Jump to content

Banderas

Member
  • Content Count

    767
  • Joined

  • Last visited

  • Medals

Posts posted by Banderas


  1. First of all very good job on this mod!

    Love it.

    About the rifle issue: isn't it a good idea to modify that M21 you guys have to a M14.

    That would make more sense than having the Fal as main rifle and the M21 as a DMR.

    Just giving my 0,02 ;)

    Not really, M14 is/was almost non-existent in Western European armies (just like M21 though).

    Which makes me wonder, why you guys didn't give Leopard 1 or 2 tanks for AFMC? (NOT requesting it, I'm just curious why Abrams? :))


  2. ...just like the ridicolous amount of different kinds of hardware you guys are giving this banana republic (I feel sorry for their logistics, really, must have a hard time keeping all this circus running)

    In my view it's not a necessarily bad idea, these lot of stuffs are present only in one package so you can have many different interpretation for the RACS (provided you're interested in them of course), you can set them as the original way, a small, inexperienced, low-budget army equipped only with M60 or Leo1 tanks, M113s and some Cougar choppers, up to being a reflect of the army of an oil rich nation, having a considerable expeditionary capacity with M1A1s or Leo2s, F-15 fighters and dedicated attack choppers. You don't have to use them all together, but you have a nice set of options to choose from.


  3. Back to ARMA 2, I've brought down a Hind in OA with an M107 sniper rifle. The dumb SOB was hovering still just above a ridge at my prone eye level about 500 m away (I think, it could have been a little further). I fired several shots at the canopy and several more at the engine and into the front intakes as it yawed and pitched. It made what looked to be an emergency crash landing. When I went down to check the wreck to try to see what brought it down. I was able to enter the cockpit and there were bullet holes in the canopy, so I surmised it was brought down by hitting the AI pilot (?). I started the engine, but I can't recall if it worked or not (I don't believe it did, otherwise I'm sure I would have put it in the air and attacked some Takis).

    That one was just a general damage texture I'm afraid, it is present for most vehicles that go below a certain level of "health". The most effective and ammo conserving is to try and hit the tailrotor (almost always gets disabled by the first shot). I feel the M107 a little bit underpowered against vehicles sometimes (not the AS50 though, it destroys things like it's 20mm and not a 50 cal).


  4. Howdy mates, some things I'd like to call your attention at;

    -HK416 SD doesn't have sound on automatic fire mode;

    -for evading confusion, may I ask you to rename the update archives from RWS_Weapons.rar, because if someone not watching, then he/she overwrites the core archive

    Also I'd like to ask if you have an intention to distribute the soundmod and updates through a download manager, like Yoma's Addonsync or Six Updater? It might worth to consider it, since now a lot of people are using these tools, and they are using far less bandwith than uploading sites.


  5. The shpotening fuse thingy with the RPGs is only guesswork for untrained personel. There are storys of Insurgent fighters beeing quite good at it. The even use those RPGs to fight enemys that are behind solid cover. They time that thing to explode right above their heads. It doesn´t always work like desired, but if it does.....

    People can get quite a lot of practice when they experimenting, like after a while I could tell if the size of the bolt needs a 12 or 13 wrench by only looking at it. But in the very end it is only -as we used to say in aircraft maintenance- is "precision random-measure" or "rule of thumb". So call me stubborn, but if there isn't a range present on the fuse where to "cut" it, then it's still a guesswork.


  6. RPG-7s do have timed fuses for their warheads. The book Black Hawk Down mentions that they shortened the fuses so that they would explode near the helicopter. Wikipedia also mentions that they have timed fuses.

    You're right, RPG warheads have fuses that self-destruct the rocket. Let me correct myself, there's no RPG-7 ammo that I know about that have the impact fuse replaced with a dedicated timing-fuse. I don't know about any RPG-7 warhead that can be set precisely to explode at the desired range, shortening the fuse sounds like a guess-work.

    Yes RPGs can have time fuses. RPGs have al kinds of possible warheads....

    What I know about are HEAT, thermobaric and fragmentation ammo. Of course if there's nuclear, biological, chemical, kinetic or Continuous-rod, and also guided ammunition for them then I didn't say a word.


  7. No, there really isnt.

    But there is, but its on my part, please excuse me for that

    Because there were T-72 and M1A1 models included in OA. How are people still not getting that every unit you want updating to use real ti textures requires the entire p3d being re-released in the patch? This is one of the things Suma said BI do not want to do.

