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crazyjockey

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About crazyjockey

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  1. crazyjockey

    Warfare Designs

    The F88's are for the regular infantry units in the mod. All the special operations troops are going to be using M4's. And ADI doesn't make M4's
  2. crazyjockey

    Taking Cover

    I know I'm waaay late, but I have to comment that only 2 SASR men have died in Iraq or Afghanistan: one was run over and the other was blown up when his LRPV hit a mine. These are the SASR we're talking about, you know!
  3. crazyjockey

    Warfare Designs

    Nah, he's right. Â Trooper is their rank, but it's also what they're called, because they're organised into "troops". Â Wikipedia is wrong (because the article was probably written by an american).
  4. Pretty awesome sounds. Â A few things; 1) The GLA at the very start sounds more like a 'dink' than a 'dunk'. 2) The 84mm rocket sounds a bit empty. Â The sound needs to be much louder and stronger...add some more roar, if you know what I mean. Apart from that, the sounds are great, especially the m249 and the m16/m4. Â I especially love the reverb effect you get (the "tsss" sound you hear travelling down range). It all sounds very real. Now you just need to add the ear-ringing sound, so that after you fire your first shot you can't hear shit for 10 minutes
  5. crazyjockey

    Authentic sound & weapon Mod

    I noticed that happening if I didn't install the mod properly. Make sure you've followed the readme properly; putting the @modwarsound folder in the root of the arma folder, and adding -mod=@ModWarSound to the target of the shortcut.
  6. crazyjockey

    Warfare Designs

    These skins are brilliant. Â If you need any photos of anything, let me know. Also, get rid of the old Steyr and replace it with the new Steyr A3; http://www.adi-limited.com/blank.h...._a3.pdf http://www.steyr-arms.at/index.php?id=77 As you can see, there are lots more attachment points to hang gucci shit off, and it looks way cooler The main point, though, is the piccatinny rail on top, (which isn't new, the Steyr S model has it too). Â This lets us attach a few different optics to the weapon. Â The sights pictured on those Steyrs on the ADI website are the same ones that go on the Minimi (as well as the 4x wildcat and the night weapon sight, let me know if you want photos of those as well)
  7. crazyjockey

    Moves speed up, anim interupts, fire, grenades

    If he couldn't find something other than the ground to support his weapon (like a tree, rock, etc) then he'd try to shoot sitting or kneeling (probably sitting, since you can form a sitting position with the gun that is really stable, and kneeling is basically shit). If it was too tall to sit, he'd hide! Hitting something with one of those over about 200m while standing is like playing the lotto.
  8. crazyjockey

    SAW's belt

    no, belt feeding is slow enought for your eyes to clearly see the direction of movement In real life, yes, but not in the game. Games have always been a bit funky when it comes to that. Check out Ghost Recon Advanced Warfighter for a good example.
  9. crazyjockey

    SAW's belt

    Yep, the animation is going the wrong way. Â The belt feeds from left to right, with the rounds going in on the left and the link and cartridges being ejected on the right. EDIT: I'm not sure if the animation is actually going the wrong way, or whether it just looks like it. I've noticed a similar effect in other games too.
  10. crazyjockey

    New sniper system?

    What do you mean? If you're referring to lining up the front and rear posts, or maintaining correct sight relief through an optic sight, then it's something that's pretty much second nature to a soldier who practices frequently. Remember, the characters we are playing in the game are supposedly fully trained, so anything that comes naturally to a fully trained soldier should be made simple in the game. If I missed the point, then never mind.
  11. crazyjockey

    Sniping

    Amrax, you may be a vet, but by the tone of your posts and your desperation to add every possible sniping feature into a game that encompasses a wide variety of ground combat (i.e. roles other than snipers), you strike me as a pogue who has wet dreams about the infantry corps.
  12. crazyjockey

    New sniper system?

    Dear Armchair Soldier, Only in rare situations will a circumstance present its self that allows the sniper enough time to manually adjust the range of his sight. Apparently, YOU don't get it. Â One of the reasons scopes have mil dots on the reticle is because ranging the target, adjusting the scope and then reassuming your position takes too long. Â You adjust your scope to the range you reckon the enemies will appear beforehand, and then you use the mildots to make any neccessary adjustments. Â You rarely find a target, range it, and then adjust your scope. And Amrax, your ideas are lovely, and so is your comparison to Sniper Elite, but you need to remember that Sniper Elite is a sniper game, and Arma is a war game. Â I don't know if you've noticed, but there are tanks and helicopters that need to conform to a certain level of realism as well (not to mention the game is called Armed Assault, which implies something more balanced than sniping alone). Â There are things that need fixing much more urgently than the sniping realism. And since Sniper Elite is apparently the benchmark in realism, why does it take 2-3 centre of mass body shots to kill an enemy? EDIT: I should point out for veracity that I agreed with having range adjustments for the scope. Â Nor did I mean to say snipers NEVER adjust their scopes in the field, just that they don't do it as much as some would have us believe (just making it clear so my head isnt bitten off by an armchair sniping zealot).
  13. crazyjockey

    New sniper system?

    I don't think any of the naysayers were against adjustable elevation. Â Adjustible sights are a good idea. It's going further than that which is a waste of time. And having sights that are adjustible for range won't benefit snipers anyway. Â Snipers use the mil dots to estimate the distance of an enemy in the field. Â They'll be great for the grenade launchers and AT rockets, though.
  14. crazyjockey

    New sniper system?

    Settle. Â As someone has already said, it's better for the devs to focus on fixing the things that benefit the biggest proportion of players. Â Adding in a whole bunch of ballistics features that will benefit the tiny proportion of the community who are sniping fanatics isn't the most effective use of their time (especially since there are heaps of other things that need fixing first). And I don't know where you got that last supposition from. Â I have this annoying thing called a job, and it prevents me from practicing all day long, ipso facto I generally assume that some people are better than me. EDIT: and adding windage and some of the other options you want will decrease your chances of hitting, not increase them. The reason you know how to use the sniper now is because it isn't absurdly realistic.
  15. crazyjockey

    New sniper system?

    I am completely for minor adjustments to realism, like adjustable range, but adding more features is going overboard. I love to have it accurate as well, and a lot of the minor inaccuracies in the game really annoy me, but making sniping completely realistic would also make it completely unplayable. As I pointed out before, you need to cut a line between realism and fun. This is a game that attracts a crowd that values realism to a degree, but there is no fun in making it completely realistic. As Panko said, if we're going for 100%, you'll be lying in place for hours on end waiting to hit a target that shows up for a few seconds (and then you'd probably miss because of one of the many variables that effect a snipers bullet). Personally, I believe the line exists well before that.
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