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Posts posted by pathetic_berserker
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If I'm looking for a fast paced arena style deathmatch with perks and bling and all kinds of crap, without a moment's break in the action to think, frankly ArmA 2 doesn't even register....Hmm my experience has been a bit differnet. Before the OGN servers got battered simultaneously by flood, earthquake and GFC we would often have spontaneous PvP sesions that moved very fast with heaps of chaos, or better, decided to play a bit of PvP after a long serious CTI to wind down, only to get addicted to the quick bursts of adreneline and play on till the wee hours of the mornng. Maybe it would have been better if the discusion was purely one about possible ArmA PvP modes and missions, and folks tried to avoid any mention of the competition. Reality is ArmA wont be able to compete on a marketing, or no' of populated servers basis, as the others are cross platform, and marketing and bling iswhere much of thier development money goes. What it can compete with is the shear level of enjoyment and satisfaction you can get from PvP, to the piont where ArmA3 owners shouldn't need to own a BF or COD title to get thier fix.
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Im surprised there is so much negativity regarding the underwater element of Arma 3...First Post, welcome, and ...you'll get used to it.
I'm looking forward to re-enacting every underwater scene from the James Bond films
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Hmmm noticed bikini missing from 'Tactical gear&Clothes'
must need updating
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Thing is, simple and dirty doesn't cut it anymore. . Theres some really high production standards out there, with a lot of thought being put in to the structure and flow of the mission.Your right,and another reason why BIS should be providing out of the box, instead of leaving it up to the community to pull it off. There is the talent within the community to do it, but why would people believe it if they cant see it out of the box.
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Honestly, making a simple and dirty mission isn't that hard in ARMA. Can't the PvP scene just do it themselves? Or are they not bright enough to? It's not that hard..Couldn't that same argument be directed at BIS? Whats more if BIS do it then there is no momentum loss from initial release as folk want have to wait for something decent from the comunity
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....but I think the notion that an out of the box PVP mission could suddenly make ArmA 3 in competition with CoD defies, at the very least, much relevent information.Way I see it, with the number of people I've seen complain about the lack of PvP, there must be money to be made. Whether or not it actually competes with BF/COD on a number of servers populated basis is actualy irrelevant if all it takes is a handfull of BIS missions to trigger an upstanding PvP scene.
^^And yes Katipo66, good piont. My clan server had to lock down last month after exceeding quotas thanks to the popularity of Dayz
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It's not a matter of mission design/parameters Arma and BF just feel totally different for a variety of reasons. Most of them have been talked to death ie..animations/player control/sound/indoor maneuverability/frenzied pace etc... A mission designer could replicate every facet of BF3 and it wouln't feel anything like it.Still missing the point. No-one is asking to replicate the feel of BF, just for some PvP that will compete with BF. So yes it is just a matter of mission design/parameters. The differences apparent in the two games are still requisite to competing with BF as that is what disguishes Arma from the rest.
There is no game mechanic in Arma that excludes Arma from being a decent PvP platform (esp now the likes of Celery and Smookie are dev's) and no need to make any change that would effect the mil sim style of play.
And there is definatley no harm in finding away to appeal to a broader player base by polishing a PvP mode and providing some substance for it out of the box.
Then hopefully I'll be able to sit down once in a while and play an hour or so of some quick DM or CTF, as I no longer have the time for long sim missions, and I'll still be playing my favorite game.
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I think the issue is the vagueness of the concept in the original post. It is hard to imagine how a mission could both alter a game like you say, or suddenly make it competitive with the mainstream FPSs. I think most of the posts in the thread are made under the assumption that more would have to change than just the mission.Still its just an assumption and none who have made have looked back to see what it has made of them.
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In order to cater to the mainstream the arma series would have become the opposite of what it is now. If it became the opposite, I would ditch the title and a lot more people would..Completely disagree with this statment as already said.
Having a pvp game mode that competes or even copies the two big brands is only a matter of a mission maker scripting those mechanics into a mission and adding appropriate assets to the sides...So PvP need only be viewed as a mode or mission, no need to banter dramatic statements implying ArmA need be ruined
Plus, for what reason should the game copy the mainstream formula? What's the purpose? There are already hundreds of other games doing just that..
The OP didn't say copy , he said compete. In order to compete you need only to encapsulate a few of the defining elements that makes PvP fun, then do it well. No need to copy anything.
