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sudden

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Everything posted by sudden

  1. sudden

    Russians

    Thanks a lot. Will be fixed. :-)))
  2. sudden

    Russians

    Man, who on Earth is preventing you from making your own replacement config for your servers (or missions)? Do whatever you want, give them sticks and stones if you want to. I always thought that what Arma is for. ---------- Post added at 07:20 PM ---------- Previous post was at 07:09 PM ---------- Yes. Too many people were complaining. You want a version of (which Ak) with scotch tape back? ---------- Post added at 07:33 PM ---------- Previous post was at 07:20 PM ---------- You think that there will be more downloads of a mission (or players on a server) if the downloaded content size is smaller. It's a mistake. As DAY-Z's or ACE's experience tell, people don't care how much do they have to download until the gameplay is good enough for them. (and last Wolfenstein, BTW)))))
  3. sudden

    Russians

    Cheers, guys! What's the problem with the mod? Need updates?
  4. Cheers! And thanks for the clarification. I don't like the idea of enabling the air-to-ground radar, because it would be easy to spot ground targets for the player. I would think how to make visual indication of an incoming missile on the RWRs instead. Do you know something about exploding planes on dedicated? I have tested several scenarios yesterday (with player get in a plane manually, player spawn to a plane, or start the mission in a flying plane) and had never ended with plane explosion.
  5. Strange! Just checked my A10 on a windows dedicated... it works. No explosions... What bug are you talking about? I have beeps on both A10 and SU25 when a missile is incoming. Or there's something else needed? ---------- Post added at 08:19 PM ---------- Previous post was at 08:17 PM ---------- Actually all you get with JSRS lines in config are tails, reflections and bullet fly sounds. The sounds of the gun from the first person POV remain untouched. ---------- Post added at 08:26 PM ---------- Previous post was at 08:19 PM ---------- It's the AI. They don't use the height factor flying on 100m max where they are vulnerable. If you have at least 2500m of view distance you should get them all in two-three passes. Just use brakes and flaps. If you want an AI pilot to kill someone with Mavericks just use fireAtTarget command. It works perfectly.
  6. Guys, it's just great!!! My impressions from Alive were comparable to my first MFCTI game in OFP!!! It's a true Klondike for mission makers! Thank you so much for this mod!
  7. Wow, man! It is a real honour to have you here! Honestly I'm guilty! I wasn't able to to play with your mod for a long time (was too busy making my own ;-))), but when I finally did the only thing I was wondering is why on Earth didn't I do this earlier!!! Alive is an amazing thing!!! Great job! I'm your fan! :-))) Thanks for your feedback and screenshots! P.S. Transport helicopters (Mi-8 and UH-60) are my next priority at the moment.
  8. Got it. I have taken the effect name from JSRS pdf, it seems to be corrupted. Will be fixed. ---------- Post added at 09:32 AM ---------- Previous post was at 09:32 AM ---------- No crossairs, yes. :-))) ---------- Post added at 09:33 AM ---------- Previous post was at 09:32 AM ---------- I didn't even know about the problem... what the problem is? You can switch thermal imaging from HUMMWV gunner's view? ---------- Post added at 09:36 AM ---------- Previous post was at 09:33 AM ---------- Thanks. Faction names are SUD_NATO and SUD_USSR. Group names are standart from Arma3, except the prefix which would be SN for NATO and SU for USSR. F.i. SN_InfTeam_AT ---------- Post added at 09:38 AM ---------- Previous post was at 09:36 AM ---------- Thanks. Making the HUD work was difficult! :-) No, no standalone versions planned at the moment. ---------- Post added at 09:47 AM ---------- Previous post was at 09:38 AM ---------- ... and kill another T-72 with a ricochet! :-))
  9. Do you use JSRS? ---------- Post added at 11:18 PM ---------- Previous post was at 11:15 PM ---------- Seems to be a bug. In my version you have to keep the target circle in HUD's boundaries for 6 seconds, that's all.
  10. Special thanks to Sonsalt6 and Foxhound!!! You guys do great stuff for the community! For sure M249 and RPK-74 will be in the mod, but it's not my first priority at the moment, sorry! The locking system on the planes was intended to be like that. As you know in real life there's no "locking", you have to select a target with a camera on the rocket and then the rocket will auto-guide itself to the target according to the image. So if you have 1000-1500m of visibility, you cannot use the AGMs or H29s. The 6 seconds lock period is a compromise between to make it hard for player and possible for AI to use the system. If you have 4-5km visibility, this weapon becomes lethal. :-))) I'm not sure if 30mm can penetrate T72B in any place. Maybe the engine compartment only?
  11. Thank you all, guys!!! There're three loadouts planned for each plane. One with self-guided lockable missiles (like you have now), one with laser-guided missiles and bombs (H25, Hellfire, KAB500, GBU to make external laser-guiding possible) and one (if I find a way to make precision bombing possible with HUD) with free-fall bombs only. Thanks! Current plans look like that: Wired - guided AT launchers (to extend infantry AT capabilites to 1000m range): Metis, M47 Dragon (have to think how to make possible to fire those from prone position). Rifle optics (Pso-1, Colt 20x4, NSPU, AN/PVS4), Support vehicles, Snipers (SVD, M21), Helicopters (Mi-8, UH-60, Mi-24, A1-HW), Static weapons and mobile artillery (GRAD, MLRS). Maybe long range AA (~10 km) like Kub and HAWK to add some new objectives for missions and make life harder for the pilots. :-))) But, no promises... :-)))
  12. Thank you all, guys for the support and useful information! Here's an update!!! V0.9 *New vehicles SU-25, A10, Shilka, M163 *New weapons Igla and Stinger *AA riflemen and pilots both sides *Now compatible with J.S.R.S. and ALive mods *Several bugs fixed (a lot more added for sure :-)) Download from Armaholic ~590Mb
