RedStorm
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Everything posted by RedStorm
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Yeah, gotta love those moments when you quickly need 'Semi' for that lone soldier that ran out into the open 300 yards away; 'Burst', 'Handgrenade', 'Smokeshell White', 'Smokeshell Green', 'Smokeshell Red', 'Semi', then you acidentally (in your rush) tap it once too often, meaning you have to go through it all again - by which time that lone soldier is long gone, laughing like that annoying Duck Hunt dog.
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Err, no it's not. One burst will take out a T-80. Run tests before posting.
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Very nicely done! I'm a 100% realism fan here and I, for the love of GOD, can't see how this will make the game more unrealistic? What is it with these elitist whiners. This health bar doesn't ADD any health to your soldier, it only shows you that you've been hit so you KNOW when you took a nasty fall or a bullet to the arm when you weren't paying attention. This only improves realism, bunch of emo kids... Again, thanks for the addon!
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Breathtaking! Will we be able to take the role as dinosaurs again like in the OFP days and hunt our friends over the internet? *Has visions of my mates shooting off hundreds of rounds into my T-Rex as I bear down on them and bite their heads off*
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Yet another ArmA sound modification
RedStorm replied to chammy's topic in ARMA - ADDONS & MODS: DISCUSSION
You do realise about 90% of the ArmA community is using your sound mod, right? -
Yet another ArmA sound modification
RedStorm replied to chammy's topic in ARMA - ADDONS & MODS: DISCUSSION
There could have been a last minute problem that has to be fixed, you arent in his situation, and if you have followed this thread you would know that its really stressful. And dont stop updates, i am sure me and a lot of other people want to hear how this mod is progressing, you need to maintain its public attention, without constantly informing the community this sound mod will lose interest. So dont listen to a few whiners who feel the need get all angry due to unforeseen problems. Dont stop informing us now! I have been following this for very, very long. Hence probably the frustration. We are not frutrated because we don't care about this, on the contrary. Seeing so many frustrated people here says something about how much we want this. If we didn't care, we wouldn'tve posted here. -
Yet another ArmA sound modification
RedStorm replied to chammy's topic in ARMA - ADDONS & MODS: DISCUSSION
Thanks for the hard work you guys are putting into this! And not giving an ETA is far better than giving release dates which can't be kept. We appreciate the hard work, keep it up. -
Yet another ArmA sound modification
RedStorm replied to chammy's topic in ARMA - ADDONS & MODS: DISCUSSION
No, no new video. Any new videos will be found on Chammy's account on youtube. Keep checking there. -
Yet another ArmA sound modification
RedStorm replied to chammy's topic in ARMA - ADDONS & MODS: DISCUSSION
I think the thing that annoys most people isn't the fact that it is taking a while, no - not at all. Perfection, after all, takes time. The thing that annoys most people and is turning a lot of people away is that every few days either Chammy or EnSLaVe (sorry if I mis-spelled that) comes in and posts another "it'll be released in a few moments" reply, which they've been saying for almost three weeks. I mean, the original release date was to be two or three weeks ago! If nothing had been said back then, no one would've been so annoyed right now. Don't give release date after release date without following up on it. It just tends to piss people off a lot. -
6thSense.eu Presents: Tracers (Beta)
RedStorm replied to sickboy's topic in ARMA - ADDONS & MODS: DISCUSSION
The tracer model they used in that game is inaccurate. Because of the low quality of 1940's guncams, the shake of the aircraft would result in the tracer light emitter appearing to 'wobble'. It's straight when you look at it with your own eyes. Round, even. -
Yet another ArmA sound modification
RedStorm replied to chammy's topic in ARMA - ADDONS & MODS: DISCUSSION
Pile ya twat sup then? -
Yet another ArmA sound modification
RedStorm replied to chammy's topic in ARMA - ADDONS & MODS: DISCUSSION
Oh, undeniably, but for most artists out there, their work is never complete. A true artist will keep on adding and improving until, well, death do his and his masterpiece part. I'm pretty sure this soundmod will never truly be done, and Chammy will keep on working on it to improve it. All I'm saying is, don't fall into the same pitfall a lot of artists (be that painters, poets, writers or sound engineers) do by working on something and continually improving it without ever getting something out there for the people to enjoy. If you release this in the very near future, I'm positive you will get a lot of great feedback and enthousiastic replies, spurring you on to create even better. You will also get invaluable 'critiques' from the public on what to improve, making your mod even better than it already is. Sure, you will receive negative feedback. There are always people around who can't see the positive and must always see the negatives, or those who are dead jealous and spout words of doom for lack of own skill. Don't let it phase you. Get something out there and reap the rewards is what I say. Improvement can also be done with the help of the public. In fact, in 99% of the cases, I'd recommend it. -
Yet another ArmA sound modification
RedStorm replied to chammy's topic in ARMA - ADDONS & MODS: DISCUSSION
Don't want to sound like a whiney ass, and it's very nice that you're starting all over again on new sounds and all, but I beg you to at least release a beta pretty soon. Of just the 'old' sounds if you must. A lot of people were (and still are) very excited about this, but any more delays and that excitement will burn out and people will start losing interest. Again, great job, but get something out there! -
6thSense.eu Presents: Tracers (Beta)
RedStorm replied to sickboy's topic in ARMA - ADDONS & MODS: DISCUSSION
Looks amazing! To make it perfect, I agree with Strag, make the tracers about 1/3d of the length they are now and they'd be bloody brilliant. Thanks a lot for doing this! Improves the game a million. -
i want civilian boats and costguard stuff
RedStorm replied to RockingMadDog's topic in ARMA - ADDONS & MODS: DISCUSSION
Grammar is indeed your very bestest friend. -
PM mods if you have a problem with them. In this case, Monty was being helpful by supplying the OP with the proper link. He also notified the OP of the "search" feature this forum has, the one he himself probably used to get the OP the link. The reply he got was downright rude and unnecesarry. I would've been surprised if he hadn't gotten a 48-hour kick.
