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Fallujah 2.0 by Shezan74
Airwolf replied to ANZACSAS Steven's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Steven, do you know what the major differences between this one, and the "1.3" version also just released by "tacticool larper" - ? -
[US] [Cold War/ Vietnam] 9th Air Commando Group
Airwolf replied to Airwolf's topic in ARMA 3 - SQUADS AND FANPAGES
Wrapping up 2022 with a new video highlighting our year in ARMA. Check it out! -
Camp Pendleton Terrain
Airwolf replied to First Sea Lord Kiwi's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
How large are you making this terrain in Enfusion? I've been wanting to do Oahu but it's pretty big compared to most ARMA terrains. -
[US] [Cold War/ Vietnam] 9th Air Commando Group
Airwolf replied to Airwolf's topic in ARMA 3 - SQUADS AND FANPAGES
The 9th Air Commando Group has recently finished our Alt-History WW2 Campaign "1947", fighting agaisnt the Red Army in Germany after the fall of Berlin. -
Hey Snake, love the work you are doing on the XL terrains. Do you have plans to populate some of the maps with buildings down the road or do you consider these in a finished state? Similar to your large desert terrain. It would make air assault missions pretty interesting as transport from one side of the map to the other side to assault a specified populated area would be a unique dynamic. More requirements for logistics, refueling, fobs, etc. Thanks
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Jove, got a couple questions: - Were you going to separate the female heads into a different mod? I know you had asked opinions on it in the past. - Do these heads have different identity groups, like "toh_spanish_heads" or something like that?
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Hi there, the brit mercs were based off a certain movie from the 70s. So that's the look I was going for. 😕 I am working on a separate blufor mod with additional dependencies (unfortunately). South Africa and Rhodesia are among the list of factions im doing for that one.
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[US] [Cold War/ Vietnam] 9th Air Commando Group
Airwolf replied to Airwolf's topic in ARMA 3 - SQUADS AND FANPAGES
The 9th Air Commando group has released a unique factions mod based on CWRIII and SOGPF - 9th Air Commando Cold War Factions. This mod contains many custom cold war era factions which we will campaign agaisnt. Check it out on Steam here: https://steamcommunity.com/sharedfiles/filedetails/?id=2723434750 -
Version 2 Update: Various issues fixed. Bisign Keys Added Reworked: Iraqi Army 1990s Spain 1970s Added: Lebanese Communist Insurgents - 1950s Angolan MPLA - 1970s East German Army - 1970s British Mercenaries - 1970s Zimbabwe People's Revolutionary Army, ZIRPA - 1970s Libyan Army - 1980s Polish People's Army - 1980s Somali National Alliance - 1990s Russian Mafia - 1990s Many vehicle & uniform reskins this update.
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Well I think we all accept the prediction marker as an acceptable limitation of the game, it's just how the bomb sight works in ARMA. I was just mentioning that you used to have this and then removed it. No worries.
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Hi Sab, I wanted to inquire about the bomb dropping method on the heavy bombers. Currently there is only one option to release all the bombs, but in the past you've allowed selections such as drop 1 bomb, drop 3 bombs, etc. The ability to drop a limited amount of bombs is historically accurate on the B-17 for example, the bombardier had a device with a dial that selected how many bombs would be released. Are there plans to re-implement this feature? Thank you.
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Functional Aircraft Carrier Projects
Airwolf replied to DSabre's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Very cool, will be great to have a usable carrier to transport all those navy planes. -
Sab, immense thanks for adding the P-40. My all time favorite warbird, I'll definitely be cranking out the skins for that one!
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The nose on his model does seem a bit off, good catch.
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I don't know if this is of any use for you, but here is a shot of the P-40 from War Thunder. Not the most accurate game by far, but might be a decent reference to help with your issue? https://imgur.com/o7dqMAO - Video And then looking at helijah's model. Would it be possible to move the pilot up in the cockpit so you can see over the cowl, or raise the gunsight to accommodate if the pilot needs to sit lower? I'm sure you've looked at all this, just thought i'd try to help.