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Unhappy customer

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Everything posted by Unhappy customer

  1. Unhappy customer

    Y2K3 - Updated Ofp Config.

    No I don't think so. Â Because when you replace a BIS file with a modified file in a mod folder, then OFP won't look at the old BIS file, whenever that mod is executed. Â So you need to depbo the BIS data.pbo file, replace all the old NVG data with your "improved" NVG data, then re-pbo it and place it in your "(superconfig mod folder)/dta". Â Then whenever you use the super config mod you will have your own custom NVGs. Oh yay, and get rid of the gay beep beep beep noise from the armed satchel charges. That kind of stuff only happens in the movies.
  2. Unhappy customer

    Y2K3 - Updated Ofp Config.

    About the NVG goggles.... You actually don't have to change OFP's data.pbo, and data3d.pbo files, all you have to do is create a new dta folder in your superconfig mod folder, and put the "updated" data.pbo files in this folder. This is the way that the WGL pack is set up. When you use the standard flashpointresistance.exe file, you use the old standard OFP NV goggles. But when you use the WGL mod shortcut (......./flashpointresistance.exe" -mod=wgl) the updated data files are used in favor of the standard data files. In other words it is possible through the use of mod folders to have updated NVGs without ovewriting any BIS files.... If you don't believe me, then you can install the WGL pack, and try it for yourself.
  3. Unhappy customer

    Y2K3 - Updated Ofp Config.

    The new Wargamer's pack 4.0 has updated night vision goggles. Â They have a wider field of view, and all the crappy 1980's era NVG static is gone. Â It makes a world of difference on night missions. Â Perhaps you could "reverse engineer" the Wargamer's pack and "borrow" their modernize Night Vision Goggles.... Also even though I like the new M-24 replacing the M-21, I kind of miss the M-21, and it would be cool if you could keep the default sniper as the M-24, but I still want to have the option of placing an M-21 sniper in the mission editor. I.E. Keep the M-24, but still be able to place an "M-21 Sniper" in the mission editor, under West / Men.
  4. Unhappy customer

    Wargames addpak 4.0 released

    I am not crazy. My main concern is with the M-21. If it is true that BIS rifles are zeroed to 100m then I think I know what your problem is. The scope on the M-21 is set up so that you zero infantry targets by zooming in or out until the two notches above and below the crosshair are above the targets head, and below his feet.... we all know this. However, I think that when you altered the velocity and bullet drop properties, I don't think that you adjusted the scope of the WGL M-21 to shoot properly with the more "realistic" bullet settings. If you don't believe me then go do the test for yourself.... Set up an enemy soldier 300m away. Put yourself in as a WGL M-21 sniper. Range the target and shoot. You will find that the bullet will always fly WAY over the head of the target, even when taking center of mass shots. Know try it with a BIS or JAM M-21 and compare your results. Please don't respond until you try it out.
  5. Unhappy customer

    Wargames addpak 4.0 released

    I absolutely love this latest version, of the wargamers pack, and I have stopped playing all other OFP mods.... until I found one MASSIVE flaw that almost completely negates all the positive things about the new WGL pack. All the rifles seem to shoot high and to the left. I can no seem to hit anything at all with any rifle. And my favorite the M-21 is the worst. Even with the scope properly ranged on an infantry target, when I shoot the bullet wizzes over their head. WHAT HAVE YOU DONE!?!??!? And don't you smart asses get on here and sell well thats because your a crappy shot hahahah. No I'm not crazy I tested the WGL rifles against the JAM and BIS standard rifles, and all the WGL rifles shoot funny in comparision. Please fix this issue so that I can play this awsome mod again. Thanks.
  6. Unhappy customer

    Cwc islands with resistance objects

    Another minor problem I thought of... I along with many others simply replaced the original Everon, Kulgujev, and Malden with the updated islands. Although some of you have reported that they work fine when playing multiplayer, I got to thinking. What would stop someone from removing all the foliage from the original islands, and texturing them white. This would be an online cheat of course. You would not be able to hide from said player online, because your camo would not blend in with his white textures, and if you hide in a bush, there would be no bush on his monitor; you would simply be sitting out in the open waiting to be shot. Are you sure BIS hasn't though about this already, and made altering or replacing the official islands activate fade?
  7. Unhappy customer

    Ecp released!

