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AKM

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Everything posted by AKM

  1. AKM

    Norwegian forces studio

    Mmmm. Pictures. But no more Swede SF, please. My mother's starting to suspect something is amiss.
  2. AKM

    Red Hammer Studios

    Not to nitpick, that looks like GORKA-R to me, from the "Colour Patch" on the olive drab. And damn your super computer to hell! Those look impossibly good. Great work man. The AK's... Um. Either the magazine is too far back or the ejection port & Bolt are too far forward, because they should be close to right over and under each other. As you said, in-progress. Perhaps you could think about making a version of the GRU in GORKA-R with the hood up; perhaps the sniper?
  3. AKM

    Russian Units

    Once RHS releases their Motor-Rifle infantry and GRU package, you'll have some very accurate Motor-Rifle troops (Which are conviently the most common) (And are also the Mechanized forces) to use. GRU are Recce. For VDV (Air-Assault & Paratrooper, don't forget) - ORCS VDV 2.0 pack. "Regular" VDV in Flora-pattern fatigues and VDV Recce troopers in Kamysh, probably made by SPS, because the colours sure as hell aren't ANA manufacture. That said, it blends, oh so well. The Earl/Suchey/Tactician/Jocko-Flocko Marine Assault Pack's Russian Federation Naval Infantry (MORPEH) are high-quality in Flora pattern as well. Excellent AK-74M series rifles, I don't think you'll find better elsewheres. Definately a must-see. I can't vouch for anything other than those two; but the FDFMOD updated UCE units (Quite good, and you mentioned them) are good 'nough for OMON, SOBR (Keep in mind that SOBR is actually OMSN now) and MVD troops. The updated UCE Spetsnaz in ANA-made Kamysh pattern are also very good. Check the Russian Combat Gear link in my signature if you want to reference or buy some of this kit I just rattled off.
  4. Fantastic. I am in Phoenix Program Heaven.
  5. AKM

    Norwegian forces studio

    Where's that SFP? Pushup animation and "Radio" animation. Let's reproduce that inside OFP. Haha.
  6. AKM

    Finnish Defence Forces Modification 1.3

    Yeah. Check their forums, here. - that'll tell you how to fix the bug you're having with the Uzi. I managed to download this in under an hour (I had no chance of sleeping, so I started my download at 0350 local and it ended at 0445 local) off of a mirror (Thank God), and it's well worth the wait. This is amazing. Thanks for your obvious dedication and effort to this, FDFMOD Development Team; this is absolutely excellent. Thanks guys.
  7. Other than the suggestions made here, nothing further. The tank is fundamentally good. I was told UKRMOD is dead, it's nice to see otherwise.
  8. AKM

    Warrior Vs Bradley

    Earlier on, MSpencer said something about distrusting the Russian school of IFV engineering after their experiances in Chechnya, but the quoted statement from MilesTeg is really case-in-point for that. The BMP-3 is amazingly complex and tends to break down a lot, but the BMP-2 is a viable platform. The Russians have far too many problems in Chechnya and I'm not going to go into them here. I'd rather be stuck down in a Warrior than a Bradley, namely because an entire Infantry section of eight can be stuck into a Warrior, the warrior has better survivability and a lower profile whereas the Brad has a massive silhoutte and tends to be deployed right up next to the M1A2 Abhrams and what-have-you, therefore making it exceedingly vulnerable the anti-tank missiles and errant tank rounds - although that's hardly any better than taking one with your name on it. Moot point. Someone mentioned this earlier, and it's pretty valid - a penetrating shot on a Warrior would be messy, but would have a lesser chance of killing the vehicle and everybody inside as there are no TOW missiles stuck down inside the troop compartment to explode and turn the vehicle into small pieces of confetti. As to firing from vehicles, whoever thought of that forgot about accuracy - but as was mentioned earlier, "Morale Boost" more than anything else. I think the firing ports on the M2A2 Bradley were removed for this reason. Edit: Not to remove the "Morale Boost" but because vehicle crews that were "Turned Out" were made understandably nervous with streams of nearly uncontrolled bullets flying about all over.
  9. AKM

    New bas thread

    No, they're simply scaled properly. Weapons have been improperly scaled for a long time, Post-MarineAssaultPack release, addon-makers are starting to rescale existing weapons and make new ones in scales similar to those in the M.A.P. To add to this: Can we expect any new handguns?
  10. AKM

