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Posts posted by bullet purveyor
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Great campaign Pete. Really enjoyed it so far.
I think the "riot Control mission is broken, I have scared off the civis and moved all the vehicles , but nothing happens?
Is it supposed to be an FIA attack or should I talk to someone to end the mission?
When I use the endmission command I just get thrown back out to the campaign menu.
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Erm, anyone?To clarify, the numbers on keyboard are now used to switch weapons and I can't issue orders with it.
Select AI with F keys then hold down alt button+1-8, then you override the weapon selection.
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I don't think It's the quality of the sound samples that are the problem. It's positional audio and audio levels thats completely out of whack.
At the moment there is absolutely no sense of a 3d audio space in this game. I have now idea where sounds are coming form or how close or far they are.
-Sonic cracks sounds like gunshots and the sound seems to arrive from where the bullets impact hit, more than something passing by close to your head. I'm constantly checking my flank in confusion.
-It sounds like the enemy gunfire is close, when they really are far away. You don't get any sense of distance to the shooters.
-The volume levels of different sounds have no consistency.
explosions, helicopters, vehicle engines, footsteps etc, none of them seem to balanced against each other.
I don't care if they use noisy sound samples from old compact cassette tapes, as long as there is some sort of volume balance and directional audio.
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Thank you a lots for your works :pBut I have a problem, when I add a building like "xcam_i_House_Big_01_V1_F", I'm not able to open doors. I tried to export as .sqm and .sqf, but it's still unable. Did I forget to do something?
I have the same issue with all doors on containers and houses.
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Damn, someone would've been in the court-martial if that would've happened this side of the gulf
I think in most places a sane range safety officer would never allow that :confused:
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Congrats on the release!
This tool look to professional to be a free mod :) Can't wait to see what some of the best map makers will get out of it.
Just out of curiosity, do you have any connection with Eurosimtec, Silola?
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I hope you get all those planned features to work in game AFDS. Looks really cool.
A small request, could you add some Constantine wire like the ones we had in arma 2? It would be nice for extra base defence and checkpoints.
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If i were you. i'd hold off until Marksman. The new pops are... good.I don't think you quite got the reference there.
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Fantastic news

Weapon resting/deployment, improved sounds and Ace3, April is gonna be a good month for arma.
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Congrats guys! well deserved.
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Out of curiosity, is there a reason to launch this as a mod and not just put it into the campaign folder as with other campaigns?
Will it alter game mechanics or add any other content, or is it only mission files?
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yeah I guess since this bug has been there a long time that's probably gonna be the only fix :)
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The loiter waypoint is still broken when you use the UAV operator class and assemble the A2-Darter from backpack.
It will just hover in the air when given a loiter waypoint, and it also sometimes brakes all other waypoint commands.
If you place a darter down in the editor or with Zeus it works correctly, but brakes if you disassemble and assemble it again.
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I'd rather see backpacks not able to be carried while wearing a ghillie suit if the current implementation of invisible backpacks exists.They should make a small ghillie to cover backpacks. In Norway we are issued white winter covers for our backpacks.
http://www.equipnorshop.no/shop/prodimages/systemimages/NFM%20Trekk%20til%20sekk_White_1_500X-1.jpg (316 kB)
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Will there be proper animations for use of the hygiene crate? :p
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Get your self a surround setup for game sound, use a headset for ACRE/TFAR/TS comms. You can easily adjust volume on both on the fly.= Success.
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Great update, this huey pack is really shaping up to be something awesome. :)
Noticed a couple of issues:
There is lot of entries in the unit list under blufor and empty that will make the game CTD.
[/img]The default FOV values is to high. Both in first and third person mode the view is "pushed too much back" so everything looks out of proportions.
It's not good in BIS aircrafts either so it may be some underlaying engine quirks out of your control? but it looks even more extreme in this mod.
Default view 3d person in bell412, looks like playing on wrong aspect ratio, everything is very stretched:
[/img]Zoomed in look like it should be by default, no warped objects:
[/img]Same in first person view, pilot view is to far back. I understand it is necessary with a bit wider FOV for situational awareness , but these high FOV values seems a bit extreme when it distort the image so much.
Look at the monitors in the cockpit, they are supposed to be the same size:
[/img]This whole FOV/camera issue may be a more general arma discussion though as other aircraft mods and BIS models have some of the same issues.
Arma 2 had a better take on it with a normal FOV as default, and you could "zoom" in and out with 'numpad +-'.
Sorry if this may be the wrong thread to bring it up.
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The depth charges looks great, nice to see this ported over to arma 3 where under water stuff looks much better.
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Thank you for the update Feint. Great additions to an already great mod.
Now if BIS only could fix the mirrors on the trucks. The angle and missing rendering of your own vehicle make them completely useless.
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What is the difference between the two versions, JSRS2 LiTE and JSRS3 LiTE?
The Armaholic description was very similar for both.
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Thanks for releasing this :)
Can you add a crosshair in first person view. Really hard to aim with the default iron sights when you use Track IR.
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Is it possible to add a deep dark green/black version of the bell 412 without markings for use in missions with other forces then US?

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With the new config changes to muzzle and magazine velocities (latest OPREP http://dev.arma3.com/post/oprep-muzzle-velocity, will proper sub sonic ammunition be possible now?
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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.



ACE3 - A collaborative merger between AGM, CSE, and ACE
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted
I thought it was very good the first time I tried it, but it gets a bit clunky to use when in combat.
Try to put on the advanced medical modules and you will see that it is very hard to choose the right stuff from that tiny menu.
I hope they add a optional version that increases clarity of the text and adds a bigger font size. Maybe also an alternative UI more like the AGM one is better when you need a lot of interaction as an advanced medic?