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smiley nick

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Posts posted by smiley nick


  1. Hi,

    Me and a friend were testing this, with the latest version of ACE, however when we fired the Jav, sometimes it would send us into a shock on the ground and sometimes we could fire successfully.

    We were both in exactly the same position each time; do you think this is a compatibility issue with ACE and Mando? As everything else works perfect, this is a real shame.

    This was also on a hosted mission, not a dedicated


  2. One would have thought that having been recorded from a news helicopter there would be much clearer clarity and stability, I’m pretty sure they got fairly decent recording equipment on them?

    Another thing I did notice was the speed of the missile, looked fairly slow so one can assume it’s a pretty big missile?

    Or it just could be Iron Man :bounce3:

    The real question is, where the hell did it land???


  3. Would it not be a good idea for BIS to create such a tool that downgrades a pbo addon into low resolution textures and a very basic LOD so people can at least learn from it? This way there would be a much lower risk of someone going about putting it on turbo squid because of the poor quality.

    I think it’s important for add-on makers to protect their work, given how complex and of high standards they are. Not to mention thousands of hours worth of research and development that people could overlook. However I think there is a small number of people who would like everyone to contact them about how they did something because I’m sure it’s a nice feeling right?

    If BIS actively promoted a system where potential modders could look at other work for reference, with strict preferences and controls. People will (hopefully) be more inclined from a moral point of view to use the “official†tool, rather than someone else’s.

    my $2


  4. But the same marketing/PR team, for all we know. And that's what got people to buy DR, wasn't it? All that false marketing and PR. I, for one, don't care if they may have had some decent driving games in the past (which weren't "great" compared to other titles), they still pump bullshit into the public eye. They're frauds.

    It is what it is, if you want to throw your dummy out the pram because of one title fair enough. I am however basing my opinion on the fun and playable racing games they have released in the past.

    I believe codemasters are good at what they do, and thats release good console racing games.

    If bis made a racing game and turned out to be a failure like DR, would you all drop your bags and leave?


  5. About:

    To allow people to understand a bit more about what we do and who we are, here’s a bit about each Task Force within TF86.

    Task Force 86...

    - Is not your stereotypical SF squad

    - Is a unit that prides itself on using real world SF tactics, drills and most importantly the mindset

    - Is not a oversized unit that focuses on hold the line type missions

    - Is a high quality well trained unit that focuses on realistic story driven operations

    - Is not a squad with over the top ranks and constant order bashing

    - Is a close knit team that offers character individualism with friendly group of guys who take things seriously when needs be

    Task Force Black

    Comprised of SAS and SBS troopers that use the SJB UKSF Pack. Some of TFBs roles include close target reconnaissance, observations, counter insurgency, hostage rescues and demolitions. Currently all members of TF Black are from the UK but other nationalities are welcome.

    Task Force Green

    Comprised of SEALs from SEAL Team 6, as well as Delta operators, TF Green use Ardvarkdb’s SEAL Pack. Some of TFGs roles include long range recon patrols, demolitions and acquisition of high value targets. TFG share roles and responsibilities with TFB and vice versa making the two task forces extremely versatile when working together. This taskforce is mostly aimed at the American audience

    Task Force Red

    TF Red is the dedicated international SFSG for TF86. Task Force Red have a variety of important roles ranging from fire support, sniper/scout roles, cordon and search duties, taking part in large scale offensives alongside the other SF units, carrying out secondary assaults or acting as an assaulting QRF. TF Red are usually better equipped than the other two smaller SF units, as they can bring more kit with them dependant on their wide variety of tasks.

    Sierra Wing

    Sierra is TF86s aviation wing and operates a very high calibre piloting crew specialising in special operations working alongside the other TF86 units. A very high degree of situational awareness and piloting skills is a must. Operational duties include CAS, transportation, relief work and more challenging piloting such as zodiac insertions, pinnacle landings, fast roping and low level flying.

