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AKM

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Everything posted by AKM

  1. Yes, I've seen these commercial uniforms as well. There aren't as many as you posit; I've only seen three so far. The Gorka variation with the KLMK inserts is not one of them from what I have read. It is ridiculous to use the old AK-74, but fortunately BIS included the AK-107 series. Granted, not an AK-74M, but hey. Vilas's weapons can be surpassed in quality but the RHS weapons pack is a ways away and may not include things like AK-74M because of the ultramodern slant of ArmA 2. You're quite right when you say his weapons pack provides excellent choice. You don't need to represent all weapons and all camouflages. I don't think I've suggested that you do so. Looking forward to seeing your v1.1.
  2. AKM

    Celle

    At 026-345 there is another tree in the road. Sadly, driving a MAN truck this time rather than a Fuchs. Excellent island - save for these trees that keep cropping up in the roadways. I'll keep reporting the ones I find. Island is ideal with BWMod; perfect Leopard country.
  3. The problem can be mitigated by creating Carl Gustav crates which contain Optic and Non-Optic variants in green and tan. This will cut down on the number of rounds to be searched through in each crate: everything's still available, but one would have to place different crates. No big deal: in desert missions, nobody's looking for the green Carl G, for example.
  4. Norrin: Not a problem, quite welcome. If you have any related questions you can contact me via PM. I haven't fired the Steyr AUG A1 family; I've only handled them. Bullpups are prohibited in Canada, but various law enforcement "Tactical Response Units" use them and I was at the range the day they showed up, managed to wheedle my way into messing about with the weapon but they wouldn't let me put rounds downrange. Guess I'm not cute enough. Knew I should have brought the girlfriend along. :p Good job on the Carl Gustav, by the way! Lovely model and behaves pretty well in game; only problem are the various ammo types, some of which can't be loaded by particular launchers. For instance, trying to load "OD" ammo into a "Desert" recoilless rifle sometimes doesn't work, sometimes does. Seems quite random, I'm not sure what the logic is there. EDIT: It occurs to me that there might be "arid regions" ammo and "temperate woodland" ammo based on various average heat and how that would affect the propellant, but surely that ammunition would be interoperable with a Gustav regardless of the Gustav's "type", unless there's some climatic variable I'm totally unaware of on the Carl G. I've not read the entirety of this thread, I don't know if it's already been reported or not as a bug. Sorry to be repetitive if it has. This is with the non-ACE version, by the way.
  5. AKM

