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krzychuzokecia

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About krzychuzokecia

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    Master Gunnery Sergeant

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    Warsaw, Poland

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  1. krzychuzokecia

    Community Upgrade Project - CUP

    I'm sorry, I would but I'm not a Discord user, so I can't. Hope that's understandable. Anyway, I've noticed that all of the "sniper" scopes in CUP now seem to have canted reticles. I guess that's to simulate scope cant some people introduce when they're unable to have proper position behind the gun, but in such case the reticle would appear "in parallel" to the eye, and the target/enviroment image would appear canted. It's the opposite in CUP, and I don't think (aside maybe for "PiP" scopes) you can achieve proper effect in game. It feels a bit jarring, and contrasts with scopes from vanilla or other mods. Also, regarding CUP scopes when having ACE Scopes (aka miliradian turrets) enabled - since ACE Scopes use same keybinds as vanilla BDC adjustments, it's possible to change both of these simultanously with CUP scopes, leading to completely wrong elevation. I think the issue is that even with ACE loaded and ACE Scopes turned on, CUP scopes still support vanilla BDC change. But, judging from the way ACE themselves set-up vanilla scopes, those systems are not interchangeable, and require vanilla BDC adjustments in config of particular scope to be capped at single setting (usually 100 meters).
  2. krzychuzokecia

    Community Upgrade Project - CUP

    One thing that bugs me regarding new "Modern Russia" faction: it contains infantry units, tanks, cars and turrets categories, but no APCs and any aircraft. This makes that faction rather handicapped when playing with various dynamic missions that have faction-based spawn scripts (like DRO). In some cases it's possible to choose a secondary faction (so the "legacy" Russia), but then the outcome is randomly generated mish-mash of units from both. Which in practice is not far from just using the legacy Russia as it already contains EMR camo uniforms. I think adding a selection of APCs and aircraft from legacy faction to new one would make it more useful in such instances (and there would be no need to manually change crews in Eden editor too).
  3. krzychuzokecia

    Arma 3 Creator DLC: Reaction Forces

    Well, that's a solution I haven't thought about! 🤣 Looks to me like there is already something like that in the mission - 99% of my infantry pickups from FOBs were 100-200 meters apart. It was just that one time, where they've decided to spawn on eachother. Anyway, talking about "cursed" LZs - in both my playthroughs Orino is a bitch. Especially the medevac LZ, that's in direct view from Agios Dionysios. There are numerous Gorgon APCs spawning in AD, and usually a single Kuma tank too. I've lost count of the times were I've been killed by them when simply idling on the LZ, waiting for the injured soldiers to load. Question regarding the armed AH-11F variant - it is able to carry a full "load" of 6 passengers, along it's four weapon hardpoints (which can load up to 16 ATGMs) and radar. Doesn't that seem a bit optimistic or "overpowered"? I'm not sure the engine of real-life equivalent allows for safe flying in such configuration, and in fact it seems that navy variants with Seaspray radar have it's cabin filled mostly by the radar/ASW systems operator. Vanilla armed WY-55 seems also optimistic in it's ability to carry 6 passengers, but in it's case at least you could argument that it's lightened by removal of four seats (replaced by ammo box/belt chutes). And it still has smaller number of weapons and no radar when compared to "Giga-Chad" that is AH-11F. Happened to me few times too - I think the proper way to deal with that is to call "Nighthawk", or whatever the support heli (not the drone) is called. IIRC you can make it to land on your mark. But I never tried that, as my emergency landings often ended right on the enemy position.
  4. krzychuzokecia

    Arma 3 Creator DLC: Reaction Forces

    My singleplayer Air Control playthrough ended on day 5 with a peculiar bug - at base I got two tasks to transport infantry, however both teams were practically standing on each-other at their starting point. After picking up first team, flying them to LZ, and coming back for second team, I couldn't see "Board" action. After reload (game saved after dropping the first team at LZ), I got a random assignment to pick-up yet another infantry team, however, after using their "Board" action, they wouldn't get into the chopper. I've also noticed that after reloading (again, I was going back to the moment when I was just after dropping first team), the side-doors on my heli wouldn't close, which they usually do after dropping infantry at LZ. I'm not sure, but my suspicion is that somehow when I've used "Board" action when picking up team 1, it also made team 2 assigned to my heli. They couldn't get in (since heli was full with first squad), so they stayed at base - where they just sit, because they somehow don't notice that heli is empty now. And because they are assigned as cargo, other teams won't board the heli either.
  5. krzychuzokecia

    Arma 3 Creator DLC: Reaction Forces

    I'm too lazy to put up the numbers now, but it's among the most accurate rifles in game, in fact it's way more accurate than ASP-1 Kir. Which is interesting, since IIRC the real-life relation between ShAK-12 (Veles) and VKS (Kir sort of) is the opposite - VKS is the more accurate one. Veles also has "more legs" (higher muzzle velocity, flatter trajectory) than Kir allowing it to hit further targets (not sure how's that in case of RL guns). Uh... not calling you an "idiot", but do you use zeroing feature? FWIW: the VRCO reticle is not calibrated to Veles' ballistics, so don't use it with that gun (not even sure which gun it fits the most, 5.56 probably). I guess that's a bit of a fail on part of Rotators, as editor-placeable units armed with Veles often have that sight on the gun. With other sights Veles is a tack-driver (of course as long as you range the target right). Just keep your finger on the trigg... I mean left mouse button until you wanna reload. ...anyway, I wanted to report that 17 round magazines for Glock are not visible in ACE Arsenal, as opposed to regular vanilla Virtual Arsenal. I'm pretty sure that's because magazine class "17Rnd_9x19_Mag_RF" has "type = 15;" entry - all other pistol mags have "type = 16;" and replacing that entry for RF Glock 17 round magazine via external addon, made it appear normally in ACE Arsenal.
  6. krzychuzokecia