    Operations:

    We’ve had quite a few operations over the last month, all as part of Operation NOMAD which continues to go ahead with great success. Here are some snippets from a couple of AARs posted up on our forums to give you an idea of the type of immersive operations we run.

    Operation BLACK ICE is the first operation conducted on the Chernarussian mainland. BLACK ICE was a response to actionable intelligence developed from HUMINT and SIGINT sources between 12 and 14 March. Taskforce Red (Romeo 3), reinforced with elements of Taskforce Black (Bravo 1), was assigned to conduct an ambush of a high value target and associated escort, then sweep the village of Olsha. Otto Kuznetsov, one of the ChDKZ's very few indigenous explosives experts, was assigned to attend preliminary meetings and a leader's reconnaissance of the Green Zone with particular attention paid to disrupting joint CDF-NATO operations from the Krasnostav Airstrip.

    Operation SAFE HAVEN was the result of actionable intelligence generated by a reconnaissance patrol from 1.ChSpNBr (First Chernarussian Special Operations Brigade "Mountain Wolves") operating in the vicinity of Gvozdno. This patrol was able to confirm the presence of a ChDKZ regional commander believed to be FANATIC INFANT/Jaroslav Brazda. Joint Operations Headquarters Chernarus (JOHQCh) ordered TF86 to eliminate this high value target and confirm reports from 1.ChSpNBr headquarters suggesting mass killings in the vicinity of Gvozdno. 1.ChSpNBr failed to report that contact had been lost with their reconnaissance team prior to pre-mission reconnaissance conducted by Sierra Wing. Thermal imaging confirmed 1.ChSpNBr reports of a twelve-strong ChDKZ "Death Squad" operating in and around Gvozdno.

    If you are interested in joining Task Force 86, and doing a tour of duty on Operation NOMAD with either Task Force Black, Green, Red or Sierra Wing please have a look through our site and forums and drop in an application.


  6. Will the new Chinook use the same paths on the editor? I'd like to know need to re-edit missions to delete the old Chinook and add the new version, or if will drop in without any further editing (as long as the old pbo is removed of course). :)

    Thanks, DA

    Yep, you can simply replace or overwrite and all missions will be fine. All the features are built into the Chinook once placed in the editor, so no need for any extra triggers or modules. Its all available in one multi role package.

    :)


  7. Awsome thank you

    How active is this project i.e when is a release expected?

    Its being MP tested atm with the Taskforce 86 unit , just fixing the last issues ready for release. :)

    @Herbal Influence

    Yep, the sounds were taken from RL samples, the new sounds have had an upgrade, and should sound a lot better than the last lot.

    @sniped222

    Yep, this was due to a previous memory point being moved far back to allow an old Arma ACE parachute system to work. The eject location would clip inside the chopper if it was any closer.


  8. P:UKF has been around since....what, 2003? Theres nothing wrong with having guys making the same stuff; nobody ever said to StalkerGB "why are you making this? P:UKF have already done it." - and rightly so! Just be pleased to have variety and choice and not be reliant on one team.

    Smiley, nobody in UKF really cares what PR do, and although we wish them luck, this is a P:UKF thread, and i'd appreciate if you didn't come over here trying to take 'subtle' digs. Everyone else, yeah PR will be probably cover some of the same ground that we've been covering, but we're really not looking at what they're doing and our topic is definately not the place to discuss it.

    And before anyone gets any silly ideas into thier head: the very idea of P:UKF vs PR is fucking retarded. That said, i've heard some very retarded ideas about UKF over the years, including the one where we've apparently made a standalone expansion for ArmA2, so I wouldn't be suprised if someone has it....the idea that is, not the fictional expansion.

    Wasn't a dig, I ment it in regards to the misfortune ukf have had with people with addons being handed out without permissions. Which made people (ukf) reluctant to release future work, and righty so.

    :)


  9. Won't this be a little difficult to do ? :)

    As long as you don't rush out like an idiot. The feature can only be activated when the pilot engages auto hover, and the helicopter is stationary. AI or human controlled, providing you don't move the joystick/keys its a very stable platform to walk on and select the action.


