Col. Faulkner
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Everything posted by Col. Faulkner
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No offence, but I think you all need to go away for a good month or two and really find out how to do this modding stuff for yourselves. The information is readily available if you look for it - and I notice that others on this thread have been good enough to post links to help you out. Only thereafter come back and show off what you've done. All this "can anyone do this basic stuff for us?" (paraphrased) Â is not winning you any fans. Posting a green square and calling it "beta textures" for a tank model is beyond ridiculous.
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@smiley. I think the "dinosaur P.O.V" is descending to the "sharks with lasers" level of inanity. You said you weren't doing this because you wanted to keep it "serious". There seems little point in doing all the zoological research and complex scripting if you let people pretend to be dinosaurs. Why'd you change your mind? @Adam: Nah, in my experience the "pathetic squealing noises" is still much more authentically "Smiley" Â Â edit: Ok, enough of the Smiley bashing. SniperUK and I have a "history" with him which we are just rapping about. Enough now. All meant in good heart.
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Yeah, and only if it's animated so we can messily dismember it and it makes pathetic squealing noises as we do it
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I thought you told me you weren't going to allow the "I'm a dinosaur Grrrrr...rowrrr" point of view to players. Wouldn't one be more likely to be carrying a dangerous game rifle (.458 Win, .505 Gibbs etc) rather than a silly 5.56mm mouse-gun?
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A few of the modern HEAT-MP rounds are effective against personnel, but only because they've been purposely designed to be so; with enhanced fragmentation and such. The idea is to obviate the need to carry several types of ammo. Arguing the point that a conventional HEAT round is effective against personnel just because it has explosives in it - and based on an incomplete understanding of the physics of explosives - is otiose. The difference is fundamental and depends on the configuration of the explosive material (not just on "some bit of copper" - in any case modern charges rarely use copper any more). The whole idea behind a hollow-charge is that its blast is directional and accurate and controllable, totally unlike a conventional bursting HE round. If you've ever seen the difference between the impact of an 84mm Carl Gustav round (HEAT) and the effect of an 81mm mortar bomb (HE) bursting, or if you'd actually placed and fired shaped demolition (cutting) charges and seen the effect then you'd drop this line of argument. The acronym HEAT was chosen not because it "sounds cool" but because the first military applications (aside from demolitions) of the principle were in fact designed as anti- tank weapons. Arguably the first was the British WW2 cup- launched No.68 grenade - (got an ArmA addon of this in the works BTW ). The nomenclature differentiates it from other contemporary armour defeating technologies: HEP/HESH, APHE, AP etc. In any case, this is all academic since I only just noticed that in ArmA they are now in fact called "HE Rounds".
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Editing an ArmA original addon
Col. Faulkner replied to arremba_san_zorzo's topic in ARMA - ADDONS & MODS: DISCUSSION
I don't really know what the problem is but did you change the name of the texture file? I think new texture filenames have to have the same number of characters as the original ones otherwise things go wrong. -
I like the "laser bolt" effect there! Are you going to make them extremely high dispersion? Judging from the movies, the Imperial Stormtroopers couldn't hit the side of a barn...from the inside.
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I thought BRSSEBS tutorials were great. I never used anything else for just learning how to make models in O2.
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WIP: stuff you are working on!
Col. Faulkner replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
Heh, at least three of those models started out as IRA weapons for *that* mod (totally rebuilt them all at least three times each since then, o' course - I'm almost happy with some bits of some of them now   ). Very nice to see that Pig render again. Double-Hardest looking vehicle ever!  -
Are you going to "realistically" underload the magazines (eg. 18 rounds in a 20 round M16 magazine)? 30 round M16 magazines weren't used very much in Vietnam. They were first tested at the Aberdeen proving ground in June 1970, and only some time thereafter trickled into theatre in small numbers.
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They already said that they are doing a fictional campaign with US forces making an amphibious assault on a German held Sahrani, set in 1943.
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The ArmA tank gun uses the Armour-piercing sabot rounds by default, I think you have to explicitly load the HE rounds. ArmA calls them "HEAT", but they're obviously meant to be a plain old HE round.
