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ACPL Jon

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Posts posted by ACPL Jon


  1. Hello, 

     

    if I may, 

    I suggest removing "no idle anims" changes from both PBO's, because: 
    - ACE has it's own Idle Anim removal and some crews remove that .pbo (for immersion, so the soldiers aren't lifeless dolls) 

    - not everybody wants those changes (same reason as with ACE one), I suggest making another optional .pbo for the non-ace version that removes the (Player and AI) Idle anims 

     

    Other changes I'd suggest after watching the video and seeing the changelog on Armaholic: 

    - make Tactical Pace (aka jog with weapon in firing position) speed change an optional .pbo too, because that heavily impacts CQB and gameplay in general, esp. in PvP and also because original is IMO realistic: 

     

    - keep original "sprint" fastcrawl of ArmA3, it's very realistic in my opinion, such speed is achievable IRL (haven't seen the A2 version yet and I don't really remember how it looked) or make changes optional 

     

    That's it, otherwise great job 

     


  2. On 4.06.2017 at 11:22 AM, firewill said:
    On 5.06.2017 at 7:08 AM, firewill said:

    because replace to dynamic loadout(pylon setting in attribute) since jet DLC update.

    But isn't Dynamic LoadOut by BIS restricted to editor-only, a.k.a. no rearming on the airfield between flights? I know there's GrumpyRhino module to work around that, but You said not every weapon function works properly then. (If I understood correctly)

    As for the HUD's, AFAIR old (A2's) FA-18's had a switch between Green, Cyan and Red - and it worked great.

     


  3.  

    SECOND RELEASE OF PSZ MOD

     

    Hello and Happy Easter! Due to some problems with our last release after ArmA3 v1.68 patch, we've decided to release a hotfix.

     

    Currently releasing ALFA 0.68.1103 version - here's what's new:
     

     

     


    + Added
    - Removed
    # Improved

    #=============#
    |  Changelog  |
    #=============#
      15.04.2017
      v0.68.1103
    #=============#
    + UKM-2000, including a variant with a top-mounted RIS rail
    + Wist-94L
    + Beryl "wz. 04" GPBO-40 variant
    + MSBS variants with 254 barrel
    + MBUS sights for MSBS
    + Tumak-2
    + Tumak-2 with UKM-2000
    + Star 944, variants in WDL/DES, FFV (Firing from vehicles)
    + M-ATV Oshkosh (Hunter retexture)
    + Mi-17-1W (PKT, UB-32, Medavac)
    + editor units with new weapons (UKM, GPBO)
    + editorPreviews pictures for all PSZ units
    + random registration / side numbers (curently supporting Tumak & Mi17)
    + sight adjustments for AKMS, Beryl, MSBS, PKM, UKM, RPG-7
    # replaced some units in editor groups (PKM => UKM, Pallad => GPBO-40)
    # small texture fixes for Alex/Bor
    # small texture fixes for Tor
    # small texture fixes for Spike
    # fixes for RPG-7W launcher
    # support for sound mods (which is the reason for the point below)
    # changed part of the weapon sounds

     


    Along with new content, there's some new features we included, like enhanced range adjusting, optional keyboard presets and registration \ side numbers for vehicles. For more info on those features, please rely on the readme and other documentation packed into release.
     

    Mod REQUIRES CBA w wersji 3.2.1 or newer.

     

    DOWNLOAD

     

    psz_promo_44s.jpg psz_promo_45s.jpg

    psz_promo_46s.jpg psz_promo_47s.jpg
    psz_promo_48s.jpg psz_promo_49s.jpg


     

    Enjoy!

     

     

     

    • Like 13

  4. ...continuing:

     

    a. It needs iron sights, these are of course not integral part of the weapon but it seems FB engineers favors, at least for now these magpul ironsights that can be mounted to the top rail.

    You mean like these?

     

    mbus_sights_02s.jpg

    msbs_10s.jpg msbs_11s.jpg
    msbs_12s.jpg msbs_13s.jpg

     

     

     

    b. The charging handle, it's a non reciprocating charging handle so when fired it should not move, same when bolt carrier group stays in the rear position after last shot.

    It will be fixed, thanks.

     

    c. Fire slector/safety do not move right now.

    True, thanks. Somehow it decided it's time to stop working between last 2 versions...

