miles teg
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Everything posted by miles teg
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Given that the GAU-8 fires 1,800 rounds per minute and in ArmA fires almost as fast, it would be a bit difficult to stand there and count how many rounds it took to destroy a BMP. As it was on the last version I worked on (with the ERA), it took around 5-7 rounds. The problem however was that for some wierd reason it took out a T-72 with one burst (2-3 rounds) but took much longer to take out a BMP. The rate of fire definitely needs slowing down a bit more and hopefully the dammage issue against T-72's and BMP's can be sorted out. If not, hopefully a compromise can be found on the dammage ability of the 25mm AP rounds. It's very hard to get perfectly realistic dammage capabilities with armor piercing/anti-tank weapons in ArmA. Chris G. aka-Miles Teg<GD>
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Why is the BIS T-72 not accurate? In the real life pics you posted I can't tell if it has more frontal turret armor because its covered in ERA blocks. If that is what you are talking about, then the BIS model doesn't need to be redone. It just needs to be modified like how the Vilas Mod did it on the Polish T-72 with ERA. The hard part is positioning all those stupid little ERA blocks. I am in the process of doing that right now for a Syrian T-72 with ERA that I am working on for my mod, and it is NOT easy to get the right angles and crap on all those little boxes especially when there are multiple versions depending on the specific model of T-72 and the specific type of ERA used. In some pictures often not all the ERA is applied as well which can be confusing. At any rate, I'd be happy to see an nice uparmored T-72 with ERA as part of this tank pack. Chris G. aka-Miles Teg<GD>
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An easy fix for the ramp mounted gun is to simply don't make the ramp movable. Â Make it fixed as I myself don't see the need to have a movable ramp with a weapon mounted on it. Â If the weapon is mounted on it, then the ramp would be open for the men inside to use it. Yeah I agree, a fixed ramp with a MG station is the way to go otherwise the gunner might look a bit wierd aiming at the roof of the aircraft and sitting or standing at an angle facing upwards. From what I've seen, the MG mount is on the rear ramp itself so as to have optimum coverage of the rear. As the saying goes in the military- CYA (Cover Your Ass). Chris G. aka-Miles Teg<GD.
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Damn....now I'm going to have to find the "Dukes of Hazzard" theme song for a mission. Â "Just some good ol' boys..." Oh...you MUST stick in the General Lee's trademark horn sound when you honk the horn. Â lol! I forget the name of the tune it honks..."Dixie" or "Whistleing Dixie" or something like that. (I should know this living in the deep South and growing up watching that show....(sigh)). Now we just need some early 80's retro police cruisers and Boss Hogs white cadillac convertable with the long horns on the hood. Now THAT's big pimp'n when you got long horn bull horns on the hood of your luxury car. Chris G. aka-Miles Teg<GD>
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Sorry, I'm not seeing this ....... under what circumstances is this occuring !! ?? Not seeing this either in several tests ! @DragoFire Nice reasearch ! Thanks. Otherwise, comments noted ..... working on a retex'ed armed version This happened on a mission where I was flying from the airport in the South of Sahrani (the main air base) down over to the plains where those oil derricks are. Â I tried at full speed and they kept crashing when landing so then I tried at low speed which helped alot but at times they kept going in circles for the rest of the mission (until shot down by MG fire). Â I also put their behavior on "careless" as well as I was not sure if maybe it was an occasional MG bullet being fired at it that might have caused the odd behavior. Â But that didn't seem to matter. Â Â However removing the helipad and making sure to put the "unload transport" waypoint in a flat area seems to help alot. Â So far it is landing each time now. Â So it might just be all about where you have the Osprey landing. Â Oh... I'm also using the SLX mod which may be using up more CPU processing power and thus reducing the AI ability of the pilot maybe. Â Â I'll have to test it without the SLX mod to see if that helps as well. Finally I'm also using two Ospreys landing at the same time, carrying a fairly large USMC assault force (I like big battles). So that might also have something to do with it. Chris G. aka-Miles Teg<GD>
