Karaya1
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Everything posted by Karaya1
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Tried the steps Thunderbird suggested but I still get the smoke, rocket effects, etc. Then I just moved the "Bin" and "NewData" folder which can be found in the "@SLX" directory somewhere else to disable them and voila... no more smoke and dust
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Cool, thank you so much, this is exactly what I was looking for!
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As most here will agree, this is a first class mod and really brings in some truly innovative and long awaited features. However similar to other forum users I do dislike the new dust/cloud effects because of various reasons (fps hit, seriously hindered visibility, ...). Having said that it would be great to have this part of the package either as a "cut&move" part or configureable through a config file similar to how ECS does it. This is the only gripe I have with SLX
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Is there a chance we could have a portable version kind of like the LGI in the Operation Frenchpoint package!? BTW, very cool weapon and something different from your average assault rifle!
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I know it would be a very difficult project to make but I guess a "2S6 Tunguska" (aka SA-19) would be a great thing to have! 2x30-mm-GSh-30K cannons plus 8 SA-19 missiles in 2 quad missile launchers. That would be something you want to avoid at any cost as an airman! Maybe worth a future project? And to make your life as an aviator even more miserable you can have pretty much the same weapon system mounted on a truck, called an "SA-22 Pantsir" High-tech anti-aircraft system on a highly mobile chassis? Sounds like the funny days are over...
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I know it would be a very difficult project to make but I guess a "2S6 Tunguska" (aka SA-19) would be a great thing to have! 2x30-mm-GSh-30K cannons plus 8 SA-19 missiles in 2 quad missile launchers. That would be something you want to avoid at any cost as an airman! Maybe worth a future project? And to make your life as an aviator even more miserable you can have pretty much the same weapon system mounted on a truck, called an "SA-22 Pantsir" High-tech anti-aircraft system on a highly mobile chassis? Sounds like the funny days are over...
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As concerns the M900 shell, I've already made a magazine as well as the corresponding ammo
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Looks great, any hints as to when they'll be ready. They look absolutely fantastic!
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Try out NonWonderDogs addons (NWD_TankBallistics, etc.), I think those also affect the timetolive settings
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Of course you can, the correct parameter is timeToLive = xx; where xx is the amount of time in seconds
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Very cool tank indeed! The only negative thing that strikes me about it is that its shells seem far too powerful. I had a go at tweaking the config and came up with the following values (which are based on various internet sources) With these values the M60 is much more realistic IMHO and not a one shot one kill monster (which it really shouldnt be). It'll still kill a T72 in 2-3 hits (depending on where you strike it) and is a perfect match for the Russian tank (unlike the unfair M1A1 - T72 trade). I've made the tank shells 6th sense tracer compatible as well! Hope to see these or comparable tweaks in an official release sometime
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This is a list of bugs that I have encountered: - the missing names of the OFrP objects within the editor (already mentioned) - the MacMillan rifle completely lacks textures, it appears entirely white ingame and you cannot see through the scope - on the other sniper rifles the reload animation is bugged, instead of the bolt one sees the trigger slide from somewhere out of the gun to its normal position As for the LGI, havent encountered the mortar shells disappear but I was surprised when the last 2 shells did not strike home. I then had a look at the LGI soldiers gear and saw that the last 2 mortar shells are flares... so that might be the reason why they do not hit Anyway, hope this helps! The rest of the addon is simply awesome!!
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SAM units 1.4 released http://rapidshare.com/files/107932400/sam_units_v14.rar.html Changelog: 1.4 - corrected a class entry in the SAMVehicles standalone .pbo to correspond with the XtraVehicle addon - introduced threat entries for the SAM vehicles
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Very very nice model but is the SA-5 really useful for Arma? IIRC it is an extremely long-legged SAM with a minimum range of 40-50km and a maximum range of ~200km intended to intercept high altitude strategic bombers. A SA-2 and SA-6 site would be sooo cool! Again the model is brilliant, simply the usefulness of the system is questionable.
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Flares countermeasure system standalone addon
Karaya1 replied to william1's topic in ARMA - ADDONS & MODS: COMPLETE
Yes, just tried it, now thats really great! Fits perfectly together with my SAM addon -
Flares countermeasure system standalone addon
Karaya1 replied to william1's topic in ARMA - ADDONS & MODS: COMPLETE
Sounds great, now does it really attract missiles or is it more of a visual effect!? -
Version 1.3 is out now - get it here: http://www.filefactory.com/file/726ad3/ Version history: 1.0 The original version with the BRDM-2 and Stryker. Bonus vehicles in the XtraVehicle version include: A-10 GBU armed with GBU-12 in place of the AGM-65 Maverick missiles AV-8B MAV armed with AGM-65 Mavericks in place of the GBU-12 LGBs Ka-50 HEAT armed with S8T HEAT rockets in place of the regular HE anti-personnel rockets 1.1 - reduced magazine reload for the Stryker 1.2 - fixed a dead entry in the XtraVehicle.pbo that would create an error message in the editor 1.3 - introduced a new BMP-2 AA vehicle with two 5 missile magazines - increased magazine capacity for the Stryker from 2 to 4 missiles - increased magazine reload time for the Stryker from 12 to 24 seconds
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Thats right because locking with the TAB key works through IR signatures. No engine --> no heat --> no IR signature What you can still do is lock them up with a right mouse button click directly on them (works with every other vehicle as well).
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Of course you can target them, just like any other vehicle and they also get labeled "BRDM-2 AA" and "Stryker AA" (with ID Tags on). Just tried that myself flying both the Cobra and the Ka-50 - had no problem locking them up with Hellfires/Vikhrs! BTW, I will increase the reloadtime between missiles so the BRDM-2 doesnt ripple fire its whole magazine like it does now. And I will also include ammo carts for both vehicles!
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Redownload this package please SAM Units 1.2 http://www.filefactory.com/file/f0fe77/ Includes both the SAMVehicles standalone, as well as the expanded XtraVehicle addon (which caused the above error message). Important: ONLY USE ONE AT A TIME! That error was caused because of an leftover when I chopped my bigger Vehicle addon that also includes A-10s with GBU-10/16s from the F/A-18 package... must have forgotten to remove the magazines from the launcher's list of usable mags... About the delay between shots: Thats absolutely no problem, I admit the BRDM-2 is firing like a madman once he has aquired a target Right now the reloading time for a missile within a magazine is 1 sec...
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Sure they can Put a BRDM-2 and a couple of helpless UH-60s into the scene and watch the slaughter
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Follow the BRDM/Stryker SAM Addon in this thread
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As a special treat here is a new version which includes (on top of the SAM BRDM & Stryker) a A10 with GBU-12s, a Harrier with Mavericks and a Ka-50 with HEAT rockets instead of the normal frag HE. http://www.filefactory.com/file/9a043d/ If you're not interested in those, just stick to the addon in my 1st post (Both are identical except for the additional vehicles named here and the addon names)
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Oh and sorry for all the hazzles guys... For those of you who only want to have the SAMs: http://www.filefactory.com/file/79d269/