    I know that, no need to be harsh. I said I wish to have the mlods released for this purpose and BI doesn't want it to happen. Still, my wish stands to have upgraded A2 content when using Combined operations, if it's somehow possible to be made.

    I've read about the circumstances about how and why ArmA 1 mlods were released, and I don't wish them to happen once again.

    Suma already answered that too, he said that there is still the possibility of new content/upgrades/whatever for ArmA2 standalone, so they dont want to "just let the community do it" because it is again a huge nightmare for them if they do ever release anything new.

    Yes he said that there's a possibility, but there's also a possibility that I'll win the lottery next month. But it won't necessarily happen.

    This is all well and good, but how do you ensure that people who dont own A2 do not end up with the upgraded A2 content for free? As Suma said, its a distribution nightmare.

    Unluckily I don't know the best solution for this, but if I ever come up with one I'll surely be posting it to BI Headquarters.

    Right now I only can think about half-solutions, like OA DLCs with some upgraded A2 factions like Desert USMC and Russian faction (these need vehicles to be upgraded next to infantry), or Chernarus/Takistan border area maps where ChDKZ, NAPA and CDF (these mostly need only infantry models to be updated) can clash with the different Takistani factions. So mainly it's about to bring A2 factions into the OA storyline somehow. But as I said it's not a good solution (financially). All I know I would buy such DLCs to have A2 content to be upgraded if that would be an only solution.


  8. I believe the RPG rounds used on helicopters in the Blackhwak down scenario had timing-fuses rather than contact fuses, for which the helo pilots evasive maneuvers were designed to defeat.

    You believe wrongly, there's no such warhead existing for RPG-7, they aren't designed as flak weapons, and time fuses don't have too much use against hardened targets. What you probably thinking about is much more proximity fuse, which are used in Air-to-Air or SA missiles (or anti-submarine weaponry), but that's also too sophisticated for a simple RPG round, and non-existent.

    Time fuses were mainly used in large-caliber AA artillery pieces, such as the (in)famous Flak-18 & derivates, where the fuse was set to explode in the height where large bomber formations flew, so those rounds needs high predictability in the pattern of the target to be effective.

    On another note, I beleive AI already uses light AT missiles against choppers that unloading troops, since they usually land for the time of the extraction.


  9. Legislator;1840689']Correct me if I'm mistaken' date=' but we're talking about using the Arrowhead engine to upgrade some things which won't effect A2 standalone. FLIR view for tanks, countermeasures, engineer abilities, even hiding duplicated objects due to A2+AO is NOT difficult as it could be done by a beginner like myself. Such config upgrades don't effect standalone A2, but improve the units of A2 a little bit if you run A2+AO. Guess what would be possible if modder were able to fix everything by themselves.[/quote']

    Agree with that, there's some misunderstanding here on part of DM, Flashthunder and the BI team. I think most people don't wish to have the new features in ArmA II standalone, but rather wish to see its content is upgraded to OA features if you own both titles. Like there are already some contents in the "Common" library, where for example, the T-72 and the M1A1 are defined to use the newer models, thus we have USMC, CDF, Russian and ChDKZ infantry with "blank" TI textures, and USMC M1A1 and ChDKZ T-72 with OA standard TI textures.

    And if BI doesn't have the time/money/manpower/wish/spirit to do it, then we simply wish that they make it possible for the community to fully upgrade A2 content for A2+OA/CO owners.


  10. @ray243

    In my "experience", videos found on the net can have very varying sounds, depending on the technical qualities of the recording device - obviously handycams won't record the same sounds quality as professional recording microphones. So what you hear in a youtube video will be probably different when you hear a firefight live with your own ears.


  11. Slade, I don't know if you give a sh*t about suggestions, and I'd like to keep my nose out of other's works, but I have a kind of a request :)

    In the many released sound mods I didn't ever found any sound to my likenesses for the GAU-12 cannon (AV-8B/F-35B's weapon). I'd like to ask if the sound could be made something similar heard in this video?

    EM82Vuq3PdM

    Here LAV-ADs firing the same GAU-12 cannons

    I'm for one against soundmods based on youtube videos, because of the questionable quality of the recording device, but I find the sound in this record rather "smashing".

×