xeno426
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Everything posted by xeno426
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FRL Airforce Addons release thread
xeno426 replied to [frl]myke's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Noted bug: The KAB-500L ammo refers to the model "GLT_KAB500LE_fly.p3d" instead of "GLT_KAB500L_fly.p3d", resulting in an error upon loading a mission with that weapon in use. -
Any new regarding an update that will provide bikey/bisign or a moveable cannon mount? This is an awesome model that deserves that extra bit of polish.
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Cold War Rearmed² Discussion
xeno426 replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I would nominally support option 1 if this were a retail game. However, I feel mods are subject to slightly different standards, and as such I support releasing what works now so that people can make as much use of the new content as possible.- 1308 replies
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More Thermal Scopes and Zeroing
xeno426 replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It already is. Guns that should have the function in BAF already have it, while those that shouldn't do not. Most of the BAF mounted weapons have an RCO scope, which cannot be zeroed on the fly. As akd42 pointed out, such scopes have a fixed zeroing (typically 100 or 150 meters) and you then use the BDC to determine where to fire. The same goes for PMC weapons. -
vasmkd reskins of Vilas SA-8 (9K33 OSA)
xeno426 replied to vasmkd's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
For anyone interested, I've mirrored the latest version of the file (with signing) to Mediafire. You can download it here. -
More Thermal Scopes and Zeroing
xeno426 replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You must be using the tgw_zeroing_anzins.pbo version of the Zeroing mod. As it states in the readme, If you don't want to use AZNINS mod, simply use the tgw_zeroing.pbo mod file and not the tgw_zeroing_anzins.pbo or tgw_zeroing_anzins_x.pbo mod files. -
Cluster Bomb pack Beta Release 1.0
xeno426 replied to NutzMcKracken's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Any further news on this mod? It's been over four months. -
vasmkd reskins of Vilas SA-8 (9K33 OSA)
xeno426 replied to vasmkd's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Agreed. Vilas' model was also in need of a texture update. vasmkd, would you mind if I mirrored this file? MegaUpload is just... eww. -
Mando Missile ArmA for ArmA 2
xeno426 replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Mando, why did you remove all the comments from the hud files? -
Cold War Rearmed² Discussion
xeno426 replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Does this mean the rocket pods are now proxied? I hope so, as a flight sim enthusiast it is incredibly annoying to see all the heavy ordinance being carried on the outer pylons while the inner pylons are stuck carrying the rocket pods. Now if we could just get some blasted Kh-25ML/MLT/MP/MPU missiles, as only the two innermost pylons can carry the massive Kh-29 missiles.- 1308 replies
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VILAS addons release thread
xeno426 replied to vilas's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
If you click on the link embedded in the my request post, it links to an article about in on world.guns.ru. Janes also has something to say about it. I know, which is one reason I suggested it. Although Maxim Popenker (author of world.guns.ru) states the round is AP-I, and Janes states it is a HEAT round. BTW, does "GP" in this context stand for general purpose? You, sir, are a kinder person than I am. -
Mando Missile ArmA for ArmA 2
xeno426 replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
According to the readme, I'd hazard the guess that the mando_javelin.pbo mod does not, in fact, give Mando capability to the Javelin, but instead modifies the crosshairs that the Javelin uses. 'Cause, you know, that's what the readme says it does. -
Mando Missile ArmA for ArmA 2
xeno426 replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You essentially just want a ZSU-23 Shilka. Luckily, there's already one in the game. -
VILAS addons release thread
xeno426 replied to vilas's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I came to the same conclusion based on that article, which is why I removed the burst fire option. Battlefield 2 had the AK-101 with burst fire, but this is probably erroneous, as is the whole idea of a bunch of Middle Eastern nations switching over to assault rifles firing 5.56 NATO ammunition. BTW, I'd like to request the BS-1 "Tishina" on the AKS-74UB. Sweet-ass picture -
VILAS addons release thread
xeno426 replied to vilas's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Does anyone know if the AK 100 series have burst fire? I've seen a few sites that say the AK-101 has a 3-round burst option. -
Pardon me while I go live out some Jesse Ventura fantasies.
