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miles teg

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Everything posted by miles teg

  1. miles teg

    Jonny´s Army Special Forces

    Don't you know it's the gloves that make the man!
  2. miles teg

    Jonny´s Army Special Forces

    Actually I thought the same thing about the patrol caps. Â But when I looked closely, they are modfied. Â They don't have the peaks on them like the USMC caps. Â They basically look like a VERY starched US Army cap. Â However, it would look a bit more realistic if the top of the cap was lowered a bit to look like a typical "ranger roled" style which is how they are typically worn. Â For those that don't know, to "ranger role" a cap is to roll with your fingers the crease along the top part of the hat. Â This helps give the cap a more squarish look but also lowers the profile of the cap a bit depending on how much you role it. Chris G. aka-Miles Teg<GD>
  3. It requires all addons to have white hidden textures if I understand correctly. Â SFC. Itzhak was messing around with a similar system. Â Its cool but doesn't work with 3rd party addons unless everyone starts implementing the hidden textures and that FLIR system in their addons. Â Anyways, Mike, you can correct me if I'm wrong about that. As for the gameplay differences, the main one would be increased armor levels for the Apache, but other then that no. Â However if realism is not the goal then we should all be satisified with the BIS blackhawks in ArmA because after all anything added to them or changed doesn't change what they do in the game. Â Just like the Mapfacts Apache. Â Any updated textures still doesn't change anything as far as what it does. Â So why bother updating them? Well for some of us, we actually like to use the type of aircraft/vehicle/equipment that is used today by whatever country's military that we are interested in simulating. But whatever the case, what matters is what the mapfacts members want to do. Â If they want gee-whiz graphics and high poly models, then that's their call. Â Vice versa if they want to focus on realism as far as they can take it in ArmA. All we can do is let them know what we'd like to see by asking them nicely....and not give feedback in the very ugly way Mr. Lepardi did it when he said: "Tried it and removed. Sounds sucked, and effects look nothing like IRL videos." That was just outright rude and overall a stupid comment. Â To me the FLIR while not perfect, does resemble fairly closely what videos show of the real thing. Â It's vastly improved over looking at everything through NVG's only. Â At any rate, such comments are what often cause great addon makers to get very pissed off and just leave the community. Chris G. aka-Miles Teg<GD>
  4. Neither of us want it moved over to Arma so I request that nobody even waste your time in attempting it. Â I am however working on a new AH-64, it was originally just to help Serceles out with his model, PM me if you are interested in seeing its progress but do keep in mind that she's still in the early stages so theres not much to see. If Franze see's a demand for it then he might want to impliment it, i can't say right now as he feels that mapfacts filled the spot for AH-64's and thus there is no use in releasing another. How wierd... Â Â the mapfacts AH-64 is great, but it diefintely doesn't fill the spot for Ah-64's as the AH-64D Longbow Apache is quite a bit different in looks, armor, and capability. To Lepardi: Â Are you a freak'n Apache pilot? Â Can you do better? Â The sounds and graphics on the Mapfacts AH-64 IMHO are superb and I have yet to see ANYONE do a better FLIR system then Mapfacts has achieved. Chris G. aka-Miles Teg<GD>
  5. miles teg

    FFAMM1.5

    Ack! I didn't know it left addon dependencies in your mission.sqm file. That is NOT good! Chris G. aka-Miles Teg<GD>
  6. miles teg

    Jonny´s Army Special Forces

    Hey no problem Jonny. No need to apologize. I'm just happy that you're not leaving cuz you nearly gave us all a heart attack. Whatever updates you do I and I'm sure all of your fans are VERY greatful for. So its all up to you as I know you're a busy man. However I think you will REALLY like the AI Simmons entry tools. They were released a long time ago and sadly nobody ever really noticed them much. But in my opinion they were one of the coolest addons released in ArmA and I'm surprised that nobody ever incorporated them into their addons. But yeah you are right..scripts can bog down the CPU. I need to test all my IDF guys to see how big of a hit the framerates take. Hopefully not much. The entry tools thread can be found here: http://www.flashpoint1985.com/cgi-bin....simmons Also I highly recommend using the new uparmored humvee addon for screenshots and stuff with your new units. That addon was released by NZXSHADOWS in his thread here: http://www.flashpoint1985.com/cgi-bin....;st=120 The download link is on his top post. Check out pics of it on the last page. I made a short mission with your SF guys riding in 4 of these uparmored humvees. We assaulted from 300 meters a small town guarded by 4 full squads of SLA along with snipers all over the roof in a mission where you have to find and take out the SLA officers (which I hope to make into a snatch and grab mission where you can arrest the officer and load him into a helicopter or something). At any rate, your guys when coupled with these humvees completely obliterated all of these squads with very few casualties. So overall I was really impressed. These are by far my favorite SF units so far. Rock on! Chris G. aka-Miles Teg<GD>
  7. miles teg

