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Lucan946

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About Lucan946

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    Lance Corporal
  1. That stuff looks really good.
  2. I think the only reason people don't really try to work as a team in vanilla ArmA 2 is that the gamemode types (domination, evolution, all that crap) don't really promote it. A very focused player vs player gamemode does, however.
  3. I know that Shtora and Arena are different and fulfill different purposes, but I'd imagine there are some (older) tanks that have Shtora but not ARENA or Drozd? Also, all T-90s are outfitted with ARENA, and there are a few hundred of them in service.
  4. The T-90 and T-80UM1 are. Both are present in large numbers in the Russian Federation's armed forces. There are also plenty of tanks with the old Shtora system. Whilst on that topic, a question, actually: In future versions of PR, once more conventional forces (The Russian Federation's army in particular, considering the extreme interest they take in APS and ERA) are in, will things like Kontakt-5 and ARENA actually be simulated in the game?
  5. Most moderns ones could survive merely because the Javelin would not hit. ARENA and other systems like it do a good job of preventing those types of things. If it did hit, however, yeah, there's quite a good chance that the tank would at the least be severely damaged.
  6. There are always plenty of ACE servers, I find. You speak of ACE as if it's a bad thing.
  7. Also, I have a couple of questions here: 1. Will HAT actually be HAT in this game? The HAT in PR:BF2 is not actually heavy anti-tank. Their ability to kill fully modern tanks (I.E T-90) is very wrong indeed. That's the domain of things like the TOW-2B and 9K135 Kornet, both of which are crew-served weapons and are not effective when used by one man. Will this be portrayed correctly? 2. How will tank combat be represented? The systems in place in Project Reality and ArmA are very lackluster. I find ACE's to be a significant improvement over vanilla ArmA 2's, but it's still lacking. Ideally, a system as detailed and realistic as Steel Beast's would be implemented, but that is of course unreasonable to expect.
  8. I agree with this. It would be silly if a downed Russian pilot couldn't swap out his Makarov for an AK-74M without magically forgetting a couple years of Moscow Air Academy. That being said, there should be some limits. A rifleman specialist should not be able to pick up a sniper rifle and retain his kit. A spotter, however, should be able to just grab the sniper rifle and a couple of magazines and keep his designator. Pretty much any kit should be able to grab their country's main service rifle and a few mags (I.E A pilot can't carry more than 1-2 mags for an assault rifle at a time, but a machine-gunner who's spent all his ammo for his MG sure can.)
  9. If I'm reading this right, you've made a tool that even I can use. Considering that almost 100% of my missions consist a couple of squads with a "Kill some other people" waypoint, this is a huge accomplishment.
  10. Okay, so, I know between shit and nothing about modding. However, I do enjoy creating very basic, quick missions in the editor. So, I have a couple of questions. 1: How would I go about changing the loadouts of units in ACE? As in, what files would I need to look in, and what lines would I need to change? Specifically, I'm trying to give medical supplies to every unit, and a lot of them to medics (via backpack.) As a side note to this: could the content of pre-readied groups (under the groups tab in the editor) easily be changed as well? (I.E change a squad from including 2 of x unit, 3 of y units, and 1 of z unit to containing 5 of y unit, 1 of w unit, 1 of z unit, etc) 2: Er, this one's gonna sound pretty stupid, but, where can I find my user profile file? Or, whatever the file is that contains the lines that set the skill of enemy and allied units (I.E enemyskillorwhateverthatshouldsay = 0.899999999999999) 3. In the editor, if I leave a unit's skill setting (the bar) at its default (or nothing) will it use the skill setting I set in the profile section? I ask this mainly because I use Zeus AI, and the recommended skill setting for that is 0.9850(000000000)1. Or, if I set the skill in the profile, will it automatically set all units to have that skill? Sorry if these questions are really stupid, but I'm pretty clueless. Thanks in advance for any help.
  11. Ah, right. Thanks for the tip. I figured there was a problem with the missiles.
  12. A bug (?) to report: I placed to batteries of Russian artillery in a map. They're in the little grove not too far from Chernogorsk. The objective is to take Chernogorsk. For some reason, I am being told in the support tab in the map screen that they will not be able to provide support, despite the fact that they appear to be well within range. EDIT: Okay, I tried another mission. I started out as a Russian rifleman but was killed; I then switched to a gunner of a MLRS (on the Russian side; the codename was ANDREI. This is a bug too I think) but I had no option to use the artillery targeting thing. Do I need to set up an artillery module or what?
  13. Has anybody told you you're awesome yet today?
  14. Okay, thanks for clearing that up. I must say, this is a great asset; I'll be a very happy camper when it comes out of alpha, because right now it isn't too reliable, some functions don't seem to work, etc Still, a great tool.
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