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Electricleash

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Everything posted by Electricleash

  1. Electricleash

    Laws of War DLC Mines

    I suggested something along these lines in the Custom Panels thread a few weeks back. It would be most pertinent when on higher difficulty modes, where all GUI elements are disabled. Non engineers could at least 'flag' mines that are in particularly precarious positions until EOD can deal with them. Or at least be able to toggle through the GPS/Mine Detector modes with ( CTRL+] Default binding) should you have both in your inventory, much as one does for aircraft panels.
  2. Electricleash

    Laws of War DLC Assets

    Looking great so far! Can't help but notice @Kydoimos magic touch in the props and objects!
  3. Electricleash

    General Discussion (dev branch)

    Tweaked: Reloading the Mk-I EMR 7.62 mm was visually incorrect That reminds me there's been an animation bug with the MK18 EMR for a long while: When reloading while prone the characters right hand fails to initiate the final charging action on the right of the weapon. This occurs as it should in crouch and standing stances. I seem to remember making a tracker ticket, but can't seem to find the link at present.
  4. Really love the new mine detection system and how it taps into the custom panels! Really makes minefields a genuine threat to progress, where before they were fairly easy to avoid/deal with. Probably out of scope of the Custom panels topic; but giving the player the option of placing a limited number of small, red, mine warning flag objects in the world for persons in player/AI groups not equipped with a GPS devices (civilians for example) Could be a nice enhancement, maybe an optional editor module.
  5. Electricleash

    Jets DLC Purchase

    It's probably not the best idea to plonk your reciept on a public forum. Recommend editing your post, removing the reciept and maybe give a little more info instead of 'fix it'. Such as which retailer you made your purchase with, was it on steam or through the BIS store?
  6. Electricleash

    General Discussion (dev branch)

    Oh! That's somewhat disappointing, there's me (possibly naively) thinking they would be sneaked in on launch day. Always a nice surprise seeing a smattering of props with the DLCs that expand the library... here's hoping these factors resolve somehow.
  7. Electricleash

    General Discussion (dev branch)

    Very much agree, While useful knowing your vehicle position at the beginning of a mission, I think it should be preceded by the 'on foot' role; MEDIC, TEAM LEADER etc.
  8. Electricleash

    Dynamic Vehicle Loadouts feedback

    Could maybe do with an 'ordnance' section for the Arsenal, as an extension to the vehicle viewers, with details, capabilities, primary usage about the various missiles, bombs, shells, mortars etc... Though the Field manual additions would probably be more pertinent.
  9. Electricleash

    General Discussion (dev branch)

    Should be able to connect to the catapult by holding down the SPACE key, should move the aircraft into the correct position on the catapult while a ticker circle displays, representing the launch sequence. Releasing space any time will abort the sequence, and have the aircraft remain where it is, so you can press space for short bursts if you just want to shift the aircraft to the correct position but not take off immediately... if that makes sense. The right panel mode you mention is due to the action not being bound to a short-cut key yet (using a pre- APEX custom short-cuts configuration) I've recently changed to APEX mappings then adapted to my config and it seems to have sorted the issue.
  10. Electricleash

    General Discussion (dev branch)

    Yes! very much this. Main thing that struck me testing over the weekend was the vast acronym overload that this DLC will be bringing to the table. Now I've been around here for a fair amount of time and have happily picked up most of the military jargon, a new player, however is going to be completely overwhelmed. Here's a choice selection: HUD, MFD, SEAD, CAS, AGM, TGP, ILS, FPV, FCS, RWR, HARM, AMRAAM, SARH ... and this is before we start getting into specific weapons systems , missile, bombs etc. A dictionary of terms will become more and more a necessity.
  11. Electricleash

    BIS Aircraft Carrier

    More likely to be a creative development decision than a bug. Most Arma-verse assets are not one-to-one with their real life counterparts.
  12. Electricleash

    General Discussion (dev branch)

    Can anyone confirm that the Debug console (pressing Esc and local exec in Eden) is not working and not remembering the last entry after today dev update? Feeback Ticket Thanks E
  13. Electricleash

    General Discussion (dev branch)

    Getting an immediate CTD, in the Virtual Garage going into targeting camera view in air vehicles (I have my short-cut bound to Right Ctrl+N). No Mods. Will make a Feedback tracker ticket, but going to do a bit more investigation of other vehicle and situations first. Anyone else having same?
  14. Electricleash