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Oooooooh..... I'm glad you said that because I was using the invisible helipads.... I'll have to test it out without helipads to see if it lands safely consistently. If so...then I guess the solution is just to not use helipads and prepare for random landing zones. Chris G. aka-Miles Teg<GD>
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High Definition Tropic Island
miles teg replied to Linker Split's topic in ARMA - ADDONS & MODS: COMPLETE
I agree that overall you did a fantastic job of getting the map to work on even lower end ArmA capable computers. However, as other said, definitely you could splurge on more trees...maybe not the whole island, but if you add in some densely forested areas in some large key locations, that would be amazing. Eventually an airstrip somewhere would also be cool. At any rate, overall I really like the map. It's an incredible job you did and I think we all really appreciate the effort and craftsmanship that you (and anyone who helped you) put into it. Job well done! So areas for improvement: 1. Trees out of road (hinders AI drivers) 2. Sky fix (if possible) 3. Denser forests at least in some areas) 4. airstrip for fixed wing aircraft 5. Jungle animal sounds Keep up the awesome work! Chris G. aka-Miles Teg<GD> -
Ultimately the whole silly chin gun vs. belly gun debate is useless. It's up to Gnat to decide whatever he wants to do and whatever improvements he does is fine by me. As someone else mentioned, the idea of an AI version (may fly more like a helicopter but AI can land it easier without crashing) alongside a player flown version is also I think a good idea for those who wish to mainly use it with AI pilots vs. those who actually want to fly it like in MP missions where good player control is critical. Quite honestly however, without consistent ability by the AI to land it safely, this addon, while beautiful, is useless for single player missions and is, for the most part, an MP addon. That does not diminish the amazing work that Gnat has done on it however and it is definitely still a very valuable addon that pushes the boundaries of ArmA addon making. Chris G. aka-Miles Teg<GD>
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Lost Brothers IDF Units Ver 1.6 RELEASED
miles teg replied to Jewish-Freak's topic in ARMA - ADDONS & MODS: COMPLETE
Just to add a little info, what you guys are seeing are F-15I fighter-bombers in various configurations to include interceptors, CAS, Strike, and other variants. These have mixed missile/bomb weapon loads that include sidewinders, Sparrows, cluster bombs, Mk82/Mk84 bombs (retarded with air brakes), and mavarick ATGMs. In the pic with the bomblets, those are from the cluster bomb. Work to be done on it- A animations on some parts need to be fixed, proxies need fixing for pilot/copilots, and some sounds need to be fixed on the weapons. But other then that, it flys great and looks incredible flying around like a bird of prey seeking its prey. The smaller 250lb bombs also are deployed in "ripple" fashion and so when the AI pilots (or players) drop them, it looks like carpet bombing. It is very impressive. Chris G. aka-Miles Teg<GD> -
Wow! That is awesome! You da man! Chris G. aka-Miles Teg<GD>
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High Definition Tropic Island
miles teg replied to Linker Split's topic in ARMA - ADDONS & MODS: COMPLETE
Clicking refresh.... update? Nope....licking refresh...update? negative....darn it... clicking refresh....clicking refresh....clicking refresh...... Chris G. aka-Miles Teg<GD> -
Now, the million dollar question... does this script work in multiplayer??? If so, that would definitely be amazing for quickly moving vehicles into advanced positions for reinforcement, rather then having to drive them all the way across Sahrani. Of coarse it might be a bit unrealistic hauling around tanks. But things like ammo trucks and humvees with TOW's and other weapons are definitely important. To be able to lift and deliver such items would definintely give MP games much better realism and allow helicopter pilots to play a much more vital role during campaigns. At any rate, I'm definitely going to see about using this script in single player missions. Now only if the AI could be scripted to use it! That would be super! Chris G. aka-Miles Teg<GD>
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Just wanted to add that I'm working on a version with the ERA kit on it. However it should be easy to copy and paste to any updated model. Chris G. aka-Miles Teg<GD>
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British Infantry with Helmets!!!
