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About chops

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    First Sergeant


  • Interests
    War n stuff.

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    Great to hear all is well mate! Nice to have you back.
  2. Such beautiful work Firewill! Thank you!
  3. Anizay

    Have played a couple of coop missions on Anizay, it's a hell of a lot of fun. Thanks for your hard work guys!
  4. HQ Replacement CSAT

    Very sorry to hear of your troubles eduardcomando. Must be terrible not only for you personally, but to see your country in such a bad way. Best of luck to you for the future.
  5. Hi all, With the kind permission of the original auther @aussnipe73 I am attempting to upgrade and update his formidable Iowa class battleship. The point is to have all nine guns firing independently, via Drongo's artillery, which is still being worked on. The triple-gun turrets are currently static weapons separate from the actual battleship model itself (plan it to attachTo them to the ship. Long story). So the problem is I'm trying to configure each physical turret to have three gunners, one for each gun, but I can't figure out the required config and model.cfg entries to get this to work. I've tried entering a second manned turret/gun (guided by the turrets wiki), but as you can see below, some of the shells fire dead ahead as the gunBeg points are not rotating or elevating with the "main" turret. The red lines are from the bullet tracking function. I also seem to have four gunner slots in the damn thing, instead of just the two that I'm aiming for so far. Soooo.... Here's the relevant config section: And the model.cfg entries: The model itself is set up just fine for one gun to work. I've just followed the same conventions for a second "turret" within this physical one: Ideally I'd love to have each gun elevating independently, just like the real thing, but if all three guns moved together, but each with independent gunners able to fire, that'd do just fine. Many thanks in advance. I reckon the Iowa would be great to have back in game delivering all nine 16-inch guns of naval shore bombardment goodness!
  6. Drongo doesn't frequent these forums very often. He's active on YouTube and Patreon.
  7. @georgischer Maschinengewehr I can't live with the shame. Please accept my apologies on behalf of everyone who hasn't made an artillery mod for forgetting about artillery.
  8. HAFM NAVY v1.5 Release

    @Devastator_cm The ANZAC class frigate in CUP has a 127mm cannon that fires on surface targets and can also be used for shore bombardment using Drongo's artillery. The CUP config might be worth a look? Love your work guys!
  9. AI Driving - Feedback topic

    The thing I find most infuriating in all this is that AI driving once worked OK. It was stuffed up in a patch and the devs seemed to have shrugged and moved on. It really hinders my enjoyment of the larger-scale command engine/combined arms type of battles that Arma excells at, and is on offer nowhere else. I guess the only point of this thread is to vent our collective spleen at the glaring and noe permanent faults.
  10. HAFM NAVY v1.5 Release

    Fantastic work here fellas! Really impressive. Looks like you have put a lot of time and effort in.
  11. Dear kimi, I would like to thank you for this marvellous addon. It makes flying helicopters in Arma so much more enjoyable. In my opinion, the glaring omission of HUDs for the vanilla transport helos dettracted a lot from the game. Dear undergraduates of Chop's online ettiquette finishing school, Try: "Hi Kimi, this is a great addon, I use it all the time. Just wondering if there's a way I can [insert request/query]? I've looked through this thread and the readme and couldn't find the answer. Thanks [name of undergraduate]." Warm regards Chops
  12. I don't want to fight a war on this island. I want to find a beautiful Italian woman and live out my days strolling through the rolling hills and picturesque streets. :)
  13. As commander, you don't have to hold the forward button down the entire time, just until a few seconds after the tank starts moving, then the AI driver will continue on. From the limited amount of time I've played with the new changes, I find the new way far more rsponsive and therefore far less frustrating. As far as I know, that's now an option, rather than being mandatory. Probably helps a lot for modders trying to build all kinds of weird and wonderful things. :) That said, a couple of things are bugging me about the new changes. There doesn't seem to be a 'forward fast' command any more You can't go from normal speed forward, then to slow, you have to come to a complete halt first
  14. I've spent hundreds of hours having a load of fun with CUP. Thank you so much for all your hard work Chairborne. I know it must have been work too. All that editing of configs, model.cfgs, rvmats isn't any kind of entertainment. So again, thank you very much, all the best with your future endeavours.
  15. HAFM NAVY v1.5 Release

    Efcharisto Aplion! Love your work mate!