     

    About the magazine - TBH I'm pretty confused, it seems like it's some newer version of the mentioned green mag, yet I think I still saw the more transparent version not that long ago on the MSPO Expo. Current version also fits what could be found in the older photos of the Beryl rifles, but after all, it seems You're right. Then again, considering we had fair problems with making transparent mags look how they should, I can't really make promises as to what can be achieved here.

     

    (Prawdopodobnie ma to jakiś związek z faktem, że - z tego mówił mój znajomy z "syfu" - starsza wersja przeźroczystych magazynków była za słaba \ za cienka i potrafiła się rozkleić \ rozpaść w polu. W konstrukcji tych "nowych" widać, że materiał jest dużo grubszy, w obu przypadkach, może o to chodzi)

     

    We'll look into it.

     

     

    However at this time, i cant seem to place any muzzle device on the Beryl rifles.

    AFAIK real Beryl's barrel isn't compatible with any custom devices (AFAIR due to the fact it was built to have a "rifle-grenade" launching compatibility) and that's also a reason why it doesn't have a suppressor variant, both IRL and thus, in-game.

     

    Will you guys be adding a 1996 Beryl with a STANAG magazine adaptor like this?

    Thanks to You, we will. We'll probably strap it on some extra variants of some newer Beryl(s).

    Once again guys, thanks for all the feedback.

     

    We'll do our best to make the mod AAAP - as amazing as possible ;)

     

    Cheers!

    • Like 5

  5. Thank You guys very much for all the kind words :) and for all the reports.

     

    Now onto Your feedback guys:

     

    Smoke Launchers on Zbik will be working "soon", same with RPG-7 zeroing.

     

    Textures of beryll need little improvements, same as splint mounting on them and under barrel grenade launcher.

    AFAIK there'll be some upgrades in that aspect, but can't really give an ETA on that (and don't expect it too soon).

     

    Crewman havent proper helmet (tank crew).

    Crewman as in Driver? Driver is rather a car driver (lightly armed with no extra load on the vest), also because we don't have crew helmets done yet.

     

    ACE3 support (tires, advanced ballistics and zeroing, and whatever else it needs) will come with time, probably after we're done with basic mechanized infantry assets (as in: most of the GI units and their weapons \ equipment), tho don't hold my word on that ETA.

     

     

    Is THIS working with ALIVE? If Yes then what is faction name? PSZ_PolishArmedForces ? (found in readme.txt)

    AFAIR the mod is not yet ready to be used with ALiVE.

     

    Exchange this russian PK/PKM with UKM-2000P for NATO rounds or better with modernized UKM-2000M ASAP, please.

    Uhhh, what? Exchange? What? Why? There's still plenty of PKM's in the field and it was widely used in Afghanistan and Iraq.

     

    Not to mention our OPFOR units will use those.

     

    The UKM-2k of course will be there, it's one of the things with top(pest) priority as of now.

     

     

    Sorry, but Negev is so 2011. You better focus on MSBS variants, because that's what's going to fill the 5,56 "LMG" bracket.

    That opening made us chuckle real good :) While You might be right, there's also a fair chance the MOD will get some Negevs anyway, simply because there's a fair chance first LMG MSBS'es would hit the field around 2024. Also, the model is mostly ready, sooo...

     

    Not to mention it's simply nice to have some variety and there's no RL constraints against it.

     

    Rest of the responses in the next post, due to quote quota in the posts.

    • Like 1


  6.  

    "PSZ: POLISH ARMED FORCES"


    psz_logo_512.png

     

    SITREP

    PSZ: Polish Armed Forces is a mod project focusing on adding a high quality, realistic modern Polish Army faction. 

    This means we plan to recreate in-game most of the currently used Polish Army equipment, including of course most of the signature weapons,

    vehicles and units, like Beryl, MSBS and Tor rifles, Rosomak APCs, Leopard and Twardy tanks, Sokol helicopters, etc.

    The SECOND version just got released, so why won't you give it a try?
     

    THE FUTURE

    The general idea is to release the mod as soon as the base is ready, then build upon it, until we have everything one could ask for in terms of realistic Polish Armed Forces faction(s).  Initial plan includes PKW 2010 faction with weapons, infantry and some vehicles, which then should be supported by following Special Forces, PKW "Motorpool" and also the 2020-ish PKW faction updates. 2020(-ish) faction will be there to include the newest weaponry polish military industry is trying to incorporate, like MSBS Radon assault rifle, Negev LMG and possibly more, like ATGM Rosomak APC variant.