miles teg replied to bigstone's topic in ARMA - ADDONS & MODS: COMPLETE
While the helmet doesn't have all the straps crossing over the helmet, it still looks vastly better then just having a boonie hat and overall is fairly close. I actually didn't even bother downloading the UKF pack as it didn't have troops with helmets and wasn't going to D/L it until they released some. While this isn't an official UKF release, it definitely got me downloading all the UKF stuff now. Now I'll also have to download that RAF Chinook. Now if only that Catshit Afghan map would get fixed up. Chris G. aka-Miles Teg<GD> -
Merhaba! I just got finished playing most of the units and the SP mission and now have a bug report. Bugs: 1. I got a CTD when I tried the insurgents. 2. SP mission said it was missing a .p3d file from the insurgents. The mission played, but there were no enemies on the mountain top, no helicopter picked up the men, and after a long march to the base, where a helicopter was supposed to pick up the men, no helicopter came. At that point I ended the mission as I didn't feel like walking another 3800 meters through the mountains in the same direction that we came from. 3. I got an error about a missing texture on the mountain commandos when I was trying just the guys with Soviet made weapons (ak47, AK47-GL, PKM, SVD) and the AA unit. Aside from that everything seemed to work well. My only recommendation is that for some of the infantry/commando units with turkish names, it would be nice to see a simple translation next to it, or at least have the translation in the readme file. Also a Turkish_Music.pbo file would be really nice with good Turkish music to include in the missions. My own mod did this in OFP and realized that it was very easy to convert to ArmA as you just change the game version # to the ArmA version 1.0 in instead of the OFP version 1.45 in the config. At any rate, I really enjoyed the addons overall and greatly look forward to making missions with them. I hope that in the next verson you will have a M60 tank! Sigma's version that I believe your mod's M60 was based off of (if I remember correctly) has already been converted into ArmA so it would be an easy conversion to make a TU version for ArmA. So keep up the excellent work! Chris G. aka-Miles Teg<GD>
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Ah ok, I didn't know one engine could power both rotors. Cool. As for the belly turret, yeah it reminds me of the one on the Millenium Falcon in Star Wars. lol! On a serious note, I have noticed one very big problem on this addon. That is that the AI pilots do not consistently land without crashing. They only land about 70% of the time. The rest of the time swoop up and down until they slam into the ground while trying to land. That definitely is a major problem. I'd rather that they fly more like a helicopter then the AI not be able to use them effectively. But that's just my opinion. Chris G. aka-Miles Teg<GD>
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Well, the belly gun version system would be just as useful offensively, offer more coverage, and woul be easier to model if he was going to model any weapony on it. Â Maybe I missed it on the past posts, but wasn't the plan to develop a belly gun system on the real life Osprey? Â From what I understand it can mount a wide variety of MGs and light cannons. Chris G. aka-Miles Teg<GD>
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I'd rather just see the little belly mounted turret which seems to me much more realistic as this is the main system currently talked about (not a nose mounted system). Â Â Personally I would NOT like to see the unrealistic versions. Â But it's up to the addon maker to decide whether he wants to spend hours of modelling and config work to make something that will never exist in real life. Â Â If you want the ultimate gunship you might as well stick rocket pods on it and load it with tons of missiles. Â But all in all, I'd be happy with just seeing a little rear map mounted machine gun position. Regarding the real life info on it, personally I think that thing is a flying death trap. For it to be used, as that one picture shows, as a commando type helicopter for getting onto rooftops, would be insane. Are the engines even armored? Unlike a helicopter, where the engines are on top or upper sides (and thus harder to hit and more easily armored), this bird has them out in the open as big targets for any enemy rifleman/machine gunner to blaze away at. What happens if one engine is lost in a hover? I can't imagine it doing anything other then cork crewing into the ground. Overall, I think it is a "GeeWhiz" toy for the Pentagon with lots of nice features that will come at the expense of human life. Anyhoo.... at least its fun in ArmA to fly around in and definitely was a tremendous accomplishment to get the rotating engines to function correctly. Chris G. aka-Miles Teg<GD>
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Yeah especially since ArmA II needs to be a hell of alot better or I doubt many addon makers /mods are going to re-do all their addons (like convering from OFP to ArmA) just for a slightly better version of ArmA with a few new vehicles. So far, from what I am hearing about ArmA II, I'm not exactly thrilled. The lack of cargo ability in ARmA II (according to BIS) for example is a major let-down. But anyways, thats for another thread. As to this post, BIS does not need to bother releasing official addons. That is what the mod/addon making community is for. Chris G. aka-Miles Teg<GD>
