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ONI.au

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Everything posted by ONI.au

  1. ONI.au

    Pingu's claymores

    the thing is the claymores are a shaped charge yes but there is still a certain amount of blast backwards from the explosives and i have been present at a M18A1 usage and they do have a 360' blast with a shaped charge sending shrap and ballbearings in an arc forward and these represent that these are a realistic representation of the M18A1 claymore in just about everyway except we didnt model the cord due to the fact that 1 its camoflaged into the surroundings when placed and 2 we didnt know how it would fair in mulitplayer so rather than risk issues we didnt place it in
  2. ONI.au

    Pingu's claymores

    the whole point was lads is we wanted to impliment them as they are at this point in use in the Australian Army and thats not as a mine they are nolonger considered a mine but a comand detonated anti-personel explosive device if you wish to change that i have spoken to pingu and he said that its not an issue as long as kudo's are given in any readme's for the updated version
  3. ONI.au

    Pingu's claymores

    i agree miles the correct use of overlapping arcs and interlacing them effectively you can make a simple ambush into a work of art yes im an old lover of the claymore and  dont think i will use a satchel in game for anything now except demo as it should be go the claymore back into its own as a real soldiers 'voice' of justice nothing says 'EAT IT' to opfor better that a wall of shrap and ball bearings i am however trying to get pingu to increase the smoke levels a little as i guess you know from experience miles like myself you cant see through a claymore ambush in the day too much dust and debris is thrown up by the blast but for now they will do as is
  4. ONI.au

    Pingu's claymores

    thanks for clarifying miles i agree that was the standard s.o.p.'s when i was in aswell and yeah a peice of piss to use but what i meant by proximity would be to lay tripwires and the australian army nolonger uses the claymore in this way as it nolonger considers the claymore as a mine this is why we didnt use any applications of this type as thats just basically movie hype the other method i got to see while i was in was radio detonators but the commando regiment and such were the only ones to get a hold of them us standard infantry had to use clackers which in my opinion is a safer method anyways
  5. ONI.au

    Pingu's claymores

    sorry mate but being ex aussie military and we follow the geneva convention to the letter so no proximity application has been added to the australian version of the claymore in real life so we didnt put it with ours we also dont use any form of trip sensor with our claymores either as the australian army does not use any form of 'mine' in its arsenal the claymore in the australian army is treated as a remote detonated explosive device and nothing more
  6. ONI.au

    Pingu's claymores

    claymores were never designed to be destroyed by incoming rounds they are inert without a primer and thus has to be detonated using either a radio operated detonator or the old fashioned clacker after arming the claymore and even then they dont blow up from being shot they are designed that way as a 'safe' explosive device edit: thanks foxhound for the front page and the mirror mate pingu will much appreciate it im posting on his behalf as he is having issues trying to get an account on the forums
  7. ONI.au

    Pingu's claymores

    guys any feedback or bugs would be appreciated as they are still a work in progress so people know they were made off the tabulated data the australian army uses for their effective ranges for the M18A1 claymore and yes there is a little note on the top left that says DO NOT EAT CONTENTS so they are as real as they could be the only thing is the remote detonation device wasnt implimented on this model as it wasnt thought of until it was well after model production so the next model should have it pingu was going to model the cord for detonator but we believed it would be dificult to stabilize in multiplayer so it was left out
  8. ONI.au

    Pingu's claymores

    rapid share mirror: mirror a nice feature of them is they are set to be fired one after the other rather than be fired all at once like satchels and this wil reduce fps issues greatly for those that dont have up to date pc's
  9. ONI.au

    AimPoint Desert Weapons 1.3

    never mind mate lol i left the old replacement pack in by mistake and thats what was causing the crashes sorry for the inconvenience also could you post a list of weapon id's so we can add your weapons to our own crates  edit;nvm i found it on armaholic thanks mate much appreciated edit: also it would be nice if you broke from the tradition of seeing satchel pouches on the ground when you dropped a mag on the ground it would be nice to see a magazine like in the AAW steyr's  just a thought anyways mate good luck with the mod your going great gunz us Aussies love your work
  10. all the devealopers need to do is talk to DK and get his version of the black hawks his original doesnt have the issues that are present in the ADF pack yet his is the one in it something must have happened in transfer who knows
  11. Ok after looking at the models and comparing them to others in game and in the editor and in detail i came to the following conclusions. Your F88, MRH90 and Tiger models all seem to have the 1 model for each lod. You need to make lods that decrease in polys. The BIS BH that you guys retextured for instance has 8 lods each one decreasing in polys which makes the gameplay a lot smoother. Your MRH-90 has 9252 faces for each lod you have, which means even when you see it and its only a dot on your screen way in the distance your computer still has to draw 9252 faces. This is going to cause serious FPS issues when you have multiple units on screen whether it be the MRH-90s, Tigers or F88s. I hope that this will help in improving your models and improve your models viability for gameplay.
  12. i am helping them who do you think gave them most of the errors they are fixing ,just wish ppl would wait till things are finalised without errors before doing stuff like making replacement packs as with errors you never know if there is a more underlying issue that could cause conflicts enough said not in the mood for a slinging match
  13. ONI.au

    AimPoint Desert Weapons 1.3

    also aimpoint another issue one of the p3d's is possibly missing will look for the error again later but it causes me and the beta team for the mod im working on to constantly ctd
  14. before you go and make replacement packs dont you think you need to fix the models first there is more issues in this mod than idi amin saying to ghandi you are too intense fix the issues first then look at replacement mods for crying out loud there is auscam cuffs on the desert models fix the issues first thats all i have to say
  15. ONI.au

