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Everything posted by fingolfin
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I love the new radio backpacks. Is it possible to also get them in plain green and khaki/tan?
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RHS Escalation (AFRF and USAF)
fingolfin replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
They are already in the RHS Devbranch: https://steamcommunity.com/sharedfiles/filedetails/?id=1324866674- 16577 replies
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RHS Escalation (AFRF and USAF)
fingolfin replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The dev branch does.- 16577 replies
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Will the new buildings get partial destructions models in the future? Edit: Sorry, should have been in the assets thread, please move. Edit2: Thanks
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Arma 3 Photography : Questions and Comments
fingolfin replied to Placebo's topic in ARMA 3 - GENERAL
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. -
Arma 3 Photography : Questions and Comments
fingolfin replied to Placebo's topic in ARMA 3 - GENERAL
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. -
DHI Battle Dress Uniforms
fingolfin replied to Delta Hawk's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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!- 333 replies
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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.
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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.
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Arma 3 Creator DLC: Global Mobilization - Cold War Germany
fingolfin replied to mondkalb's topic in ARMA 3 - CREATOR DLC
The NVA never used T-62s, only T-34s, T-54/55s and T72s. The Leopard 1A5 was introduced in 1986 AFAIK. -
Arma 3 Creator DLC: Global Mobilization - Cold War Germany
fingolfin replied to mondkalb's topic in ARMA 3 - CREATOR DLC
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. -
Arma 3 Creator DLC: Global Mobilization - Cold War Germany
fingolfin replied to mondkalb's topic in ARMA 3 - CREATOR DLC
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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.
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RHS Escalation (AFRF and USAF)
fingolfin replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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- 16577 replies
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RHS Escalation (AFRF and USAF)
fingolfin replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Posted 15 days ago on artstation... ... a very elaborate April fools’ prank indeed.- 16577 replies
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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.
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Indeed, this picture shows the size it should have related to the G36:
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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...
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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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RHS Escalation (AFRF and USAF)
fingolfin replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Probably, yes...- 16577 replies
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RHS Escalation (AFRF and USAF)
fingolfin replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think that doesn't apply to the members of the RHS team.- 16577 replies
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RHS Escalation (AFRF and USAF)
fingolfin replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Once Toadie2k has updated all the packs you'll be able to load the NIArms 50rnd 7.62 mags with RHS SCARs.- 16577 replies
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Thanks for the info. The CCT with a M4A1 Block II will stay in the mod, I'll just add another one with a SCAR-H for the people who want to use them. AFAIK the SCAR is quite popular with white SOF units but not the Tier 1 ones. Edit: To get this right, my Short Dot scope now has one red dot sight with no magnification and a second crosshair sight with 8x magnification. Is that how it is in real life? Edit 2: Added a 4x magnification sight, I think that's enough.
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Yes, it will. Nothing fancy like PiP, but these three (basicly two, you have to zoom in) optics: Zeroing will go up to 800m, unless someone with more knowledge of optics and weapons tells me what it should be (according to the real life Short Dot). I'm a contributor to USP, not really a member. Many of the textures (my retextures of Adacas' stuff etc.) are already in the USP dev build. To answer your question: I don't expect this add-on to be part of USP. It would add way too many dependencies and I'm not even sure, if USP would be interested. But it will become a faction add-on for USP in the end, I think.
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It's a retexture of the RHS S&S plate frame and will be in the next update.
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