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Everything posted by [aps]gnat
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Huh?! Sounds like you're off on a Sci-Fi tangent there. Interestingly I did observe at one stage that water was excluded from compartments of APC's driven into the water, but not for my submarine class (early tests) .....
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Like most things ..... depends. If you just want to do a big ship and you don't want to walk on it and you dont want to land planes on it ....... 100-200 meters is fine ....... but; - Geometry and Fire Geo lods may not work properly all the time when you bump/fire stuff at it, or stuff (like small craft) bump into it. - Really big and sometimes the Resolution LOD will "clip" at the edge of your ingame vision .... i.e. the whole ship will disappear in the corner of your eye. All the same as ArmA2 Or as PuFu say, make it out of 50m bits.
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Well, VBS does it ............
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Your using the ArmA2 tools remember, not designed for ArmA3 As SL said, use separate 3d proxies for high detail "attached" stuff.
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converting to PAA.
[aps]gnat replied to =WKV= Blackwatch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
3D modelers / Oxygen2 users use TGA because when you map a TGA to a model, the tools Auto-convert for you, and repeats the process when ever you update/resave the TGA. -
Preview release: Nimitz for Arma3 (0.103)
[aps]gnat replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Its super hard to do a static one, let alone a moving one. Bit much for the community to ask at this point I think ... appreciate this one as is at least! I would suggest, Not. -
Speaking as the more experienced Carrier mod'er & experimenters here(OPFOR, ArmA1, ArmA2) (but not ArmA3 because I'm waiting for the tools); "holes in the deck" can be related to exactly where you place the carrier on the terrain/map. Evidence suggests this, likely because the size of each model section of the carrier can be very close to (if not exceed) the maximum allowable horizontal dimension (~50m) of a model and the terrain simulation seemingly having an invisible grid. Usually by moving the carrier in-map just 10 meters can suddenly make the deck problem (and other weirdness) disappear. Shit like this can drive you bonkers, chasing your tail .......
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Mods and ARMA 3 on the same level as FSX?
[aps]gnat replied to mercenar1e's topic in ARMA 3 - GENERAL
Yep, your right, that would have to happen, and that would be just one of the negative outcomes. :( Also means no learning materials for those mod makers in training. Unless BI did a HUGE push to improve the BIKI and samples. -
ArmA runways are config entries with static coordinates. IF the Nimitz was going to be in static position on a terrain/map, then it probably possible to add a BI runway that works for the carrier. It's easy to add "new runway" addon to the game, but its location is set in concrete at time of each loading of ARmA3. But for Nimitz that can be placed at random / in editor locations then there's no known effective way to "move" a runway so no Auto-land except highly scripted OK'ish solution like Mando's pack.
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LOL .... sorry, I shouldnt laugh, but that was funny. Seriously though, disappointing this situation/WS is affecting people like yourself, a major contributor. Ultimately bad for the whole community. Hope you can hang in until the change happens.
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Footmunch Friday - Sukhoi Su33 Flanker D
[aps]gnat replied to [aps]gnat's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Foxhound Thanks! All, Thanks for your comments :) @Battleship Not sure what you mean. The Airbrake only comes out when (keyboard flying) the de-accelerate key is pressed. @1in1class Apologies, my README was .... errored. Updated now. // Change Main Textures: MyPlane setobjecttexture [0,"\rktsu33\tex\su33_black_co.paa"]; MyPlane setobjecttexture [0,"\rktsu33\tex\su33_blue_co.paa"]; MyPlane setobjecttexture [0,"\rktsu33\tex\su33_brown_co.paa"]; // Change Numbers: MyPlane setobjecttexture [1,"\rktsu33\nums\red0_co.paa"]; MyPlane setobjecttexture [2,"\rktsu33\nums\red1_co.paa"]; // Change Roundels: Should be able to assign roundels via MyPlane setobjecttexture[3, "\rktsu33\r_ussr.paa"]; -
F/A-18 Super Hornet and Su-35S Flanker E
[aps]gnat replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
F-14? Of the dozens and dozens of non-NATO jets to pick from, we get F-14 and Tornado requests ..... @Chortles Thanks for the clarification :) -
Thanks for the update JDog. Btw all, I assume we won't be overwriting the A2 version ..... That would be bad :) EDIT @kgino Depends, do you have a 24 or 27inch monitor?
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F/A-18 Super Hornet and Su-35S Flanker E
[aps]gnat replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Seriously!!?? You don't want a OPFOR jet with all this "F-18" greatness (load out and paint GUI's etc etc) that no other A2 or A3 airplane has ever had ...... ? ...... Never have understood the community that's "I only want/ I only play NATO/US units" and seem to be quite fine relegating the OPFOR units to AI ...... @ the Air-Lords ..... Look forward to an OPFOR jet to play with! Awesome. -
AI Takeoff from custom airfield
[aps]gnat replied to burdy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Mandoble hasn't been around for a long time but posting in the Mandoble threads can get you assistance from the other expert users that scan those threads. -
WHOAH! Awesome! Thanks Benny
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So ArmA3 gave us a reason to go in the water.. Now I am thinking, Epic Naval Warfare
[aps]gnat replied to ledhead900's topic in ARMA 3 - GENERAL
.... and some of us a sick of whiners who didn't research what they were buying. BI's forumula has barely changed in 10 years. To be honest, sounds kinda boring. Such huge area, limited direct interaction. Much simpler to just go play Harpoon or Dangerous Waters. -
Mods and ARMA 3 on the same level as FSX?
[aps]gnat replied to mercenar1e's topic in ARMA 3 - GENERAL
Absolutely, but trying to value it "software hour" I think would mean none of us could afford it. :) -
Mods and ARMA 3 on the same level as FSX?
[aps]gnat replied to mercenar1e's topic in ARMA 3 - GENERAL
First off, if anyone expects to be "compensated" on the basis of hours-worked, they are dreaming. "Goodness" will determine how much comes your way, be it for 1 hour or 1000 hours work. Second, none of the current community, as has been the case for a decade, are doing what they do except for love and some back-slapping. They stop or share/team-up when it becomes too much. @iceman, I'm the same. So many complications can arise. So what does Myke get when someone elses super addon wins the pool, but uses missilebox? So what happen when that super addon is found to be using Vilas's ArmA2 configs and scripts? -
"Legacy of Cold War" aircraft models pack
[aps]gnat replied to hcpookie's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I can get vehicles into the A3 An72. Feel free to send it too me and I'll have a look for you. -
Footmunch Friday - Sukhoi Su33 Flanker D
[aps]gnat replied to [aps]gnat's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Long overdue ..... See first post Beta 3 - ArmAII version . . Sukhoi Su33 Flanker-D New Features: - Removed "tidy" actions - 5 Loadouts using Missilebox - GPS/INS System targeting system - Flares added (per many requests) - other tweaks Required Addons GLT/FRL Missilebox CBA: Community Base Addons for A2, OA and CO -
How to extract all configs into single file?
[aps]gnat replied to abs's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Suggest this is more what you want; http://forums.bistudio.com/showthread.php?150548 Just download latest txt file (it is large, so have patience). AllInOne is updated regular to the latest version of A3 -
Mods and ARMA 3 on the same level as FSX?
[aps]gnat replied to mercenar1e's topic in ARMA 3 - GENERAL
Yeh well, they were saying the same about ArmA1 and ArmA2 ....... -
Edit: as Mr_Centipede said, it is the Dev branch you signed up for after all.
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Definately not enough info Whats your config.cpp got? Hows your MF done? Whats your BinPBO log say? Whats your RPT say?