Karaya1
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Everything posted by Karaya1
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Add On Compilation for more Realism and Immersion
Karaya1 replied to the.d's topic in ARMA - ADDONS & MODS: COMPLETE
Yes, thats correct! -
New version 1.03 is online: http://www.4shared.com/file/54902791/c3d9ac1b/XtraMod103.html Changes: Fixed the CfgPatches sections, lots of smaller weapon changes, new Spotter units (see updated readme on the 1st page), new weapon data (from 6th Sense mod with permission)! No new formations as a result of a general lack of time lately, they will be the next point up my list.
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Add On Compilation for more Realism and Immersion
Karaya1 replied to the.d's topic in ARMA - ADDONS & MODS: COMPLETE
Thanks for mentioning my little mod A new version of it is bound to be released in a few days (as I get time) which will include a number of corrections (CfgPatches section) as well as new units (spotters), new weapon data (thanks to Sickboy from 6th Sense Mod and his team) and several smaller fixes -
The CfgPatches are fixed and the 6G30 magazine changes have been successful as well... Thanks to Q and thebarricade!! Now if we go one step further... how about making the 6G30 use up a secondary weapon slot instead of a primary one so we can have the HeavyGrenadier defend himself with an AK instead of a miserable Makarov. I've tried this and the only thing that worked out was putting the 6G30 into a sidearm slot however with the undesirable effect that the character is holding it like a pistol (i.e. arms all stretched out) which is really weird looking. When trying with type = 4 or similar I cannot get the character to actually switch weapons, the 6G30 appears on the back where normally RPGs and M136s are carried but one cannot get to hold it in both hands, however by switching firing modes one can "magically" access the grenade launcher and fire it... while its still on the back which has a whicked mortar touch to it. With other settings my character can suddenly fire grenades with his AK by switching fire modes as if it had a fixed grenadelauncher a la GP25. Should this really be impossible to get the 6G30 into a secondary weapon slot without major changes to its weapon properties?
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Thanks, I will have a look and include this in the next version, together with the CfgPatches corrections, the Weapon data from 6th Sense Pack3 (with friendly permission from Sickboy and his team), some new spotter units for SLA and RACS, new infantry teams (as suggested in this thread) and lots of smaller refinements!
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Hmm, dunno what causes this, but you can always just delete it from the list of addons in the mission.sqm file!
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The Warfare AA and AT Launchers are both edited now together with a number of other launchers, the changes will be present in the next version!
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I will take a look at the Warfare AA and AT objects! About the WDL units: I've taken them out from the new version again as they were all using the same model (the only one we have right now). I can put them in again if people really want them, though!
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There was a small config.cpp error that created an error message at startup, its now corrected. Sorry for this! Link is up to date
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Thanks for the suggestions, I will look into creating them tomorrow, shouldnt be too much of a difficulty! In the meantime I have uploaded a small maintenance update of the ModPack, Version 1.02, get it here: http://www.4shared.com/file/54124689/6623f18e/XtraMod102.html Changes include: - More refined tracking systems for the SAM Vehicles, now they really engage at out to 4.2-4.8km range! - I've also fiddled around with the Heavy Grenadier and his 6G30 grenade launcher. Now you can actually use the iron sight to aim instead of shooting "out of the hip"! - Helicopter armored glass is a tad more resistant to bullets, there should be less long range pilot killing snipe shots - Several small bits here and there which are rather subtle to notice... - Changed the terms of use slightly What I cant for the life of me get to work is to have the 6G30 magazines fill rifle/mg magazine slots... they always get put down into the sidearm mag slots and by that way take away vital pistol space. I've taken the GDT ModGrenadier as a base of my study into this but its not working yet...
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So what kind of combination of 4 men teams do you want to see, I'm open to all kind of suggestions
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Not advertising, simply pointing out that this has already been done and with my Package you can also simply decide to only use the HeavyGrenadier and leave everything out as its built in a modular way  BTW: Does a Heavy Grenadier really need 2 handgrenades on top of the 6G30  I've instead given my HG a Makarov and 4 clips
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You can get this soldier (Opfor as "Heavy Grenadier") already with my XtraMod Pack which includes a whole lot of other stuff (SAMs, heavy sniper units, realistic missile/rocket/shell ballistics etc.)... http://www.flashpoint1985.com/cgi-bin....SF;f=70
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That I can do of course! Just tell me what you'd like to see/have and I'll implement it into the next version!