    Jets DLC Official Feedback

    I haven't had a chance to get with the jets, though from the pic and footage, they look stunning! In your OPREP (great job btw!) you mention internal discussions about the location of the rear landing gear on the Black Wasp, I wonder who won out on that ;D Personally I think they might sit a little too far back on the bird, but I suspect it's a little late in the day for that level of model adjustment. The above post by ampersand, has always been a bugbear of mine, and while not specifically 'jets' related, I believe no better time to bring it up. From a game-play stand-point (if not necessarily from a real world one), all planes on the ground should be able to manoeuvre/turn at 90 degree angles. This and the ability to reverse thrust. The number of times I've clipped a wing on a post or some other prop and had to restart because there's no way to free yourself (there being no tow tractors etc.) Otherwise exciting stuff! E
  15. Electricleash

    General Discussion (dev branch)

    Noticed that the Carrier Special Rigs from the Marksman DLC are currently missing their specularity maps (NOHQ, SMDI) on Dev Branch: Image on left is current Dev branch and right is an old image I found on the web. Compare the clips and buckles and the radio. Feedback Bug Report
  16. Electricleash

    Arma 3 Aegis

    Hey Nightmare, looking nice. I see the re-texture of the IR laser but I was under the impression that it was not possible to re-texture attachments and scopes... or is this a fully custom model with the sand retex... or did I miss a beat!? E
  17. Electricleash

    Base Weapon Config Attribute change?

    Thanks Sniperwolf572 very clear example, helped greatly!
  18. I'm having issues with certain re-textured weapons using them on Dev. I have created a series of black versions of the older ARMA 3 vanilla weapons from The MK20 family, TRG20/TRG21 family ,the MK18 and P07 pistol, primarily teaching myself texturing and config. The mod was working nicely last time I edited it (Early Jan) but booting it up today on Dev I find that none of the weapons appear in the arsenal unless I have them saved in an Arsenal loadout. Looking back through the last few weeks of changelog I found this from 2 February 2017: Following the link to the forum post from das attorney he states that the weapons are missing their "baseWeapon" config attribute and applies to almost exactly the weapons I have been editing. Could someone help enlighten me as to what is going on with this... If it worked previously then why not now and what, if anything, needs to be changed? I checked back through most of the modding resources I used to create my mod files, checked to see if there were any addendum to Arma_3_Weapon_Config_Guidelines but there appears to be nothing. Did something change in the prescribed weapons config that will require me to update. I realize this topic could be considered Editing, but as it seems to be a Dev branch related issue, I though it best to post here. Mods obviously shift at your discretion. Thanks E
  19. Electricleash

    General Discussion (dev branch)

    Not sure how you managed to get an attachment on the side of that thing... My list is coming up empty:
  20. Electricleash

    General Discussion (dev branch)

    Great! The Bipods work as advertised, however the available side attachments are currently missing from the attachments menu.
  21. Electricleash

    General Discussion (dev branch)

    Holy scopes! Thought I'd never see the day! My OCD is tingling! That's a four year old fix right there!
  22. Electricleash

    General Discussion (dev branch)

    Same goes for the Strider. Seems to be only in the EDEN Garage though, as you can still access the extra paint-jobs from the Virtual Garage in the main menu. Way around it at the moment is to save them as a 'loadout' there, then load them back in when in the EDEN Garage. Does seem to be an oversight though.
  23. Electricleash

    CTRG Mod

    Hi Kyd Sorry for the slow respond. Only had time today to give it another run through. So first thing I should say is that I've been playing on Dev-branch so that should definitely be taken into account when considering my playthrough. Of the full replays I've done (not including many reloads/reverts) it has failed to end successfully in all attempts but one. Full splurge in spoilers: Sunshade: Falcon and Remote Designators: Defend & End: Additional Notes: Inventory: There are extraneous 40mm grenades and smoke rounds in your starting kit as well as a GPS, which I don't think are necessary. Additional MAR10 mags in the box at the defensive position might be useful Map Zoom: I'm not keen on the auto zoom upon opening the map every time. It's a nice addition to draw attention to the designators at the start of the mission, but after that I becomes more of a frustration than a feature. Hope this is useful, will try and test any further changes you might make. E
  24. Electricleash

    CTRG Mod

    Great Showcase, usual excellent quality! Stumbled into the aforementioned bug on first play-through and mission didn't end. Will have another go with the fix. I often take a while to play a mission and find that the music cuts out upon reaching the end of the track. Thus, there ends up being a lot of noticeable silence even when there are still enemies about and/or the objective has not yet been met. Until the next music cue is triggered, would there be any way to have the tension music continue (loop) somewhat like a 'bed' in radio terms?
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