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About Airwolf

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    Gunnery Sergeant

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  1. Who Are We? The 9th Air Commando Group is a new North America based combined arms casual milsim unit that simulates Vietnam and Cold War Scenarios from the 1950s through 1990s. The 9th Air Commando Group contains the 68th Airmobile Infantry, and 15th Aviation Wing. Operations will rotate from periods such as the Korean War, Vietnam, Grenada, Desert Storm, Mogadishu, and so on. We Offer: Extensive ARMA experience and training. Custom missions and unit specific mods. Persistent mission server and weekly operations. We use TFAR, ACE, and are 1st person only for realism enhancement. Other mods include RHS, CUP, and various others to properly simulate the time periods. We are newly formed and looking for ARMA players old and new to fill our ranks and help build the best vintage themed ARMA unit there is. We hope to talk with you soon. Requirements: Microphone Age 16+ (May be waived with command approval) Fluent in English Play ARMA Available Positions Include: Infantry Pilots & Air Crew Vehicle Crew How to Join: Visit our Discord and speak with a representative! https://discord.gg/RJcCzvN
  2. Joker, is there any way to align the sight reticle with the rockets and guns? As far as bugs, that's the only one I have found so far that really hurts their usability. Or if it's not, may I suggest just painting a dot on the windshield like RHS has for their Uh-1, or activating the vanilla crosshairs instead of the drop down sight. Thanks!
  3. Airwolf

    Military Aviation

    Thank you for the F11, looking forward to seeing the cockpit and using this in cold war scenarios!
  4. Beautiful, now you just need a deuce or a M939, or both...
  5. Oh and if you're looking for more work, some M-60s instead of 240s on the slicks would be awesome. Great job on these, thanks for your hard work!
  6. Any chance of the AH-1 Cobras like grumpyrhino did in his old huey pack?
  7. Could anyone tell me what the element is for turning on and off the vehicle and weapon info UI elements that are normally in the upper left and right of the screen? I've seen certain mods that have done this before and would like to replicate. Thank you.
  8. Airwolf

    Arma3 Videos

    Cinematic I made for my gaming unit. Some Mods Shown - ACE3, VSM Gear Pack, EricJ UH60, Firewill F16, RHS, Konyo MH47, CUP Terrains, GOS Gunkizli, SMA Weapons, Spec 4 vests. Hope you enjoy!
  9. I can find all sorts of references to modifying the advanced flight model, but not the standard flight model. Can anyone direct me to which strings are used in controlling the flight model of the helicopter in standard mode? I'm trying to adjust things like how maneuverable it is, how fast it can slow down, drifting while hovering, etc. Thank you.
  10. Any help on this please? Still having issues with ace interact repair. Thank you.
  11. I would like to change the dispersion of the helicopter miniguns. I'm sure there is a variable in the config but I can't find it. I've searched and found various posts on this topic but no definitive answer. I just want to remove the laser like qualities of most of these weapons. I'm happy doing it as a mod where I reference the base class with adjusted weapon values, I just need to know which value controls it. Thank you.
  12. Helicopter I am working on does not allow repairs to Rotor, Instruments, Engine, etc, via Ace interact. Works through repair truck using full repair, but not the individual components. Could someone please direct me to the config necessary to enable this? Thank you.
  13. Trying to do some reskins of the new Apex Balaclava and Stealth Uniform, but i'm unable to get into the EBO files to pull the names and source textures. Is there any work around to this? Thank you.
  14. Thanks Night. Yeah, it references Helicopter_Base_F just like you posted, but it's still not working. So frustrating! Any other ideas?
  15. I'm trying to fix a Helicopter so that it rolls on the ground, it's an arma 2 blackhawk port much like the others out there but it stops dead when it hits the ground and won't roll. The wheels are defined in the config with driveOnComponent[]= { "gear_1", "gear_2", "gear_3" }; Is there anything else that needs to be defined to make the wheels roll, or atleast act like a low friction component?