    M1114 Uparmored

    OMG!!! You just made me shat myself! Damn you! lol! The FMTV trucks are something that I've been hoping to see first in OFP (never happened) and then in ArmA. That would truly be fantastic if you made that truck especially in the latest uparmored form. The APC is also cool (Is that a version of the V-100?) but I think Vilas already made a couple of nice ones of very similar models. Now a USMC LAV-25 Pirahanna APC would be sweet. But for right now, your uparmored humvee is just SUPER sweet and I would recommend that you release it on the Addons: Complete section of the forums as soon as you make the next updates to it. Coupled with Jonny's new SF units that he just released, they are amazing! Adding that FMTV truck would be just amazingly super cool! Chris G. aka-Miles Teg<GD>
  8. miles teg

    Jonny´s Army Special Forces

    I made the assumption because Johnny was specifically speaking to both myself and Wipman. Â Both of us have been OFP/ArmA community members and contributors for a long time. Â I did not have any reason to assume that you were not speaking about us. Â Simple deductive reasoning. Chris G. aka-Miles Teg<GD>
  9. miles teg

    Jonny´s Army Special Forces

    Wow... Jesus.... Â I'm so tempted to take my turn blowing my top... ok taking deep breath.... Shaolin (Are you a real SGT???) Â For your information I actually was a SGT (E-5) in the US Army Reserve, Corp of Engineers in a "Combat, Heavy" engineer unit. Â My unit included several former Special Forces guys just working out their retirement. Â I learned a tremendous amount from those guys. However many of the statements I made were simply based on either 1. experience in the US Army or 2. to enhance game play and mission making potential for ultimate realism. Furthermore if you bothered to read my apology to John or my original post you may have noticed that I actually offered my help in improving these beautiful addons. Â I am the head of the Lost Brothers Mod which is the longest running mod from the beginnings of Operation Flashpoint so I'm not some damn moocher/begger whining like a little boy who is spoiled and doesn't know how to make my own addons. Â I would be OVERJOYED to edit the MLOD's of these addons, but I did not ask for them out of respect for Johnny because they are his babies. Â I only mentioned that I am willing to work on them if he is too busy. Â So please don't add flames to the fire. .... I should add as I stated earlier, that Wipman is also no novice. He's done a ton of addon work in OFP and a few projects in ARmA. He's been around quite awhile. Â Again I will repost my apology to Johnny in case he doesn't see it on the last page:
  10. miles teg

    Jonny´s Army Special Forces

    Woe..... Â Jonny relax man. Â I didn't mean to get ya all worked up or sound un-appreciative. Â If you read what I posted, I OFFERED to help do all the work and was not demanding anything. Â If you don't want to change a thing on them, hey man that's your call. They're your babies. Â But chill out and please I'd prefer not to be told to fuck off as I wasn't trying to offend you and I apologize that I did. Â You're a good guy and I'm not some smoozer begger. Â Neither is Wipman. Â We both are very different and we both also work on addons. Â So relax man or go punch wipman for me. Â lol! Â Ok you can punch me too if you want. And PM's please don't PR him... if anything PR me for sounding rude or obnoxious. Chris G. aka-Miles Teg<GD>
  11. miles teg