    Campania de Malvinas MOD

    If I remember rightly, the problems you had last time were that you did it geographically - Argentina is further West than the UK, so you put the UK on Side East and Argentina on Side West, right? Made sense to me, but that did kinda bork things, haha. Looking forward to your release guys, particularly some of the vehicles. Looking pretty good so far.
  6. @ Caprera: Yes, thank you, I know. I own an ANA Gorka (modern repro, essentially, of the 1979 Soviet gorka) and a Spetsnonaschenie (Formerly SPOSN, now SSO) Gorka D uniform. I did not know that SPLAV makes Gorkas. You could make a modified Gorka E; replace the Partizan inserts with KLMK inserts. That exists. You would need new models for a fair few things; the existing Gorka models, when retextured, accomodate Izlom, Gorka variations, and a full KLMK oversuit + hood. MVD seem to wear a wider variety of gorkas than just the ANA manufactured one - to my knowledge, ANA only makes the one gorka and that's the Soviet style one, which is suitable for warmer weather wear. All of the Gorka D models and the Gorka R are ideal for winter/wet weather wear, they're much heavier, much better suited to the mountains when it's not high summer. I've yet to see a Splav gorka, I can't find any reference to a Splav gorka on their websites or online catalogue - I might just be missing it, though. Whole "can't see the forest for the trees" problem. Both MVD, Army, GRU, FSB/FSS, and other organizations take advantage of the ANA and SPOSN gorkas. Your setup (non-Vilas config) looked pretty good. I'd add more "Razvedchik" (Scout) units with suppressed weapons for those sneaky-beaky sabotage/assassination missions, and I might have missed it, but I didn't see a SpN carrying an SVD without being in a ghillie suit: that would be good to add too. By default, BIS didn't give the Spetsnaz a medic. Fix that if you haven't already (sorry I don't remember, and I'm on the laptop so I can't check myself at the moment), and possibly give the Team Leader or Assistant Team Leader characters some medical abilities as well. This has been tested on the RCIR CDF Spetsnaz pack (as the CDF was lacking SF, Sander decided to make some) and the SJB UKSF pack, and the combination works quite well: it's very useful having more than one guy with medical abilities. Looking forward to the next version. If I can find you some good reference photos of equipment or uniforms I will; just let me know what you need.
  7. This is a good first start guys. Interesting choice on the Gorkas; I've never seen one that lightly coloured in person. They've always been more OD Green and Forest Green for me, never khaki - have seen one or two photos of the khaki + green reinforcements, though. I think your shapes on the KLMK and Berezka are a little bit "squashed". By the way; the Berezka uniform is carrying a burlap weave texture as if it's a KZS oversuit. All Russian Berezka-pattern uniforms I'm aware of are not made of burlap. Excellent Izlom pattern.
  8. With the bipod down there's more weight hanging more towards the muzzle, which helps keep the muzzle down. OFP, ArmA, and ArmA 2 are not great at simulating recoil, which comes straight back into the shoulder a little muzzle "kick" on each well designed rifle (poorly designed rifles which place the boresight above the shooter's natural shoulder position when the weapon is shouldered, have more muzzle climb, as is experienced by shooters with less than super-stud technique). With the bipod down you can just reduce muzzle-climb values across the board. A bipodded machinegun like the MAG/58 fired from the prone is a lethal tool and the addon should reflect that. On a sustained fire mount it's only more effective.
  9. AKM

    Celle

    I thoroughly enjoyed Kellu, good work on that. After some updates this will be as good if not better - a very good piece of work nonetheless. There are some bugs, some of which have been mentioned. For instance, there are some issues with inappropriate wildlife noises around the castle. Edit: I encountered a lone tree on a road bisecting a forest at 080-315. Fortunately I was driving a TPz Fuchs and was no worse for wear.
  10. With regards to AJSarge and Chappy's comments, my [unsolicited] two cents are that the island is good as it is: much of Afghanistan (dunno about Arizona) is not conducive to vehicle movements. You're tied to the existing lines of communication for a reason. There are some areas that are good for vehicle movement in RC South, for example, like most of the province of Kandahar - but then there are areas that are not good at all for that, for instance Helmand province, which is just next door to Kandahar.
  11. Mark: Ah, understood. I had wondered what caused that "phasing" effect for a while now. So there is an in-game technical reason for it. I was referring purely to the weapon's technical characteristics. A slight pitch change shouldn't dramatically affect it. Thanks for the information!
  12. @ Mark XIII: You're using the same sound for the SVD and the SVD Camo, right? Given that the barrel length, calibre, and muzzle brake are the same on both models and the only difference is the application of scrim, there's no technical reason for the two weapons to sound any different from one another.
  13. Beton: Lovely work. I'll check out the v1.1. It seems that CTDs are caused most often by ArmA 2 trying to take up too much RAM and the computer eating its own head as a result - this is at least the case for me. If you could, as ANZACSAS Steve suggested, increase the distance at which bushes and so on are visible that'd help with the Infantry combat, even on the enlarged terraingrid v1.1.
  14. AKM

