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About reconteam

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  1. Hi CUP crew. Currently the picture-in-picture scopes like the ACOG don't work properly with a 21:9 aspect ratio monitor. Is this something that would be fixable or a hard-coded limitation?
  2. reconteam

    RHS Escalation (AFRF and USAF)

    I thought the T-64B and T-80B had what was essentially the same armor scheme which is estimated to be roughly equal to that of the T-72A? I've also heard the T-64BV and T-80BV besides for the addition of explosive reactive armor had some improvements to their composite armor. But that raises a few other questions. Were all BV models new build tanks? Were older B models upgraded with ERA but no integral armor changes? Did they share the same designation then? There are so many sources with different information on the minute differences between T-64, T-72, and T-80 variants that it is a nightmare to study if you ask me.
  3. reconteam

    Performance woes on Tanoa

    Hi Dedmen thanks for that information. The RTX 2080 though is a real nice card though so I'm surprised it's not giving higher numbers. I guess the engine they use just isn't good for jungle.
  4. So I have an i7 8700k, an RTX 2080, 16GB of RAM (I can get exact details later if needed) and on Tanoa running ultra settings at 3440×1440 resolution I can't seem to break past 40 FPS or so in deep jungle with view distance set to about 1200 meters. And this is before I'm actually in a scenario with stuff going on around me. Should I be getting more from this setup? Also the game is on a Samsung m.2 SSD so there shouldn't be a bottleneck in that area. Altis seems to run a lot better but is there anything I can do to increase my FPS in the jungle? I know ArmA 3 is heavily CPU dependent but that's a pretty good processor and often CPU usage is only reaching around 30-40% while in the game. One oddity(or maybe its normal for ArmA) I've noticed is that when I "zoom" in to look at something the FPS often goes up by 10 or more, even if what I'm zooming in on is a detailed area.
  5. Gotta say I like a lot of the more recent additions to the mod. One minor thing I noticed however is that on some of the weapons like the M16A1 and M16A2 if you look directly down the muzzle there is just a grey texture rather than one trying to simulate looking down the barrel. Other weapons like the XM16E1 and M4A1 have that feature.
  6. reconteam

    F/A-24 Shadowcat

    Didn't even notice the date, went back a few too many pages I guess.
  7. reconteam

    F/A-24 Shadowcat

    I don't know if dezkit is still active in the ArmA modding community but if you need any information about the Lockheed A/F-X or NATF designs I might be able to help.
  8. Sounds like some great improvements in the works. BIS ought to hire you guys to spruce up the USS Freedom a bit.
  9. I'm still debating whether or not to purchase this DLC. I love the setting of Cold War-era Germany but the problem seems to be that this is a very small slice of that. There are no US Army or Soviet forces and the Germans are lacking a lot of vehicles like the Leopard 2, Marder, and (for the East Germans) T-72. No airpower either. So my question is mainly, are there plans to expand upon this content and add more over time?
  10. So I'm trying to learn a bit of basic configuration by making an addon that will effectively add a few modified variants of existing ArmA 3 aircraft weaponry. I'm starting off with a modified cluster bomb and air-to-air missile. Yet I'm having a difficult time finding what exactly is required to create a complete .pbo and addon that the game will recognize. In the config.cpp file which I will at some point have to turn into a .bin file and later pack in a .pbo what exactly is required besides for the parameters of the modified weaponry and the "base" ammo values which are drawn from when there aren't specific values for that weapon? Do I have to include the visual models I am using from the Jets DLC in the .pbo? If I wanted to allow jets to select these weapons in the editor loadout screen would I have to include another PBO that added modified versions of the existing aircraft? For the time being I'm going to avoid that and just use scripting to load the aircraft. Are there any good tutorials out there that would help cover this topic?
  11. So I added an "and" command and have been trying to get the script to function on only pylons 8-12, yet is there any actual method to do that? neither pylon == or pylons == seems to give any result.
  12. reconteam

    Jets DLC Official Feedback

    Any chance of increasing the rate of fire of the 120mm gun on the destroyer (USS Liberty) somewhat? I understand it can't be too high for balance reasons but it is still very low for a naval gun.
  13. Excellent. Is there any way I could get it to address only pylons 8-12 (which represent the internal weapons bay) however?
  14. Alright thanks for letting me know. Yes the AMRAAM C is the same one used by the Gryphon. Unfortunately there doesn't seem to be an internal "INT" variant of that missile for the correct jettison from the weapon bays of the F/A-181. Such variants exist for the AMRAAM D and R77. I can see in the editor's config viewer the one line used for that jettison effect, (initSpeedY = -25;) Yet even though I can see all of this in the config viewer there is no way for me to edit that and plug-in that line into the AMRAAM C? Or is there some functionality to the config viewer I haven't discovered? Otherwise I guess I'd be looking at the hideously complicated task of creating my own addon so I can stop obsessing over such minor details.
  15. Is there anyway to create a script that would substitute one model for another. I want to substitute the AMRAAM D model which isn't a realistic representation of the actual AMRAAM with the AMRAAM C model used by the AAF jet fighter. In the config.bin file the model for the AMRAAM D is listed as model="\A3\Weapons_F_Jets\Ammo\Missile_AA_06_fly_F"; proxyShape="\A3\Weapons_F_Jets\Ammo\Missile_AA_06_F"; while AMRAAM C is model="\A3\Weapons_F_Jets\Ammo\Missile_AA_10_fly_F"; proxyShape="\A3\Weapons_F_Jets\Ammo\Missile_AA_10_F"; Is there anyway I can achieve a method of replacing the former two with the later?