Col. Faulkner
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Everything posted by Col. Faulkner
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Smoke Effects: Collapsing buildings
Col. Faulkner replied to dmarkwick's topic in ARMA - ADDONS & MODS: COMPLETE
Would you mind if I contacted you sometime later once I need good "dems" effects for my supah-doopah British commandos addon set? I'm thinking of cool effects for blowing the crap out of wooden structures (planks and splinters all over the place) and thick oily smoke for burning fish-oil containers (those damn Nazis made explosives out of fish-oil, don't yer know!?) -
Yes, Vilas! You haven't posted in FOUR WHOLE DAYS! How DARE you have the effrontery to have a private life!?
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Where did you get the name "Yomie"?
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I like the "get up and run anim" - best one of the lot!
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So this is the new "Boer Kommando" mod is it?
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Ah, I see your point. Bit of a mess that is, indeed. The wacky BIS anim transitions strike again
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Yeah, there are Stealth-Synagogues too.
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Queens Gambit Packshot Design Competition
Col. Faulkner replied to jerryhopper's topic in ARMA - GENERAL
Queen's Gambit? You do all realise that BIS has given up this "realistic soldier sim" silliness and made it into a "battle chess" game instead? Instead of... "All, GO To, house at...ELEVENoClOcK! you now get... "PaWN...TO queen's BIsHop ...four!"..."Oh no, Pawn...is DowN!" Â -
That's quite a feat of dexterity in reality anyway isn't it? 15 lbs of live AT4 on your shoulder, then you whip out your binos with one hand?
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Nice spaceship! Babylon 5 V'orchak attack cruiser. Yes? It's too hard to make anything out through the blurriness. I'd submit that it's something to do with the "paa bug" but with that image who can tell? Please present a better image if you really expect us to help you - my eyesight is bad enough as it is already, thanks.
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WIP: stuff you are working on!
Col. Faulkner replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
This presumably decided after the image was posted. It says only something about a "speed modelling contest", not "normal textures for an ArmA addon". The spirit of the original post is obviously that ArmA addon related stuff is expected. -
LLBrig 31 Addon Thread
Col. Faulkner replied to Al Simmons's topic in ARMA - ADDONS & MODS: DISCUSSION
Pah! I was knocking down partially occluded red figure E targets one after another at 1000 m with that BIS American 7.62 rifle (and I ain't no "mouse-marksman" - just proves that "sniping" is a comedy in ArmA ) Who are "LLBrig 31"? German? Dutch? Fictional? -
Rifles as Secondary Weapon
Col. Faulkner replied to Yossarian's topic in ARMA - ADDONS & MODS: DISCUSSION
The problem is, I think the slots are restricted to certain classes (so the appropriate animations can be played). I hope it'll eventually be possible to carry two main weapons too - that feature would be useful for lots of situations. -
Army of the Czecho-Slovak republic
Col. Faulkner replied to tasi's topic in ARMA - ADDONS & MODS: DISCUSSION
That's the "back door" of the fort, is it? What does the enemy see, just the gun cupolas? Nice how the model one actually looks like part of the landscape (so many of these addon structures tend to look so "stuck on"). -
Actually, even just a perfunctory search with the word "grenade" on "you-tube" gets lots of hits. Is there something in particular that you want? Anyway, you can get my two short clips from here. They're quite good and clear. One shows a bod throwing on a field firing range and the other shows two explosions.
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I can send you a short clip showing a live L109 'sploding. Please PM me if you want this (I'll need to clip it out of the rest of the film I have for you)
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ArmA Addon request thread
Col. Faulkner replied to raedor's topic in ARMA - ADDONS & MODS: DISCUSSION
The "SF Recon" person in the game has a tac-light on his rifle already but it's non-functional (a waste of polygons in other words). I'm fervently hoping there'll be a hand-held torch addon along sometime soon. -
I've never experienced that in the game. What do you mean?
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Some more pictures of funny-shaped grey things to keep the thread alive and provide some entertainment for patrons of the forum. The promised website is on hold until I have more addon stuff and pretty pictures to include - there doesn't seem any point in doing a website until then. Disclaimer: Everything is rendered in the crappy OFP Oxygen rendering thingy and everything is subject to continual refinement and tweaking. I tend to just bang things down roughly first and then stepwise refine them. No idea how to do it "properly". Picture 1. "British" Tommy guns (1940 to 1943). (clicky) This was the quintessential British commando weapon in WW2. I have labelled them as "Sub-Machine Guns" here because I just noticed that the British training pam from 1940 explicitly calls the Thompson a "Sub-Machine Gun". By the time of the next pam revision (1942) they were calling it a "Machine Carbine" and that remained so until the end of WW2. 1940 was the first year the Thompson was issued to the British Army and presumably they were just using the American terminology. No sub-machine gun type weapons were used by the British before they got the Thompson. The British were the first to use the Thompson in combat in WW2. Both vertical and horizontal foregrip types were used in reality, but since the ArmA men cannot hold vertical foregrips - and their attempts to do so are very unsightly - these will probably not be included in the addon-set. The gun at the top has the "L" drum fitted and the Cutts replaced. <a href="http://img.photobucket.com/albums/v692/whisky01/specialservice/cdoLofots.jpg" target="_blank">It is a model of the guns carried by some members of 3. Commando on the Lofotens raid in early 1941</a>. The drums were otherwise not extensively used, however. They were a chore to load and maintain, and were awkward and difficult to fit (They could only be fitted with the bolt back but the Thompson's return spring was very heavy and the gun had no bolt hold-open device so a small tool - called a "Third Hand" - was required). Drums were also susceptible to denting, and included a coiled spring that needed winding (either under - or overwinding the spring would cause jamming). The weight of 50 rounds of .45 ACP also made the already heavy guns very clumsy to handle. Second from the top is a standard M1928A1 type with British modifications to the furniture and a 20 round stick fitted (30 round Thompson mags did not enter service until 1943 when the model M1 gun entered service). A version with the Lyman leaf sights fitted and one with them removed (aiming down the slot in the cocking handle) will be included in the addon-set. Bottom is a British B.S.A manufactured gun with wartime emergency fixed peep sight. Picture 2. Rifle grenade discharger and hand grenades.