Daniel
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Everything posted by Daniel
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Toxic legacy of US assault on Fallujah 'worse than Hiroshima'
Daniel replied to Joseph Troska's topic in OFFTOPIC
I wouldn't dismiss potential impact from DU so easily. I'm sure people scoffed at the idea of Agent Orange causing widespread birth defects in Vietnam. I personally know people whose colleagues died decades after having snowball fights with asbestos, that's how harmless they thought it was. Depleted Uranium rounds were specifically designed for defeating Cold War armour threats in desperate "end of the world" battle, as were many other Cold War weapons. So just because our weapons make use of DU doesn't mean it's going to be suitable for use in populated areas. -
Here's a couple of CAS callsigns that have been used. They have two digits after them. E.g. Ugly 5.0 and Ugly 5.1 "Topman" / "Recoil" - UK Harrier Wildman" / "Ugly" - UK Apache "Morphine" - UK Chinook "Bone" - US Lancer "City Desk" - US F-18 - love this one "Dude" - US F-15 "Rammit" - Dutch F-16 "Mamba" - French Mirage
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As far as I recall, it's essentially Coallition Forces using the minimum force necessary to take out the threat if there's the possibility that civilians could be in the area - not firing back if necessary. It's intended to reduce the number of civilian deaths, especially from airstrikes. There was talk that some commanders are employing the tactic too strictly for fear of breaking ROE and in doing so risking their own men's lives. I think General Petraeus said he intended to look into that as part of his new strategy.
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... richiespeed13 postured that the Taliban are recently inflicting high casualties on coallition forces. HyperU2 replied that the enemy fled from Iraq and had to go somewhere. Baff1 mistook HyperU2 as referring to UK forces fleeing Iraq. At least that's how I read it. Either way with the new "Courageous Restraint" tactic and the enemy using more IED based attacks we were bound to take more casualties. :/
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Volkswagen Golf 1 (VW Golf)
Daniel replied to Takko's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Every other post in this thread made me facepalm. -
Toxic legacy of US assault on Fallujah 'worse than Hiroshima'
Daniel replied to Joseph Troska's topic in OFFTOPIC
Asbestos was the first substance that sprang to mind. How long does asbestosis take to produce symptoms? Also was depleted Uranium really necessary in Iraq's urban combat? Did the Iraqi army and/or insurgency really pose threats requiring depleted Uranium rounds to neutralise them? -
Mando Missile ArmA for ArmA 2
Daniel replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yep, please consider adding support for JDAMs if the JSOW Addon doesn't already cater for it. -
RKSL - RAF Eurofighter Typhoon FGR4 Released!
Daniel replied to rksl-rock's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Really? Get in a Harrier and pull a hard turn. You'll start to black out pretty sharpish in ACE, regardless of whether you're a pilot class. That's an ACE issue though for an ACE thread... -
ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
Daniel replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Had great fun testing this last night. I was radioed about a guy who went down in a chopper, so I flew to the crash site and shouted out the window for him to get the hell in. Great stuff! Looking forward to any forthcoming relay or TACSAT capability... -
RKSL - RAF Eurofighter Typhoon FGR4 Released!
Daniel replied to rksl-rock's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hardly an RKSL issue if you're choosing to play ACE. Probably worth reposting in the ACE thread or on the ACE issue tracker. I'm assuming you're using ACE at the risk of making myself look stupid. :p -
Are you getting the British Armed Forces DLC?
Daniel replied to celery's topic in ARMA 2 & OA - GENERAL
I'll probably get it to play single player missions and to compare it to community made content. Doubt it'll get much use in organised multiplayer. -
Now who's stating the obvious? I know I sure as hell don't go to work for free. BIS are putting a product out there that people can choose to buy in the hope of making more profit. Big deal. They're still keeping the engine updates across the board. They're still working on core game patches. I honestly see this as more of a Single Player enthusiast download. MP squads tend to find it difficult to persuade their roster to pay for things like this. Plus it can have a negative impact on recruiting if their playerbase knows they'll technically have to pay extra to join. Unless of course it turns out to be very high quality. Which remains to be seen, personally think it's too early to judge from screenshots.