    Dutch Army

    Good start, reminds me of the old Lowlands Warrior kit, never a bad thing. Big fan of LLW, always good to have some Dutch troops in-game to fight alongside the BWMod units a'la the NL-GE Brigade. Sander van Dorst has a Minimi Para set up in ArmA 2 that you may be able to use to arm your units; I understand that the Koninlijke Landmacht makes some use of this weapon.
  15. ArdvarkDB: Good to hear that the head proxy is fixing issues. I have an LoD issue with your units. That said, I have an LoD issue with all units to include default ones; the game decides that it wants to display a blocky monstrosity of a unit instead of the detailed model one would expect to see at five meters distance. This is random and rather jarring, but it's not due to your units. It did however draw my attention to your "patrol order" units wearing softcaps and J-hats; when the LoD ratchets down they're wearing MICH (or some similar type) helmets. When the LoD corrects itself they're back to baseball caps or J-hats. I am running v1.1 and they're still not carrying maps, GPS, radios, etc. Bit of a problem on any mission requiring landnav. ;)
  16. I also experience the following bugs: - Panzerfaust 3 animation bug, as reported by Wolle. - Fliegerfaust missing from AA-soldier as reported by Sander. - AI have issues with PzF, as reported by Sander. New bug: - G-36A fire modes are linked to sights. Presumably as a result of this there are two magazines; one for semiautomatic fire and one for automatic fire. They are not related; firing some rounds on semiautomatic and switching to full automatic gives you the correct number of rounds in the magazine when you begin to fire, but firing a burst on auto and switching back to SA returns you to the number of cartridges loaded in the semiautomatic magazine prior to the automatic burst. Reloading the automatic magazine does not affect the semiautomatic magazine. I suspect this is an engine limitation - as it seems to mess with the AI engaging, you'll have to decide whether or not you want to retain it. I will test further, it may be that the ArmA II AI were being their usual retarded selves and failing to engage the enemy effectively in that test, and that the BWMod G-36 is not to blame. - Grenadier is not defined; it's mentioned in the readme but not available via the mission editor. - Likewise, the KSK operator is not defined. Mentioned in readme, but not visible.
  17. AKM

    WWIIEC : Caen 1944

    Comrade12: I asked about MP compatibility with Caen '44 in the past, and was told that they're focusing (quite rightly, I add) on SP functionality first and foremost. However, Liberation 1941-45 said the same thing and the only thing in LibMod that seems to badly screw up multiplayer is the presence of tanks. It may be possible to build a CTI with it; if you do I'll certainly play it and I know a half dozen other guys who'd get stuck into it as well. I'm sure Fab can put a bit more light on this MP issue for us.
  18. AKM

    WWIIEC : Caen 1944

    I strongly recommend Anjou island, any incarnation thereof. Very well suited to Western Front operations circa 1944-45, looks like rural France until you get to the East of Paris. Includes the "Feldflugzugplatz" and some ancillary islands off the main island; incredible mission opportunities there.
  19. AKM

    WW1 Mod Expansion Pack Release

    Thanks for your effort on this. Guys like you who've put this kind of effort into OFP are the reason that I've been playing OFP since 2001; despite having ArmA and ArmA 2 "on the side". :D OFP is not wunderbar at simulating trench warfare, but this mod suits the 1914 manoeuvre warfare and 1917-1918 breakthrough battles ideally. Thanks for the trench raiders in particular. I had been missing them.
  20. Kozlice might be an over/under (O/U) rifle-shotgun combination, which are popular enough in Europe as sporting weapons. The upper barrel is typically a shotgun, usually 12 gauge, and the lower barrel can be prettymuch any calibre; there are a number of European hunting cartridges that are superb for deer that are quite popular in the O/U rifle-shotgun combination. In that case, "Ball" would refer to the rifle cartridge and "Shell" to the shotgun shell. Some of the more modern examples I've seen are made by BRNO, I believe Ceska Zbrojovka markets them; should be able to see some more examples of what I'm talking about on the CZ webpage.
  21. AKM