    Mod requires CBA (for ASDG Joint Rails, for example) and at this moment we are thinking about incorporating MRT Accessory Functions and Weapon EventHandler Framework for greatest possible immersion and level of realism. Also because we want everything to depict real-life counterparts and their behaviour as much as possible, while keeping the best possible visual and technical quality. 

     
    SECOND RELEASE

    Happy Easter, eh?

    Please bear in mind that it's STILL an ALPHA release, which means there's tons of stuff missing and that the stuff that IS present may need further polishing,
    not everything (or rather, nothing) might be final. Realistic expectations are a key to happiness and thus we suggest to take that approach :)

    Current mod version is ALFA 068.1103; and it contains:
     
     

     

    ===EQUIPMENT===
    - wz.2010 Crye uniforms, in both woodland and desert camo
    - UKO-M vests, including both camo's, light, heavy and headset versions
    - Kontraktor vests, in both camo's
    - wz.2005 helmets, including different camo and ESS goggle's variants
    - Boonie Hats, in both woodland and desert camo
    - Berets, of different branches of the polish military
    - Basic Backpacks, in both camo's

    ===ACCESSORIES===
    - Eotech M552 close-combat optics
    - PCS-5M Gabro ranged-combat optics with night vision (NV is a built-in option)
    - Leupold Mk.4 sniper scopes

    ===WEAPONS===
    - wz.96A, wz.96B and wz.96C (aka wz.04) versions of Beryl rifles, including a wz.74 Pallad and GBPO-40 GL variants
    - wz.96B and wz.96C (aka wz.04) versions of Mini-Beryl rifles
    - extra variants of Beryl rifles with transparent plastic mags, in which You can see depleting ammo
    - MSBS Radon, including both 256 and 406 barrel, normal and handgrip versions
    - UKM-2000 light machine gun, including a RIS railed version
    - PKM light machine gun
    - Alex sniper rifle
    - Tor high-caliber anti-materiel sniper rifle
    - RPG-7V anti-tank launcher
    - Spike LR ATGM launcher
    - GROM anti-air launcher
    - Wist-94L pistol
    - P99 pistol

    ===VEHICLES===

    - Tumak-2 HMMWV cars, both armed and unarmed
    - STAR 944 trucks
    - M97 Zbik recon vehicle

     


    For the time being, PSZ: PAF mod REQUIRES CBA 3.2.1 or newer to work.

    DOWNLOAD
    - PSZ Mod v0.68.1103 @ ArmACenter.PL
    - PSZ Mod v0.68.1103 @ ModDB
    - PSZ Mod v0.68.1103 @ Goggle Drive
     

    psz_promo_26s.jpgpsz_promo_30s.jpg
     psz_promo_28s.jpgpsz_promo_40s.jpg 
    psz_promo_34s.jpgpsz_promo_32s.jpg 
    psz_promo_39s.jpgpsz_promo_35s.jpg
     

    USEFUL LINKS

    - ArmACenter.PL (home of the PSZ Team)
    - ModDB profile of the PSZ project
    - FaceBook profile of the PSZ project
    - Official PSZ Gallery on Imgur


    CREDITS

    ===PSZ TEAM===
    WinteR5
    Macko
    zGuba

    Istar
    Jon


    ===CONTRIBUTORS===
    (more to be listed as we'll implement more goodies from our beloved friends!)

    Dan (former developer) - M97 Zbik
    Sgt. Pepper (former developer) - textures and layers
    Smookie (former developer) - animations
    Keeway (former developer) - developer, config, content porting, scripting
    Reyhard (M.I.A.) - developer, config, content porting, scripting

    RHS Team - Leupold scopes, repository
    Project Reality: Polish Forces Team (Veti, ddeo) - STAR trucks
    Kamil Nowicki - Alex / Bor, UKM-2000, Negev
    [ACPL] Ghost - "Steal the Data" scenario

    PSZ logo by WinteR5, uses great Eagle drawing by Julia Baradziej.
     

    Enjoy!

     

     

    • Like 23

  7.  

    Well, DSAI wasn't really that greatly received amongst BI titles. It always seemed... too off and fake. So we'll pass on that.