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I've uploaded a revised version of the Modpack, the SAM bug should be ironed out, sorry for that! I've also adjusted a few values in their config (tracking, ranging, aggressiveness) and added some new Blue infantry units using the Woodland model from patch 1.14. A pity we only have one to go with  See 1st post for the new download link!!! What I'm currently fiddling around with is trying to get the Laserdesignator on the Ka50 and AH6 (from zGubas CompactFix) to a mouse controllable one as using the whole chopper to do the aiming is quite frustrating. It might also be interesting to have a LD for the Havoc that can lock and track aerial targets, as a sort of work around to the real life method of engaging choppers and jets using Vihkrs...
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Btw, what I failed to mention on the topic of SAM vehicles, I've given them all a "Laser/IR Scanner" with a range of 8km so they will be able to track aircraft that may appear to be out of "visual" (view) range for the player ingame and they will start to engage them within 4,8 to 4,2 km depending on their launcher (Stinger or Strela respectively). That should make them much more of a threat than my previous version which was pretty much as ineffective as the vanilla Stinger/Strela soldier... so keep an eye out for them!
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Not sure but I would try adding them to a folder thats loaded AFTER SLX... otherwise it probably will get overwritten
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Use this in the config.cpp for the missile value: Should make the missile much more realistic. As it comes in the package it has only a hit value of slightly over 200, thats close to an ingame Sidewinder and the SA-6 has a manifold of the 'Winders explosive content! Even if the missile doesnt register a direct hit but explodes nearby, it should deal out plenty of damage, which is what the above values reflect! Another issue is that the maneuvrability is WAY too high. It comes with a turn rate of 55G which is considerably more than the most modern close in IR missiles can get up to (~44G for the AA-11 Archer, 40G for the AIM-9X and ASRAAM). I dont have exact values for the SA-6 but it shouldnt be able to turn more than 16Gs given its size, etc. Then again I've also tweaked the rocket motor settings which should give it more realistic acceleration values.
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Well its a global change to the unguided rockets you can find on the helis/jets in Arma (Hydra70, S-5 57mm, S-8 80mm, S-8T 80mm), havent seen such behaviour as you have described yet, will have a look at it however. Thanks for pointing out!
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Dont forget accuracy! Each and every gun in Arma has a certain dispersion, you can even give different firing modes (semi, burst, auto) different dispersions.
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Releasing a new version today The addon has turned into more than just a simple SAM addon, read the following changelog for more details! Try it out and tell me how you like some of the new changes Download link: http://rapidshare.com/files/113057626/Xtra_Vehicles_v15.rar.html
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Medicus is right, that is the one that most people are using!
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From within the first two pages I just add the Sound mod behind SLX, but there is a SLX_ModWeapons_Sounds.pbo which you can take out to have ALL the sounds replaced.
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Of course... if you do as I do, then the tracers stay
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Well it does work without the "Bin" folder... and it seems whatever I do to the 2 files Thunderbird suggested that the config.cpps in the "Bin" folder overwrite it. Modifying the 2 files alone does nothing for me... Just testran my install with the 2 folders removed and it does work without any error messages, AI and me do experience shock, blood loss, can fall unconscious, can drag bodies and take each other prisoners = the whole show PS: I've also disabled a couple of other pbos including: - loadout & modpeople (gives error about some "headname" class, resulting of "Bin" folder missing) - modt72 (renders the rangefinder from the NWD addon useless... not nice m'kay? ) - modvehicles (I dont use SLX vehicles) - modweapons (got my own weapons mod based on NWDs work which I dont want to get messed up) - vehiclesmokelaunchers What I AM using atm: - AI Dispersion - Anims - voices - cloud - ecs_xeh - enginestart - findcover - gl3 (modified as above) - kegsspect - melee & meleegive - misc - nwdfixes (a tad modified, took the T72 armour fix which is analog to the m1a1 fix from the t72pbo and put in here) - reloadshout - shoteffects - shout - vehicleeffects (modified as above) - wind - wounds Works great