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Burning Sands: Africa '42
Col. Faulkner replied to MehMan's topic in ARMA - ADDONS & MODS: DISCUSSION
He's not bad, but you might want to consider revising the proportions of some of his accoutrements. His respirator case, rations bag and field bottle look a bit too small. Is he based on a wartime photo? The long puttees were very unusual on DAK personnel. More typical for DAK were high canvas and leather tropical boots like this reenactor is wearing, or similar short ankle boots (imagine the reenactor's long boots cut off at ankle height). I think I may have more colour illustrations of Afrika Korps personnel if  you want me to dig them out for you. Is his Italian SMG going to be included as one of the mod's weapons? -
What countries?
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removed...I suggested a flare cartridge but there already is one in the game. Sorry.
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Does the Sherman tank have interior details too?
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Any possibility of a voice mod?
Col. Faulkner replied to orwell84's topic in ARMA - ADDONS & MODS: DISCUSSION
I think the foreign editions still have English voices in-game but internationalized subtitles - I don't think any BIS foreign language in-game voices exist. I believe that it's easier now to change the in-game voices than it was in OFP - I seem to recall variables in the configs corresponding to the in game voice samples. The default American voices don't suit my requirements either so I want to replace them too at some point. -
Higher calibre does not really equal "higher kick". There are many other factors at work than just the size of the bullet. If you want to approach this "scientifically", it might be a good idea to work out what the actual free recoil velocity and energy imparted by various calibres actually is and then weight the results with the extra factors that affect felt recoil (things like weapon design, weapon weight, furniture design and configuration) to get a quantitative basis for the amount of "jiggliness" on screen. I recall doing that for the OFP NI mod weapons (before the mod was cancelled). Otherwise it's all very subjective - and you could probably argue all day about whether it looks jiggly enough or not on screen, since different shooters tend to experience recoil differently anyway.
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World War 2 or Modern mods?
Col. Faulkner replied to JdB's topic in ARMA - ADDONS & MODS: DISCUSSION
I don't think this is right. Just of the top of my head I can think of at least nine (9) "World War 2 themed mods" for ArmA. I would hardly call that a "lack". -
WIP: stuff you are working on!
Col. Faulkner replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
Still trying to do the WW2 Commando stuff: -
A quick search for the string WW2 would have answered this question: http://www.flashpoint1985.com/cgi-bin....;hl=ww2
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Afghanistan Arrives to ArmA
Col. Faulkner replied to smiley nick's topic in ARMA - ADDONS & MODS: COMPLETE
@smiley. You gonna ever finish that South Armagh map? -
Civil War mod- requesting help
Col. Faulkner replied to Curatalo's topic in ARMA - ADDONS & MODS: DISCUSSION
And a very good thought. The ArmA engine would lend itself quite well to representing small units like bushwhackers and jayhawkers (ie. small guerilla groups who did things like attacking patrols and supply-convoys, holding-up mail-coaches, doing bank-raids and stuff like that). Large set-piece battles I don't think would work very well (or be all that very interesting, to be honest). @Stonewall Jackson. Â Do you want those rifle models finished? I was going to discard them now that "curatalo" has apparently chickened out, but I can carry on with them if they are wanted. I own an 1858 Remington Army .44 cal revolver (only a reproduction, sadly) and was thinking of doing one of those too. For the rifles I can also make accurate models of a US M1861 .69 cal cartridge box, and a CSA one (CSA issue but visually identical to the US M1839 pattern). -
What Dslyecxi said. It does, however, "simulate" myopia quite well.
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Your website says this is meant to be an M-1943 uniform. If you are concerned with historical authenticity, remember that M-1943 items were not in fact widely issued until after the very end of 1944 (exception: All US Army Paratroopers of 82nd and 101st AB were issued them in time for Op. Market- Garden in Sept. 1944). So GIs undertaking any invasion (liberation?) in 1943 would be wearing M-1941 field jackets (Olive Drab #3) and M-1937 wool serge trousers (in "mustard khaki" or "dark khaki") or HBT trousers (in  "sage green" or OD #7). If USMC then they'd be in P41 HBT utilities or P42 camouflage suits. All this is academic of course since making new soldier models is a bit too daunting a prospect for beginners at the moment. OK, flame on!