     

    The radio protocol on the other hand... we would like to. But that's a hell lot of work to do and it would be hard to get it right due to the diffrences between english and polish syntax. How would I know? Well, I did it. Full radio protocol, back in OFP times. 250 voicelines + full translation. Too bad these were lost.

     

    Now imagine recording like 5 full sets of those... my throat hurts just from the very idea.

     

     

    But hey, it's something that'd be great to have - and an idea that comes back and back again. We'll most likely try.

    • Like 1

  8. Thank You very much guys and sorry for late answers.

     

    @Flippy_Rage - thanks for info about these. I remember some vehicles in A2 acting the same (ACPL's favourite, amazing M109 Paladin... good times).

     

    We're certainly gonna look into it, but I can't promise anything at this stage.

     

    @NemesisXGS - TBH we didn't have any plans for extra NVG's at the moment. But we'll think about it in the future.

     

    @-Poet- - hehe, we would love it as well. We'll do our best to do these guys justice in ArmA.

     

    @TheGhostOfDefi - we do plan few more optics, but mostly polish ones and... well, let's say a few other surprises :) but for now, ASDG support will make sure You have something to use it with (apart those few optics the mod will ship with), provided You use excellent accessories mods by Robert Hammer or Alwarren \ FHQ.

     

    Anyway, some new treats for Ya fellas (made by Macko for Independence Day, we'll get some more fresh shots for Ya soon).

     

    psz_promo_19s.jpg psz_promo_20s.jpg
    psz_promo_21s.jpg psz_promo_22s.jpg
    psz_promo_24s.jpg psz_promo_23s.jpg

    • Like 2

  9. IMO pretty rough words for someone's FREE work. It's one thing to state it's broken, it's the other to call it garbage.

    Knowing how ArmA addonmaking looks like, someone overlooked one .pbo or hell, even one bracket in the code and bam, the patch is a disaster.

    Things like that happen and IMO there's really no need to bash someone about it unless he purposely lie, or something like that, I guess?
     

    get the patch elsewhere

    You mean where? Weren't You the only guy who has access to it, currently?

     

    Also, please - put the patch anywhere so other addonmakers could check the code and see what could be broken.

     

    Other thing is - does earlier patches fixed missing sounds and recoils from pre-v1.24 A3 versions of IFA3? (as I've heard v1.24 broke IFA3)

     

    If so - where \ what should I download, coz' I've been out from the loop for a while?


  10. To make things worse, apparently the lead developer is a guy who never played the original Mafia games, had never even heard of them, and is now taking it in a different direction to correct the "flaws" of the original.

    Source?

     

     

     

    btw that soundtrack will be the best heh - even mafia 2 had a really great soundtrack

    Soundtrack will be the best since it's the '60.

     

    I hate when people diss Mafia 2. It's been a while, but AFAIR Mafia 2 was way more realistic when it came to character's story, behaviour and development than any portion of Mafia 1. Mafia 1 was a good game, but a really clunky one, too. Mafia 2 was... well, a lot less clunky, it also had hands down 2 best characters ever in the gangster game: Vito and Joe and a twist like no other gangster story had - Caution: MASSIVE SPOILER AHEAD

    main character going to prison.

     

    These things, plus great design made Mafia 2 a great game, even with all the cut-out content, weak DLC and the ending that left many in awe (it was a very good ending in my opinion, the game just needed more extra quests and the freeride option earlier). A game that gave me a lot more fun than Mafia 1.

     

    2K has a record of bad decisions, but I'm pretty sure there HAS to be some QA and testers who won't let this kind of Mafia-1-clunkyness show up in Mafia 3. You know, the one we see in the gameplay portions seen in some IGN footage and stuff. Because yes, the gameplay looks kinda dull, but still, dissing the Mafia 3 just because it isn't the Mafia 1 or just because You're not playing as Italian (AFAIR there was supposed to be 2 main protagonists? 1 being Italian?) doesn't make this game bad or any kind less of a Mafia game, just like it went down with Max Payne 3, which was almost as good and definetly as dark as the first one.

     

    So far, I think the story has a potential to be great and I find the trailer promoting the game to be really good. So I'm kinda chill about the game's story...

     

    ...it's the gameplay and execution I'm worried about. I don't want this game to end up like The Cartel (good story that died under the chunks of poor design decisions).

     

    Let's hope for the best.

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