  13. 2serjames. Yeah, I'm aware of it. It doesn't influence the functionality, but could be annoying if you have script errors messages turned on. Next update will fix it. I didn't know that using local variables in UI scripts is a bad idea, because there's no way to check if a variable is valid, before the UI element is first loaded in the mission... :-) ---------- Post added at 07:57 PM ---------- Previous post was at 07:38 PM ---------- Thank you! Yes, about the shield you're right, but I just like the way it looks. Also I need some kind of a counterpart for BRDM2 for recon purposes. You mean this? The TOW variant of M1025 will be implemented when I finish the static weapons.
  14. !!! Thanks a lot! I would search for that forever. :-))) Next release will be compatible with Alive and JRRS. ---------- Post added at 01:53 PM ---------- Previous post was at 01:48 PM ---------- About the NATO camo colours, I'll try to change that, but don't forget that the colour of trees, bushes and grass in Arma3 is also different from real life. Camo must hide the soldier, that's the first priority. You can see the desired effect on the picture.
  15. Thanks all for the feedback! Use 7zip free archiver to open the mod's archive. I have read Olds post with damage handling description and found some wrong statements there. Much more information can be found in the VBS Wiki Shortly there's one hitpoint that is named HitHull that can blow the vehicle when it's damage value comes to 1. Other hitpoints are HitEngine (disables the engine), HitTrackL, HitTrackR (diable tracks). If you hide the HitHull hitpoints under the armour, you seem to get the result, but... as I said earlier, vehicle gets damage even when the armour is not penetrated and when global vehicle's damage comes to 1 vehicle also blows. If you increase the armorStructural parameter which is a divider to global vehicle hitpoints, you just decrease the global damage that comes with each hit (you can increase vehicle's armor parameter and get the same result). Both of this will make the AI unable to destroy the vehicle, because they aim at one point in the center of a vehicle. How do you describe to AI that it should never fire to the front armour of an Abrams tank? :-))) Also there's still no way to kill an armoured vehicle's driver because driver's proxy doesn't show in FireGeometry LOD. Believe me, I've played with it a lot and there're lot's of problems that can't be solved without using scripts. But if you use scripts, you get another bunch of problems. Of course, we all want as close to real life simulation as possible, but I stick to the plan where the game is still fun to play. :-))) You should post this in the RHS thread and ask them when will they release their mod! At the moment it looks very exciting. :-))))
  16. Yes, Vanila Arma3 is not hardcore in any sense. :-))) Kontakt-5 increases vs. KE armour up to 1.8 times. It was installed on T-72B since 1989 and was effective against new (at the moment) US М829A1 APFSDS rounds which made them to introduce M829A2. But in mid 80-th there should be mostly Kontakt-1 which is effective only versus KA, but should hold the M829 APFSDS. Not sure if this can be fully implemented in Arma3 though, basicly because the vehicle receives damage even when armour is not penetrated at all.
  17. The desert part is planned, but after the wdl part is finished. :-)))
  18. Thank you very much! I'm looking at this Steel Beasts game for a long time, but I'm not satisfied with the quantity of Russian vehicles, so that stops me from buying the game. Does it worth it, gameplay wise? BTW, T72b they have on site doesn't have Kontakt ERA installed, so I think they model only tanks that come to export from Russia.
  19. I have found the reason of this error. Just removed the variable using it's value. Will be fixed in the next update. :-) Thanks for the feedback!
  20. Sud_cg_pack, Sud_rpg_pack Also I'm investigating on the _zoom variable error. ---------- Post added at 06:33 PM ---------- Previous post was at 06:33 PM ---------- Yes there's a bug in the binarized version. I have checked it in the unbinarized version it's working. Searching for a solution.
  21. Are you on development branch? Do you have any other mods active? The _zoom variable just gets data from BIS CA_zoom GUI element to detect current zoom of the gunner's scope. If there's a problem with it, somethiing's wrong with your GUI.
  22. Sure. The reason is this key is not used in vehicles. Also I thought it would be nice to have a combination that contains a mouse button so you don't need to put your right hand away from the mouse. Thanks, mate! :-) Also I have played the mod with my friends a bit and considered that armoured vehicles are way too armoured. So I think I'll go back to a less complicated hit handling.
  23. Man! This is just great! :-))) Didn't know about the isSelected source! Thanks a lot!
  24. Thank you all for the feedback and bug report. First of all about the tank's armour. I'm still working on it. The idea is to go away from the whole healthbar thing and create some weak points where you can damage the tank badly with one hit, but other parts will hold the rounds without taking any harm (or much less). So if you just fire at the tank with an RPG or NLAW or another tank you will not succeed. The penetration thing in Arma3 is tricky and I'm still not very sure in how it works. So give me time. M1A1 speed, yes, that's not right. Maybe I forgot to change the parameters back after testing. There'are also several bugs that I can't find a solution yet. F.i. if you start a mission as a vehicle`s gunner, get out and then get in back, you can command the vehicle. There is no such behaviour with BIS tanks. Have no idea. Also I can't still understand the bug when AI gunner doesn't chage rounds to AP when firing on tanks. About LAW and RPG-18... that's what the idea of the mod had started with (not RPG and Gustaf), but... in real life these launchers can't be reloaded, you shoot and then throw away the tube. This can be made by the script, but what if you want to carry several tubes (which is possible in real life)? Also in Arma3 AI always carries the launcher in loaded state, which is not realistic for the tubes as they can't be carried in that way. I'm thinking about treating the disposable launchers as grenades, not missiles (which is much more close to real life), but this approach has some restrictions and I still don't know how to break them.
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