bfalcon
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Posts posted by bfalcon
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IceB: Fully understand, but it's a sad day :(
Isla Duala truly is a masterpiece, it's a shame it will be your last (for a while at least, depending on BIS) :(
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Sorry to hear it m8 - hope you feel better soon.
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Not heard anything for a few days, IceB, everything ok?
Just so you know, we've adopted Duala as our standard map now and everyone loves it. The only thing we really need now are civilians and the Afrene troops and we're set for a while.
Excellent work!! :)
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Mirrored at 3Para: www.3para-gu.co.uk/mirrors/isladuala_v12.7z
Had a chance to look it over now... the swamp road crossing at the Tamera airstrip is now above water - might want to drop the land level a touch to bring the water back, I dunno.
Love the new island... can see some mission potential up there right away.
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I tried it earlier and the helis still seemed to be digital, I'll try again... thanks.
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Any chance of seeing this soon? It still appears to be digital and not analogue on the helicopters' collective.
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Warden: from the languages, I'd guess Afrene was British and Molatia was French, but might be wrong. Just going from memory from the signs.
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Ice: did you get my log extracts? Were they of any use? I dunno what the config missing errors are, but I thought you'd want to know.
Re: Port: looking good as ever... the lack of a port or railway for the industrial Afrene always did confuse me, so I'm glad you put one in. :)
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Requiring ACE? Why? :(We just deleted ACE from our server because it was too much of a hassle and delivered way to many problems for us.
Is there going to be a release of these units without ACE dependancy?
Or am i getting this wrong and these arent the official Afrenian soldiers, since they are now called Resistance units?
I hope they're not since we've done the same with ACE. Heck, we even started to use signing to stop ACE, so these are a definite no-way for us.
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Thanks Ice, appreciated :)
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Being able to lose grass in certain areas would be nice - for example for our own bases and where we've put our own bases and emplacements.
Would it be possible to add them to the editor for us, IceBreakr, as well as the dirt track sections (for linking our bases and so on to the existing roads)?
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A question more for the guys doing the troops than for Ice, but can you also reskin the BIS Insurgent vehicles and put the reskins under the Molatian tag? Such cool infantry models will need vehicles to fight with, being such a large, open space. If nothing else, the Urals/Utility trucks, UAZ and 4x4 conversions would be good enough with, maybe, a Mi-8?
The Molatians don't strike me as having much in the way of high-tech, but maybe a 4x4 with an AT weapon mounted on it could be a good counter to enemy armour? The Russian AN-2 would be a good parachute base, would anyone agree?
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3Para www.3para-gu.co.uk/mirrors/isladuala_v10.7z updated to fixed version. :)
We'll mirror the troops too, when they're done, Ice.
Oh man I love this driving course... :)
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Just had a look at Camp Noobia and wow... just WOW... nice job m8. :)
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Latest improvements:- Camp Noobia with following facilities: jogging course, obstacle course, driving school, shooting range (250-400m), bomb practice area, tactics range with house (to train flanking and overbounding), guard house on top of hill with great overview of the base and ambush alley (long road with fake settlement at the end). Hopefully A2 teams will use it to train their n00... err cannon foo.. ahm grunts.
- couple of town road signs at major crossroads to help players that get lost
- river crossings without bridges now have boards warning drivers of high tide :)
- satellite map with roads and runways
- removed bargates that can now be manually added by mission makers
- all four airports feature ILS and AI can use them
- AI with C130 can now take off from Afrenian airport without crashing
- fixed rpt errors in ibr_dtowns and ibr_plants (can be used on Panthera too!)
- added more savannah vegetation to the dull north areas, cut down couple of trees from roads
When? Probably today ;)
That is Awesome!!!
Seeing the runways from further away will be very welcome and the border crossings being removed was the simplest solution for everyone, truth be told, as is the high tide crossings (so we'll just use BMPs for the high tide crossings, no big deal) :)
I always thought the trees and rocks in the middle of the road were supposed to be there, to be honest... they caught me out a few times, I'll admit... I assume the rocks are still there?
Camp Noobia will be very useful, I think.
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One question - why can you not turn the co-pilot's head, even with Alt? Surely the co-pilot's job is to be an extra pair of eyes for the pilot?
And any chance of boosting the interior sound?
Other than that, I love it... handles well, flies fast - nice. I do find both the Lynx and Puma to be a little twitchy, but I think my mouse will solve that when I lower the sensitivity on it (it's set to hyper-twitchy right now) :)
MG: I noticed that - try doing a fast 180 and try to keep control.. I guess it's time to fly realistically from now on and slow down gradually. :)
I have a new favourite, I think.
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Devon... the neutral zone between Kernow and England, where the Weird People live... :D
Looks good, will make a good training map for us UK based units too.
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I am happy for your opinion. If you don't like our Mod, don't use it, and make your own. Problem solved.If anyone has any constructive suggestions, feedback or bug reports, we'll see you at the Issue Tracker.
Well said m8. You guys are working hard and it's just completely bad manners for anyone to try to dictate what should and should not be in your own mod.
I know we're not using ACE, it's more the rate of change and problems with our servers using sixupdate that's the issue with us than anything else, but we'd not be so crass as to lecture you guys what should and should not be your mod. :(
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IceB: sounding good m8. Removing the bargates is probably best rather than waste time on them while you've got more important issues to deal with.
Looking at what you've done, you can't be that far off the final release?? Again, you've amazed me at how quickly you've made progress.
Edit: that's a good point regarding tides, I'd consider that issue a bit more minor than you might otherwise - it makes it more realistic :)
Just put those signs up you were talking about, to warn of problems at high tides, and you'll be fine. :)
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re: Heli taxing... helis can taxi - you just need to be good at controlling the aircraft and fly at 0 or 1 and slowly. That's how any skid-equipped heli taxis and how a lot of the wheeled helis do so - those wheels were always supposed to be used for towing, not taxing, if I recall.
We tend not to bother to taxi helis, just take off from wherever you are on the field, but it is possible if you are careful.
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Ahh. I just call it the ACM Module. Ambient(A) Civilian© Module(M) hehe.I've heard ALICE around and figured it had something to do with the Ambient Civilians.
Trouble is, ACM is the Ambient Combat Module... so you'll probably get people confused.
One question - why are the PLA funding a resistance in the pro-communist Molatia? Would they not just fund the whole army?
IceBreakr: will you be reskinning vehicles and making up groups for the two factions or can you tie them into the insurgent and guerrilla faction vehicles in basic Arma? They'll be wanting some vehicles to haul around in. :)
BTW excellent work on the bug-fixes IceBreakr - you're getting them done very quickly :)
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Low access really reminds you of how remote this island can be.Yeah... gonna be interesting when pilots get shot down... I think our pilots will spend as much time rescuing each other as doing actual missions... :)
IceBreakr: cheers m8 - I've no idea what's going on with them. :(
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Icebreakr: re: Bargates... any chance you can delete the bargates along the border if you can't animate them? I've managed to delete them and destroy them, but not animate them - and I just found that someone else has the same problem on the bugs list (I forgot to check, or it would have saved me hours, ho hum) :)
I'm trying to get all the gates along the border to open and close as friendly (to the gate operators) units approach and might also add a second set of triggers where it delays and then allows neutrals through too. I'm also adding patrols and sentries at various points along the border, although I think I'll be going with a "Molotia strikes Afrene and siezes control and friendly western government comes to their aid" scenario right now for our campaign, I can see the existing borders being maintained for a while once Molotian troops have been removed from Afrene, even after a counter-offensive has begun - that river is enough of a natural boundary to cause problems to an invader, for one thing.
Man, this map has so much potential, I'm loving it!! :)
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I don't think we wanted to worry about the sigs, but that's one solution, thanks... I'll mention it.
Shoulda thought of that myself as a possible, tbh...
Thanks.
Isla Duala
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
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Bush: thank m8 - I had no idea it was so clumsy, to be honest... :(
I always thought the roads were some kind of bezier curve, joined at the junctions. :(
One thing Ice: No Afrene troops in the update - you guys got problems with them?