AIs at your command. That should change; it really sucks very, veeery.. much... . Let's C ya
  17. wipman

    Project RACS

    Hi, hell yes; go ahead with that RACS LAV-25III. It'll fit perfectly in the hands of the RACS. Let's C ya
  18. wipman

    CH Addons

    Hi, yesterday i had a CTS when i was trying the new M1's; that look really good and the markings now look much better no matters where the light source comes from and if they're under a shadow or not. Let's C ya
  19. wipman

    Project RACS

    Hi, that Mig-23 looks almost done, but this may help anyways: Mig-23 Cockpit. Mig-23 Cockpit. Mig-23 Cockpit. Mig-23 Cockpit. Mig-23 HUD. Mig-23 Cockpit. Mig-23 ATG load. Mig-23 Jet Output. Let's C ya
  20. Hi, and yet again another one that will work well in jungle/woodland enviroments, with a warm and pimp olive green 100% natural wool made sweater and the kevlar reinforced leather gloves. The Face: Let's C ya
  21. wipman

    Project RACS

    Hi, could we spect to see RACS units using the BIS woodland camo from the v1.14?. Let's C ya
  22. wipman

    mod help

    Hi, the .bisign file (aka addon signature) it's the addon maker or mod personal signature and serves for give an "extra security" safety to the user or server manager... that that certain addon (.pbo) it's right; which means that's not a cheat or hack that may risk your ArmA's or PC's health. But, everything in this life it's hackable, so if the NSA and the CIA & the damn 4th reich SA or cops (aka Home Land Security Dept.) can suffer hacker attacks... imagine how easy it must be to hack somehow booth the addon and the .bisign file. Anyways, it mainly servers for certify the autenticity and safety of that certain addon/mod that you've installed allowing you to use 'em in a more friendly way in MP games and even on dedicated servers. That file goes in the same folder where you've installed the addon/mod that owns it (the .bising) i.e: "\Arma\Whatever\Addons\" that's all what i can tell you about the .bisign files, i can't help with that VFAI whatever; i don't use it. Let's C ya
  23. wipman

    Project RACS

    Hi, here in spain we'll had mounted some Milan ATGM's on the Sea Kings if we had enough Milans... of course... . Let's C ya
  24. wipman

    Project: UK Forces

    Hi, that Warrior IFV looks just awesome, i hope that the rest of the ground units look as impresive and good as it does, seems that that could mark the difference that the BLB UK SAS units & the OFP's Warrior IFV marked in it's day; along with the FatJoe's UK Weapons pack. Good luck with that, looks great. Let's C ya
  25. wipman

    New BIS service available

    Hi, that Chernarus vegetation looks very good and that software looks very promising at least in graphic quality for the ArmA 2, but how it handles the fallen trees?, what happens if there's an explosion near a tree or trees or when something big enough colides againist a tree or trees?; the fallen tree or trees keep offering any kind of physical cover againist the bullets for the on foot units?, do it or 'em keep offering visual cover from the OPFORs eye, enabling the concealment of the soldiers?. Do the branches that fall againist the ground get smashed and flattened when the trees fall?. I miss this kind of reactions from the current ArmA's vegetation and with the info that i've readed about that vegetation creation software, ain't got clear that this supouses happen (in the ArmA's 2) with the trees. Could someone from BIS tell us how the trees and vegetation in general will act under this supouses?. Let's C ya
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