(clicky) (1 and 2) represent an old, knackered service rifle fitted with a grenade discharger cup for "rifle bombing". The rifle should be tightly bound with wire and should have a rear sight fitted for the No. 68 A/Tk grenade but I have not included these details yet. The wire binding was to mitigate the effects of any explosive failure of the rifle bore or breech due to the effects of grenade launching. The E.Y. denotes that the rifle is so clapped-out that it should only be used to fire ball ammo in an emergency. This contraption could throw a frag grenade, a smoke bomb or a flare up to 200 yards depending on the setting on a gas regulator device mounted on the cup. It could also lob the no. 68 grenade up to 75 yards upon which it could penetrate at least 2 inches of armour plate (an impressive feat in 1940). It was also useful for "house breaking" and blowing holes in fortifications and walls. This is regarded as the first weapon in service anywhere to use a hollow-charge H.E.A.T. warhead. Unfortunately the ArmA anims do not accurately simulate <a href="http://img.photobucket.com/albums/v692/whisky01/specialservice/grendschrgr.jpg" target="_blank">the method of using this device when firing hand grenades</a> (although they are reasonably alright as a simulation of using the No. 68 grenade). I may replace this with the M.L. 2 inch mortar for the addon set if nothing can be done to better approximate the method of use of the grenade launcher. The No. 68 grenade will be retained, though, to offer some anti-armour capability to supplement the Boys A/Tk rifle. (6, 7 & 8) represent hand grenades. All are shown "in flight" (ie armed with fuses burning) as these are how they will appear in-game. (6) is a No. 27 White Phosphorous/smoke grenade. It could also be filled with lachrimatory compound as a "tear gas" grenade. It is one of several models used before the introduction of the more familiar No.77 WP/smoke grenade which entered service in 1943. (7) is a No. 69 "offensive grenade" comprising a charge of H.E in a plastic shell. It exploded on contact. The long trailing object is part of the fuse arming mechanism. (8) is a No. 36M "defensive" fragmentation grenade - popularly called a "Mills Bomb" after its inventor. When launched from the discharger cup these had a 7 second fuse, the hand thrown version had a 4 second fuse (after mid-1940). Texturing will give this model its gnurled "non-slip" structure. Picture 3. Knives and bayonets.(clicky) It is hoped that it might be possible to somehow make these usable in-game (especially since a WW2 report on commando training states that "knife fighting has been found to be effective against sentries"). Even if not, then they will certainly be included as details of the mens' accoutrements. (1) The R.B.D. knife was a type widely issued to Independent Companies and Commandos prior to the introduction of the more familiar Fairbairn and Sykes knife in very early 1941. The R.B.D. was a popular item which had been sold by the Wilkinson Sword company since the 1880s. At the start of WW2 their entire stock of R.B.D. knives were hurriedly purchased by the govt. and issued as a stop-gap combat-utility knife. (2) Is an early-issue type of Fairbairn-Sykes fighting knife. This type was only issued to commandos (some paratroopers who were former members of 2. Commando had them too) - other WW2 special forces were issued later patterns. The Fairbairn-Sykes was derived from fighting knives used by the Shanghai colonial police in the late 1930s (Shanghai was at that time considered "the most dangerous place in the world"). (3) Is the bayonet for the service rifle No.1. The long distinctive "blood channel" of the No.1 bayonet will be added during texturing.
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Compared to contemporary US Army: Different uniform Different equipment Different weapons Different unit organisation Different doctrine.
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MERC PMC UNITS! Check out this trailer from MGS4
Col. Faulkner replied to karazy's topic in ARMA - ADDONS & MODS: DISCUSSION
If you like that sort of thing. What makes you think there won't be addons like that? -
Curaçao in the Dutch Antilles is about the same size as Sahrani (Sahrani = c. 400 sq km - Curaçao = c. 444 sq km) and is roughly in the same part of the world. It's economy is similarly based on oil, tourism and financial services. Curaçao has about 130,000 inhabitants, although Sahrani is considerably less built-up than Curaçao is.
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A question about the "delta force" looking guys..
Col. Faulkner replied to D4vguru's topic in ARMA - GENERAL
Just BTW; that picture, more than any other, highlights painfully sharply how bad the "crouch-walk" animation is. Ouch! Â It always reminds me of this: http://uk.youtube.com/watch?v=bjgZ5yyxUcY -
*deleted*
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ofp campaign to arma conversion
Col. Faulkner replied to dritz181's topic in ARMA - ADDONS & MODS: DISCUSSION
I am acquainted with someone who was hired as the "historical advisor" for the Russell Crowe "Gladiator" movie. She is a classics researcher and was increasingly frustrated that virtually none of her technical advice was ever heeded by the film-makers. She was so appalled by the end result that we saw (and cringed at) in cinema theatres that she wanted her name removed from the end titles (the film- makers put it in anyway). I wonder if it's the same situation with any of these "military advisors" for games. I can't imagine any military man with any integrity endorsing stuff like "Call of Duty", for example.