Apache-Cobra
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1st Infantry Division
Apache-Cobra replied to CameronMcDonald's topic in ARMA - ADDONS & MODS: COMPLETE
This has been gone over about 5 times now! Go to page 55 of this topic and check out ColonelSanderLite's post! People really need to READ before they post -
1st Infantry Division
Apache-Cobra replied to CameronMcDonald's topic in ARMA - ADDONS & MODS: COMPLETE
I also noticed some small transprency issues with the glasses on the troops. One pair looks solid and cant be seen through, and all of the pairs have the ability to look through the hull of a vehicle (i noticed this when looking at someone sitting next to me in a blackhawk). During a night mission in Iraq, one of the soldiers had a strange white glowing thing about the size of the goggles on the front of the soldiers helmet. -
1st Infantry Division
Apache-Cobra replied to CameronMcDonald's topic in ARMA - ADDONS & MODS: COMPLETE
Great job Cam! Thanks for all your hard work to the ArmA/OFP community! -
1st Infantry Division
Apache-Cobra replied to CameronMcDonald's topic in ARMA - ADDONS & MODS: COMPLETE
Ah, thats sad to hear. I guess we will have to put up with selecting them from the editor for those long few days -
1st Infantry Division
Apache-Cobra replied to CameronMcDonald's topic in ARMA - ADDONS & MODS: COMPLETE
He isnt the one that makes the replacement configs though, thats ColonelSandersLite's job (I think). -
1st Infantry Division
Apache-Cobra replied to CameronMcDonald's topic in ARMA - ADDONS & MODS: COMPLETE
Ok thanks for that. Think it was just the picture and the way the person head was facing made it look wierd. Yeah, I dont blame you, it looked off to me too for a minute. I've never seen ACU goggle covers before. -
1st Infantry Division
Apache-Cobra replied to CameronMcDonald's topic in ARMA - ADDONS & MODS: COMPLETE
I agree 100% with every word he said. -
Hey, I want to make another suggestion i just thought of. On some caliber weapons such as the chaingun on the Apache or on the 30mm on the KA50 and BMP2, smoke is ejected on either side of the muzzle too through those slots at the end of the barrel, just like on the M107 effects you have in game. Also, when helicopters fire, the smoke from the weapons is commonly blown down and dissipates quickly.. The following video demonstrates both points. http://www.youtube.com/watch?v=-RwF2HI50gA&feature=related extra:
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I think we are having a beta, it wont be for some months though. No time soon, so dont bother asking now.
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Yeah, i said that (the Army part).
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http://www.globalsecurity.org/military/systems/aircraft/ah-64d.htm According to the chart near the top, the Delta will be the only model in service some time this year (probably estimation).
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Those first three pics are indeed Alpha models, but note i said as of 2008 there are none serving with the US Army anymore. The IHADSS pics would be VERY helpful, as I only have a rough idea on what they look like. And I look forward to those parts. Thanks for all your help.
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And it traditionally goes... It will be done when it is done. It will not be released if it is not done, and we do not know when it will be done. So nobody knows when it will be released. You just have to pay attention.
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The truth is Alpha models arent in use anymore, as of 2008. All you will see in Iraq (and everywhere else) now are Delta models, yet some with the FCR removed due to the lack of armored targets to take out. We are going to be including the standard Delta model only, FCR included. If anyone posts some pics, I can easily identify whether it is an A or D model, FCR or not. I am going to be aiming to include LOAL and LOBL, the IHADSS might be more difficult to include, seeing as I have no idea how to make a dynamic crosshair for it. We are making our own units, including pilots, though. And yes, this mod will require Queen's Gambit.
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Sorry man, I don't think thats gonna happen.
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Dont worry about it dude. I am looking at every little detail compared to real life one at a time and overhauling each detail one at a time. This thing is my priority and is gonna be perfect when its done (note my name  ) Honestly, BIS did a bad job on the Apache, and I am gonna fix it all up to my standards (HUGE apache fan). This is still far WIP. Oh, and keep in mind there are quite a bit of visual differences between an Alpha and Delta model, so Alpha pictures wont be too helpful at this point. Thanks a lot for your support though, it really means a lot that you would bring up so many details.
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We have quite a lot more planned surprises that are yet to be revealed
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1st Infantry Division
Apache-Cobra replied to CameronMcDonald's topic in ARMA - ADDONS & MODS: COMPLETE
Yeah, and it wont ever be. It was rejected by the US Army a couple years ago. And happy birthday Cam -
1st Infantry Division
Apache-Cobra replied to CameronMcDonald's topic in ARMA - ADDONS & MODS: COMPLETE
Yeah, same case with the vests. They can stop some bullets, but they leave you bruised and sometimes with broken bones. -
1st Infantry Division
Apache-Cobra replied to CameronMcDonald's topic in ARMA - ADDONS & MODS: COMPLETE
Indeed. It's not like snipers are impervious to headshots Helmets are not impervious to headshots. Â Helmets stop shrapnel. That's actually pretty wrong. Â It depends on the range and the round. Â I've been told by a couple of different friends in the army that the newer kevlars *will* stop a .50 at 300 yards, with rifle rounds being much closer. Â Of course, nothing stops a 7.62 to the face. Well, technically, its actually pretty right, considering impervious is an 'absolute' word (meaning that by saying that helmets are impervious to headshots you are saying that they cant be penetrated at any range). Helmets CAN stop rounds at the right range but they are more designed for shrapnel and other dangers, as stated above. Helmet or no helmet wont make much difference unless the round is coming from a few hundred or more meters away. -
The config.bin? As in in the main ArmA directory? Bad idea. I personally change the sounds of things quite a bit. There are two simple ways you could replace the sound completely. 1. Open the RH PBO and go into the config, change the "sound =" line to include the directory of your sound mod's file (you can find where if you open the pbo of your sound mod, go into the config and do a search for the M4. Copy the sound line from that and paste it over the RH sound line). 2. You could take the sound file from the sound mod you wish to use and rename it to the same name as the RH sound, then place it (overwriting the current RH sound) in the RH sound folder. This is generally not a very good idea as different sound configs may have different settings, and using RH's config while just replacing the sound may result in the sound sounding different than if it would with the normal sound mod config. Good luck.
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Well, as far as I can tell, the RPG uses the same explosion effect as most of the other munitions. The fireball is definitely too big/longlasting, but the smoke still needs to be downsized a bit (I think). Ill try to find some good videos of some nice un-hollywood looking explosions.
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Has anyone noticed that in the mission Blood Sweat and Tears there is a FLIR system in the start cutscene of the mission? I was wondering if anyone had an idea how to use something like that in the optics of a vehicle like a tank or chopper in game. If not taking it from that mission, does anyone know how to make a FLIR-type vision like the mapfact apache? If not having each unit white/black hot just a greyscale? I have looked all around the mapfact .pbos and I cant see how they make a FLIR system like that. Just thought it would be a great thing to do if anyone had any idea how to do it. If not this could be a topic to share ideas. Any pointers or advice would be useful. Thanks in advance.
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You could try just replacing RH's weapon sounds with your own altogether.
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AH-64D Apache Longbow (help needed)
Apache-Cobra replied to Apache-Cobra's topic in ARMA - ADDONS & MODS: DISCUSSION
Yeah i guess thats possible. You'll just have to wait and see