    I love the new effects. I'm gonna have to try playing CWC again with the new effects, and the revamped islands (with resistance foliage). I only have one minor issue. I don't like the fact that I can still be burned by a burning vehicle when I am flying over it in a chopper several meters above it. Also the AI are not smart enough to avoid burning vehicles, so if they try to walk past a burning vehicle they will be wipped out! This could have major consequences in the original campaigns and missions. Solution: make human players burn (unless they are way above the fire in a chopper...), but AI players can't die from fire...
  8. Unhappy customer

    High detail weaponpack v1.1 released!

    Sorry this may have already been posted, but I am too lazy to read this entire thread. Is this pack JAM compliant? The textures, and gunsites are awsome, but I just don't like the sounds very much. I would much rather use the JAM compliant magazines if I can... sorry...
  9. Unhappy customer

    Sea demon mig29 v2.02

    Is it just me or does Sea Demon's Mig-29 seem kinda small? I placed one of his migs along with a RAD F/A-18 and Vit's Mig-29, and I noticed some size discrepancies. Sea Demon's mig seems slightly smaller than the F-18, but in real life I think the Mig is slightly larger. On the other hand, Vit's mig is huge (maybe too big). Also it will be cool when Sea Demon adds a working HUD and counter-measures (hint hint wink wink)...
  10. Unhappy customer

    Cwc islands with resistance objects

    I love the new resistance textures on the old islands! I'm glad that finally someone did this. In fact I still can't understand why BIS didn't just release the upgraded versions of the old islands with the resistance expansion. I did find one minor issue though... I noticed that there are a few trees that are too close to the edge of the runway at the Everon Airfield. This makes takeoffs and landings kinda scary in larger or faster aircraft.
  11. Unhappy customer

    New ideas for ofp

    Here are a few new ideas for OFP mission makers and addon makers and script writers... 1) Â Someone could make an autorotation script for helicopters, so that instead of bailling out of a helicopter (when the engine dies in flight) you would have a new action in your action menu titled "autorotate" where the chopper would descend to earth at a survivable rate, allowing pilots and passengers to escape from the doomed chopper (after crashlanding). Â This would replace the ejection feature for helicopter pilots, but passengers would still be able to eject if they wanted to. 2) Â When you eject from a fixed wing aircraft, you should be able to have a small life raft deploy under you so that you don't drown if you land in the water. Â If you are playing MP and you want to respawn, simply jump out a drown yourself. Â Other wise you could be rescued by a BAS UH60 with deployable ladder. Â (real life ejection seats do deploy a life raft attached to a cord that dangles below the pilot)
  12. Unhappy customer

    New ideas for ofp

    Wow I didn't know OFP simulated autoratation but I just did a test where i put a cobra 200m up without fuel and landed it safely. Its a lot harder at lower altitudes though...
  13. Unhappy customer

    1.94 problems

    I just thought you might like to know that I upgraded to V-1.94BETA and now I am getting a new CTD with the following message: ErrorMessage: CreateIndexBuffer failed 8876017c - out of memory?
  14. Unhappy customer

    Ofp combat photography. No pics over 100kb.

    Anybody know of a link where I can get the brighter water textures?
  15. I had an idea for an after-burner script that should be possible (in theory). The idea is to write an after-burner script that would activate the after-burner automatically if the aircraft thrust goes above say 98%. So you would have a script that would request the total thrust say every .5 seconds, and once the thrust goes above 98% the afterburner script would activate. Once the aircraft thrust drops below 98% the afterburner script would deactivate. Another idea... I mentioned this idea several months ago on another forum, but I don't think anyone ever implemented it. The idea would be to create a model of an "above ground" (static object) crater, and then spawn these craters where ever a bomb impacts the ground. This way you could actually use bombs to crater a runway, making it impossible to operate aircraft from. Any aircraft trying to use a cratered runway would crash into one of these craters and explode...
  16. Unhappy customer

    User friendly after-burners

    I went to Vektorboson and the afterburner script is interesting. Although I'm not quite sure if it's compatible with my joystick. Unfortunately I'm having problems with my joystick right now, and I can't test it properly. On the other hand, my original idea should still be valid because I figure that if the DKM Bronco can display engine power, in the form of a bar graph, on the HUD, then there must be a way that a script can aquire an aircrafts total power. And if this is true, then there should be a way that a script could trigger the afterburners once the desired engine power is reached.
  17. Unhappy customer

    Usmc lav 25

    I think you should make it classified as an armoured vehicle IE tracked (with invisible tracks making it appear as if it were a wheeled vehicle). I know that the wheels wouldn't pivot when you try to turn, but at least it would be much easier to use in combat. I tried using this vehicle in simulated combat situations and it just didn't perform like it should have...
  18. Unhappy customer

