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Everything posted by Gruman
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NVIDIA GeForce Game Ready WHQL display driver version 361.91
Gruman replied to major-stiffy's topic in ARMA 3 - GENERAL
I used the driver without issues with my GTX 980 TI in Arma... BUT Adobe Premier CC didnt work with it, so I had to revert. Hopefully NVIDIA releases a non BETA soon... -
1stBN/160th SOAR Mod ArmA III WIP
Gruman replied to warlord554's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I missed any informations on this topic. Do you have a source (Topic, Dev Blog etc)? Thanks EDIT: Saw it, in the RC/DevBuild. Just never fly the Huron or any other vanilla aircraft... ;-) -
1stBN/160th SOAR Mod ArmA III WIP
Gruman replied to warlord554's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
There were discussions in the past that when our main goal is acomplished (MH-60L/M, MH-47G), will start on other airframes like the HH-60 Pavehawk. But don't get your hopes up for 2016 and a HH-60... Just saying. -
With MikeroUpdater 1.12 I now get a login request on startup. I assume I should use my DH login data, right? Because i just receive a "download failed" error. Thanks
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Yep. That clears it up very well. Thank you. Was confused when looking at the vanilla assets. I found the "weapontype", but it was always set to default. Thanks a lot. Best regards
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It does look a bit odd. But I give it one or two weeks and then I will get used to it. @EndStar Where do we define that a M134 is a "cannon" and a M260 Launcher is a Rocket Launcher? How should we handle a often used "Safe" fire mode and put that one to maybe WeaponGroup 4? Thanks
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1stBN/160th SOAR Mod ArmA III WIP
Gruman replied to warlord554's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Whatever fits your style, but we definitly wont tell the moderators how to do their job or how to manage their forum sections they are responsible for. Many of the customizable addons will use the same functions the garage also use. So it should be fairly easy to configure it correctly... If BIS manage to include the Garage into Eden... ;-) -
1stBN/160th SOAR Mod ArmA III WIP
Gruman replied to warlord554's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Not sure where you read that the dev teams has something against those questoins? We don't mind, but forum rules are forum rules. ;-) BTW: everybody who likes this mod, please upvote the tickets in my signature... would be helpfull ;-) -
1stBN/160th SOAR Mod ArmA III WIP
Gruman replied to warlord554's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Were did anybody of our team say that they currently in ingame testing? The models are still with WarLord and didnt enter the configuration status. -
@Endstar Thanks for the info about configuration on the vehicle side but could you also drop some info about the weapon configuration as da12thMonkey asked? Why was this issue not addressed yet? Mapping controls binds Joystick and key Such an anoying issue. Nobody needs a analog axis as a modifier key... Please fix it.
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Before I put my nose into the new air_f.pbo tonight, any information how to configure the weapon in vehicles so they can be switched via the new control binds? Thank you.
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Congrats on the release. Will definitly test out in the evening. A small request: Any chance the required addons will be optional with a separate PBO somewhen in the future? Best regards
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1stBN/160th SOAR Mod ArmA III WIP
Gruman replied to warlord554's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
AFAIK, Bates did put the Littlebird to the side. So I wouldnt expect any release anytime soon. Don't fix yourself on those different version posted on the opening post. Every non-DAP Version will be Fast Rope Capable (NO WORK ON FAST ROPE YET!). If you have a CRRC laying arround, you will be able to strap it on. Feet hanging will be available, if you have the door opened and so on. Will every feature be in game from the start? Nope, but we will work on it. -
Advanced Sling Loading (MP & SP)
Gruman replied to duda123's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The concept looks great. Never liked that automatic slingloading since it was released. I prefered the manual variant from ACE 2 back in A2 where you had to attach the item SlingRope to the Load and then hook it up to the Hovering Craft. Only action from the cockpit would be to release the load. If we could have multiple hook points, even better :) ofcourse also +1 for ACE integration or at least as an addon Does the slingload add weight for the AFM to simulate or is it just a weightless item attached via the rope? Thanks -
That's going to be tight indeed. You sure about the scale of the model? ;-)
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Maybe the one from the carts could work? (Except the hands of course.)
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About your Pilot in 3rd Person. Did you define the driverAction = "selectyouranimation"; inside the config.cpp? Because the proxy you place in Object builder is just for reference and does not define the action the pilot has ingame. Same applies for gunneraction and manaction. Hope it helps https://community.bistudio.com/wiki/CfgVehicles_Config_Reference
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If you want to use the cleanest way, use pboProject (together with Eliteness). Be warned... at start it will annoy you, because if there is a small error in there, it won't let you pack your addon up. It will check every rvmat file, it will look for any linked objects if they are really there. It checks your config's for syntax errors. But it will give you a hint where the error could have happend. It's one big transition, but one most will never go back.
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That wannabe RG Vest above looks more like a cheap airsoft china copy which sould resemble something like MJK (Khaki) from Eagle Industries, since it's a clone of the EI Platecarrier with Cummerbund. On my screen the CIRAS appears to be to dark also. It's an IPS Panel with 99.9% Color Accuracy (Claimed by LG anyways :P). I've seen some original Ranger Green Eagle CIRAS's. Sadly the one I have at home is MJK. Anyway. Does it matter? No, not really. Textures can easely be changed in a later release when the tests are done with proper lightning. Looking good. Can't wait. :)
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@Neo If I may, was that allready the CV or still the DK2?
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1stBN/160th SOAR Mod ArmA III WIP
Gruman replied to warlord554's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Well, what features are you thinking about when you mentioning a C2 bird? -
AFAIK death in EfT works a bit different: When you die in an "instance" (with up to 64 Players), you will loose your progress in that instance and your gear you are carrying is gone. But your skill and your gear packed away in a save storage will still be there to help you back up. But yeah, there will be a lot of scumbags arround who just camp somewhere to kill as many as possible... I did preorder the game. Looks nice enough and I'm so happy they don't include anything like zombies or monsters... That topic got borring very quick. I'm excited for february.
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@InputLag I did some searching, but there is still no feedback on the official tracker, is there? I kinda learned to live with it, but still, no excuse for BIS to let this one slide.
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Same here. Luckely I play with a group which operates a server where the FPS don't drop below 40 FPS. Otherwise AFM would be not enjoyable... Lower FPS means a longer input lag for the analog inputs... BIS, please finaly refine this feature of Arma 3... It feels so unpolished... :(
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ACE3 - A collaborative merger between AGM, CSE, and ACE
Gruman replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
ACE Update day. Cool. Thanks guys. Looking forward what you you guys dooing with the rearm/refuel/repair module. Real fun to service my rotary aircrafts in mission :) Would be handy if we would be able to load in those those missiles / ammo for vehicles into the cargo area, so we can can setup a FARP :)