SD_BOB
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Everything posted by SD_BOB
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MK19 and AGS-30 No Recoil Replacement Pack
SD_BOB replied to frederf's topic in ARMA - ADDONS & MODS: COMPLETE
Hey guys what can i use to edit the .bin file once ive extracted it? i tired notepad like i use for everything else arma, but it doesnt show correctly. -
Hmmm strange one, i am using Q Wind and can access the menu fine, just cant get the adjustment on. At the moment its a trade im willing to make for the AI and sounds.
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Has anyone found a problem running the site adjustment mod with the newest version of ECS? Im running NWD TRUE etc. which work fine, but as soon as i can the sight adjustment ECS wont initiliase in game.
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Mando Bombs and Mando Air Support Console
SD_BOB replied to mandoble's topic in ARMA - ADDONS & MODS: COMPLETE
Very nice addition Mandoble. Is there anyway to increase the range for SADARM activation when fired from artillery battery? I can engage fine upto about 1.4k anything beyond that the SADARM doesn't activate. As most of the time the SADARM is deployed from a 155 howitzer we're talking at least 10k, an effctive range of say 5k would suffice for in game purposes. If i'm mistaken in the range activation IRL then i do apologise. Again great work, most appreciated. Edit: Sorry to keep asking stuff would it be possible to only have the Air Support Console, made available to a certain unit. You see where im going with this, i.e an FAC / JTAC(for our american friends)? -
Aye the TOW definatly needs some work, but the Javelin (although def needs improving) is a very effective weapon. Just wish the whole thermal thing wasnt such a problem in ArmA, then we could actually use it lik is supposed to be used. Please BI use your thermal knowledge from VBS2 to at least give us a basic element.
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Sorry to drag this back up, i have recently just updated all my addons etc to include the latest version of NWD's ballistics and the sightadjustment but i seem to be having issues with the wind info showing up in the menu, i know in the 0.65 update it says about a bridge addon? where can i find this? Edit: Ignore this, i forgot to add the sightadjustment init from the event handlers.
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I'd like to see a totally new game aswell, im sure BI are working to do this as much as possible, but there is always going to be features (whether it be game elements or models) that are similiar if not the same all be it updated. I just think that making the AI as realistic as possible, would far outway other changes.
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In my honest opinion, i think the core thing that needs working on from ArmA is just the AI (looks like they are). Other things like weapon sounds etc. are minor issues and these will be addressed by the community in time anyway. Keep it coming BI looks good.
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Hey guys, just a quick question how do i set the maxmem thing to 512? Cheers.
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Hey guys could someone confirm this, on the BLUFOR / AIR The UH60 FFAR (Transporter) and the UH60 MG (Transporter) are backwards. I.E when u select the FFAR you get the MG version. By the way what is the difference with the "Transporter" version?? Cheers.
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First of all gotta say great addon m8, this completely changes the ambience and make it alot more realistic. The only niggle i have with it, is the sound of the 1st person weapons "especially the m4/m249/m240" i honestly think the sounds should be alot louder when firing. It sounds more like an ambient noise that a 1st person firing.
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Hi there, i have looked around for mention of this and cant find anything. Basically what im looking for is a script that add's a Join Squad action to the menu when a group member is next to the target unit (ie hostage rescue). Something similiar to the Capture action used in Evolution 3.0 Coop would be perfect. Thx in advance for any help.
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Evolution 3.0 (End of map cleanup, quite a few POW's to deal with) *Screenshot by Tyro*
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"I hope you filled the tank dude, we may need to get driving!"
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Step 1: Create trigger for reinforcements (e.g blufor present) Step 2: Create opfor reinforcement group Step 3: Give opfor group a move waypoint close by (even right ontop of leader) then create however many more waypoints you need to get group into engagement area Step 4: Click syncronize and click and drag from trigger (step 1) to 1st move waypoint (step 3) Doing this the group wont move on from the 1st waypoint until the trigger is activated, as stated earlier no need for scripts of any kind. This also works when groups are mounted in vehicles (or any unit), just sync the vehicles waypoint.
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All you have to do is place the unit on the tower, they will automatically be at the correct height, then just adjust to where u want them to stand
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It may not have much weight on a virtual battlefield bravobill, but what is ofp about if not realism   Id rather it be correct to the smallest details than miss something. Oh n the reason the Sierra Match King has a hollow tip is because one the lead has been pressed in leaving a small hollow point, a small wirelike punch is put through into the narrow hole to eject the the bullet from the die. "Useless information for most ppl i know but hey...."
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See all this helpful information can only make OFP 2 a wicked game, cheers for that pretorian most informative
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Just a quick heads up to the developers if they are thinking of various types of ammunition. Using hollow point ammunition is in violation of The Hague Convention of 1907, Annex to article 23, Paragraph E which outlaws expanding bullets as ".... projectiles or materials calculated to cause unnecessary suffering." While military personel cannot use this ammunition in a formal conflict against a foreign army, it can be employed for anti-terrorist or anti-criminal operations. Just a little realism, prob a bit too much but hey its worth a mention,