Col. Faulkner
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Everything posted by Col. Faulkner
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What a load of nonsense! I asked why he did it wrong tactfully, and offered information and photographic references to help him correct it. How is that in any way, shape or form "rough"!? Â If I wanted to be "rough" I could have merely made a list of the errors in it (and there are plenty) and just posted that. And yes, I am making my own accurately modelled FALs and SLRs (you can search for SPEARHEAD on this board if you are curious). I have done the proper research (I even carried and used one of these in the real world, and taught soldiers how to shoot with them! ) . Unlike this one, mine do not, and will not, have incorrect details, fantasy furniture, obvious confusion between variants, misshapen parts, and comical in- game behaviour. I was just trying to share some of that research and experience with you - but you're unable to accept that sincere and constructive criticism (I tried to help you fix it - with pictures! ). If I didn't think it was worth a wank I'd have just laughed to myself and moved on! If that isn't good enough for you then you know what you can go and do! No skin off my nose, pal. Out. Mods, ban me if you like. I won't be coming back here to play with these stupid little kids any more.
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OK. Is there any special reason why the handguards are so unusual? Yours don't cover the gas cylinder, which is very unusual for a FAL (only the HB/LMG variants and some civilian customized "sharpshooter" ones have them like this but not usually military rifles). Yours looks like this: Whereas real FAL handguards are like this (these are polymer handguards but the wooden ones are the same) The gas cylinder gets really hot even after just a few rounds, which is why the handguards cover it up (and have cooling vents in them).
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That was logged in the bug tracker and resolved in 1.0.6: * Fixed interpolations to dead in all transition animations
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I think you need to adjust the gas setting on your FAL! Â Â The brass is just lazily plopping out, when it should really be thrown violently at least 6 feet to the right: Not only does it look wrong, but a real FAL that was dumping its brass like that would fail to cycle; meaning that it'd fire one or two rounds only then stop. (On looking inside you'd see an empty chamber but rounds still in the magazine.) Anyway, to anyone who knows these rifles it looks very wrong, which is a big shame because otherwise this virtual FAL is a very decent representation. Also, in reality, FALs never have a 3 round burst and an automatic sear. FALs are semi automatic and automatic only. I think maybe you're confusing the FN FAL with the FN CAL.
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1st MLOD from ARMA ODOL v40 - M16A4.P3D
Col. Faulkner replied to bxbx's topic in ARMA : O2 MODELLING
Are you going to provide instructions on how to extract the models? Please? It'd be instructional for many of us just to see how the BIS models are constructed. -
What form does that actually take in the US Army? Are OPFOR documents written in Esperanto? Are orders given in that language?
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Then you could form an ArmA freefall parachute display team
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Does the AT4 in ArmA actually have a backblast?
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Stripped down, OFP-like graphics, anyone?
Col. Faulkner replied to 5133p39's topic in ARMA - ADDONS & MODS: DISCUSSION
Like many others, I find that the trees and vegetation are big fps-killers (this is really the only Arma "misfeature" that seriously affects the performance of ArmA for me). I'd be interested in the possibility of replacing (at least some of) the ArmA trees with OFP trees. I'd even be happy enough to replace them by hand in maps if it meant that I could actually pan my binoculars across a tree without the usual tedious detriment to the fps. Ok, flame away. -
World War 2 or Modern mods?
Col. Faulkner replied to JdB's topic in ARMA - ADDONS & MODS: DISCUSSION
Of the choices, WW2 but with some post-war conflicts too, (almost anything from the turn of the 19th century to the mid 1980s). The reason being (as well as historical interest) the capabilities of the game engine and the level of military tactical and technological sophistication that it comfortably supports. Personally I do think that (viewed from a veteran tabletop wargamer's, and chairborne general's perspective) ArmA leaves quite a lot to be desired in some respects, but there are certain conflicts and theatres where it could be used to create a very good simulation. -
To try to put it into some sort of context, the safety catch feature I made was meant for a "Northern Ireland OFP mod" where the intention was to try to "re-educate" players about weapon safety and the serious import of firing live ammo in those special circumstancces. The missions we were planning would emphasise more of the other aspects of operating in the province rather than just shooting. Crown forces players, for example , would patrol with loaded, but safe, weapons most of the time. We really did want to make it all quite unlike the average OFP mission. An applied safety catch, we thought, would catch out (pun intended) a lot of casual players of the mod during the odd fleeting contacts with the Boyos of the IRA, and add a tiny bit to the realistic feeling of apprehension and frustration that we wanted to try to portray. We felt that having to actually select "Fire" would represent the actions of flicking off safety and making ready - which was SOP on the streets in NI. But sadly it all came not to pass and the NI mod was killed off by dinosaurs (ask Smiley_Nick). I'm pretty sure I tried reordering the default firing mode. Anyway I've not looked at that config for quite some time now.