This is precisely the sort of emotive hyperbole that makes constructive conversations on the topic so difficult
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Having a pvp game mode that competes or even copies the two big brands is only a matter of a mission maker scripting those mechanics into a mission and adding appropriate assets to the sides. The problem I see currently is that a very big portion of the would-be pvp crowd has no interest in the editing aspect of the game, and those who might be able to do it are discouraged by the low number of pvp players active in the community, meaning that their hard work would hardly be put to use. I made lots of traditional style pvp missions for the CWR² mod but the game tracker hasn't shown them to be played all that much.Agreed totaly. Personaly I've spent a great deal of my Arma time over the years playing a number of your pvp missions ( many fun hours , thank you), But pvp servers within my reach died off a while back and never realy revived. But coming back to the OPs point I think it would be a wise move for BIS to include a good selection of pvp out of the box. At release A3 will naturaly attract a bit of new attention and excitment and the best way to give that ball momentum is to make the pvp experience great the first time you start the game. BIS will do itself a dis-service if it expects many of its customers to wait for the community to start pvp (or if it listens too much to those that bang on about Arma player being a different breed). Too many of its customers won't even be aware of the community and our work, let alone want to spend thier first arma hrs finding out about us.
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Thats pretty cool Max. I've often thought BIS character models lacked that tiny little bit of stuff that would make them realy interesting and entertaining so I'm interested to see how the enhanced characterizationturns out.I'm betting it's going to be very cool.
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Hi there!..I noticed that the destroyed model has a tendency to bounce, which looks a bit strange to see this multi ton helo bounce up and down after crashlanding...
One request: could you please make a 'SLA' skin? I think that helo would perfectly suit the North Sahrani army.
Thanks for this awesome piece of aerial history
After crash landing?? havn't experienced that one myself will loook into it.
I had originaly avoided doing CDF and SLA skins because they felt a bit like Russian satelites. The original Hind A was issued only to the Russian and a few East German units with satelite nations either having to wait or refusing the hind till the D and V variants. The Hind A , as an outdated weapon, was then later sold to areas the soviet bloc wanted to influence, Nth Africa, Vietnam, Afganistan, hence the reletively small number of aircraft actually saw a fair bit of action. I was always going to leave it up to the comunity to make the CDF and SLA skins if they wanted them but knowing the difficulties of the UV mapping I now see that its either going to be a case of doing it myself or giving access to the model. Will depend on my time.
Oh and your welcome
..One thing I would say is... It feels a lot more nimble and forgiving than the bis hinds but has a weird twich.... If anyone makes any missions or campaigns for this please pm me a link!I'm aware the flight model isn't exactly perfect, but it's about the best I could do. Compared to the TOH flight model it seems to be reasonably close, in that its a bit heavy on take off and landing, yet a bit twitchy and unstable at slower speeds, the yaw still feels wrong, but nothing I've tried seems to fix it, atleast not without creating some other effect I find disturbing.
And if anyone makes any missions or campaigns for this pm me as well, or just post a link here for everyone ;)
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Fantastic looking bird, I love it just from the screenshots.However, reading the legal stuff, I have a question regarding this bird. Really, just a clarification.
The text states that the ship is made for Arma only. I assume this precludes also using it in TOH, merged with Arma?
It would look fantastic on the big maps, so I´m really just asking this in the hope that my understanding of the text is wrong :P
Cheerio, Insta
My intention would be that its for the ArmA franchise. Given that TOH seems to exist within the Armaverse I view TOH as a brach of the ArmA franchise and personaly would have no problem with it being used in TOH. What I couldn't say is whether I will have the time to provide any technical support to my addons functionality when used in TOH.
BTW to all, thanks for the replies. The feed back has been excelent. I will chip away at as many of the little requests for change as I can over the coming weeks, so you can expect at least one update. But I won't be able to keep tracking this project much longer, I have some big stuff looming that will divert all of my atttention. If there are any bugs or request that you would like dealt with, please post them soon.
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Doing helicopters, espectially ones with two cockpits, are so full of fiddly bits and ever-lasting detail work, it is no wonder that the odd thing slips through. I was quite sick of helicopters when I was through mine, and I only did one livery version.BTW, your helicopter inspired me to watch Red Dawn again. I am currently deciding whether I owe you gratitude or revenge.
Sick of helicopters, totaly, but still nothing compared to what I've done to my wife (or what she'll do to me if I keep it up much longer). The liveries were interesting coz once I had my layers and templates set up right in a master file they were quite quick and fun, also a bit of break from all those 'ever-lasting details'. I also found that projection painting from blender to gimp and back again to be a godsend, wish I had discovered it earlier as it kissed all my UV stretch woes good-by.
