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Daniel

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Everything posted by Daniel

  1. I understand the effort that's gone into every part of this mod, so I realise this may ruffle some feathers. How much would the size be reduced without all the various additional American units? Brilliant features such as the rucksack and wound systems work on other community units, so for units that aren't American that's a lot of space taken up in the editor, in download size and in convincing units to get it for Joint Ops.
  2. The fatigue/weapon weight system seems incredibly over done. Both in terms of how long before you're thrown to the floor and how long it takes to recover. Maybe someone in a better position to say knows this is realistic, but a game logic to turn it off would be really appreciated. Luckily it doesn't affect UKF weapons. We don't use sprinting to travel long distance, we'll get vehicle transport or tab, but it still seems overdone.
  3. Daniel

    Arma Vs Ofp

    I agree with Special Ed, the standard AI should be less predictable in firefights. It should either split it's group in half, or leave its machine gunners and use the rest to charge and flank the contact. EDIT: What N'kEnNy said!
  4. Nothing cooler than being dragged out of the line of fire by your mate in multiplayer. Â Aww. Too slow. But seriously, it is very cool. It's like something off a film. Peering with half opened eyes, unable to move, tracers flying over head, then suddenly you start moving, grenades still going off in the distance. It kind of jostles you awake too, I couldn't move at all then i could move my head a little, then I could see better. Magnificent work, probably the best injury system i've seen in a game.
  5. Myself and a friend also got that error in testing i'm afraid, just with the GPMG Puma. Whites out at a certain distance. Otherwise excellent though: handles how i'd expect it to, a real bitch to turn at high speeds!
  6. Care to enlighten? This is the one thing really bugging me about 1.15.
  7. Daniel

    Avgani and Afghan Village

    Good shout ck, cheers!
  8. Changes slightly with each loadout. But for example, since the pilot orientates the chopper, he controls the FFARs. The gunner controls the cannon and the missiles. The pilot can sometimes choose to control the missiles manually. In choppers such as the AH-6 and KA50, you can change weapon as usual.
  9. Daniel

    Avgani and Afghan Village

    Great work again, feels more real than Avgani. Something you could maybe consider for your maps: These sort of environments are ideal for the sort of responsive CAS that's occurred in Afghanistan recently. Unfortunately, there isn't always going to be any sort of airfield nearby. So you could add a simple strip for jets miles from the "main" part of the map. So only the pilots would go near it, but it would allow for human pilots to scramble and help out patrols in dense terrain. You could make it as far from the village as the satmap allows. Have a think about it anyway - would be really appreciated by any units that use air support.
  10. Is it sad when the thing you're really looking forward to on Christmas day is a virtual Lynx? Have a good Christmas RKSL, you've all earned it.
  11. I got that too, try deleting your old patch data.
  12. Same as already mentioned. Was ragging the motorbike about to test the fix and noticed how nice it would be to actually be able to see the handlebars... Bump the FOV back to how it was in 1.11(?) and i'd also recommend taking a look at OFP's bike handling; it's still awful in ArmA, very jerky.
  13. Daniel

    BWMod

    Likewise, I guess a lot of people will want to use their own UI. Nice work though guys! The MG4 and Panzershreck are great fun to use.
  14. Daniel

    BWMod

    Awesome! I used to love making missions using BWMod for the OFP.Info server back in the day, looking forward to testing these. Congrats on releasing and merry Christmas.
  15. Daniel

    F35 Lightning II - JSF

    Just one other issue, the F35 appears to make the BIS AV-8 inherit part of its afterburner script.
  16. Daniel

    F35 Lightning II - JSF

    Good job on this, lots of cool features. Some suggestions: Make the sonic boom "boomier", sounds very weak and distorted at the moment. Although it makes for an excellent multiplayer moment. Also, should you be able to hear it from the cockpit? Nice touch giving the afterburner a sound effect, I was wondering when someone would do that. If you can, give the optics the ability to stay zoomed in instead of auto-resetting. Unfortunately the internal bombs still often hit the plane, stopping it in mid-air. There one or two clipping errors and missing bits of texture on the canopy. Cockpit wise, i'd concentrate on making the internals fit the game rather than real life specs. So perhaps consider adjusting the joystick, etc.
  17. Why not do a bit of googling and find out for yourself?
  18. Vilas, check out AAW Mod Steyrs, they have both scopes and ironsights on the same rifles.
  19. Daniel

    FDF Mod 1.0 for ArmA

    Check the island anyway HotShot. It's one of the few worth persisting with the odd error message.
  20. Daniel

    British 3 Para

    An update to your 4 Rifles units would be much appreciated! We're looking for a final British addon to see us through for ArmA II so we don't have to keep updating missions for the new units. Keep it up Stalker! Also, i've never had that bug with the ironsights. I'd check what addons you're using.
  21. Daniel

    FDF Mod 1.0 for ArmA

    Perhaps as a mod you should be a little more flexible Wolle. Nothing's being demanded. Only politely requested. I also stated, I feel very fairly, why I feel an simple second version would be justified and would reach a larger audience.
  22. Daniel

    FDF Mod 1.0 for ArmA

    I wasn't going to bring this up, but since Wolle's post: For the sake of a few buildings, Queen's Gambit is not worth buying. I own Queen's Gambit and can quite easily provide proof, it's great for single player. However, it's not really fair to expect a whole unit (this island would be awesome for joint ops - expect 3 or 4 clans to all buy a tiny expansion so they can play?) to go and buy it just so they can play one island that uses an object here and there. So those of us without QG are going to put up with the odd error message here and there. As I said earlier in the thread, it's still the best island to date regardless. Â EDIT Short Summary Queens Gambit: Great for single player orientated addons, missions, campaigns, small squads... Awful for maps, multiplayer orientated missions and anything involving a large number of people. Seeing as most maps that use QG only seem to use the odd building or feature, surely it wouldn't be a lot of trouble to create a second "accessible" version.
  23. Daniel

    Project RACS

    Just out of interest, how are the Type 42 and 21 looking status wise?
  24. Daniel

    HardLanding script

    Nice script Celery! Feared it might make choppers too tough but it's about right now. How it should be.
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