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boozdeuvash

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Posts posted by boozdeuvash


  1. Using AGM with most modules, and a lot of content addons. Classic flight model.

    Mission was MCC. We could try to do a test with no addons but unfortunately the bug only happens sporadically. For the moment we'll be instructing people to use the side doors as much as possible, and restrict sling loading to the Merlin.


  2. Hello, same thing I asked toadie: i'm panning on creating some units for my buddies so we can quickly deploy some mercenary-looking units through Zeus or MCC, and they would use your gear. I thought maybe some people in the broader community would be interested in having them. Your content would not be distributed, the addon is a simple config.cfg that requires your things to be installed separately. Are you ok with that?


  3. Could you add more details for aircraft intercoms?

    Well, whenever you get in a helicopter in the real world anyone can pickup a headset that is pluged into the intercom system, so people can talk to each other without having to cover the noise of the rotors. Plenty of military ground vehicles also offer that possibility, for instance for the crew of an APC to talk to the payload in the back. The way I see it, the easiest way to implement that would be to have a virtual radio using one virtual frequency per vehicle, that is accessible just like the long range radio, and available to everyone in the vehicle. People can access a minimalist UI where they can set the intercom on/off or change the volume maybe. Then either you add a push to talk key (just like SR/LR/UW radios), or you add the intercom to the voice range selection cycle (prefered option).

    Right now helicopter crews have to setup a short range radio for that purpose and it can be a problem.


  4. Hello Toadie, I made a pack of mercenary-looking units for my local gang of high (dis)organized weekend cyber murderers in order to replace the PG sevrice pack, but I thought maybe other people in here might be interested in having them. They mostly leverage your weapons and Teriyaki's gear. There's no original content, it's just a config file, and requires your stuff to be downloaded separately. We cool?


  5. So.... Probably it is time for next big development sprint :)

    So, your wishes, guys?

    Loudspeakers (triples voice range, just add it to the voice range cycle selection)

    Loudspeakers on vehicles (quintuple-ish voice range, voice range cycle too)

    aircraft intercoms (single-vehicle single-channel radio for all occupants, seems easy right?)

    The impossible: ambiant sound pickup over radio.

    That is all.


  6. allright so we used it yesterday on our server and we had a lot of issues with the tail rotor blowing up for no reason. looks like there is a hitbox problem like there were with the vanilla Hellcat a while ago.

    Other than that, the heavy armor and the inverted artifical horizon, it was a very good experience.


  7. Awesome, thanks.

    Edit: Tried again locally without AGM, same results: need 3-4 AA titan (from AA Missile Specialist) to take down the helo.

    I'm of course a complete noob in vehicle config, but looking at the cpp it seems the Hithull and Hitengine2 Hitpoints have a total armor of 999. according to the wiki, this is the sort of value that's typical for armored vehicles. Not sure if that qualifies but could it be the source of the issue? Looking at the ghosthawk config that seems in order. No idea where to go next.


  8. Really nice work! We tested the current version on our server and the helo is a bit too armored against AA missiles and .50 cals. took about 3 AA TITAN or 200 rounds of .50 to take it down. It behave correctly against the Tigris' 35mm tho (goes down in 6-8 rounds). We run AGM but I tested the vanilla mohawk right after that and it went down with one missile as expected. Anybody got that?

    Not sure if that's part of your update. In the meantime, can we modify the config to lower the armor?


  9. Allright, you're right on top of things mate, that's great! I was looking into the variables on the wiki and didnt see there was a whole section of feature variables, so i got kinda focused on the X39_MS2_var_ Temperature_GlobalModificator var.

    Anyway, i'll try to reproduce the quickfreeze bug and post it on the tracker asahp.

    Thanks for the tips on config!


  10. Hello, just a quick question: what is the best way to fully disable the temperature system? I know you spent a lot of time working on it but we currently have a couple of kinks to solve on our end before it can become practical.

    also, I did a few tests and my character lost its temp (and died) in just a few seconds after being shot and knocked unconscious. Is this supposed to happen?

    about the post above, since I run on client side for tests I added the line to the mission init. Hope that didnt screw it up.)

    Thanks.

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