As for Red Dawn, when I find a coulpe of hours that I don't mind getting back, I'll watch it again (sheepish).
BTW I checked and BIS uses a SP of 200 for the hind cockpit so I'll go with that.
And while I'm here does anyone what decides the crosshair for the UPK, I can't find an obvious entry. Is it due to its cannoncore class?
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I think the effect that users seem to be complaining about is the frosty appearance of the interior in direct light. This is caused by the blue channel of the smdi channel being black, or the specular power rvmat setting being at or close to zero.....Thanks for pinpointing the issue Max, seems a bit of an oversight yes. I'm probably too used to being blinded, coming off the back of an Australian summer.
sp=15 , as released
sp=250
sp=300
A specular power much over 500 seems to reduce any light reflections to the point of being alomost non existant.
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It's OK J-Guid, I don't mind people being critical. I work in design environment where work is often colaborative, and always anylised and critiqued.
I just don't think what you are suggesting is an improvement. As I said, almost everything you see already uses the super shader with a few exceptions that didn't benifit from the exrta overhead or simply looked more realistic with the old NormalMapSpecularDIMap. I understand the technicalities of what you are saying, they are already being used.
It's a question of taste.
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your right words RobertHammer :)! and about other map-textures...Try to increase a Specular Power in vrmat to 100 or 1000, it help to make a more steal (metallic) texture, now he looking as matt (brushed), try to play with this params ;)
Well that was kind of the idea, it looks exactly how I want it. Refering to all the material I have gathered over the last few years it would be simply unrealistic to give it a 'metalic' (read wax) finish
In fact almost everything you see uses the super shader with a few exceptions that didn't benifit from the exrta overhead or simply looked more realistic with the old NormalMapSpecularDIMap,
b00ce, in rvmat you can control shinig and glow levels, its realy must be corected, because he looking as default photoshop picture...Well I'm sure if I gave you only default photoshop (.gimp in my case) textures you'd see how wrong you are
---------- Post added at 09:13 ---------- Previous post was at 09:07 ----------
I had such a shitty day at work, this totally counters that. While the feel of the helo kind of bugs me (It feels a lot lighter than the other Hinds) the model itself is fantastic. The panels that open automatically when you land bugged me at first, too, but when you load it up with troops and have it land, it just looks awesome. This addon is a pure must have in my opinion.Glad you liked it, I too would have liked a slightly heavier feel in full flight, and a little less twitch on the yaw but I'm generaly happy with it considering the circumstances, and the feed back from those who have experienced TOH is still positive.
---------- Post added at 09:34 ---------- Previous post was at 09:13 ----------
Pathetic_Berserker, congrats. Sorry for the incomplete translation. :)Well it still beats the shit out of everything being cream fuzz
The models look nice but the maneuverability feels like flying a light helicopter (AH6/MH6) with some strange "auto-movements" not like a big+heavy attack/transport helicopter. The gunner sight could get a more decent looking crosshair....Well I was trying to avoid a 'perfect' crosshair and was to lazzy to add proper optical model so will also add this to possible update, and maybe make us both a little happier.
Can you remove the white crosshair when using UPK-23 gunpods, as well as tweaking the name of the choppers and weapons (e.g. "Mi24A_UPK_23" change to "Mi-24A (UPK-23)" )?I'll add it to the list for possible update.
Great work Pathetic_Berserker :)btw it does have original flying mass which RKSL-Rock did to original Eric's Hind?
Short answer is no, in fact its a little heavier, see my response to Rock a few posts above yours.
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I did a quick 'walk around inside and out' video...Thanks for the advertising Jedra, much appreciated
mate, you miss a bumpmaps??? you mean normals dont you?. Anyway saw them working fine in Jedras vid
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:)
Judging from the arguments raging on the Take On forums with regard to the 'Hind' DLC, it seems that it was (and is) a particularly lively bugger to fly. The Take On flight model bears this through.I actually thought the flight model of this mod was actually pretty close to that of the model in Take On Hinds.
Impressive.
As a note, there is no early 'A' model in take on Hinds, if there were then I would expect BI to be a little sheepish when they see the workmanship of this.