  10. Update report

    Chinook has had quite a vast improvement since the early release. Just to go over whets been happening up until now, and what you can expect soon.

    • New super shaders applied

    • Corrected the glass, so it looks like glass

    • A huge host of cargo options thanks to Norrin, including vehicle transport inside and under slung.

    • Fastropeing, with the feature of having to "get out" and walk to the edge of the ramp during flight

    • Zodiac insertion and extractions in real time

    • Various new liveries, USA, Canada UK, and "dusty versions for afghan simulation"

    • New damage model

    • Possibly a new cockpit, depending on time

    • New sounds, making the most of the sound engine

    • Everything working in MP and ACE compatible.

    • Two new crew positions with new animations for loader and backcrew to aid the pilot in MP and also act as improved visual for SP and AI

    Theres only a few things left, wont be long


  11. This really does highlight how immature some people can get. Its just a F**king game!!

    No where does it say that PR are going to turn the realism mods and coop groups into a minority, stop feeling so threatened by it, seriously!

    Wouldn't it be a great reflection on the BIS community if PR decided, or any other mod team outside this community that wanted to produce content for this engine was subject to scrutiny by "arma2 experts" , and shunted off the rails even before the content was released?

    People need to realize that (and as stated by UK_Force) they are not just making shiny new addons, but game-play changes as well. Chances are they are not mission specific but more hard-coded like ACE? You don't see anyone asking why ACE content are not mission only modifications.

    Believe it or not, other people are capable of producing ACE quality content and scripting i'm sure housed inside a mod package.

    What happens if another mod team decided to port or work on a new engine (unreal, cryengine ect), would they get the same reception as PR have? People are genuinely talking as if they are the speaker of the community and own some sort of rights because they make addons or are ex military.

    Look at the bigger picture, its a mod for a game. End


  12. Try to turn a blind eye to some of the people posting in this thread. You will find that some people are treating this as some sort of "n00b invasion" because its linked with the BF series.

    Regardless of this, and in any community you have your bad apples and good. Take the necessary steps to complete your goals, as with any mod or addon here released for the BIS community. People should know this by now.

    Time to open the doors people, for too long has the arma2 community been circulating the same "realism" addons, why can't this engine have something more plug and play, or even something totally unrealistic (shock horror)

    We have a stable engine, thanks to BIS and any number of ideas and content can be created without the need of people acting as babysitters for newcomers. The PR team has collected a substantial amount of talent from the BIS community, and I wonder why this is?


  13. Maybe the developers don't want to use any 3rd party addons/scripts. You have to respect their decision just like any other mod team. Just because these guys are new on the scene doesn't mean they can be directed by the "all wise and all knowing" community. (no matter how right or wrong)

    If mistakes are to be made, let them learn from the experience. :cool:


  14. Call me crazy. But did the island in the video resemble Afghan Village from ArmA1? Especially near the end. Or am I just going crazy.

    I'm pretty sure the DEM / Height data was from my old ofp Afghanistan map released as a "naked" version. Deano has been developing and working on it as a testbed as far as i know, since we last spoke. (could be wrong)

    Very excited its in project reality now :) Epically his destructible buildings. :yay:


  15. Great work to everyone involved. Lets hope we don't get any British armchair experts commenting on any inaccuracies that might be present.

    Models, textures and terrain look equally top notch and judging by the standard of work, i think a decent pvp and single player experience will be welcome by many, epically from a British point of view.

    Eagerly awaiting this!


  16. Hi everyone,

    We managed to remove the weird head issue, there was a problem with one of the proxys in o2 and its file path.

    Unfortunately now, the gunner positions show up in the action menu, but are not present when you "get in", the anims don't show for the player or AI, and the camera seems to be just on top of the aircrafts hull.

    If anyone who has experience with adding in new RTM'S, or maybe experience with configs, feel free to view our cfg below.

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