    Jonny´s Army Special Forces

    Wipman, how many mission makers bother to dePBO an addon and look for all the classnames needed to unit by unit replace weapons. Â That's a bunch of unnecessary work that most newbie mission makers don't even know how to do. Â Yeah I could do that in a mission spending a good half hour looking up that info, testing, etc... Â or the addon maker can very easily put those units into an update and save mission makers alot of uncessary work. Â These are fantastic units but it would be a waste not to improve them to make them as realistic as possible. To Jonny: Â If you have no time, I'd be more then happy to do all of the updates I mentioned in a professional manner. Â Chris G. aka-Miles Teg<GD>
  12. miles teg

    Jonny´s Army Special Forces

    Another odd bit that really stood out was that the quick-ties they carry for securing prisoners are bright white. Â They look like they are textured that way, however it really stands out strongly. Â For the sake of multi-player matches, it might be good to make them black so they don't stand out like a beacon to snipers on the opposing team. Â While I know you prefer the blue mechanics gloves, if I were that soldier's squad leader, there would be no way in hell that I let him wear gloves that were bright blue. Â Most US Army units make it part of their SOP (standard Operating Procedures) to tape up with black electrical tape or cover with a black marker anything that is bright colored that may be part of some field expedient civilian gear that they use from home or because they can't get anything else. I would also recommend that they be made compatible (or incorporate) AI_Simmons tools which include working smoke grenades, breaching charges, IR strobe beacons, regular strobe beacons, various glo-sticks (like your guys are carrying on their rucksack), and assault ladders. Â If you need help with that, I can do that for you. But instructions on how to do it are found in the readme for the AI Simmons tools however you have to modify the init script to add in the units you want to have carrying the breaching charges and assault ladders. Â My mod has incorporated their tools in our IDF soldiers and the working smoke alone makes a huge difference in gameplay. Â I haven't fully tested each unit, but if its not in there, I would recommend that you put a laser designator on the squad leaders. Â Â In addition, a sniper is badly needed as well. Â If you play as a squad leader having a sniper and spotter to provide overwatch is very important as you attempt to enter a small town. Â They can also help to guard your rear and flanks. Â Â EDIT Â One VERY important thing that I totally forgot about.... Â THEY NEED AN AT SPECIALIST and an Combat Engineering specialist with mines/satchels. Â If these guys run into any armor, they are toast. Â Generally SF units will carry the old LAW rockets to knock out bunkers at the very least. Â But if they are in humvees its usually not problem to throw in a couple of AT-4 rockets. Â Â The engineer is important so as to lay anti-tank mine or satchel charge ambushes against enemy convoys containing key enemy personel. Â Likewise the satchel charges can be used to breach compound walls so that they don't have to assault through a heavily guarded front gate. Â In ArmA this is a big deal as assaults through front gates (or rear gates) of a compound usually = heavy casualties. Â A good mission maker can script the engineer soldier to lay down a satchel charge or the player can order his engineer guy to move to a location and lay down a satchel (and then order him to move away and detonate it). Â The other big reason to have an engineer also is because every US Army Special Forces (Green Beret) team has a engineer NCO on the team. They are a critical part of the team. So yeah the more I played with these guys the more I realized that definitely some critical weaponry and units are missing that prevent these guys from being utitlized to their full potential. Â Adding those units is an easy update that shouldn't take too long if you just use existing models or just make some minor modifications to make new models. To the person who complained about the helmets being too small. Â Actually they are PERFECT! Â These are MICH helmets, not PASGT helmets and thus cover less of the head and have a "snub-nosed" appearance as they hug the front of the head so as not to interfere so much with your aim as you fire your weapon. Â This is the first addon I've seen with accurate MICH helmets so this is very welcome indeed. Â One thing that I would like to see is a fully modernized US Army infantry addon that has not only these MICH helmets but also the shoulder kevlar armor covers that are now commonly found on US Army soldiers. Â It also gives them more of a "gladiator" kinda look which is cool. Â Â You might even make one SF unit decked out in full ACU and gear wearing those shoulder armor pads. Â Â At any rate, overall Johnny you did a damn fine job and if you need any help with the ideas I mentioned above, just let me know. Â Hooah! Chris G. aka-Miles Teg<GD> (Former US Army Engineer)
  13. miles teg

