

M0ldyM!LK
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Everything posted by M0ldyM!LK
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Wind Translation - Value to MPH?
M0ldyM!LK replied to Von Quest's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Value doesn't translate to speed, it translates to direction. For example, a head wind or tail wind (blowing from the 6 or the 12) regardless of speed is no value. Wind approaching from directly 3 or 9 o'clock of target is a full value. Wind speed compensation falls into ballistics formulas and is dependent on the type of ammunition used. PM me if you want a more detailed run down of it :) -
Your GAU-8 needs to be LOUDER... And maybe not use the initial sound. It seems you have two, the initial burst, followed on by the distant "roar" of the cannon... Although it's a good concept, hearing two sounds from one burst just sounds odd in-game.
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Unless the Stryker has an up-armor package, the things really aren't that loud. If a firefight is going on, it's possible for a Stryker to roll up on a flank undetected by noise alone. Adding several tons of armor strains the engine and somewhat negates this, however. (This is someone who spent a little time in 1/25 SBCT)
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Elite Arma Warriors is running a Fallujah Insurgency server. It's US based, but we have a couple guys from Germany hop on with good pings. No ACE (Having any ACE folders will get you kicked, by the way) :)
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WarFX : Blastcore
M0ldyM!LK replied to Opticalsnare's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
JSRS 1.3, davegary's Rangers, Fallujah 1.2, and now Blastcore with a possible release? This has been a great week :D -
Multi-threaded rendering --which IMO is the best feature of the new APIs-- would probably catch on quicker if vendors would bother to release drivers that support it.
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:o Awesome! Hopefully the DL will be up momentarily...
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Romanian Armed Forces in Takistan(WIP)
M0ldyM!LK replied to shockero's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Really digging that PSL. Can't wait :) -
Realistic military task [discussion]
M0ldyM!LK replied to ArmAIIholic's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Just PM me if you want more details on orders. I've been putting putting out these things for the past 4 years, so I've learned a bit about them ;) -
Realistic military task [discussion]
M0ldyM!LK replied to ArmAIIholic's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
It bummed me out. I felt like I was at work again :p -
Realistic military task [discussion]
M0ldyM!LK replied to ArmAIIholic's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Nutshell: Generally you don't execute based on a WARNO -- they lack execution paragraphs. Warnos come in before the receipt of the full operations order, which covers the task's execution in detail. If the intent here is the implementation of new/deviating tasks, the correct thing to do would be to utilize a fragmentary order, or frago. With a frago, the only things briefed are the changes to the original operations order. Ex your operation would kick off under the premise of an opord, Full Opord would have Situation -enemy (weather, terrain, composition/disposition, location, activity, COA) -friendly forces (higher mission, left/right unit locations, etc) Mission -what YOU are doing Execution -self explanatory, dont need to go into sub paragraphs Sustainment - support/services/materiel available Command and Control -self explanatory You're enroute, whatever, and changes in any of the above results in a frago. Say you were moving to knock out bunkers, but instead the enemy has surrendered. Frago ex Situation -enemy forces enemies in the area are surrendering Friendly forces NOCHANGE Mission Move to blahblah in order to secure surrendering enemy forces Execution Your changes to the operation here Sustainment NOCHANGE Command and Control NOCHANGE Hopefully this little rant is somewhat useful... There are MANY MANY more details to the orders process, but this is just a general explanation. -
Excellent! Unfortunately though, that's a blocked domain on my network. Waiting for Armaholic or other mirror...
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Looking forward to the next build! I keep having way too much fun with this, even if there is no discernible end to the mission as of now. The Hind also gets very... angry if you hit it with an RPG but don't bring it down. I've shot it down twice now, but I've also hit it 3 other times that didn't result in a kill shot. It speeds up, flies off, then comes back 2 minutes later and unloads hell in your general direction.
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Helicopter, you say? Also, is there supposed to be an end mission trigger? Even after reaching the blue zones (which I've done twice now), nothing seems to happen.
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Do I still drop my equipment into the water?
M0ldyM!LK replied to Sintacks's topic in ARMA 2 & OA - GENERAL
Wet weather bags turn into nice floaty things if they're tied off in your ruck correctly... -
I did see ammo boxes -- I found the SVD in the crate next to the house, and a M9 in another box along the way. Once I got past that last DShK though, I didn't find any more, nor did any more enemies come after me. The boxes are there in the editor as well, but I was almost to the airfield based on my terrain association (didn't look at the map in-game, I think it's disabled anyway). FWIW -- I'm using Fallujah 1.1 update Giving it a few more run-throughs and having scavenged a map off a dead enemy.. Heading anywhere but south west is insane:omg: Another fun fact: I just realized that I'm completely retarded -- Every time I said south west? Yeah, I meant south east. Oops.
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The objects are in my JTD addons folder, I apparently just managed to get by everyone without making the whole city angry -- I looked at the map -- Apparently I just got lucky. The south west is easy to traverse so long as you get the jump on one of the minitripod gunners (namely, the one at the south west most 'bus stop'). Just a suggestion you may or may not want to incorporate (depending on whatever script error popped up): I went through a put full squads on patrol through the large open areas and cycled some UAZs along the main roads -- It made life a little bit more difficult
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I'll give it another go today for sure. It wasn't at all boring -- It was quite tense the whole time, since I never knew when and if a patrol would pop up. I should also note that I didn't find any health or weapon crates past the last enemy. I'll pull up the overhead of the map and locate where I was for you, if that helps any. Perhaps I just went in a direction you didn't intend me to :P Looking forward to the next version!
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I've been playing a little -- About 30 minutes in, and I've only engaged 3 enemy soldiers. I like the premise of it; I've actually attempted to make something similar. I'll let you know how it unfolds... Also! I discovered that it also requires the "extra units and vehicles" addon which can be found here: http://www.armaholic.com/page.php?id=6421 update I managed to make my way to the middle of .. nowhere, apparently. Still, the only enemies I engaged were the first three. I did spot a truck with 6 or so troops in the back shortly after, but I managed to evade it and just kept going in the same direction for about 20 minutes or so with no contact.
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Operation Flashpoint: Cold War Crisis Soundtracks
M0ldyM!LK replied to Drew's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Does anyone have a DL link for that OFP Tribute in that thread? It's absolutely amazing. -
Are there any intentions to work on the helicopters? I find it rather ... Odd that just turn into a charred piece of wreckage and fall out of the sky.
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Authentic sound & weapon Mod
M0ldyM!LK replied to ThePredator's topic in ARMA - ADDONS & MODS: COMPLETE
Personally, i like the other GAU-8 sound better. Sounds more similar to this random CAS video I found on YouTube. That just sounds like pure death. And in response to the FDF question: Personally, I like this one better having tried both. I suggest you try both as well and see which one you prefer. -
For what it's worth: The AK series is as much based on the MP44 as is the M16 series in that they both use a smaller form factor and intermediate cartridge. The operating systems of the AK and MP44 are drastically different.
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DSF Unofficial StarGate Simulator
M0ldyM!LK replied to Dingmatt's topic in ARMA - ADDONS & MODS: DISCUSSION
Looking good! Will the address symbols and chevrons be able to move at all? (...Is this even possible?) -
DSF Unofficial StarGate Simulator
M0ldyM!LK replied to Dingmatt's topic in ARMA - ADDONS & MODS: DISCUSSION
IT'S A FARGATE! Kudos to anyone who gets the reference. Hey, first post. Hi people!