21bcharlie
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RHS Escalation (AFRF and USAF)
21bcharlie replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Fair enough. My word certainly isn't gospel. And after thinking about it, a good reason why i wouldnt see any is because the battalions i was in got issued 320s right before deployment.- 16577 replies
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RHS Escalation (AFRF and USAF)
21bcharlie replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
In that case thanks laxeman! Ive actually been using his soundscape for a while. i didnt know he did the sounds for the mod though. Its damn near as good and in some regards better than BF sound design. Which is saying something because most big name game devs arent even that good. sweet, look forward to giving it a DL. And dont take my issues with the mod personal, im just a guy giving my 2 cents, bitching about pew pew noises and not lifting a finger to help. Its every mod teams right to decide what content they want to work on. Hell, its even your right not to share it with others. So in that regard thank you for sharing your content. in the mean time i actually gave the CUP mod another go and was surprised and pleased it also was using laxmans sounds. Its decent enough content and actually has additional content from the community that had been added since the last time i tried it. So kudos to that team.- 16577 replies
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RHS Escalation (AFRF and USAF)
21bcharlie replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just saying, but in my experience i never saw anyone use these. I dont recall ever seeing any unused ones either.- 16577 replies
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
21bcharlie replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have a question concerning the skirmish mod. Im trying to use it to spawn RHS US and RU factions, but it only spawns vanilla units. i was able to get Opfor CUP units to spawn but not the vehicles, just to see if it worked. heres the slice of code, what am i screwing up? tpw_skirmish_friendlytype[] = {0}; // BLUFOR tpw_skirmish_enemytype[] = {0}; // OPFOR: tpw_skirmish_resisttype[] = {0}; // INDFOR: tpw_skirmish_spawntime = 30; // Time (sec) between spawning each enemy/friendly squad/vehicle tpw_skirmish_friendlyunitstring = "rhs_faction_usarmy_d"; // Custom string to select friendly units from config tpw_skirmish_friendlyvehiclestring = "rhs_faction_usarmy_d"; // Custom string to select friendly vehicles from config tpw_skirmish_enemyunitstring = "rhs_faction_msv"; // Custom string to select enemy units from config tpw_skirmish_enemyvehiclestring = "rhs_faction_msv"; // Custom string to select enemy vehicles from config- 5767 replies
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RHS Escalation (AFRF and USAF)
21bcharlie replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Oh i understand it completely. And when its all said and done id much rather have in depth and well polished units and equipment from the factions already present in the mod than a bunch of half assed or incomplete ones from varying nations. Since im a US army vet anyway my favorite faction is already present, and if i had to choose one thats what it would be. I think a lot of people ask for such things just because we know the quality work and effort that the rhs team put into the mod, and we just want to see that done for other units and factions. Short answer is those other mods need to step their game up! But thats in a perfect world and being realistic about it people have lives they need to live too.- 16577 replies
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RHS Escalation (AFRF and USAF)
21bcharlie replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Loving the mod after the apex update. Especially the sounds. Very immersive! While rhs always had decent sounds these new ones set the bar IMO for the rest of the modding community. Nothing stops me from playing a mod quicker than terrible sounds. Really love the attention to detail the team has. Rhs is what arma 3 should have been from the start. Looking forward to the next update. Fingers crossed for a scar-h, marine amphibious vehicles, maybe a sv-98 for the ruskies? :p One thing I would like to point out is the AK74u skin seems a little too clean compared to the rest of the AK family skins. Especially considering its age and no longer being manufactured. Small gripe and I'm sure the team has more important stuff to work on. Those are all decent mods but RHS is the pinnacle of the modding community for arma 3 IMO. Unfortunately, at least for me, RHS is so good that it's ruined every other unit mod out there. Since the latest release I've DL'd project Opfor, BAF, French, Swedish, Chinese, and Thai mod packs, hoping to have some different factions to play with in conjunction with rhs. Loaded them up played them for 10 minutes and then deleted them all except POpfor (no surprise being its mainly rhs content).. Mainly as I stated earlier is because of the sound quality in those mods. RHS has spoiled me for what I expect from mods now. BAF has pretty good stuff, now if only it used RHS sounds. Might try the BW mod again, maybe it will stack up. Lol- 16577 replies
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Zombies & Demons 5.0
