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dragonfire43560

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Everything posted by dragonfire43560

  1. What are the faction names to use for alive? I cant find them anywhere I found an excel spreadsheet that has individual UNIT classnames, but i cant find anything for the factions (I.e. US Army, NVA, Vietcong, USMC etc.)
  2. dragonfire43560

    Iraqi-Syrian Conflict

    Ehhh its your mod so its your call but its kinda uneappealing to have two content mods required (RHS and CUP). Especially since they are redundant when it comes to a lot of weapons. Best to pick one and stick with it IMO. And If i were to offer my suggestion again, I would suggest CUP because RHS already has Project Opfor. CUP has nothing as of yet.
  3. Yeah i was kinda hoping for a middle ground. LIke very limited approximate locations.
  4. dragonfire43560

    Iraqi-Syrian Conflict

    Oh is it usabale now with CUP? I wouldnt miss anything? It says on the front page that it requires RHS and massi as well edit: just tried it and a lot of the units are missing weapons
  5. Is there any way to make enemy positions permanent and not fade out? I dont want a cheat obviously, but i would like to know the general areas that are populated. Just so I can plan my insertions without my helicopter getting shot down.
  6. Something akin to leights opfor/project opfor. Those obviously use RHS though. I would like anything really, but especially some middle eastern rebels and real life based armies. Also they should use ONLY CUP, im trying to keep my mod list short. Thanks!
  7. dragonfire43560

    Iraqi-Syrian Conflict

    CUP is missing some quality opfor addons, so if you were to make a CUP only version it would be a huge boost to that mod. You would probably be the first person to do it. And I think CUP has all the weapons/vehicles that you would need for your units so correct me if im wrong, but it would just be a simple config change? Its probably harder than that lol.
  8. Yeah i thought it was a bug with RHS because it looked odd, but i noticed it happening with CUP now too. It looks like a large caliber bullet impact which is why it looks odd.
  9. So I noticed if you throw a grenade in a confined space (Like a hanger), there is a delay between the explosion and then you see bullet style impacts hitting the ground. Is this a feature or a bug? It just looks weird because the impacts are like 1 second after the explosion. You guys should try it to see exactly what I mean. Throw a grenade in a hanger
  10. dragonfire43560

    RHS Escalation (AFRF and USAF)

    I tried ACE with CUP and the grenades didnt do that. Also the impacts are greatly exaggerated. It doesnt look it its a feature, it looks like a bug, especially since theres a noticeable delay between the grenade the impacts. Also, yeah removing the frag pbos from ACE did fix that issue (not the RGN impact issue though), but i was hoping there was a compatibility addon or something floating around so I dont have to disable an ACE feature.
  11. dragonfire43560

    RHS Escalation (AFRF and USAF)

    Thanks Does this also take care of the bullet impacts from explosions?
  12. dragonfire43560

    RHS Escalation (AFRF and USAF)

    Is there any way to get ACE compatibility with this? Everything from ace seems to work fine except the grenades. For one, the impact grenades explode as soon as you throw them (in your hands) More annoyingly, all grenades and I think even launchers have this bullet impact effect that occurs 1 or 2 seconds after the explosion itself. As if the grenade is firing little bullets out in random directions. Im aware that ACE has a fragmentation module, but Im pretty sure the fragments ant supposed to have visibile bullet like impacts.
  13. Is this mod compatible with ASR AI or does it conflict with GAIA?
  14. dragonfire43560

    RHS Escalation (AFRF and USAF)

    man an A1 would be so awesome. Would be especially good for outfitting guerilla forces.
  15. dragonfire43560

    RHS Escalation (AFRF and USAF)

    Suggestion I think vehicles constantly exploding looks kinda silly in this game. I notice that when a vehicle gets hit, a lot of times it just sparks and after a while it explodes. I think that sparking looks good and should be the "destroyed state" of the vehicle, unless hit by some catastrophic weapon or something. It just looks much more aesthetically pleasing and is not as jarring. Maybe have smoke or some kind of fire effect too.
  16. dragonfire43560