    Applegate Lake Terrain Source

    If I can find a good map maker I'lll happily make this island into part of Lebanon. But lacking a good map maker and having zero time to learn to make maps (I barely have enough time to bounce around doing editing on my mod's infantry/airplanes/tanks/etc...) I can't do it. OH well...hopefully you Sci-Fi boys have fun with it. Damn I miss my boy Calm Terror...that guy was a genius at map making and could turn this map into the most awesome urban'/snow/desert/woodland combo map ever seen. I need to go beg him to come back to ArmA..... maybe offer him one of our virgin addon makers to satisfy him. Chris G. aka-Miles Teg<GD>
  14. miles teg

    Applegate Lake Terrain Source

    (sigh) The ArmA community is seriously lacking good map makers. I mean the maker of this map did an exceptional job so far on it and even made a water dam on one part that is really cool. However, finding someone to finish it who will do a first rate job is very difficult. No offense to the SG-1 guys, but its going to be depressing if this map ends up as only a sci-fi map and is never developed into a full blown modern war type map with cities, roads, airfields, military barracks, and grass. Chris G. aka-Miles Teg<GD>
  15. miles teg

    M1114 Uparmored

    Regarding the RPG hits, I had a convoy of these bad boys go through Rahmadi which was full of 4 squads of SLA infantry with extra RPG guys added and I only lost one vehicle. Â So I wouldn't make the armor too strong. Â Its really hard to simulate what an RPG does to one of these in real life. Â Generally speaking they don't blow up the humvees unless they make contact with fuel or explosives stored inside. Â Usually they just blast a hole through the humvee and spray the inside with some shrapnel. Fatalities usually result from either the shrapnel or a direct hit to an occupant from the funnel of high explosives and the copper plug shooting out after it. Â That kind of dammage is really hard to simulate in ArmA unfortunately. Â But regarding the Rhino anti-IED system, yeah that would be super awesome if you get it to work. Â Like you said, even a custm IED device that works just with this addon would be fine to me. Â I have no problems with that. Â You might talk to some of the scripting experts with the Project 85 mod and RKSL mod to see if any of them have any ideas regarding how to best implement such a system. Â Chris G. aka-Miles Teg<GD>
  16. Yup exactly. Â Â The onboard weapons you can use without any laser designator. Â Â What is cool is that in MP games, if other players are flying aircraft equipped with LGB's, you can spot targets for them that your hellfires may not be able to obliterate such as large buildings. Â So you can use some pretty good team work while your fellow team mates won't have to fly too low and thus can avoid alot of groundfire. The advantage that you have over them is that you can spot infantry at night with your superior FLIR optics while their aircraft can not lock onto buildings or infantry. Â In single player games its pretty cool working with harrier jets with LGB's flow by AI. Â They do a good job helping you wipe out entire city blocks full of enemy while you stay back at a safe distance. Â Just as in real life, the Apache is not the best armored helicopter in the world and can really get messed up from heavy small arms fire. During the invasion of Iraq, one massive Apache assault was actually repulsed due to the shere volume of small arms fire and heavy MG and light cannon fire (ZSU-23-2). Â This led Apache (and USMC Super Cobra pilots) to adapt Russian style high speed strafing tactics more typical of Mi-24 Hind crews. In a environment with heavy enemy troop levels, to hover is to die. Â Speed is survival. Â As you probably noticed, the same holds true with helicopters in ArmA. Chris G. aka-Miles Teg<GD>
  17. miles teg

    Applegate Lake Terrain Source

    Not good gameplay????? Are you kidding me? That map is freak'n BEAUTIFUL! With a little work to make it more efficient and CPU friendly, that map could easily be developed into one of the best maps in ArmA. The terrain is just breathtaking! Chris G. aka-Miles Teg<GD>
  18. miles teg