    A working dog yayayayay

    If they can make the dog work with wav2lip and drive a car like a human, I would crap my pants with laughter! Imagine having talking dogs that drive cars and airplanes around...
  19. Unhappy customer

    Flying seagulls

    Is there a way that I can add the Seagull from multiplayer missions into my single player missions? I just want to have seagulls flying around some ships that are in port.
  20. Unhappy customer

    Multi purpose addons

    It would be great if people would release their addons in multiple schemes for better usefullness. For example, if someone releases a specific type of tank, they should release woodland, winter and desert paint schemes versions. Also they should release an unmarked version that could be used to reprent a military other than that of the Soviet Union or the US. And people who make civilian cars should release them with multiple paint schemes. This hopefully would cut down on the massive number of unused addons in the OFP community.
  21. Unhappy customer

    Mod folders

    If BIS releases another patch they should make it possible to have a mission folder in each mod folder, this way OFP doesn't have to load all the missions from another mod that doesn't have the required addons. This might help with all the CTDs, and memory mapping problems.
  22. Unhappy customer

    Aternative strategies

    Unfortunately I must agree with CrunchyFrog. The AI in OFP are border line retarded, and they should only be used to clear minefields by being marched through. Oh and the mission that I cheated on the most, was the second to last mission in the Cold War Crisis campaign. It's the one where you have to destroy the Scud launcher before the commies start WWIII. Remember those Cobra attack helos that are there for backup on the southern coast of Kulgujev? Order your men to hide in the woods. Get 3 other soldiers, load up in a jeep and race south. Steal one of the Cobras, and order the other 2 guys into the 2nd Cobra. Next head north, and engage the Shilkas and Scud with TOWs. You can complete a seemingly impossible mission in a matter of minutes.
  23. Unhappy customer

    New leo tanks

    I don't care what anyone says, main battle tanks will not be replaced by light armoured vehicles anytime soon. A light armoured vehicle simply can't survive in a battle with MBTs. And the thought of scraping MBTs just because they are difficult to transport is absurd. The answer to this problem isn't to simply replace MBTs, but instead we need to find a new way to transport tanks more rapidly. The obvious answer to me is to build large WIG craft (Wing In Ground-effect). This is simply a ship hull with small stub wings and engines attached. They get airbourne by skimming across the ocean on a cusion of air created by the ground effect of flying low to the water. We could build a transport aircraft capable of transporting 5-10 M1A1s at speeds of 300-400 MPH and ranges of 5000 miles. The Russians already did it 2 decades ago. It was called the Caspain Sea Monster. Go look it up on an internet search engine.
  24. Unhappy customer

    New leo tanks

    I don't know if the Canadian Leopards can do this, but I know that the German Army Leopards can be equiped with retractable snorkles for the engine air intake and exhaust, and when deployed they are capable of fording waters 12 feet deep. You might be able to use an animated folding snorkel (activated via the action menu), and a script to make a Leopard capable of traveling in shallow water without exploding or having the crewmen die.
  25. Unhappy customer

    1.94 problems

    I am currently using about 650megs of unofficial addons. Plus about 300megs in official addons (The addons that came with OFP V1.46, and Resistance). So about 950megs in official and unofficial addons. I also noticed that I haven't had this error since adding the -nomap command at the end of my shortcut. It seems that I can't load more than about 1gig in total addons (official and unofficial combined), so I only have about 50 megs left before OFPR begins to crash when I load all the BAS addons. Oh and my Operation Flashpoint folder is almost 5 gigs because I have all my addons divided into mod folders. Frenchpoint mod, FDF mod, UK mod, BAS mod, WWII mod, Vietnam mod, etc. Then I have another folder that contains addons that I may use in multiple mods (such as civilian cars, islands, etc.) that is loaded along with the mod folder. This way the original addon folders are left untouched, (except for the island intro animation folders). So I am free to delete problem addons without fear of deleting official addons. But the figure of 950megs is for all addons official and unofficial that are loaded when I play with the BAS OPFOR pack. Also if BIS releases another patch, they should make it possible to put a mission folder in the mod folders (the same way that you can put a campaign folder in a mod folder) so that I don't have to memory map all of my Vietnam mission when I am loading my WWII addons and missions. This would probably solve a lot of my problems. I have a lot of large missions, and this probably adds another 100megs or so to the addons.
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