    Red Hammer Studios

    To bring this thread back to life, some news from the RHS Forums: The RHS Weaponspack will have RHS-made magazines, and will allow for the use of JAM mags should you feel the need.
  11. AKM

    New "safe mode" dynamics

    I'd really like to see this implemented, it'd definately make "patrolling" on the part of the human (And AI) easier, and make missions much more difficult (Read as: Challenging) as the AI wouldn't be gunned down before they had the chance to get their weapon off their shoulder.
  12. AKM

    Incoming french addons

    Beautiful. Some quality work here guys. Hopefully we'll be able to get at it soon.
  13. AKM

    Red Hammer Studios

    So the SV-98 is seen as more of an MVD/OMON type weapon rather than a "Frontline Sniper's" rifle? Bitsoenn - Yes, yes it would. But it'd be funny to see, or at least hear. Eventually they'd stop doing it. I saw some reenactors do it, and one of them nearly stabbed his foot. So... With regards to an earlier question: Is it possible to create a NSV or DsHK or similar heavy machinegun that can be broken down and set up again, A'La FDFMOD, without using a Total Conversion? Because that'd be a kick-ass addition.
  14. AKM

    Red Hammer Studios

    uhhh... With regards to weapons, what is being considered for sniper rifles? I assume the SVD is a staple, but will the SVD-S, and hopefully the SVD-K make an appearance? What about an SV-98?
  15. AKM

    Red Hammer Studios

    I believe Stryker is referring to the link I put up earlier: "213 things Skippy can no longer do in the US Army" for those of you who may not have noticed.
  16. AKM

    Red Hammer Studios

    Yeah, I think that'll do it. Perhaps a bit more firepower... say heavy machineguns that can be broken down and set up, IE: Machinegun and Mortar teams, similar to what FDFMOD has done? Is that possible without creating a "Total Conversion?" Everything's looking superb since the last screens. Any new ones?
  17. AKM

    Red Hammer Studios

    *Happy daydream involving leaping out the back of a BMP with affixed bayonets, overruning and bayoneting defending NATO forces.* Yes, it would be a nice inclusion for sure. Although I would like to see some anti-material sniper rifles from the Russian Federation too, seems that NATO has the advantage there. "I may not mount a bayonet on a crew-served weapon." -213 Things Skippy Can no longer do in the US Army.
  18. AKM

    Lsr delta force teaser

    These units look excellent. The models seem to be slightly adapted from the VDV 2.0 Recce troops, but still pretty good. I suggest you fix their crotches and the "hood" behind their helmets. The weapons do look good - are these your own or weapons from another pack? If so, which pack? I also hope that you create more variations of these units, for instance, machinegunner, grenadier, etc, with slightly modified models for each variation. Overall, it looks fantastic. I've been waiting for an alternative to BAS deltas for quite some time - and these are definately them. Excellent work.
  19. AKM

    Lorient island

    If you get pics, downloads will go through the roof, comparably. In the interests of getting accurate news out fast, we tend not to open up the addon and take our own screenshots. -AK
  20. AKM

    Red Hammer Studios

    Yes yes, I keep messing those up. AK
  21. AKM

    Red Hammer Studios

    If you're new to it, don't forget: "exec [] "PlayerVomit.sqs." Stinks some mighty. AK
  22. AKM

    Red Hammer Studios

    Yeah, they'd toss their empties through that hatch most likely. Not while under fire or anything though, but in OFP that doesn't really matter. As to the fume thing: Yeah, generally tank turrets stink of the cordite and what-have-you after firing. The empties are removed, but while under fire, I don't want to open a hatch unless I'm leaving through it, you know what I'm saying? AK
  23. AKM

    Red Hammer Studios

    That's what I mean. I didn't realize that spent casings were actually ejected from the turret proper on some models of tank. I mean that the breech was opened, round inserted, fired, breach reopened (Having been closed during firing) and the spent casing pulled free and the gun reloaded. That's what I meant. The empty would rattle around on the floor of the turret most of the time, I guess. -AK
  24. AKM

    Red Hammer Studios

    Generally the shell is thrown out from the breech where it is loaded, yes. With autoloaders, this would be exactly the same as being loaded "By Hand" except without the loader, obviously. No, I do not have images or video of this actually happening, it is my general understanding. If this were to actually be implemented in tanks, it would be freakin' amazing. -AK
  25. AKM

    Red Hammer Studios

    Damn. Any other news? -AK
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