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VILAS addons release thread
xeno426 replied to vilas's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Weight plays a big role in kick, so that may be the reason. The difference between the two isn't that much. In any case, installing a mod that makes the recoil and dispersion of the vanilla guns realistic will likewise affect Vilas' guns, so I think that would be the best solution. My reasoning behind this is that it provides options for the user; those who want generally vanilla-style gameplay with Vilas' stuff will be happy, and those that want more realistic ballistics etc. can get a mod to fix the vanilla game and Vilas' weapons will be likewise affected. -
VILAS addons release thread
xeno426 replied to vilas's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The recoil for all the AK-74M, AK-47 and AK-74 variants are the same as their vanilla counterparts; any mod that changes vanilla recoil will affect Vilas' versions, as they inherit their recoil from the vanilla guns. There are a few exceptions; AN-94, AKMS PBS-1, Vikhr, 9A-91 and OC-14 Groza have their own recoil values. The AKs firing NATO rounds (AR-M1, M80A, AK-101) have the same recoil as the vanilla AK-74. What's more, the recoil values Vilas had in his original code were the exact same as the vanilla recoil values. The fire rate of all AK variants are the same as their vanilla counterparts, as that data is simply inherited. The M80A, AR-M1 and AK-101 have a rate of fire of 600 rpm. The AKS-74U inherits from the AKS_74_U, while the AKS-74UN inherits from the AKS_74_UN_kobra. AKS variants inherit from the AK_47_S; AKM/AK-47 variants inherit from AK_47_M. AK-74 and AKS-74 (but not AKS-74U) variants all inherit from the AK_74. The primary difference between the AK-74 and AKS-74 variants are bullet dispersion, even in the vanilla BIS code. In the BIS code, the only difference between the AKM and AKS-47 are name, model and library entry. All other values (recoil, dispersion, fire rate) are the same between the two. Are you running any other mods that might be changing the vanilla guns? -
VILAS addons release thread
xeno426 replied to vilas's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Can you be more specific as to which AKs have no recoil? The AK-107 and AEK have very little recoil to start with. Well, I feel the tool. The reason for that is because I forgot to include the ammo that the gun is supposed to use. :j: BTW, if you have my previous Vilas weapons Pack Update, delete it, as those changes have been folded into this version of Vilas' weapons pack. -
VILAS addons release thread
xeno426 replied to vilas's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yep, that's a really cool feature of OA. Defunkt created a mod for the BIS weapons, so if this idea interests Vilas contacting Defunkt would be a great idea. In general, custom Vilas sounds were removed with the following exceptions: Silenced Groza OC-14 SKS AS Val Silenced 9A-91 AKMS PBS-1 AK-101 Silenced SV-98 AN-94 APS/APB Stetchkin RPG-22 RPG-26 RPG-29 The reason for this is so that people can use sound mods (like JSRS) with Vilas's mods. -
VILAS addons release thread
xeno426 replied to vilas's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I may be wrong, but some of those models might be old ones that Vilas originally made for ArmA1, so their textures could probably use an update. I think the SKS is a good example. -
Mando Missile ArmA for ArmA 2
xeno426 replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Goss' new version of Warfare will include a help option in the warfare menu that will give a quick rundown of all the important facts about how to use Mando. This is probably what you are looking for. -
VILAS addons release thread
xeno426 replied to vilas's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
One option would be to create a special "scope" for the GL sight like they use in the GDT under-barrel grenade launcher sights mod. -
Mando Missile ArmA for ArmA 2
xeno426 replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Mine doesn't require that you play in Veteran mode for the lock systems to be disable; they are completely removed. I also edited the stationary AA systems (twin Igla and Stinger pads) and a few other missiles that Defunkt missed. -
Mando Missile ArmA for ArmA 2
xeno426 replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
He may have been referring to the ALARM's awesome loiter function.