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fingolfin

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About fingolfin

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  1. fingolfin

    Arma 3 Photography : Questions and Comments

    Okay, thanks. I didn’t know it was that blunt and overt. Anyway, it seems he pulled the mod from the workshop again and the whole discussion was moot.
  2. fingolfin

    Arma 3 Photography : Questions and Comments

    Did he really do that? My Russian is less than good and I have to rely on online translation, but AFAIK he asked for a certain amount of donations to release it, never got it, talked a few times about not releasing anything at all, pulled the old version from the workshop, added it back and now released the new version of the mod for free. My point being: a lot of unnecessary drama, but as far as I’m aware he never charged people for early/full access. But of course, maybe you know more than I do regarding this.
  3. fingolfin

    DHI Battle Dress Uniforms

    Obviously, I can only speak for myself, but playing on high settings and just having installed a new 500GB SSD for ArmA alone, I’d say: Do it!
  4. fingolfin

    CAG/Delta Force Faction

    I could change one of the four existing assault teams to have a MAAWS operator. I could also add a Delta troop as a group, that would be 24 operators. But I was thinking about changing some of the groups anyway. Right now, the EOD specialists are part of the team, but I think in real life they are attachments (like dog handlers). So, one idea would be to have a core team of five (team leader, assistant team leader/comms, breacher, combat lifesaver, operator) plus attachments.
  5. fingolfin

    3CB Factions

    Maybe they are inheriting their “role” from a pilot/crewman base class? Just a thought, I’m not even sure where the AI naming is defined in the config.
  6. The NVA never used T-62s, only T-34s, T-54/55s and T72s. The Leopard 1A5 was introduced in 1986 AFAIK.
  7. Even though Leopard 2 and T-72 were already in use at the time, Leopard 1 and T-55 were still the workhorses in the Panzergrenadier and Motorized Rifle Formations. So, to start with these is a reasonable choice.
  8. fingolfin

    CAG/Delta Force Faction

    For now, it will stay the way it is. No new dependencies, some new retextures and models (if I get permission to include them), incorporating new RHS stuff, that’s it. I currently have no intention to expand the focus of the mod beyond CAG.
  9. fingolfin

    RHS Escalation (AFRF and USAF)

    I’m not a member of the RHS team, please keep that in mind, but as far as I know you don’t need their permission since you won’t be altering any part of their mod. But you probably will need permission of the author of the mod you want to make compatible (if you aren't the original author) and access to the source files. There is some documentation on the RHS wiki regarding the grip system: http://www.rhsmods.org/page/developers
  10. fingolfin

    RHS Escalation (AFRF and USAF)

    Posted 15 days ago on artstation... ... a very elaborate April fools’ prank indeed.
  11. fingolfin

    CAG/Delta Force Faction

    Adacas allowed some addon-makers to include his models in their mods (like he allowed me to use the CIRAS model in my AAF mod). Then you can change the gear 2 texture, because you must edit the textures paths anyway. I don’t see any reason why I should. M16A4s were never used by Delta Force.
  12. fingolfin

    BWMod

    Indeed, this picture shows the size it should have related to the G36:
  13. fingolfin

    CAG/Delta Force Faction

    Unfortunately, no. The Gear 02 selection isn’t working correctly on the vests, so this part can’t be retextured. On an unrelated topic: “How many radios do you need?” - “ALL THE RADIOS!” Edit: one more...
  14. fingolfin

    3CB Factions

    One thing I’ve noticed is that even with randomization turned off, the Takistani Militia units are all wearing face wraps they don’t have in their predefined loadouts. Even if I remove all goggles via the init, they still have them. That is pretty annoying since the only way to get rid of them seems to be to add a trigger with one second delay removing all goggles from the units. Also, some system you use overwrites the init field which really denies the mission maker to customize loadouts for according to his wishes. I added a Takistani militia uniform to an ANA soldier via the init field, but he still spawns with an ANA uniform. Don’t get me wrong, the randomization is very useful in many cases and I like it, but it shouldn’t overwrite the init commands.
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