Jump to content

drunkenscoper

Member
  • Content Count

    20
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by drunkenscoper

  1. drunkenscoper

    C-RAM for Arma 3!!!!

    If you're still looking for a decent audio sample for the gun itself, there's a pretty clear one at 01:24 in this video:
  2. drunkenscoper

    Invasion 1944 V3.0

    Man, this looks great. On the subject of watercraft, stuff like torpedo boats and midget subs or one of the smaller classes of U-Boats would be amazing. It'd definitely help take advantage of the underwater stuff in A3.
  3. Maybe using the alternate sights function, like with a red dot sight on top of a HAMR?
  4. drunkenscoper

    3d scopes?

    I noticed that the RTT mirrors and video screens have a much faster refresh rate when you zoom in on them. Perhaps that could help?
  5. Sproyd: The rebreather in Arma 3 is based conceptually off of systems like the LAR-V, which the Navy Seals use. Everything on the LAR-V is mounted on your front, which makes it possible for SEALs to haul a gear bag on their backs. Observe the LAR-V, in both the original and Mk.2 form: You can sea how the whole thing would hang on your chest and stomach.
  6. drunkenscoper

    LITE mission package

    The files are misnamed. Crash Prize and Apache Tribe show up on the mission list in-game, but the file names are different. Apache Tribe is 8(co)combine_lite.utes. I didn't check to see which one Crash Prize is, but it's there.
  7. drunkenscoper

    PMC05 - Elimination

    I'm having a bit of a problem with the coop version of this mission since the 1.60 patch, actually. In the coop version, Poet has an anti-material rifle with a normal sight, while Asano has a XM-8 with a TWS on it. This forces the Asano player to "talk" his buddy's rounds on to the engine blocks of the various armored vehicles, which is amazingly fun. Since the 1.60 patch, however, Asano's XM-8 has been missing the TWS. The anti-material rifle still has a normal scope, so taking out engine blocks is a matter of guesswork, and the really cool teamwork element is missing. Is this happening to anyone else?
  8. drunkenscoper

    Sound Of Anders (soundmod)

    Yeah, neither could I. Maybe make the Mk. 17 sound a bit more like the M14, since they're both 7.62? Also, the M14 sound is glorious. I now use that rifle whenever possible because it sounds so beefy and mean.
  9. If you aren't running Combined Ops that's probably where the ammo box error is coming from. If necessary, see if you can get a Combined Ops install going. The extra content available for your missions is really worth it.
  10. drunkenscoper

    Sound Of Anders (soundmod)

    Yeah, it's working for me now too. Really weird.
  11. drunkenscoper

    Sound Of Anders (soundmod)

    My friends got that error when trying to get 1.08 a few days ago. I tried to re-download it to see if it was an error on their end, and I had the same problem. We live a few hundred miles apart, so maybe that website is just tripping out. Any chance of a megaupload mirror while we wait for the main DL links to work again?
  12. drunkenscoper

    Sound Of Anders (soundmod)

    I tried out the SMAW today, and it still has the vanilla sound. Is this happening for anyone else? Also, looking forward to the release, Anders!
  13. drunkenscoper

    Drone Training Broken?

    Still an issue for me, sadly. This is on a whole new computer as well, so now I've had this problem on two computers. Vanilla OA on Steam, so it's been auto-updated to the latest stable version. Happens in Combined Operations as well.
  14. drunkenscoper

    Sound Of Anders (soundmod)

    Anders, I love this mod. It's my sound mod of choice and I recommend it to all of my friends. For some reason the sound on the Apache's M230 sounds off to me. It sounds too deep. That could just be because the videos I've watched on youtube are usually not made with the highest quality gear, but there it is. Is the sound you used for it something you actually recorded in the field, or custom built? Here's some of the videos I'm talking about. Not the best examples for getting audio samples, I know, but they give you the general idea of the sound.
  15. drunkenscoper

    [SP/COOP2] Operation Cold Bore

    Okay, I gave the target some ammo and he doesn't immediately kill himself anymore. The day version of the mission should be good to go now. Thanks to ss_viator for figuring out what was wrong. http://www.mediafire.com/?ijoya31lzaj1n51 Unfortunately, I've run into a problem with the night mission. I don't know if this is just me, or if this happens to other people, so please let me know. The thermal weapon sights for the M107 and M110 don't work. At first they just show a black screen, then when I hit the N key to toggle white hot/black hot I just get a flat white image. This only happens in Operation Cold Bore. TWS work on a pristine Namalsk map and on other islands. Dropping and then picking up the M107 didn't fix the problem either. Here's a couple of screenshots to show you what I'm talking about. I've included the night mission with the ammo fix just in case anyone else wants to take a crack at it. Also, I'd love to have a non-ACE version of this. I have a few friends who are just getting into Arma 2 and are a bit leary of jumping right into the mod scene. They love sniper missions, however, and this would be perfect for them. Would I just have to remove the ACE modules linked to the sniper and spotter, then remove any ACE references in their init fields, or is converting this to "vanilla" more complex?
  16. I've been playing OA for a few days now and I love it. Multiplayer is a blast. The game REALLY needs working sights for the grenade launchers, and the ability to adjust them for range. The M32 sight is locked in at 225 meters, according to the model, and I'm really having trouble with the side-mounted holographic sight for the EGL on the Mk.16 and Mk.17. The game lets you "zero" the sights on a lot of other infantry weapons, in particular the sniper rifles and some machine-guns. Not being able to do this with the grenade launchers or M136, which actually has range increments on a dial below the iron sights, is a real pain. Adding this feature to the UAZ mounted ASG-30 and the HMMWV mounted Mk.19 would also be really helpful. You can walk your shots onto your target pretty easily with those, but a better aid to accuracy would be much more useful, and much more fitting of ArmaII's ability to simulate modern ground combat.
  17. drunkenscoper

    ARMA 2 OA 1.52 :Bugs

    No joy. Got the "Activated Flush" message, followed by "Receiving...", but the screen stayed black. The ULB in Death From Above works fine for me, so I'm not sure what's going on.
  18. drunkenscoper

    ARMA 2 OA 1.52 :Bugs

    Interesting. I'm a bit of a noob, how do I issue a flush command?
  19. drunkenscoper

    ARMA 2 OA 1.52 :Bugs

    Yep, I'm getting this bug as well. When I bring up the menu (save, abort, options, etcetera) I can see again, but closing the menu and returning to the tutorial just gives me another black screen. I bought my copy on steam, so maybe that's an issue? I'm running an evga GTX260 superclocked edition and the 257.21 drivers. If you need any other system info I'd be happy to give it.
×