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British Troops DLC released & Official 1.01 Update
Daniel replied to Pauldarrington's topic in ARMA 2 & OA - GENERAL
Waaaay off topic but that's not true at all. There were lots of mods and terrains in particular that couldn't be used by MP squads. Terrain editors loved the extra official objects but QG simply wasn't worth the money for everyone in a squad to dish out for. Since the British DLC looks to be unit and mission content only this probably won't be an issue. [/offtopic] -
OA - UK Joint Helicopter Command, Skin Mods
Daniel replied to Geordie's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
But, but, i've read books and stuff! :butbut: Nah, just kidding, but i'm talking visual differences. In response to this: I.e. the rocket pods on UK Apaches have the distinctive rounded front cap. -
OA - UK Joint Helicopter Command, Skin Mods
Daniel replied to Geordie's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just on the US/UK topic: AH1 has CRV7 rocket pods unlike the AH-64. -
British Troops DLC released & Official 1.01 Update
Daniel replied to Pauldarrington's topic in ARMA 2 & OA - GENERAL
Money making machine, lol. BIS isn't some sort of charity existing purely to please the "community". Looking forward to trying the expansion. :) -
Yup, makes you wonder why they ever invented bayonets in the first place, what with the bayonet's low lethality and limitless ammo and all. :p
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Incredibly piece of kit mate, nice one! Great detail on the interior as well, I wasn't quite sure what to expect from a first release. Had to go and join an aviation wing didn't I. :p
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Good shout on the false positives Walker, I had mixed them in with some cows but they still stuck out. I'll look into adding more civilians, allied forces with AKs and ManPAD weapon scripts. Still think we should have AI hiding in fox holes and under blankets. :D
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I'm of exactly the same mind set. Which is problem when you want to operate as a pair of Apaches supporting ground troops. Far too difficult to come up with a challenging mission without resorting to placing loads of enemy units or loads of AA. The AI is no where near good enough to start introducing tech like FLIR. Some setbacks and counters would be greatly appreciated.
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Something that puzzles me. BI sounds and impacts
Daniel replied to BeerHunter's topic in ARMA 2 & OA - GENERAL
The GAU-8 changed for OA but it's till nothing on the ACE2 Sound Mod. Same for the M230. -
Yup, that's why I was worried when I read the Typhoon's GPs could lock too. :P Good to hear you're looking into it. And i'm gonna guess Astute class sub...
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Mando Missile ArmA for ArmA 2
Daniel replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Looks wicked, testing now, will report back. :) -
I'm about to open a ticket on the issue tracker, but I want to check here first. UK Apaches have their cannon set to fire bursts of 10, 20, 50 or 100 rounds. Anzacsas made a great mod for this which works fine in OA, but obviously it would be better to have this in the core game. So the question is, do US Apache M230 cannons work in the same manner? Or can they fire single rounds as depicted in game?
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Wow, you've certainly twisted that one around. I said it had the capacity to ruin a mission, not that it does. Hell, it's used in the real world, why shouldn't it be in game!? My comparison was this: Adding FLIR to a mission, say played as an Apache gunner, now suddenly makes that mission incredibly easy. The enemy won't hide in micro-terrain (which doesn't exist in the ArmA world) or cover themselves in blankets to avoid being seen with thermal imaging. However, adding the ability to fix bayonets to your weapon isn't going to make that much difference - you will still be shot in the face you try to charge someone with an AK aimed at you. My argument is that bayonets would not adversely affect gameplay, and to say so overlooks other features, FLIR being one I happened to choose. Don't get me wrong, i'm glad FLIR has been introduced to such a good level by BIS. But it's the kind of thing people said would take too much effort, so now why not bayonets?