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Every single supersonic fighter jet has an after burner, as it needs one to go supersonic. Only a handful of jets exist today which can "supercruise" (go supersonic without the use of afterburners) and none of them are in production right now. The most famous of them undoubtedly being the F-22 Raptor. The after burner of a jet is engaged by pushing the throttle to the fabled "110%", so, past the combat power setting of "full take-off thrust", you engage the after burner. Most jets can only sustain after burner thrust for about four to five minutes on a full load of fuel (!!! before going Bingo, so it's not used all that much as movies would have you believe. To evade missiles using your after burners is mandatory and it is part of your flight training. Yes, they will create more heat. But seeing as your engines are already generating thousands of degrees celsius worth of heat, the extra couple of hundred won't be that big of a deal. The trick of evading an incoming missile is, as posted above, making it lose its momentum. Get as much distance as you can between you and the enemy target and do everything you can to get a 90-degree angle on the incoming missile. Then start popping off flares to distract it. More commonly, you engage your afterburners and go into a very, very steep climb in an attempt to make the missle bleed off its speed. Making the missile go 'up' instead of straight for your or down on you can halve its range! It's probably the smartest thing to do. As soon as you hear the tone, don't bother checking your bearing, push the log and pull the stick.
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The range in that mission is about 200 yards. The M24 SWS is zeroed in at 500.
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All this is moot. I've been in the Navy SEALS, did twenty years in the British SAS, then joined Delta Force for fun. I carried on to be a Black Op. Ranger because they wanted me so bad, then I won a few wars for Soudan as leader of their famed "peoples' special". Now here's the amazing bit; I only ever used my hands. That's right, my hands beat any of these guns you people are worshipping here. Hooah! If you don't believe me, I'll fax you my numbers.
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1. Join the American special forces, you can't in ArmA. 2. Put an 'H' in the editor under "empty/objects", coupled with a 'GET OUT' or 'TRANSPORT UNLOAD' waypoint. 3. Buy a decent camera.
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Authentic sound & weapon Mod
RedStorm replied to ThePredator's topic in ARMA - ADDONS & MODS: COMPLETE
PK V5 sounded amazing! Closely followed by, well, all the other versions, because they were all excellent! M249 V4 (the low quality one) was great M240 V3 was excellent, IMO, but, again, so were all the others. So if you ask me: PK; V5 M249; V4 (low quality one) M240; V3 Can I once again say what an AMAZING job you are doing! You are improving the overall feel of this game with leaps and bounds and me and the ten other people I play with swear by your sound mod. Keep it up! -
It's very easy to play civilian in this game. Just as easy as playing BLUFOR or OPFOR (or "independent"), for that matter. Go into your editor and double-click anywhere in the map. Under 'Side', select 'Civilian'. Then look down until you see a bar in front of which it says 'Init'; in that bar copy the following line: this addmagazine "30rnd_556x45_stanag";this addmagazine "30rnd_556x45_stanag";this addmagazine "30rnd_556x45_stanag";this addmagazine "30rnd_556x45_stanag";this addweapon "m16a2"; Et voilà, a civie with a 5.56mm M16 assault rifle!
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It's very easy to play civilian in this game. Just as easy as playing BLUFOR or OPFOR (or "independent"), for that matter. Go into your editor and double-click anywhere in the map. Under 'Side', select 'Civilian'. Then look down until you see a bar in front of which it says 'Init'; in that bar copy the following line: this addmagazine "30rnd_556x45_stanag";this addmagazine "30rnd_556x45_stanag";this addmagazine "30rnd_556x45_stanag";this addmagazine "30rnd_556x45_stanag";this addweapon "m16a2"; Et voilà, a civie with a 5.56mm M16 assault rifle!
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Authentic sound & weapon Mod
RedStorm replied to ThePredator's topic in ARMA - ADDONS & MODS: COMPLETE
Yes, that sound is more accurate than the one you were using before. That is how it sounds up close, the other one is very nice for over distance, but I think you'd find this to be more accurate over smaller distances. Oh, and great job! Can't wait for the 1.07b release! -
thats why we should model them on to the A10 itself i know its kind of BF2 ish but with Arma we could do 10 times better then that Ohh, I see what you mean now! Yeah... the pilots model is sort of a let down. Having a true "fighter pilot" model, complete with oxygen mask, sun visor and G-suit would be brilliant.