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=kct=blackmamba

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Posts posted by =kct=blackmamba


  1. how does this hand anim look ? i made this one myself still learning allot, all things in the mod is a first effort in modding in general for A2/A3 with the exception of terrain creation.

    2014-05-03_00001_zpsd9be1e97.jpg

    @stekelenburg the one konyo made is very well done if i could have gotten my hands on that model it would have certainly got in the mod (believe me i did a request) if i could reduce the size of the fuel tanks.

    the MH47 is a special build as far as i now only used by the US .

    besides that u cant compare the 2 CH and the MH versions the one in MARSOF is totally different under the hood,

    it makes use of the RTD helicopter flight dynamics while the CAF one haves a walkable hull, i went for flight dynamics.

    and hopefully done a reasonable job.

    they are all very nice in my opinion the MH47 kicks ass, u can see how much love, time and effort went in to that project.


  2. its not very likely the marines use tanks, there allready is a light armored vehicle (Patria AMV), and the (Fennek) in different variants in the package.

    besides that they fight under nato flag... so they can allways request support from other nato countries fighting in the surrounding area (just a scenario).


  3. interresting daan.

    ================

    Changelog V2.1

    ================

    updated M4/M4SB

    - integrated upper receiver,

    - new front and back optics,

    - optimized sounds,

    - gl "side" optic.

    Fixed :

    - double scope in 1st person view (duplicate proxy),

    - Ch47 (shadow bug),

    - Ch47 pilot animation .rpt errors (bone errors)

    file size : 277mb

    (TBA)


  4. i just gave the M4's an overhaul to make them look closer to the C8.

    p><p>the scope issue

    tweaked the weapons sounds a bit,

    fixed some textures, updated a few rvmats...

    aah and now the UAV operators name show in the right order.

    fixed a shadow bug on the CH47 etc etc.


  5. mirrored maybe ? it is that way or no tekst at all. on the chinook, or someone haves to show me another way of adding it like an armpatch works for example.

    what i did fix are some shadow issue's on the body of the CH47.

    And!... i found the scope issue wich is fixed as well.

    also the LRR is compatible with ASDG now..(have to find a suitable base class for the LRR so that the bipod is in its proper position)


  6. i wonder.. would the L115A3 be compatible if i would inherit the L115 from a existing weapon like the LRR ?

    perhaps thats the reason why the L115 isnt compatible with ASDG, it is the only one using the "Rifle_Base_F" class.

    yesterday i took a peek in the config of ASDG, from what i see in there is that using one of the vanilla rifle classes should make the L115 in this case compatible with ASDG mod.

    correct me if im wrong, but if thats the case it is very easy to make it work.


  7. @ rat_nl

    i tought of taking the M107 out again but when i downloaded other content the hand animation wasnt any better.

    after that i tried to do the hand animation using zach gibson's tutorial myself but i lack patients and gave up.

    the arm haves to stretch out quite a bit tough.

    i might give it another go, but not anytime soon.

    @ arthuro

    i have no idea wat haves to be done to make it compatible with ASDG jointrails.

    ill download and see what i can do.

    @ jdb

    HK416 i would add them if someone is willing to share his/her models.

    @ CSLA_Luki

    thanks ;)


  8. yeah well consider it a placeholder for now..

    i do have a M107 the fnmag and the m4's/shortbarrel in the package i might add a different marksman rifle later tough.

    as of right now im trying to find a useable handanim for the m107,

    once ive found one thats close enough i will add a replacement for the m4spr.


  9. i have to see if the author's permit use outside of their modifications.

    and 2nd well thats abit to much for me to do on my own.

    best would be if the weapons are in seperate .PBO so i dont have to incorporate them in my package like i did with the coveralls, balaclava's and the CH47.

    but it would indeed be very nice to have atleast the C7/8 FN minimi and a AH64D.

    [edit]

    i just downloaded the whole canadians mod and took a look,

    well... lets see if i get permission for the weapons.

    but if anyone can come up with these:

    http://31.media.tumblr.com/10a07cdfba02899962a78f9e02c9983c/tumblr_mtanf5hkzV1ryr3vbo1_1280.png (323 kB)

    boy ow boy.


  10. did i just read u made this compatible with the MARSOF CH47 ? ;)

    ---------- Post added at 09:06 ---------- Previous post was at 08:48 ----------

    [quote name=RAV_RAVEN;2658769

    I can assure you that after several years (LIFTER comes from ArmA2 January 2010) is one of the best methods to determine the possibility or not of a helicopter lifting an object. Obviemente' date=' ideally, would be that each creator addon (BIS included) put in the config of each object, a property indicating the weight thereof. This does not happen in reality and never happened since Operation Flashpoint ( the predecessor of the ARMA series 2001-2002 ) and only the ACE mod for ArmA2 approached the ideal.

    Anyway, in real life "generally", the objects become heavier, are bigger and more powerful helicopters are also larger (again , I speak in general). So if volumes will compare and contrast with a table of limits based on the experience of raising and verify a vast number of objects and vehicles, can be sure to approach a reliable method to determine if a helicopter "may" or, lift an object. The only thing left is to determine where to place the object position on the helicopter (my main headache) because there are many objects whose geometric center is moved out of position and are on the ropes.

    The method is not perfect, but although improved, has proven effective and saves me from having to maintain huge lists of objects and compatibility with vehicles of different mods.[/quote]

    dont know how far u have looked into the MARSOF CH47 (pretty sweat to see it compatible with your work), but it haves "maximumLoad = 10200;" set in its config.


  11. allready have a texture for a grey one, [edit] nope deleted the grey textures.

    hiddenselections fixed for next release...

    changes in future release...

    changed recon suits shemag to green so it matches the color when u actualy wear one,

    changed the ghillie suit to full ghillie's woodland/desert,

    added sniper only teams in cfg groups,

    updated recon teams ammobearer's backpack (now carry's proper ammo for teams rifles)

    recon suits pants (Dutch Jigsaw) and jacket (M81) patterns.

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