Oh god thats a relief, It was the one thing that I realy wasn't sure of when I released. I thought learning to fly it in TOH to compare would hold back release considerably but I did read the responses in the TOH forums for an idea (probably get it now I'll have time to play)
.The bouncing on the deck as a common engine related flaw. There is a simple fix for it but it does look a bit ugly - just remove the land contact points from the damper selection. But its the same for any aircraft that uses the altradar animation source for the dampers. I would also suggest you swap the source for the pilot and gunner's doors to "RPM" that way they will only open when the engine is off. It would stop at least one part of the 'flapping'.
The Flight model was the subject of 'some' - British understatement there - argument when Eric and I released the original addon. It is a bit too lively in the yaw at low speed but it was as close as i could get it in ArmA1 compared with videos and manuals I had at the time. I dont know if PB changed it but it certainly feels similar.
Thanks for the info ROCK, I will take that into account for any possible future updates. Re the flight model, I loved the ericm one but wanted to reduce the pendulum effect a bit and found that anytime it was destroyed center of mass was pulling it onto its back. So with ericms model as the 'attainable' I kept tweaking the weight and center of mass of my model then test flying with ericms hind side by side. I think I once read a BIS developer say fight models were a black art, now I understand
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All the info you need is in the readme but I'll reiterate that apart from A2/OA the required addons are only for the Lingor, Moltatian and Red Dawn versions, and these versions are still accessible in vanila A2\OA as empty vehicles with out any error messages.
And those versions and some other extra skins are in the folder called 'Optional stuff'
UPDATE! v_03 is finally here!
Tweaked flight model to bring it closer to the in game BIS Mi-24
Better Ai detection
Tougher Armour
cheers, enjoy!
download is ~117meg
http://www.filefactory.com/file/3jdirbxao297/PAF_Mi-24A_v_03.7z
Mirrors v_03
http://www.armaholic.com/page.php?id=16615
readme under spoiler.
Mi24-A, Krokodil
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Intro -
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I thought I'd write some interesting stuff about the history of this machine,
but remembered how easy it is to google and have since gotten lazy,
however one of the better articles I stumbled upon can be found here;
http://goliath.ecnext.com/coms2/gi_0199-4317083/The-mighty-Mi-24-the.html
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About this addon paf_mi24_a v_03
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WHAT YOU DON'T GET:
Correct early 70's period chopper pilots. Don't have time to make period pilots and though it was tempting to go with CWr2 pilots, I wanted my core addon to be free of 3rd party dependence.
WHAT YOU DO GET:
PBO: CLASS NAMES DESCRIPTION
paf_mi24_a.pbo............................Requires A2/OA. The core addon, contains all .p3d's, Russian, and Takistan skins. Flown by vanila Russian and Takistan pilos
"paf_mi24_a_early"........Early production version with tail rotor on right side,version with 4xUB32 and 4xAT2, Russian winter skin ,Russian pilot
"paf_mi24_a_RUs5".........Standard version with 4xUB32 and 4xAT2, Russian Desert skin ,Russian pilot
"paf_mi24_a_RUFAB250".....Standard version with 2xUB32, 2XFAB250 and 4xAT2, Russian Desert skin ,Russian pilot
"paf_mi24_a_RUUPK_23".....Standard version with 2xUB32, 2XUPK_23 and 4xAT2, Russian Desert skin ,Russian pilot
"paf_mi24_a_Taks5"........Export version with 4xUB32 and 4xAT2, Takistan Desert skin, inspired by a documented Afganistan skin, Taki pilot
"paf_mi24_a_TakFAB250"....Standard version with 2xUB32, 2XFAB250 and 4xAT2, Takistan Desert skin, Taki pilot
"paf_mi24_a_CDFs5"........Export version with 4xUB32 and 4xAT2, CDF 'Krokodil' skin, CDF pilots
"paf_mi24_a_CDFUPK_23"....Export version with 2xUB32, 2XUPK_23 and 4xAT2, CDF 'Krokodil' skin, CDF pilots
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**OPTIONAL SKINS**........................Left optional and separate so people can better manage dependencies and folder structures. DEPENDANCIES OTHER THAN A2/OA ARE FOR PILOTS ONLY.