    Project RACS

    wld427: Nobody comments on the bugs in various addons because very rarely do they actually play with those addons. More than a few times I've marvelled at the lack of quality assurance in the OFP and ArmA community, mostly ArmA. I can understand it from the modmaker's perspective; they put a lot of effort into this and it isn't an easy thing to do, so they're eager to get it out the door. Even after thorough testing, some bugs just don't show up on the author's settings and hardware combination, which is why bug reports are critical from the community, but these bugs aren't reported if the addons aren't used. Or alternatively, people are for some reason too shy to make a proper bug report. Something is wrong. It is not a personal affront, ArmA is finicky as was OFP before it and it's not like you're personally shitting on the modmaker's pillow when you file a respectful bug report. I will see if I can source you some help on the tank commander issue and implementing car commanders on the Cadillac-Gages. T.S.C.Plage: Textures are good. However; I can't think of the RACS as being a large combined arms force operating a wide variety of equipment. Fortunately this is not something that reflects poorly on P:RACS because as a mission maker I can always choose what equipment to implement in my misisons and how to "justify" that equipment in a TO&E and ORBAT sense via briefings. You've provided an excellent variety of equipment to take advantage of; my current favourite mix is M-60A3s and M113s or Leopard 1A4s and Cadillac-Gage armoured cars supporting truck-borne ('lorried') Infantry. As a result of that I don't exactly have room in my imagined RACS Order of Battle for a "South Sahrani Marine Corps" or any sizeable military police element, hence the lack of commentary on my part. However, I know of a number of counterinsurgency missions those MP vehicles could come in handy on, manning checkpoints and the like. They're also handy for providing base security (particularly airbases). Paint is inexpensive. Perhaps for your ficticious Marine Corps vehicle variations a different camouflage than the tri-colour sand/green/white could be used. Perhaps something more appropriate for Northern Sahrani, keeping with the aggressive traditions of most Marine units. This may stimulate further discussion amongst the community, if that's what you're looking for. A quick switch could be the same pattern, using OD Green in place of sand, coyote brown in place of the dark green, and retaining the white or using a third colour in place of the white.
  22. AKM

    Project RACS

    wld427: All LAVs, including 76mm, 90mm, and 105mm gun armed variations. I can confirm the bug mentioned by Wipman: LAVs are called out as "BRDMs" instead of "Contacts." I also confirm LOD issues with the turret roof gunner - they are far less severe for me though; I can see him when I look at that vehicle from 200m+ through optics for two seconds, the game realizes that's where my view azimuth is and adjusts LODs accordingly. Hatch being closed does look odd; I was a little more concerned with the CTD. Glad to hear that's been fixed. I would recommend against the turret roof machinegunner. Instead, add a armoured car commander and give him the option of turning in and out, and set the pintle mounted MG so it can only be used when turned out. The RHS T-80 pack does this (exception of T-80A, which fits a ROWS to the NSV-T on the turret roof and cannot be fired when turned out) if you're looking for an example of "how". On the armour pack, the Leopards are called out as "Abrams" instead of "Enemy Tank", which is what the M60A3 and M60-2000 are called out as. I would recommend switching the Leopards to also be called out as "Tank" instead of an Abrams. I would recommend the same T/C controlling the pintle MG switch as on the armoured cars, as suggested in the above paragraph.
  23. AKM

    Project RACS

    I note that the Cadillac-Gage armoured cars pack is substantially improved, which is great because I feel that the RACS really needed armoured cars. Well done there. Fewer model issues and oddities with the tanks too, which is nice, however, did your beta testing fail to pick up on the CTD that occurs with the M109A3 when the driver attempts to turn out, or is this a known bug? Amended as of 15h26NLT: - All armoured car weapon sights are offset to the right by approx 3 degrees. This is significant because while the player can easily adjust fire, the AI cannot and use the centre of the sight to judge range and point of impact; resulting in all rounds landing to the target's side or overshooting significantly. This in effect means that any armoured car encountering the enemy is very rapidly destroyed; they cannot return effective fire and any kills they make are simply accidental - enemies walking into the line of fire, rather than being engaged deliberately. - This problem is not in evidence on the Leopard 1A4, A5, 2A4, and M-60 series. - As mentioned above, M109A3 driver turn-out CTD bug.
  24. AKM

    Deadfast's Cartridges

    Had a bug crop up in an MP Co-op game a couple minutes ago. Received a "Cannot play/edit mission due to missing downloadable content: DFS_precompile" error in a box on-screen while riding in the back of a UH-60 towards an objective. The crewchief and door gunner were engaging with the miniguns at the time. This was a client-side-only (CSO) test, server does not have DFS_cartridges installed. I can now confirm that this happens at the beginning of every mission in which the DFS_cartridges addon is used CSO. Doesn't seem to break anything though.
  25. AKM

    Tank Fire Control Systems

    Rauch: You're talking about a coincidence rangefinder. They were in vogue from 1942-1975, thereabouts.
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