21bcharlie replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I love this mod, its simple and awesome. A couple of things id like to suggest which may have already been mentioned. If it was possible to sync the zombie settings to the spawner, that way it only applied to that spawnpoint. It would be useful so that way some areas would have more densely populated zombies while others not so.This would work well in conjunction of the spawn/despawn radius in the next release. An option to decrease the view distance of zombies, to maybe as few as 5 meters. I think this would aide in the feeling of clearing a city/town/building/house of zombies. Right now it seems like as soon as the first zombie is engaged that your forced to run around the streets avoiding them instead of clearing out buildings as you go. It would be a plus if this could be synced to the spawn point or zombie group itself, that way zombies retain the ability to see you in say the country side at a greater distance, then they would in a large city. It would be pretty terrifying clearing a building at night with a flashlight and finding several zombies inside. :o Finally zombies seem to follow you indefinitely. Not that this is a problem per se, but the fact that they always seem to know where you are. I once ran over 1k away from a horde and they tracked me down. these are just a few things i think would help in the immersion this mod provides. -
RHS Escalation (AFRF and USAF)
21bcharlie replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I 2nd this although for other reasons then just game play. While in active duty, and deployed to AFG in '11 through '12. What i saw not only as combat arms but also being a secondary armorer for our company, is that 90% of the guys would remove the honeycomb from the CCO. Prior to being issued a SAW i had an m4 with CCO and also ran it with out the honeycomb. Simple reason is that its barely tolerable on bright days but when in low light your sight picture really sucked. Hence why many guys just threw them away. Also i get trying to make the optics look worn, but i find the dirt and scratches on the CCO and eotech on the lenses pretty annoying. Scratched optics that hindered sight picture would be deadlined and replaced. Not to mention soldiers should be cleaning their optics prior to missions. My bigger gripe personally for me though is that of the SAW gunner running a front grip with out a bipod. While i did see plenty of SAW gunners run the grip there is also a bipod that folds around the rails instead of on them, which was used. Youd either be an idiot or a fobbit to try to use a SAW effectively with out a bipod. Some guys would try using the grippods on SAWs as well but were usually ditched when they found out how fragile they are when you drop down a 22lb weapon onto its legs. They also made it very unstable and would fall over quite easily in the prone. Over the course of my deployment i tried various combinations with my 249. I even ran a harris bipod and KAC grip for a while, but eventually ditched it. Towards the end i pretty much just ran it with the standard bipod, short barrel, 145 with killflash removed, and a para stock or collapsible stock. This kept it slim, short, and as light as possible with out so much shit to get snagged onto your gear or while dismounting a truck, while still being effective if needed. i know this is probably rather trivial to you guys, but i felt like its just something you might want to know about what works in real life, and what is just flashy shit the military issues that you might see in a photo. BTW heres a picture of the other style of bipod that folds around any grip attachments. http://img01.militaryblog.jp/usr/modelshoppapa/m249hsaw.jpg (108 kB)- 16577 replies
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Kunduz, Afghanistan [10km] v1.20
21bcharlie replied to james2464's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Neat guys i was deployed to kunduz from 2011-2012. I havent played it yet, but its neat to see in game! If there is anything you guys want to know about it just ask! -
Husky Mk3 - WIP
21bcharlie replied to ExplosiveAids's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
You are correct that it does come from the factory with 4WS, but GPR equiped models are reverted back to 2WS. While i dont remember exactly what part was the problem (alternator maybe?), man-tech told us that with the GPR equiped husky having 4WS would cause a part to burn up rather quickly. Regular husky with just the side metal detector panels, you're good to go, that had 4WS Either way though, that was 6 months ago, and for all i know they could have alleviated the problem by now and have 4WS in all of them again. Im not gonna gig, what looks like an awesome addon, especially if there are any plans for a working GPR, or metal detector, on something as stupid as to whether or not 2 more wheels turn that arent suppose too. Just spreading some knowledge as far as the vic itself goes. I hope someone is working on a buffalo with a working arm, i know someone is also working on an RG-31 and cougar. That be bad ass to have a complete RCP. -
Husky Mk3 - WIP
21bcharlie replied to ExplosiveAids's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Fuckin A, bout damn time us route clearance guys get some fuckin credit. Doing route clearence might finally be fun now! I dont want to be a stickler, but the Huskies equipped with the GPR, dont have 4 wheel steering. -
need help for making a mission "radio in for attack to begin"
21bcharlie replied to 21bcharlie's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks!, both of those worked -
need help for making a mission "radio in for attack to begin"
21bcharlie posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Im making a mission where you recon an area and call artillery to weaken the enemy defenses. I want to make it so you can radio in once the defenses are knocked out for the attack to begin. the units will already be placed on the map and arent spawned. How can i do this? Also when i use the virtual artillery module secop keeps bugging me with missions how can i turn this off. Ive tried before but it freezes my game. -
SyNcRoNiCzZ AddOn Release Thread
21bcharlie replied to SyNcRoNiCzZ's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
im having a problem with the AUG A3s i keep getting a error message saying they require 1.05 application? I dl it off steam about 2 weeks ago.