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Sounds good my friend! Yeah I know the cargo door in real life is likely opened far in advance to dropping off troops at a landing zone (if its even closed at all). I'm looking forward to a version with a tail gunner on the rear ramp area. That'll give the enemy a nasty little surprise as they try and take pot shots at the Osprey as it takes off to leave. For the people who hate the flight control system, keep in mind that what Gnat did is extremely difficult to do. It really is a major achievement and overall works quite well. Like flying in general in ArmA, it takes some time to adapt to the flight coontrols. But after awhile its not bad at all one you get the hang of it. Just don't make tight turns or slow down if you need to turn tighter. Gnat, I know the hardcore USMC fans in ArmA are really loving this and can't wait to see it in USMC colors. Rock on and I hope to see this baby taking off your ships that you were working on soon. Chris G. aka-Miles Teg<GD>
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I think that's because the mines were never made to be "side" dependent. In other words, like the real things, they do not discriminate who they blow up just like the standard BIS mines. Solution- Keep friendly AI away from minefields. Minefields are generally part of defensive strategy designed to slow down or stop an enemy's advancement as well as to channel the enemy into pre-positioned kill-zones of interlocking fire and pre-positioned artillery strikes. They can also protect your flanks from surprise attacks. Generally its not a good idea to place them protecting your rear as that can cut off avenues of escape. What is missing now are anti-mine rollers put on tanks as well as rocket launched line charges or anti-mine fuel-air artillery. My mod had both the rollers and FA artillery in OFP and hope to eventually import those capabilities into ArmA so that you can clear paths through minefields for your AI units. Chris G. aka-Miles Teg<GD>
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Regarding the ramp, as someone else mentioned, it is going down a little bit too slow.  However the issue of it going down when disembarking troops is quite easy to do.  On my mod's (Lost Brothers) CH-53, the ramp animation is triggered to open or close automatically when the cargo (troops) disembark.  However if the ramp doesn't go down quickly enough, they can get stuck on the ramp depending on where the memory point is positioned for cargo (troops) disembarking. At any rate, you are welcome to use that script. An alternative, is to make the script height dependent like on the landing gear. That works as well. A door gunner shouldn't be too hard to do if you just copy and paste the BIS gunner stuff from their UH-60 model from all their LOD's and the memory points  The model.cfg part is the hardest part to implement.  Keep in mind that a new upgrade of the Osprey is in the works to give it a cannon turret mounted on the belly of the aircraft. Currently, if I'm not mistaken, the single gunner is positioned on the cargo ramp due to the dangers of a stupid door gunner shooting out an engine or rotor blade in the heat of combat.  So turning the door gunner proxy/models/memory points 90 degrees and putting him at the rear and on one version with a fixed open cargo door, might be interesting.  In Afghanistan, alot of CH-47 gunners fly with a gunner in that position. Anyways, those are just some ideas. Overall, its an excellent beta addon.  Chris G. aka-Miles Teg<GD>
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Naval Missile pack on A10/AV8B
miles teg replied to [frl]myke's topic in ARMA - ADDONS & MODS: COMPLETE
Nah its cool. Â Nothing wrong with getting in a little practice doing configs and such. Â Eventually once you get into modelling and stuff, you could make your own nice assortment of AA missiles for aircraft. Â You could also try configuring ship addons to use these so that they are not dependent on the MANDO script. Unfortunately so far there aren't any major ship addons that use missiles. (Hopefully that'll change soon) At any rate, keep on making addons. Â You can always update this one later. Â Chris G. aka-Miles Teg<GD> -
You know that's a good point. I have yet to see an addon with rifles that look all battle worn. The M16's that I've used always had scratched up magazines and with paint knicked off all the sharp edges. I'm sure its the same for most weapons that have been heavily used if they use any kind of paint. Chris G. aka-Miles Teg<GD>
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Naval Missile pack on A10/AV8B
miles teg replied to [frl]myke's topic in ARMA - ADDONS & MODS: COMPLETE
Aren't alot of those missile surface to air missiles? Â The Barak I know is an Israeli designed missile designed as a SAM. Â Likewise the Patriot has never been mounted on an aircraft to my knowledge. Â Isn't the S-300 also a massive Russian SAM? I mean that's interesting and all, but I'd rather see SAM missile batteries and aircraft with realistic loadouts. Â But that's just me. Â Others may get great enjoyment from the addon. Â I like your signature by the way....team killers sucks. lol! Chris G. aka-Miles Teg<GD>