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bullet purveyor

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Everything posted by bullet purveyor

  1. bullet purveyor

    arma2 Oa ww2 warships release

    This looks really great. Looking forward to your A3 release. edit: Got an error messages when trying both missions. "You can not play/edit this mission; it is dependent on downloadable content that has been deleted. nim_clouds, cypb_camels_config" I installed with PlayWithSix. Do I miss any addons not listed as a requirement? My fault. The requirement was not listed on Armaholic or PwS, only last sentence in your post Nice music in das boot mission, I have to watch that movie again. :) Also an error when loading the north atlantic map in the editor, but everything seems to work fine. "make not available (requsted by 'atlantic layers\s_002_001_mask.png')" Some issues: -Give all ship positions 360 degree free look movement in all angels in 3rd person view. It is very restricting to look around in many of the positions. If possible make the pivot point lower on ships hull and further aft, also zoom out a bit. -Many of the 1st person view positions are bugged. Head are put on the wrong way. -Is there a way to manually adjust depth in a submarine, or are the preset depths in the custom menu the only choices? -I can only keep one speed under water, 7.5 knots. Changing to slow or fast does nothing. -Can't turn engine off when under water. It's turned on again immediately. -Flak gun can't traverse low enough, it's aimed above horizon when moving so it's hard to aim at ships.
  2. bullet purveyor

    (SMA) Specialist Military Arms

    @alex2k Thanks will try that. Some screens of the 416: [/img] [/img] [/img]
  3. bullet purveyor

    (SMA) Specialist Military Arms

    ============== MRT accessories setup ============== From the readme: "To setup MRT accessories simply go to Configure\controls\configure addons\MRTAccessory Functions And set your prefered Keys to the next and previous optic state. Now enjoy the new functions." The MRTAccessory doesn't show under configure addons with me. Anyway to set the keys manually? I use the latest 1.9 PWS version.
  4. bullet purveyor

    Arma 3 Marksman Rifles Pack

    http://forums.bistudio.com/showthread.php?172850-Toadie-s-SmallArms-and-Animations-for-Arma3
  5. bullet purveyor

    UAVs: Feedback and wishes

    Must be something on your end. Camera is steady as a rock from 2000 meters for me. Both Greyhawk and Darter. Latest stable, no mods.
  6. Why don't you and the "the entire pissed of community" move on and go play some of the super awesome 60fps games instead. Then us "fanboys" can stick around with this old wrecked engine. Everyone knows about the performance limits. There is no magic fix and pointless threads like this in not gonna make BIS flush 15 years of work down the toilet and start from scratch. Enjoy the game for what it is now, or move on to something else. Sitting around waiting for pipe dreams to come through are not very constructive.
  7. With all the game engine experts on these forums, you should knock your heads together and create the most awesome engine ever seen.
  8. I don't know how BIS decision to have no direct backwards compatibility is news. Kju talked about it over two years ago, and there was several discussions on the forum about the topic. "Do you feel like BI has another policy about the backward-compatibility with Arma3 than they had before? Apparently they do and they had a change of plans according to Marek's words in the recent blog post. Still it is to be seen if and how much focus they put on resolving the engine issues at hand. " -kju september 2013
  9. bullet purveyor

    Authentic Gameplay Modification

    "All" Vietnam type movies have tripwire mines at least, not sure if the method actually was used very much in reality. I would think it to be a huge risk of friendly fire in a chaotic AO. The Unsung mod team had realistic tripwire mines in arma 2. At least grenades and flares, I think claymores to if I remember correctly. From wikipedia M18 C: "The mine can be detonated by any mechanism that activates the blasting cap. There are field-expedient methods of detonating the mine by tripwire, or by a timer, but these are rarely used."
  10. Thanks for all the hard work you have put down for the community kju. Hope you get around to release that game mode project some time. Sounds very interesting. Good luck on your future endeavours.
  11. bullet purveyor

    RHS Escalation (AFRF and USAF)

    Great sounds after the update guys. The fifty cal sound really terrifying now :681: Guarding Putins summer house: [/img] [/img] [/img] X-CAM prototype map by Silolas team [/img]
  12. Is there an easy way to make a hostage/prisoner situation on the fly with MCC? I see the units have an option to set as: 'hostage' when you place them down, but is there any functionality tied up to that command other than the civs putting their hands on their heads? Can you have units surrender when a certain percentage of units in a zone is killed? Or make a hostage follow a player to i.e an evac vehicle?
  13. bullet purveyor

    RHS Escalation (AFRF and USAF)

    I can only place BLUEFOR infantry in Zeus. No vehicles, or OPFOR infantry. Problem at my end or known issue?
  14. bullet purveyor

    The Unsung Vietnam Mod 3.0 WIP THREAD

    Great to see Unsung coming over to A3. Good luck on the project.
  15. bullet purveyor

    found something real cool pressing C key

    Fire Control System. An aiming assist system used on many modern weapon platforms to help gunners achieve accurate shots.
  16. bullet purveyor

    Speed Of Sound Pure

    Have you tested this on a 5.1 setup? Sounds very strange on my system like a part of the sound picture is missing? 6.9 gig unpacked:eek:
  17. Great to see all these good old weapons back collected in one mod. Is the M3 MAAWS scope supposed to have build in range finder or is it a bug?
  18. bullet purveyor

    X-Cam prototype map

    Do the AI navigate the map well with so many objects?
  19. I think what he meant to say is that those small sheds and other buildings on the main airfield is way to close to the taxi runway. A bigger plane like the c-130 will get stuck trying to taxi out. The map looks great and the new buildings really improves the playability. Hope you get some help to finish it up to the standard you have planed :)
  20. bullet purveyor

    [IceBreakr/IBIS] Island Panthera for A3

    Thanks for releasing this for arma 3 as well. Looking forward to see the rest of your excellent maps :)
  21. bullet purveyor

    General Discussion (dev branch)

    The step over over function is broken in all kinds of ways. Look through walls, walk right through many different objects. Small gaps in walls etc can be exploited with step over to get to the other side. If they can't fix it, there should be a setting to disable it in pvp game modes.
  22. bullet purveyor

    Why does ArmA 3 have console FoV?

    Console fov must be one of the dumbest new thing to say. If you want your game to look like a crapy fish eye lens go ahead and turn it up, don't try to force it as default for the rest of us.
  23. bullet purveyor

    [WIP] Map Wake Island

    Had a nice test run at night. look really great with all the runway lights: (sorry for the quality, you tube must have some new compression system, night time videos have a lot of artifacts.) Could you maybe add a bigger pier for larger ships like the Iowa? It doesn't fit well at the current one, to shallow and narrow :) [/img]
  24. bullet purveyor

    Save Zeus Map?

    Whats wrong with using MCC? it's like 20MB + it gives you a lot of extra tools in combination with zeus to make 'awesome mission'
  25. Looks really good Nick, very nice to see some new buildings. Looking forward to test it out.
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