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WA Lancer

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About WA Lancer

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    Corporal

core_pfieldgroups_3

  • Occupation
    11b

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  1. WA Lancer

    3CB BAF Weapons

    @charlie1210 I make TVTs in my community. The 60mm is a perfect indirect fire support that is not too overwhelming like a 81mm or 155mm would be. But as I recently discovered, the HE airburst round is far more lethal than the point detonate round. Leading to players dieing off faster than anticipated when the missions were first concepted(like when defenders have trenches, they get murdered quick as hell by airburst rather than PD). The issue is that players can convert the normal HE to Airburst HE at will, I was asking for an additional round that can not be converted.
  2. WA Lancer

    3CB BAF Weapons

    Are you guys at all interested in adding a non airburst variant of HE to the 60mm?
  3. WA Lancer

    3CB BAF Weapons

    So its recently come to my attention that you can convert normal HE ammo in the 60mm commando mortar into Airburst HE. Do you guys know of a way to prevent the normal HE from being converted to air burst, or could you perhaps add a round that can not be converted?
  4. WA Lancer

    Rosche, Germany

    edited the first post to add link to the source files for rosche.
  5. WA Lancer

    Rosche, Germany

    @madpat3 & @Dedmen In regards to cutting down that fence, I have no idea what the classname for it is. All I reference is the p3d when building the terrain. But that specific fence is from CUP in the arma 2 ported assets. And as far as I know there is no CfgVehicles file for terrains to incorporate, I do believe that is on the CUP side where the asset came from. @EO I am definitely going to look into that. I'm just not sure when I'm going to get to it. But if you want to in the meantime, go ahead and make an ambient birds version for rosche.
  6. WA Lancer

    Rosche, Germany

    Your welcome man! V1.11 hotfix of sorts - - Fixed floating bridge pillars, I hate them, they do this randomly
  7. WA Lancer

    Rosche, Germany

    Pushed V1.1 on steam - Fixed misplaced objects - Fixed fast flying clouds - Edited wheat so it should no longer flip vehicles and will not stop you when you run through it.
  8. WA Lancer

    Rosche, Germany

    Yeah I'm going to have a look at that this weekend. If I cant definitively fix it I'll offer another version of hag_objects with wheat and corn not being able to be run over.
  9. WA Lancer

    Rosche, Germany

    @tpw Yeah, we removed it initially but we accidentally deleted all other sounds, I just did a quick hotfix to put them back in last night. When I have more time ill remove the ocean sounds correctly.
  10. WA Lancer

    Rosche, Germany

    Yeah I'm going to go ahead and push a hotfix tonight for that. Whooops. And we plan on fixing the grammatical error on the town signs as well as changing them all over to the tall version of the town sign.
  11. WA Lancer and UnitedOperations.net present Rosche, Germany Rosche is a 236km2 terrain based on the area around the town of Rosche in Lower Saxony. Representing the flat, open plains of northern Germany, Rosche provides for a variety of gameplay from small-unit infantry firefights to large-scale combined arms warfare. Features: 236 square kilometers of playable terrain (15x15 kilometers). 50+ hand placed, and highly detailed villages, towns, and industrial areas. ~95% of structures are enterable, for realistic urban fighting. Several inland waterways including streams, lakes, and canals. Airfield with 1500m runway. Large open areas ideal for armored and mechanized combat. Custom grass and crop objects that reduce the effects of de-rendering clutter at distance. Dense forests, ideal for intense infantry combat. Technical Details: Grid size : 2048 Cell size : 7.5 Terrain size : 15360 Texture layer : 30m Satellite image : 15360px 5 Surfaces + Normal Map Total objects : 4.1 Million with 1.6 Million of them hand placed. Development time : 2 years active development, 4 years of off and on concepting. Real world location : Rosche, Germany - Some towns have been removed or trimmed down for performance reasons or because they were too large to fit the scope of an arma terrain. Required Addons/DLC: CUP Terrains - Core MBG Buildings 3 (Arma2 Legacy) Known Issues: Pond objects have LOD issue at distance. AI will not properly follow taxiways after landing at the airfield. The AI refuse to drive over the canal bridge on the B191 Other bugs can be found/reported here --> https://github.com/WALancer/Rosche Further development of the terrain can be monitored here --> https://trello.com/b/AyXF9wMG/rosche Credits: WA Lancer - Project lead, initial concept. ThePieSpy - Project assistant, 2D art, organization, object placement. Haggerty - Project assistant, enforcer, 2D/3D art (Hag_Objects), configs, organization, object placement, QA. Object Placement: Legion James27 J.Clark J0zh94 Cunnah RustyClutch Sharkk Znoop Falcon Blue Corax CathFawr Yugoslav Special Thanks: Impulse 9 - For his support in providing a FTP, Server, and a community to make this project possible. Mondkalb - European building pack, advice, and support. Zumorc - Reference photos/video, object placement, Heightmap. Aphex - Advice and technical support. Wolfie - Heightmap Walsh - QA Silola - The X-CAM object placement tool. Without this tool, Rosche would not have been made. Zgmrvn - Surface Painter Terrain Builder Discord - Answering questions, providing knowledge and advice, without them this terrain would not have been completed. The entire UnitedOperations.net community for providing an environment for developing, play-testing, and supporting this terrain. If you wish to go out and make your own terrain please follow this guide on the PMC wiki. --> https://pmc.editing.wiki/doku.php?id=arma3:terrain:ultimate-terrain-tutorial Link to google drive of Rosche source: https://drive.google.com/open?id=1mLvnUBcOlxc-PMJP95Acp6TNE_DOHGBo I will not help you figure out how to use terrain builder. If you think there is an error in the files, post a bug report on the rosche git hub tracker. Licence: Arma Public License Share Alike (APL-SA) https://www.bistudio.com/community/licenses/arma-public-license-share-alike Rosche, Germany: Steam Workshop Link --> https://steamcommunity.com/sharedfiles/filedetails/?id=1527410521
  12. WA Lancer

    RHS Escalation (AFRF and USAF)

    I can 100% confirm that all accessories on any weapon system that is used in the US army has some form of tie down be it steel wire or 550 cord like in RHS. I have personally spent 2 days on lock down looking for a PEQ15 that fell off a M4. And thats no record I've heard of people who got locked down for a month.
  13. I have the same issue as Aphex, the brush tool seems to have some sort of error over time where it will slow down your game leading to horrendous frames and xcam's ability to process things is slowed to a near halt leading to the inability to place objects in a timely manor or increasing the save times by 4-20 times normal. That being said its an enormously useful tool and I will gladly suffer through the error just to use it for mass placement.
  14. With the recent laws of war update you can no longer move the camera position or move objects around in xcam. You can still navigate the xcam menu.
  15. Is there any way to export object from terrain builder and import them into Xcam? Or someone with a handy script or program to do so?
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