nerdwing
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Everything posted by nerdwing
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Has there been any advance in "making helicopters not explode when they roll over" yet? :P
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Nope, I was using the dev build and that was causing a problem. Now I'm ejecting after every succesful sortie on the tarmac, just because the animation looks awesome :) Fantastic work, and a well-deserved winner of the prize.
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Is anyone else unable to use the Eject function in the aircraft currently? Or does it require CBA or some such to properly initialize? The option to eject simply isnt there for me. Is it hotkeyed perhaps to a user button?
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...and perhaps helicopter's HMD's as well? :P
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I'd like to see an unmanned variant of the AH-99 thats a UAV :P Just a fully closed-up cockpit, and controlled as a UAV is. No worry of pilot kills!
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Authentic Gameplay Modification
nerdwing replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Gonna blame the Goons, preemptively. -
RHS Escalation (AFRF and USAF)
nerdwing replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
In theory, would it pretty much be an up-armored T-72B3? Or does the 90A not have the Catherine FC stuff? How does the Catherine compare to the ESSA? Or is the Catherine part of the ESSA itself, so it'd have the same as the B3? And congratulations to the RHS team! A well-deserved win :)- 16577 replies
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Authentic Gameplay Modification
nerdwing replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey there! Loving the mod as always. Has there been any consideration towards giving a jammer system ala Kimi's HMD mod to the aircraft who'd reasonably have such? Or would the manner in which it functioned cause possible performance issues? It fired off a string of invisible, short-lived "flares" over the course of activation then had a cooldown. It could be interesting for the Blackfoot, Ghosthawk, and frankly most any helo aside from the AH/MH-9 :P -
RHS Escalation (AFRF and USAF)
nerdwing replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Try explaining that to guys in DCS defending it shooting down jets with ease! :P So frustrating there haha- 16577 replies
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I'm wondering what the biggest calibers there are going to be used in. Could that be a 20mm round? Or too small for that? Heck, 14.5 even?
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RHS Escalation (AFRF and USAF)
nerdwing replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Are later tanks ingame using Relikt ERA? I'm having a bit of trouble penetrating certain spots with the M829A3, and that seems to be reasonable given the Relikt's claimed abilities in degrading a round. I like how the M1's "weak spot" is modelled though! Had my gun KO'd twice in tests, and one full penetration with explosion after due to below-mantlet hits from T80UM rounds at 2km. Got to be cautious and keep that spot as non-visible as possible to enemy tanks!- 16577 replies
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Is the conflict with Franz and Nodunit's Apache something fixable on the player's end, or is it an internal issue with the two mods? This pack and that helo compliment each other perfectly for Coop gameplay, its a shame they dont get along! :(
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RHS Escalation (AFRF and USAF)
nerdwing replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Stagler's a poster over there as well, so was referring to his sig :)- 16577 replies
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RHS Escalation (AFRF and USAF)
nerdwing replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Here's a discussion on another forum (which some RHS members may be familiar with, given signatures I've seen over there :P) http://community.battlefront.com/topic/118308-optics-on-russian-small-arms/ Optics. There are 2-4 1P63 collimator sights per squad. It depends on commander how they would be distributed along the men (e. g. 1st and 2nd patoons consist most of the contract operators, means they’d get 4 sights per unit, rather then 3rd platoon with recruit men, who get 2 sights per unit). There are units fully complected with 4 sights per squad. Usually, there are 25-40 sights per company. There are no helmet-mounted NVG’s in units, but many firearm-mounted scopes ( 1P51 “NSPU-3†), 3-5 units per squad, 30-50 per company. !!! Some of contract operators buying themselves modifications for their firearms, e. g. optics (Western too), tactical grips, rail systems and so on. !!! Some of HQ units bying themselves a thermal-imaging devices.- 16577 replies
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While experimenting with the jammer, I came across something weird. In ArmA3, are flares etc only effective versus one missile before they're "destroyed"? So one cant, mechanically, force two to miss versus one, singular flare? Either way, this mod owns :) A must-have for my Coop group!
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AH-64D Apache Longbow for ArmA2 by Nodunit and Franze
nerdwing replied to franze's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
My favorite ArmA2 addon in ArmA3 <3 Loving this. Relearning the FCR mechanics now! :P -
I know the mission is Carrier based, but I died to it no less than EIGHT times tonight during a game session with friends! :P Is there any way you could allow the FSB as an alternate spawn-area, with the same functions available (aside from boat-stuff) from the base there as you can on the ship? The damn carrier causing damage made things very frustrating, though understandably unavoidable due to ArmA being ARmA.
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RHS Escalation (AFRF and USAF)
nerdwing replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Loving the update so far! Only real oddity I noticed is the TOW on the Bradley's flight speed being a bit higher than I think it is in reality. EDIT: NM, velocity checks out :P- 16577 replies
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RHS Escalation (AFRF and USAF)
nerdwing replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Erm... are you sure about that? :P IFV's ability to engage airborne targets is often accidentally over-exaggerated in many games (namely DCS :( )- 16577 replies
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This is hands-down my favorite AI mod for ArmA! But I'm concerned about enemy AA infantry engaging helicopters way too early/far out, which breaks certain missions. The Combined Operations mission for instance that has you come in on a Ghosthawk can be ended prematurely because enemy AA Infantry fire before your two helicopters have landed, killing all aboard! Is there any way to change the detection/engagement range for AA Manpads?
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Authentic Gameplay Modification
nerdwing replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Dont worry, the modular nation of AGM means you can remove AGM_Medical or whatever it was and the game will just use default medical system without screwing with the rest of the mod :) The modular nature of AGM is a godsend! -
RHS Escalation (AFRF and USAF)
nerdwing replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Fully agreed. If its felt that the US tanks are beating the Russian ones too easily on a 1-to-1 basis, then the mission designer should be using a good bit of preemptive 152/122mm fire to make sure the 1-to-1 basis isnt as 1-to-1 as it'd first seem :) When you've got such a big arty advantage in throw-weight, its a sin to ignore it! :P- 16577 replies
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This is reassuring, thank you very much for the clarification :) I wish them success then!
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Glad ya got it working! And yeah, its totally too drastic atm. And results in a nearly guaranteed roll-over and crash.
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I'm able to autorotate if above certain flight parameters (namely speed has to be high, but even then you arent guaranteed...). Try it with the AH-9. Its quite oddly very willing to autorotate from normal flight speed. Even then, there are times your controls just dont respond and you pretty much become a flying rock. From lower speed situations, its entirely impossible and you plummet like a rock. Exactly as you describe :( It makes being a Blackfoot pilot pretty damn nasty, since any hit is almost assured death since you'll plummet and roll-over on landing. Please fix, BIS!