    Mercedes CLS

    Wow! Â This a beautiful car. Â I'm glad my little IDF uparmored humvee conversion helped you out. Â But I hope you can get all the bugs out of this beauty. Â Very nice for VIP's as well. If you get real good at this maybe with Mechanic's permission you can convert some of his old SUV's into ArmA and make them into mercenary (PMC) SUV's with trunk monkeys (rear gunners) in the rear. Â At any rate, I can definitely see this car being used in special operations missions where you kidnap the drug lord, mob boss, or terrorist leader who drives the car. Â Or you can play as one of the above and be a big pimp'n mofo mob hitman driving in style around Sahrani enforcing for the mob boss when someone tries to double-cross him.... and when needed taking down a Sahrani politican or reporter if they don't cooperate or get too nosy. Â lol! Â Chris G. aka-Miles Teg<GD>
  19. Its actually really simple. Â Â I'm not sure if it works with missiles, but if you got aircraft loaded with LGB's either flying around on several "search and destroy" waypoints or if you ahve them triggered to take off and fly to your area, then they will attack whatever you shoot the laser at. Â The bombs will fall right on that laser. Â However its not always super precise. Â The farther the target, the less precise. Â But usually it hits the building or car you lase. Â Even with moving cars, the bombs will still hit if they are falling as the target car goes by. Â Otherwise you just engage the car with hellfires. What I REALLY would like to see is a AH-64D Longbow Apache. The body on it is different (more armor) and it has the large radar on top of the mast. This is the current version used by the US, Israel, Japan and the UK. Chris G. aka-Miles Teg<GD>
  20. miles teg

    RAF Chinook

    Interesting! Yeah I know also that a few M60 MG's still soldier on in some US military helicopters as well. Apparently the policy is to keep using them for now I guess until they get funding to have them replaced. As a former M60 gunner however, personally I think that they are fantastic weapons and I'm not quite sure why there were replaced with the heavier M240. I've seen alot of crap written about the M60, but I found it to be an extremely reliable and superbly accurate weapon. I saw it as my automatic sniper rifle. lol! Its a hell of a feeling to knock down an 800 meter target just using iron sights. I'm glad SEALs and a few other special units are still using the newer versions. At any rate, it would be nice to see it on these RAF Chinooks at least on the door ramp. Chris G. aka-Miles Teg<GD>
  21. Well right now my main concern is finding out what addon or enhancement mod it is conflicting with that is causing those strange bugs. When I tested the addon I did not use any other mods other then Fromz's sound/enhancment mod. I'll have to test it with the SLX mod to see if something in there is jacking it up. The bad news is that even if I find out what mod is conflicting with it, I'm not sure if I have the skills to fix the problem. Hopefully someone else with more config/modelling skills will see the problem and be able to update it. Chris G. aka-Miles Teg<GD>
  22. miles teg

    Mercs and Civilians

    Kick ass! Such units will do nicely! Now the more difficult job of TRUNK MONKEY EQUIPPED SUV'S! YEEEHAAA! lol Just kidding, I'm quite happy if it stays just as an infantry merc pack. Excellent job on a nice range of mercs! Chris G. aka-Miles Teg<GD>
  23. That may be possible. I only tested it with Fromz's FFAMM sound mod as thats the only mod I use these days aside from the genre of addons that I have the AAV7 in (USMC stuff, Middle East stuff, etc...). If you know how to fix it to make it XEH compliant just PM me with a link to the update (or updated config file) or at least instructions on how to do it. Whatever the case I will update my main download as I also added flag positions on the model. I will release it as version 1.1 XEH compatible/with flag carrying capability. Thanks for help fellas! Chris G. aka-Miles Teg<GD>
  24. miles teg

    Sigma Six Vehicle Pack

    I would bitch about these not being military vehicles, but they are just too damn cool to complain about!!! Â lol! "YEEEHAAAAA! Â Just some good ol' boys...." I grew up watching "The Dukes of Hazzard" County. After M*A*S*H*, it was one of the best shows on at the time. Chris G. aka-Miles Teg<GD>
  25. miles teg

    Project RACS

    That's a shame about the phantom. Â Personally if I were you I would have told those bitching about the American-centric aircraft to go to hell as there are several European mods out there developing or converting a wide range of European aircraft already... but that's just me. The Super Etendard I don't believe was exported very widely but since you guys already got it all converted and repainted, no use to waste alot of excellent work as its a fairly decent model. Â The Mirage III is a good plane that was widely exported so it's not a bad pick. Â But still, if I were you guys I would have stuck with the F-4. Â I hope at least that you guys will carry on with the A4 skyhawk. Â But I shouldn't complain as these are all super reskins and I know you guys put in a lot of hard work in the effort (and have helped out my mod as well). Â So hats off to a really good job so far. Â Chris G. aka-Miles Teg<GD>
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