bars91
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Everything posted by bars91
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Now that's a changelog (it logs changes)... 👨🎓
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IMO the gear of USMC and VDV / VMF factions overlaps w main mod so much that they could just be part of the main package. Less downloads = more chances people will use that stuff. The size is minimal too so no hits there. British extension being separate is understandable as it's very distinct.
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So, I can finally justify bringing a 9x19 PCC w. 20 mags to a CQB enviro against armored opponents?
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Ticket: https://dev.cup-arma3.org/T4662 6Ch64: https://ibb.co/F75FMGY https://ibb.co/7JFXzc3 https://ibb.co/DtrRySL https://ibb.co/F75FMGY https://ibb.co/LPj9HZN https://ibb.co/BwZQLQk https://ibb.co/mtpGVyD https://ibb.co/DwD0MxG https://ibb.co/yFkvcxL EDiT: just a small sidenote - "30rd STANAG L85 mag" could be renamed to "30rd HK steel mag" (it's the same one from the HK416s).
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While we're at the topic of magazines - the AR-15 mags are not sitting deep enough in the mag well (especially noticeable with the PMAG reinforcement ribs not being nowhere near the receiver) EDiT: Russian Army vertical grip for AK-12 and modified AK-74M is the 6Ch64 (6Ч64) not the collapsing one that was used by some SF units as private purchase before stubby grips became the new gucchi thing.
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Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
bars91 replied to Placebo's topic in ARMA 3 - GENERAL
KAVALA 2035 Mods: Vanilla -
Petition to open source Operation Flashpoint / Arma CWA code?
bars91 replied to inlesco's topic in ARMA 3 - GENERAL
As an absolute cold war and OFP addict, I've owned multiple hard copies and now have the Steam digital copy (+ several stored as gift cards). I've not touched my OFP install ever since CWR came to A3. For me - as soon as I could play OFP missions, with OFP units, on OFP terrains - but in higher fidelity available in A3, I was done with it. Good memories, but time don't stop. And editing in 3D beats "2D + try + back to editor" any day.- 16 replies
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It (and standardizing other vic / uniform naming) would benefit Zeus / mission editors as units would be placed in more logical order in the menus. New HMMWVs are a perfect example - correct naming + onboard weapon and old model hidden for compatibility = win / win
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RHS Escalation (AFRF and USAF)
bars91 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well, one-offs and exceptions to rules happen. You are correct on all of it. But, so am I (he he): Vietnam was given the 24A's + spare kits. They also are known to mod the shit out of their old stock (see their recent BTR-152 refurbs). Soviet states would've had one or two left as training vics but not in running condition (i've seen several such vics). It's similar to the AK's = most Soviet 7.62 ones seen today are AKMs as og milled (actually semi-stamped / form-bent) AKs were given away / disposed of with adoption of AKM and later AK74. Still, you'll find one or two milled AKs and even some slab side early mags (you can use it as blunt weapon if need be). So yea, shit happens when you do "necessity is the mother of mad-max vics" stuff (like waging a civil war or some such) 🙂- 16577 replies
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RHS Escalation (AFRF and USAF)
bars91 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The wider adopted extremely mass produced and simple to maintain examples (T-55, BTR-152 etc) yes. Very briefly produced low-rate initial samples, most of which have been given away as foreign aid, and having unique not easily aquired parts - not really. By the late 80s all 24A's would be worn out, scrapped or given away as milsurp and later models would be easier to maintain and source parts for (hence why they fly even today).- 16577 replies
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AFSOC (Air Force Spec Ops Comm) - literally says so in the post )
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Me during every "milk run" mission to enemy bases:
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*clunky salute animation
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May be a V2 mod and leave the current one as Legacy version? Keep the new one lean n clean?
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That Odracam is actually really neat! I did try it out: -cosplaying as SCP w CUP gear -CUP Sahrani -coop -at night -invisible ghosts -Ravage zombies -Drongo's Map Pop (CUP SLA) The only real issue was the lack of No Spawn Area module like there is for Ravage.
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Wrong thread indeed... 😑 I am using Ravage stuff and Derelict was a possible addon to make Altis look, well, derelict. But as I understood, Ravage already does that anyway, and on any terrain it's placed. So i'll skip Derelict and go with Ravage only. Thanks for the clarification 🙂 Edit: was also testing out Remnant, hence the thread mess-up \
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So, is Ravage replacing Derelict or do I still need to use it if I want Vanilla maps to not have lights on and have buildings be abandoned? (if so, Derelict would benefit from inclusion of Malden as well)
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"Ouch! That is seriously weak, dude RV."
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Now that's how you do vic's! The new CUP Abrams is a prime example of why one ought to include at least a rudimentary 3D int. (which this is way beyond btw). Really all I can "gripe" about are aesthetic "good to have's": -coax 240 belt not being animated -no camera shake feedback from shooting the 120mm -TC's M2 barrel shroud recoiling with the barrel This will be some good "fps view only" CO-OP materiel )
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I'm just waiting for the next update so I can roll up in 'em sand boxes, packin' Glocks-es )
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RHS Escalation (AFRF and USAF)
bars91 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'd rather a basic bob SVD but "Russian clockwork and pulley magic" is welcome too )- 16577 replies
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From China Virtual Military Engineers: VME PLA mod for ArmA3
bars91 replied to vme_cycle6's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It seems so. VME tho? Looks like some flak from someone mass - flagging the asset rippers or just some troll abusing the report system... -
When you tell your buddy that you can take him only as far as Petrovice and the sky starts laughing in TV3-117...
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Dad's back with that sweet, sweet cold war milk ! 😚
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Mega City 3 --- An urban combat focused terrain
bars91 replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
"It's free Real Estate" ) Some ideas for optimization: -no sidewalks in factories (only in more administrative office type areas and parkings) -separate some sectors by a bog w. several strategically placed objects (rusted barrels, rubble, dead trees) to suggest water is non-drinkable: a large hill w. buildings on one side and a cliff on the other to create some obstacles for movement / object vidibility: -have some landscaped free space between factories to differentiate combat within one factory and crossing inbetween different ones: -dried up kanales / urban rivers: -train yards to / from factories: