T.S.C.Plage
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Everything posted by T.S.C.Plage
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Yep, just saw the screens and had to check it out...very nice work! Amazing surface-structure and many nice locations, especially the arrangment of the housing-blocks looks really good but there surely a lot of other "eyecatchers". Greetz Plage
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Yes, Hellfish you're right but there're also flare dispensers that launch flares automatically if they notice an abnormal flash/lightning somewhere. But I don't know if the system of the Hind works like this or is "manually" activated. Infact it would be nearly senseless because the crew doesn't see much of what's happening behind the chopper and manpads are normally shot from behind a helicopter so they could only launch the flares on purpose. Greetz Plage
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I saw a video taken in Chechnya where a Mi-24 is shot down by an Sa-16 Igla. The rocket explodes directly at the rotor-head and covers the whole helicopter in an explosion but the pilot managed it to land the chopper via auto-rotation. I was told that nobody was harmed in this action but can't say that's 100%ly true. Interesting is that it seemed like the countermeasure of the Hind didn't worked at all...no flares and no irritation of the rocket by an IR-jammer. But maybe they simply weren't mounted or functional. I heard the Russians had some "support problems" over there. From the Russian war in Afghanistan we know that Stingers are able to shoot down Hinds but I'm sure this really depends on the situation (position of the missile-launcher and the helicopter, countermeasures etc.). Long time ago I saw a vid on tv where some Muhjaheddin (sp?) were shooting down a Mi-24 flying in very high altitude from nearly directly under it's back and in this case the Hind felt down like a stone...but for this reasons the Russians invented all this nice equipment like new flare-dispensers, IR-jammers and the "coolers". I think for OFP it would be great to have a Mi-24 that could be shot down by only one rocket but it should have some countermeasures which are irritating the missiles so it has a chance to survive. Greetz Plage
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Martin is back! Hughes 300c screenshot
T.S.C.Plage replied to mattxr's topic in ADDONS & MODS: DISCUSSION
Yes, looks nice and good he's back! If somebody knows how I can contact him please tell me via PM...thanks. Greetz Plage -
Just some testing...retextured DC-3 by Martin (MTY). Greetz Plage
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Addons: - BWMod - Fennek Greetz Plage
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Thanks! Ich bin aber in letzter Zeit öfters hier. Gruß Plage
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Or in the readme... Greetz Plage
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Yup...bad betatesters!!! It ain't my fault...did I do that!?! Greetz Plage
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Oh, sorry! I didn't picked the point that you have problems with the "formula" ( ) itself. But ok your question is solved already. And just to mention it for the people who don't know it already. This are the lines to animate the gate-doors of the fences from the "Baracks v1.5"..."TorL" means the left and "TorR" obviously the right door (seen from the direction in which they open). Greetz Plage
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I would appreciate if you could also add me when you're updating the page again. Berlin, Germany is the place. Thanks! Greetz Plage
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The AA-movie is really cool...must have been a massiv effort to produce this! And surely it's possible to capture movies during playing AA. I already did it myself with Fraps1.9. You just need an own server and have to turn off Punkbuster. As admin you're able to "fly" around the map to each spot you want to get the best camera-positions. But as mentioned the shown stuff surely needs a lot more...especially team-coordination! Greetz [TSC]Plage
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Zerospeed pointed out some mistakes in the English readme of the last update. I didn't translated the "script" stuff in the boxes. If you haven't already found out yourself...NUMMER simply means NUMBER in German and the "bis" you'll find in one of the other boxes means "up to". Greetz Plage
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Oooops, excuse me...I noticed this mistakes after the stuff was uploaded. NUMMER simpyl means NUMBER in German and the "bis" you'll find in one of the other grey boxes means "up to". I didn't wanted to give you a new readme because it are smaller mistakes but I could have mentioned in the thread. Greetz Plage
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Addons: BWMod - Wiesel v2.0, Basic-Back v1.2, Demo v1.3 MMP - Boh-105 AfrographX - NH90 Ebola - DB1017 Edge - Worker/Farmer Mapfact-Nogova v1.22 and the required addons Greetz Plage
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You're defnitly loading the wrong version of the Baracks somehow... Greetz Plage
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Just to inform you I already PMed Placebo about the issue before I posted here but it seems like he's not very "interested" in this case. Maybe the things have changed now but I won't await to much. Anyways he didn't said I shouldn't post here so I was so free to put the things into the right light after a short "consultation" in the other forum. Greetz Plage
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No, raedor means the tower shown on this screenshot by Lee_H._Oswald. And he has asked you if you can select the tower from the editor-menu, not if you can see them on the map. This towers are only located two times at the mil. airport and on krasnovia. To make it easier look for "AIR\Hangar01" in the menu, if you can't find this object there you've an old version of the baracks in your folders. Greetz Plage
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BWMod Release (Basic Pack v1.2, Wiesel v2.0)