    RHS Escalation (AFRF and USAF)

    Yeah i meant the next version
  17. Some more stuff I noticed. The game likes to spawn random trucks with only 1 person in them. Like when I make a mission with the generator I will see a ural with only a driver just sitting on the road. And if I shoot at him, he will just attempt to drive away. Kinda nonsensical for a ural to just sit there. Maybe filter out unarmed cars and trucks for the mission generator? Unless they are used for reinforcements of course.
  18. dragonfire43560

    Community Upgrade Project - CUP

    Some criticisms First of all, the CUP project has improved tremendously in quality. Great job. 1. The M136 is reloadable. Why not adopt RHS auto drop mechanic for it? Its a real immersion breaker. 2. Why does every russian riflemen have a kobra sight? Russia is not that rich and I would think the vast majority still use iron sights.Its ridiculous seeing every russian with the same exact optic.My suggestion, keep the kobra in game obviously for arsenal use but make ALL russian rifleman iron sights only. 3. You should seperate the factions like RHS does. Like have Russian VDV, Russian Spetznas, Russian Woodland, Russian Desert etc. If you use MCC or ALIVE, it will spawn ALL units together. So you will get woodland with desert with spetznas etc.This makes it kinda difficult to use with the MCC mod especially. 4. Likewise, why do all american riflemen have eotech sights? Where are the acogs? The red dot sights? Also, the eotechs are a tan color and dont match the black m4s. The US is more likely to have widely distributed optics. So I suggest making 3 riflemen classes. Rifleman (Ironsights), Rifleman (Red Dot), and Rifleman (ACOG). 5. US marines should use M16s, NOT m4s 6. Is the metis launcher really capable of being fired from a shouldered position in real life? Looks kinda silly since ive always seen it used ona tripod. I could be wrong about this though. Thats about all i can think of now Otherwise its very well done and I hope it continues to grow
  19. dragonfire43560

    RHS Escalation (AFRF and USAF)

    So the mosin nagant takes around 3 hits in the chest to kill a standard US army infantrymen. Thats a bit silly. No personal armor is really gonna stop that round. Makes it especially useless since its bolt action.
  20. dragonfire43560

    Project OPFOR

    IRA would be a sick faction to add
  21. dragonfire43560

    RHS Escalation (AFRF and USAF)

    I think all this mod is missing now is some mid eastern factions for use as opfor. Some sort of militia. It would be nice to get rid of leights opfor. The less mods I have to use, the better! Especially since this is coming to steam workshop and leights isnt on there.
  22. hmmm im pretty sure a lot of the times when i designate a big open area it gives me an error that says "no buildings found" or soemthing. Or I will designate a big open area that maybe has 1 small building in it, and it concentrates nearly all the troops in the small building. I could be remembering wrong though. Il have to test it more.
  23. So 3 more suggestions for the mission generator 1. I noticed when you set multiple objectives such as "destroy 3 ammo caches" or "destroy 2 ammo caches and kill 1 hvt", it tends to spawn the objectives VERY VERY close to each other. Like the last 3 times i played, the ammo caches were literally within feet of each other. 2. A lot of times The ammo caches are completely undefended. Like no one even close to them. 3. I see that the system likes to spawn units around urban areas or buildings. For tanoa, it would be nice if it would just spawn units/missions in the area that you define with the yellow box. That way, you can have missions set only in the jungle. As of right now, if you only set the area as jungle a lot of the times it will ignore that and set the mission in the nearest small village or town. This sometimes works because it sometimes spawns units patrolling in the jungle, but not always. Still having a ton of fun with this as usual!
  24. dragonfire43560

    Community Upgrade Project - CUP

    any plans to make the m136 a disposable weapon like in RHS? Its kinda silly that you can just reload it. Should automatically drop after firing.
  25. dragonfire43560

    Apex Weapon Feedback

    The makarov has incorrect magazine size. IIRC its supposed to be 6 or 7. Also in game it uses 9x21 rounds. its supposed to use 9x18.
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