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paf_mi24_a_redawn.pbo.....................Requires A2/OA and CWR2.Config and skin for camo from 'Red Dawn' the movie, just for laughs. Flown By CWR2 pilot because no fool should be attempting 'Red Dawn' re-enactments without CWR2 (Mr T)
"paf_mi24_a_RedDawn"......Early production version with tail rotor on right side, 4xUB32 and 4xAT2
paf_mi24_a_nva.pbo........................Requires A2/OA. Config and skin for North Vietnamese Army,inspired by versions on display in Nth Veitnam museum. Flown by Taki pilot, seemed to fit best
"paf_mi24_a_NVs5".........Standard version with 4xUB32 and 4xAT2, brown and green skin
"paf_mi24_a_NVUPK_23".....Standard version with 2xUB32, 2XUPK_23 and 4xAT2, brown and green skin
"paf_mi24a_early_NVs5"....Early production version with tail rotor on right side,pale green motled skin, with 4xUB32 and 4xAT2 , just a hypothetical for scenarios circa the closing days of the Vietnam war
paf_mi24_a_gal.pbo........................Requires A2/OA and Icebreakrs Lingor_units. Gov't Army of Lingor (GAL) skin , flown by GAL pilots
"paf_mi24_a_GALs5"........Export version with 4xUB32 and 4xAT2
"paf_mi24_a_GALUPK_23"....Export version with 2xUB32, 2XUPK_23 and 4xAT2
paf_mi24_a_MOL.pbo........................Requires A2/OA and Icebreakrs isla_duala. Molatian Army 'Krokodil' skin , flown by Molation Army pilots
"paf_mi24_a_Mols5"........Export version with 4xUB32 and 4xAT2
"paf_mi24_a_MolUPK_23"....Export version with 2xUB32, 2XUPK_23 and 4xAT2
paf_mi24_a_sla.pbo........................Requires A2/OA. SLA skin, flown by russian pilots
"paf_mi24_a_SLAs5".........Standard version with 4xUB32 and 4xAT2, SLA skin ,Russian pilot
"paf_mi24_a_SLAFAB250".....Standard version with 2xUB32, 2XFAB250 and 4xAT2, SLA skin ,Russian pilot
"paf_mi24_a_SLAUPK_23".....Standard version with 2xUB32, 2XUPK_23 and 4xAT2, SLA skin ,Russian pilot
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**OPTIONAL MISSION**......................placed in your user missions will access via editor a showcase of all models.
**THIS MISSION WILL WORK WITHOUT 3rd PARTY ADDONS, ALL VEHICLES ARE EMPTY AND DEPENDANCIES OTHER THAN A2/OA ARE FOR PILOTS ONLY.**
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CREDITS:
PATHETIC BERSERKER - For the vision, 3D modeling, texture work, and rudimentary animation & config stuff behind creating this addon.
zGUBA - Advancing and directing config and general clue giving/direction pointing.
ICEBREAKER - for supplying Government Army of Lingor camo and roundels for GAL and Molatian units.
BIS - For allowing the use of textures (specifically instrument clock faces) As well as the great game platform, tools, and community support we know them for.
LEOPOTAM - For correcting the Russian on the instrument panels and for his awesome Blender to O2 export/import tools making this project possible for me.
****WITH SPECIAL ATTENTION****
This is a derived work based on:
EricM Mi-24 BETA1 Pack (SLA)
Put in game by RKSL Studios.
Released: 21-June-08
And a great thanks goes out to both EricM and RKSL Studios who gave permission, as well as MLODS, and reference material.
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CREDITS FOR THE ORIGINAL EricM Mi-24 BETA1 Pack (SLA);
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Model and Textures – EricM
Config and animations – Rock (RKSL studios)
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* * * *TERMS OF USE & CONDITIONS OF RELEASE* * * *
By downloading this addon you accept ALL the following terms and conditions:
- You are granted a personal, non-exclusive license to use this addon.
- This addon is not FREEWARE
- This addon, model, textures or config may not be commercially exploited in any way. This includes “pay to download†or “burn to disk†services and or Military training purposes.
- This addon is designed exclusively for use only in BIS’ ArmA PC series (including 'Take On'). You may not port or convert any of its content for use in any other game or platform
- You may NOT use this in VBS2.
- You may freely distribute these addons only in its original package.
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INSTALLLATION
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REQUIREMENTS - Arma2/OA
- place @PAFs_stuff folder in your \ArmA2 folder
and include the -mod=@PAFs_stuff suffix to your shortcut.
OR take the paf_mi14_a.pbo and put it in which ever mod\addons folder you choose.
- Contents of the Optional Stuff folder, REQUIREMENTS - Arma2/OA, CWR2, Lingor_units, and isla_duala. (see above for where and when)
merge with @PAFs_stuff folder in your \ArmA2 folder
OR distubute contents as you feel best suits ie;paf_mi24_a_MOL.pbo to @isla_duala\addons, paf_mi24_a_gal.pbo to @lingor_units\addons, etc
Contents of the Missions folder to your User\My Documents\ArmA2\Missions folder.