T.S.C.Plage replied to TeRp's topic in ADDONS & MODS: COMPLETE
Looks great...and a female medic, very good idea! Greetz Plage -
Hello, I just wanted to mention that it's really impressiv to see which efforts you make to get the best infos about your addons. Would be nice if one of you could post a short-cut with the infos you'll gathered during your upcomming "consultation"...thanks. Greetz Plage
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Mmmh, Balschoiw is a real famous man...even in a German "Special Units" forum he has some fans and an own thread filling currently nine pages with laughs. Strange that some people who are somehow involved in the materia don't know him and the actions he's talking about!?! And strange that you can find "his" pictures on the official homepage of the Gebirgsjaegerbataillon 232 under "Download -> Bilder". Ooops... Greetz Plage
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As raedor said this the final-version. And just to mention it the new update concerns the "Mine Ltd. Vehicles" and the "Heaps" addons by LockheedMartin$ch not the "Mine Ltd." addon (buildings) by JoergF as far as I'm informed. @ [ZG]BUZZARD: At first thanks for your praise but be honest you didn't read the whole thread! I'm sure it's mentioned a couple of times here that I only wanted to use Mapfact.net-Addons for this island. This is also written down in the first lines of the readme, so all your questions should be answered. Greetz Plage
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Roger that! -------- Btw, I forgot to answer some questions... @ Silent N Deadly: I don't wanted to have "fixed" landing-positions for helicopters. I thought about it a long time also about including "invisble Hs" at some positions but I dropped this idea because I thought everybody could create some on the positions he wants easily. I would recommend the MTY "Heli Hs" for example. @ Pappy Boyington: I know about this "hangar-problem" and it's really a pain in the backside but infact it's not a bug in the hangar itself. The problem is that the AI ignores the first waypoint which is located some meters in front of the hangar. I guess the AI is switching to the next ILS-waypoints to fast or better said sets the first waypoint to "done" already at the start. We really need an "aircraft-tow-tractor" for OFP! Greetz Plage
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@ redface: No, really not! I know that it's not possible to satisfy anybody but in my opinion you're talking about a "bug" of an official object and "engine-limitations" which I'm really not responsible for. I know that there's a little problem with the fence-gates and AI-groups or units in your formation aren't always moving or following through the gates but I can't change it. And just to lessen your frustration...v1.21 of this island is and will be still available as download on the Mapfact.net homepage so you can finish your missions and everybody will be still able to play them. ------- @ all: As it really seems the people want more scripts or even a changed config and are already working on some stuff by their own I would really appreciate if we could collect the ideas and ready stuff and put it together as download for everybody. If Mapfact don't wants to host it I can do that on my own and post the links here and in their forums. Greetz Plage
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@ redface: Excuse me but I don't know why you come up here with that harbour "problem". As you mentioned you know already that the harbour-parts have such a bug. It's some kind of normal (there) that units which are following a leader in a formation are running into the water and that vehicles etc. are floating in the air if they move on it...that's really nothing new! I did my best so units don't fall through the surface of the harbours and to make vehicles drive on the "mining-part" (ways) but more isn't possible without reworking the object itself. I also don't see a "complicated mix of fences" there. The military-part has it's own fence, the mining-part has it's own and there's the fence from the harbour...is that to complicated for you!?! And for sure I didn't made that island for "combat-photography"!!! --------- @ Acecombat: I also don't see where the problem with the gates is. As mentioned you can open and close the gates by triggers. If you've vehicle-columns the leading vehicle should activate the opening trigger and the last the closing trigger. You maybe have to play around a little to find the best distances but where is the problem? --------- @ ag_smith: I think I really got your point but for me it doesn't seems the easier solution in comparison to the already existing one. In your version you would have to unpack, edit and pack the config new which maybe isn't possible for everybody easily even if the config is already a seperated PBO. In the existing version you simply have to "merge" one or both of the demo-missions to have everything activated. If you don't want everything "on" you can simply delete the responsible trigger. Only for turning off the runwaylights there're no triggers included but really every command is written down ready to "copy+paste" in the readme. --------- Generally we decided to don't have everything turned on by default because there're some locations where you really don't have any effect of the scripts except a performance-loss for nothing (even it's maybe not "feelable"). There're three reasons why the gates and barriers are closed by default (actually this should be discussed in the "Baracks-Addon v1.5" thread for obvious reason). The first and simple reason is JoergF created them closed. The second is if you have them closed by default you've to go to only one position to open them instead of two like you've if you want to close them. For the third reason you can simply check your surrounding in reallife. Are gates of airports, harbours, military-areas etc. mainly opened or closed "by default"!?! I thought about including something like a script/command-reference with "actions" for the diffrent locations but I really thought a script that for example opens all gates and barries at the airport is useless because nobody wants to have all of them open(ed) at the same time! Greetz Plage