    AimPoint Desert Weapons 1.3

    i found one issue that the m4/acog/203/qds has its optics isnt optimised for widescreen 2 thin opaque strips show up on either side of the screen all the others have no issues just that model
  16. put down one of the bis ones next to a adf one and hop in and out of the cockpit of both you will see what i mean edit :ohh the other thing is the flag on the arms is backwards
  17. adf mod issues that need to be fixed these are some issues i saw that need to be addressed in the adf mod .... now im not picking holes im just saying these are things that need to be fixed on the desert models the troopers left sleave cuff is in standard auscam not desert auscam also on all the troops there seems to be some sort of weird blocky shadow sticking out from the models with the steyrs the optic is zoomable  which is not the case in real life (irl its a 1.5x fixed optic)also they have no shadow with all the adf troops with back backs none of the molle webbing has been textured onto the backpack its been textured over in auscam with the SR98 the image in the gear profile is not an SR98 its a m24 in desert cam and as you move away from a person carying it it changes to white with the mrh-90 the cockpit is without working display and is of very low texture quality also the windscreen wipers look like black painted on lines rather than a part of the model the rear of the interior has several texture issues where lines just dont meet up and dont look quite right(metal stripping on the ceiling) the texture on the outside however is well made textures for the rovers are pixelated(example the tyres and numberplate)  and the vehicles have no shading in the textures ....no depth the blackhawks have 2 sets of rotors showing the stand still versions and the moving texture ones  and the dash in the blackhawks has not even as close enough detail to the bis ones also the miniguns seem to turn inside the chopper( could be bad results in game with that) the tiger has no shadow and the tail fin on it has a XXX texture that has an alpha around each X which causes you to be able to see through the tail these are all things i have seen just in the first few minutes of looking at models in the in game editor however the abrams seem to have no issues and are some of the best texturing i have seen for tanks in a long time i hope that issues like these can be fixed in the not too distant future
  18. ONI.au

    Arma beta patch 1.09 - released

    thing i like the best is the removal of the CLU (firing device) from the javelin prior to firing and if you go prone with the jave the clu is removed thanks BI for taking that on in this patch it was anoying to say the least to have to look through textures if you went prone with a jav on your back
  19. ok i sorted the issue i was using the maxmem entry with the beta and it seems with vista it doesnt like the maxmem entry on the targets even though i was using the correct amount so an advice to vista users dont use the maxmem entry on your target lines as it causes for myself anyways to have arma crash horibbly
  20. ok my problem is im crashing as i finnish loading a mission here is my pc build Machine name: ONI-PC Operating System: Windows Vistaâ„¢ Home Premium (6.0, Build 6000) (6000.vista_gdr.071009-1548) Language: English (Regional Setting: English) System Manufacturer: GBT___ System Model: NVDAACPI BIOS: Award Modular BIOS v6.00PG Processor: AMD Athlon 64 X2 Dual Core Processor 5600+ (2 CPUs), ~2.8GHz Memory: 2046MB RAM Page File: 922MB used, 6043MB available Windows Dir: C:\Windows DirectX Version: DirectX 10 DX Setup Parameters: Not found DxDiag Version: 6.00.6000.16386 32bit Unicode Card name: NVIDIA GeForce 8600 GTS Manufacturer: NVIDIA
  21. while making a mission for one of our mods my freinds and i came up with a thought what about dog handler units most military and police units have a dog squad and to have a working dog squad as a choice in game would be perfect basically the handler would give an attack command just like a squad leader would to a member of his squad but the animal would have to be animated to grap a hold of the enemy and it would have to be scripted that the enemy dcant shoot thier weapon once they are grabbed and then the targetted unit would also take wound damage for however long the dog has a hold of themeven to the point of disabling the enemy soldiers legs and movement(which is what military dogs do) so if there is any way of bringing this into game i would and i think a lot of others would also love to have it in thier missions
  22. ONI.au

    Vilas' addons

    any plans to retexture your aug steyr's they are a little see through and have no shadows would be nice to have an up to date version
  23. ONI.au

    FFUR-SLX 2007 2.0

    just a question TB are you thinking of moving to ArmA as there are those of us that would love to see your work in ArmA especially the weapons modifications and the overall feel you add to your mods it gave me many years of enjoyment in ofp now that i play ArmA its missing that TB FFUR feel and would be nice to see you shine in that like you have in ofp let us know your thoughts on it it would be greatly appreciated
  24. ONI.au

    Pixel Loss

    i have a gigabyte 8600 gts 2 gig of ddr 2 800mhz (kingston) 5600+ am2 chip soundblaster xfi extreme music sound card gigabyte ga-m57sli-s4 motherboard vista home premium 19in' flat screen wide screen monitor with dvi out zalman 5.1 suround headset g11 keyboard g5 mouse would you like to know more ?
  25. ONI.au

    Pixel Loss

    i am also getting this issue i just had to format my pc and reinstalling ArmA i noticed that not only does it do that but it also shifts one pixel width of the text up and to the right aswell this has to be related to the prior issue  can anyone help??? edit i have noticed that its to do with the instalation of the original game before patching i tried reinstalling the game and i noticed that the pixel movement in the tex was different each time ( i reinstalled several times) and this also affects the map pixel movement i havbe actually had this issue before but for the life of me i cant remember how we remedied it i guess i will have to keep reinstalling till it installs without the error edit2 after hours of reinstalling i seem to have worked it out but for the life of me i dont know how it seems to be related to the primary install and reinstalling like 10 times it slowly worked itself out i hope someone can find a resolution to this other than reinstalling a dozen times
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