    Community Upgrade Project - CUP

    Lovely, lovely bugs! And big thanks for new Hummvees and Tigrs!
  7. krzychuzokecia

    3CB Factions

    Ah, this warms my heart, thank you! I noticed that the ammo for P320 is named "9x21", in line with "vanilla" 2035 convention, and not the RL chambering. Is that intended, or a mistake? Also, will be there an option to mount micro red-dot on P320 sometime in the future? Some other things that may be nice to add/fix: - additional ammo variants of G3 magazines (for example M118LR, which would be lovely for PSG-1 - with ACE one can use ACE mags in that bad boy, but obviously they use vanilla M14 mag model), - moving the proxy of G36 mag a bit higher (they sit a bit lower than RHS G36 that uses same model - on 3CB Factions version there's visible gap between the magwell and over-insertion stop on the body of mag itself).
  8. krzychuzokecia

    3CB Factions

    @jgaz-uk I may be misunderstanding what you wrote, but the group I play with uses a pretty extensive modpack where 3CB Factions and RHS are used, and we never encountered any issues with overriding of loadouts on non-3CB units. There is a problem with 3CB units where after disabling randomisation etc., enabling "add basic loadout in Eden", and modifying unit's loudout manually in ACE Arsenal, the contents of uniform/vest will be shifted. As in items being in wrong containers (like mags in uniform even though I placed them in the vest), probably because on 3CB Faction units the embedded script will apply Eden/ACE Arsenal loadout by itself. But there are no missing or additonal items, and it only happens on 3CB Factions units.
  9. krzychuzokecia

    3CB Factions

    I was wondering, if it might be possible to expand on the "remove frags" function of the 3CB Factions Configuration module. As in, not be it a simple "all frags or no frags" setting, but able to set a limit, and expand it from just frag grenades to smoke grenades too. When using LAMBS AI mod enemies are throwing grenades of all kinds like crazy, and while I think removing the grenades altogether is overkill, it still pays off to limit the number of throwables they have available. I know it's more of an AI/LAMBS issue, or missionmaker's issue, but since 3CB Factions already comes with a module that can automate some of that work, making it more flexible would be great.
  10. krzychuzokecia

    3CB Factions

    One thing I noticed, and I can't see anybody reporting it before - FLIR operator in Bell 412/CH-146/ToH Medium heli doesn't have actual FLIR/thermal vision mode in his camera system. Only daytime color mode and NV mode (that's also available for pilot surprisingly). Thermal image is visible on the small screens on the center console in cockpit. Edit: scratch all that, I missed the TI setting in unit attributes. However I noted that not all variants of 412/CH-146 have working TV screen showing camera feed in cabin - most notably the "Utility" variant (unnamed in editor but "_utility" suffix is added in classname) and the dynamic loadout one. Arma limitation, maybe? I dunno.
  11. krzychuzokecia

    Tier 1 Gear Pack

    Judging from the amount of content relying on "legacy"/current version of MGP, I'd say having the hypothethical remaster as a separate mod might be the way to go. Even if you'll do your best to keep old classnames, texture/material paths and so on, you never know what other modders messed up with their content relying on old pack.
  12. krzychuzokecia

    Road to Vostok

    Just played the current, "Godot powered", demo of RtV. Apparently people think it looks like crap, but I'm thinking the opposite - the game looks better than previous Steam demo running on Unity. However, I noticed that a lot of gameplay mechanics ain't there (like PIP scopes, or even simple variable zoom optics - overall the gun interaction and feel seems rather basic when compared to what I remember from Unity version), and the UI is atrocious, with way too small, practically unreadable font and icons. Still, it's a long way (long road to Vostok?) before the game will be feature-complete, so I guess it's going to get fixed.
  13. krzychuzokecia

    Which games have been influenced by OFP and for what reason?

    Operation Flashpoint: Dragon Rising. I wonder if the emoji still works? OFDR OFPDR Edit: doesn't seem so. For the unaware: before the last forum engine change, typing "OFDR" or "OFPDR" would produce this: . This was introduced sometime before OFP:DR was released.
  14. krzychuzokecia

    3CB Factions

    I hope I'm not commiting a crime, but I'd like to post a suggestion/request: adding a "Middle East Civilians" faction to compliment the already existing ME Insurgents and Extremists. As it stands right now, I'm using Takistan civvies for any Middle Eastern scenario, but with their Afghan-like thick clothes and pakol caps they don't really fit the theme of Syria or Iraq (for example). African Desert civ faction already present in the mod looks better for that sort of thing, but they're obviously of African ethnicity, and it isn't always practical (or possible) to change identity type with scripts.
  15. krzychuzokecia

    Bullet impacts of other clients in multiplayer

    I mean, I'm aware of the general locality issues with bullets, but that doesn't seem to be "the" reason of my issue, as within that 1000 meter range the impacts from other clients' shots are visible. If it would be just locality, then I wouldn't be able to see any hits apart from mine own. IMO it's related to optimization of local particle rendering performance in MP, than purely optimization of networking. In theory one could make a script that would add globally executed particle effects on impact, but that would end up with double effects on impacts within 1000 meters of player.
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