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Ok, here's a few to start off (assuming no addons, using ArmA straight out of the box): 1. How in-game do you make a "chalk mark X on the entrance or an outside wall" of buildings you have cleared? 2. How in-game do you make "extensive use of hand and arm signals"? 3. I'd also opine that it's impossible to "fix [the enemy] with intense fires This article is obviously written by cherry picking stuff from FMs without regard to the applicability of the information to the game.
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A Great War (trench) mod would actually have plenty to offer (the "stumbling towards the Emma Gees across no-man's land" stuff is a bit of an oversimplification) and I'd love to see one. I considered it for a while but eventually and reluctantly shied away from it because of the insuperable problem of making decent trench systems in ArmA (and making AI men able to operate in them). If anyone does have any idea how to make good trenches in Arma I'd be very interested to hear about it.
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Dunno really, but if you follow the link below there's a "Parachute Eject" script for OFP that you might be able to adapt (if it doesn't run as it is right away): http://www.ofpec.com/ed_depo....cat=xyz
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ArmA VBS2 Mod???? What is this???
Col. Faulkner replied to Chip360's topic in ARMA - ADDONS & MODS: DISCUSSION
They'd also fail sniper school dressed like that. Faces improperly camouflaged, no gloves, weapons not camouflaged (and shining with oil), boots not camouflaged. Still a very respectable effort as far as it goes, though. -
Australians At War Mod
Col. Faulkner replied to [xdf]kanga's topic in ARMA - ADDONS & MODS: DISCUSSION
What sort of SLR are you doing? Triangular handguards and green plastic carrying-handle, as per the illustration on your website? -
SAS - Special Air Service Pack
Col. Faulkner replied to Sled88's topic in ARMA - ADDONS & MODS: DISCUSSION
What makes you think that any British soldier would be seen dead in one of those stupid-looking berets!? Are they pretending to be the baddies out of "Rambo II"? -
Civil War mod- requesting help
Col. Faulkner replied to Curatalo's topic in ARMA - ADDONS & MODS: DISCUSSION
This is for "curatalo": M61 Springfield and P53 Enfield rifles. W.I.P. models created and rendered in "Oxygen Lite" Edit: Ah, reading the earlier posts I now see that it looks like Curatalo has given up on this. That's what I get for being away. Â Â -
A safety catch is trivially easy to implement on an addon using an extra "mode". I did it for all my OFP addon weapons (unreleased). It added to the realism by forcing one to consider the state one's weapon was in all the time. The problem I found, though, is that if you gave an AI man a weapon with a safety, the game (OFP) would always crash as soon as he tried to fire. This eventually necessitated creating a separate "player-only" weapon that had the special safety catch feature.
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Civil War mod- requesting help
Col. Faulkner replied to Curatalo's topic in ARMA - ADDONS & MODS: DISCUSSION
Those references are rather unimpressive, but I have better among my books already as it is (even before "googling" for images). Since I am interested in antique firearms I will commit to making an 1861 Springfield and a P'53 Enfield (with bayonets) since these were the most common types used by the two sides. If your mod is still on-going when these are done then you can have exclusive rights to them. I may be amenable to doing some other firearms after that (but no guarantees, as I have my own mod plans already). These will be UV mapped and textured. They will be constructed in Oxygen Lite, but if ArmA modelling tools are released while they are being done then improvements enabled by those tools will be incorporated as necessary. If this is unsatisfactory then say so now, otherwise allow at least 6 to 8 weeks for delivery (this in accordance with my usual rule-of-thumb; "Estimate time required, then double it and add 20%"). I can send you WIP images and progress updates periodically, if required (for examples of previous modelling work look at the thread entitled "SPEARHEAD" on this board) BTW. By "on-going" I mean you have a carefully thought out plan or have at least some other proper WIP to show. "On- going" does not mean "still thinking about it". -
If you look into the configs there actually is a "rucksack" class - apparently part of the inventory (and also a "bottle" class). I never saw either of these in OFP so I presume they are a new idea (that doesn't seem to have been used in any of the ArmA units so far).
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And are those "from over the pond" also to blame for incorrect idiom, missing punctuation and run-on sentences? Â Anyway this entire thread is not logical, Captain. How can nudity not be allowed if the very phrase itself means that one is unclothed!? Â Or was the original poster perhaps unaware of the vernacular meaning of the phrase?
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Go Commando
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Civil War mod- requesting help
Col. Faulkner replied to Curatalo's topic in ARMA - ADDONS & MODS: DISCUSSION
If you can provide detailed photographic references then I could make you some rifle-muskets. -
Yes, that's a very old picture, before I knew about "U", and "I" and everything I made came out looking like it was made of bubble gum.