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CHANGE LOG
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v_02 to v_03
* improved flight model, now less twitchy with smoother keyboard yaw. Acknowledged that some may like it smoother but its quite good with other inputs.
* improved armour,
* improved AI detection
v_01 to v_02
* added "paf_mi24_a_CDFs5", "paf_mi24_a_CDFUPK_23", to core addon
* added "paf_mi24a_early_NVs5", "paf_mi24_a_SLAs5", "paf_mi24_a_SLAFAB250", "paf_mi24_a_SLAUPK_23", to optional skins
* changed displayed naming convention from, eg; "Mi24A_UPK_23" to "Mi-24A (UPK-23)"
* fixed specular on piot and gunner lods
* changed cockpit door animations sourced by 'rpm' instead of 'altradar' (thanks for the tip Rock)
* disconnected land contact points from dampers to fix bouncing when on ships or roofs (thanks again Rock, you were right it is ugly , but I think the lesser of two evils)
* added shadow LODs to panel proxys in Pilot and Gunner LODs
* updated Showcase mission to include new variants.
* tweaked main rotor blur and some other bits.
Beta01 to v_01
*signed addons
Alpha5 to Beta 01
* tweaked scale
* Implemented - Leopotams instrument panel corrections fixing many spelling errors
* Added - Molatian 'Krokodil' skin.(P.Berserker)
* fix - compass textures and instrument anims.
Alpha 4 to Alpha 5
* Changed - Going from EricM's 6 cargo positions to 8 cargo positions, to bring in line with A2 Hinds.(P.Berserker)
* Fixed - dammage textures (Soul Assassin via BIS forums)
* Improved - door strut animation.(P.Berserker)
* added - Afanasyev 12.7 single barrel nose gun with 900 rds. (P.Berserker)
* improved - animations of forward gunners turret and optics(P.Berserker)
* fixed - 'destructype',damage model, addon no longer disappears under ground when destroyed (P.Berserker)
* improved - rvmats now use BIS 'super shader'(P.Berserker)
* added - 'Red DAwn' skin.(P.Berserker)
* replaced - Glass damage textures from EricMs' Hind-D with relevant ones. (P.Berserker)
Alpha 1 to Alpha 4
* inproved -slight rework to AT-2 swatter model. (P.Berserker)
* fixed - textures on statik rotor selections so they disapear in flight and rotor blur spins.(P.Berserker)
* improved - gunners, and pilot LOD textures. (P.Berserker)
* removed - all references to ERICM and his previous work in the config & file path structure. (P.Berserker)
* fixed - adopted the 'hiddenselectionstexture' method to allow greater flexibility of versioning. (P.Berserker)
* added - Early production winter, Takistan, and Nth Vietnamese skins. (P.Berserker)
* added - Government Army of Lingor skins. (Icebreaker)
* improved - shadows LODS. (P.Berserker)
* improved - relevance and layout of config, now referencing BIS-Mi24.(zGuba)
* improved - animations of forward gunners turret.(zGuba)
* uncoutable tweaking
KNOWN ISSUEs OUTSTANDING
* Flight model could be better, but cant they always.
* optical model for gunner
* remove white crosshair from UPK-23 gunpods -
Bring back the notebook in the map screen! This may sound trivial but I miss that damn notebook. It had character. It was also alot more appropriate than the current map/notes GUI if the mission you were playing was supposed to be set in Vietnam or WW2 or some other past conflict.How about a tablet, or smart phone.
edit; as long as its modable!
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Well I'm going to be positive about the idea and dream that BIS has already set someone to the task. Just last night I was flying choppers over the smoking debris of vanquished enemies and couldn't help but feel the love drop just a little as I passed through the smoke. Any improvement at all wil benifit BIS across the board.
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Changing the user password fixed it. YAY!
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Thanks for the reply Sickboy, password hasn't changed, and tried generating new keys but it didn't solve the problem. Noticed in the link that armatec went so far as to reinstall his OS and the problem persisted so I'm fast losing hope. Oddly when I got around the issue last time it wasn't even on my machine or user, but I will try changing passwords, double check account settings and see what happens.






Will Bohemia finally improve ARMA's PVP to attract New Players?
in ARMA 3 - GENERAL
Posted
It seems a strange question , but are those folks aware of where the PR mod went? I thought the PR team did a good job of bringing tight tvt scenarios to ArmA2