andy_aws
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As per info I've been gathering on various weapons, Max Effective Range: AK-47 400M, AK-74 500M. AK-74: Sighting Range - 1000M max Flight - 3150M max Killing Range - 1350M So at 1000M you could aim, shoot and kill, but you would be unlikely to hit. That info came from a Russian site, kalashnikov.guns.ru, so it should be unbiased.
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Thanks Major, got it
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@Fubar Where can I download that USAS? All the links in the topic you referenced are dead....
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Rpg units targetting soldiers.
andy_aws replied to Nexus6's topic in OFP : MISSION EDITING & SCRIPTING
Yes, JAM has RPG ammo that the AI will use against troops -
Talk about gulf war ii modification
andy_aws replied to bmgarcangel's topic in ADDONS & MODS: DISCUSSION
I would also find it highly unusual that a pilot's "first assignment" was flying Nuclear Strike Bombers, I could be wrong but I believe those seats are reserved for more experienced pilots. -
Talk about gulf war ii modification
andy_aws replied to bmgarcangel's topic in ADDONS & MODS: DISCUSSION
I think I would seriously question his story. Normally a pilot isn't going to bounce from B52's to F15's to A10's. Each require very specific and very expensive training. You wouldn't normally see one person receive training in three totally unique aircraft... -
While setting up OFP on my new computer, I try to install the SWI Sig Pack and Armor pack. Both tell me that there is a problem with my Flashpoint installation and that "Original games do not fade". The game was installed from the original disks, there was no problem installing these addons on my old computer. The only answer I can find searching these forums is that "it happens sometimes". Does anyone have a better answer as to why this happens or a way to fix it ?? Will I have this problem with any other AAE addon ??
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Actually it isn't a 'problem' to be solved....BAS coded all of the SD weapons with an initVelocity=350 to simulate special 'SubSonic' ammo, as opposed to normal HV ammo used with a suppressor. This means that addon makers have to use proper optics settings to zero any weapon that uses BAS SD ammo to about 200 meters to accurately use the ammo.
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....and the working Scud with 'click on map' targeting has been done before, about a year ago I think. However considering that this BAS week was originally only going to be 4 days, and has been extended to a week, I guess we can't expect 7 "major" releases.
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I say if you lose your squad in the first 10 seconds, then it's unlikely anyone would want to join up with you.
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It has many features of the T-80 ... read here http://armor.kiev.ua/fofanov/Tanks/MBT/b_eagle.html
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Gazman this would probably go better if you didn't use ammo that doesn't exist yet. You should code your own mags for the ones that aren't yet in the JAM pack, then IF the new JAM Pack includes the Mags you need, release an updated pack.
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Thanks STT, that'll save me a lot of guesswork.
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I've searched all over but can't find any hard information on this. How does opticsZoomMin/Max and distanceZoomMin/Max relate to an optics magnification power (2x, 4x etc). Is there any quick and dirty formula?
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But you can use modelSpecial.....