dragon01
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RHS Escalation (AFRF and USAF)
dragon01 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Was it actually called LAV-150 at any point? I know it as a V-150, and I recall it being in some other mod (CUP, perhaps?), under that name, as well.- 16550 replies
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RHS Escalation (AFRF and USAF)
dragon01 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Vodnik, perhaps? Such a fun vehicle to use in ArmA2. 🙂- 16550 replies
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RHS Escalation (AFRF and USAF)
dragon01 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
IIRC, that was a gift from a WWII mod that closed down. So it's unlikely that there'll be more development in that direction, unless someone else has a bucketful of relevant models to donate.- 16550 replies
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Female Character Models for Basic Arma 3
dragon01 replied to ConanRC's topic in ARMA 3 - DEVELOPMENT BRANCH
TBH, people have been asking for that since the beginning, but BI has been unwilling to address the issue, probably because of sheer amount of remodeling it would take to allow them access to all of the same gears as males. Just ask the modders who are tried to do exactly that. They'd basically need to remodel every uniform and vest in the armory, and there's an awful lot of those. All for something that would be in really bad taste to put into a DLC. I hope that ArmA4, whenever it comes, has more than one body type available. RPGs have had character generators for years now, and it's an approach that static body and face models just can't match with regards to diversity. Considering that we've been hearing a lot about diversity lately, I'd think it'd be a good thing to consider. 🙂 -
Once again, a desert helps there. If you've got water on one side and a sea of sand on the other, the boundaries won't be as jarring as they are with heavily forested terrain. Even DCS has this problem near the edges of its maps, and it has a much larger scale and lower detail than ArmA. An interesting option would be a peninsula with high mountains on one end. They also wouldn't have much vegetation, and they do a good job of obscuring things.
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RHS Escalation (AFRF and USAF)
dragon01 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Actually, it isn't, almost every workplace I've heard from is doing this work from home thing wrong. It seems like when bosses and teachers can't look over your shoulder all the time, they pile on extra work, as if to make sure you don't have it too good. Heaven forbid you actually use the time you save by not commuting and so on for your own purposes. At least I hope you guys are getting paid for that overtime. Some people don't seem to think you're working unless you actually go there and "officially" clock in.- 16550 replies
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RHS Escalation (AFRF and USAF)
dragon01 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Prop planes can be loud, all right. Super Tucano, in particular, is a turboprop, makes quite a racket at full power. Jets too, in fact, jets should be even louder, much more so than they are now, but A3 plays fast and loose with those things. What is needed is fixing the AI so that it knows how to use it. It can't be fired on the move because it's a SACLOS missile with a non-stabilized sight. You'd never hit anything when moving at anything but a snail's pace, anyway.- 16550 replies
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Actually, with VBIEDs, I think that was less of a problem with small arms fire not getting through the armor, but rather with it being unable to detonate the IED. If you shoot up the engine of a bomb truck coming at you... well, you still have a bomb truck coming at you, only now without an engine, which is of little help if it had already gotten close. It can't blow you up if it's shot to pieces, which is what GMGs are good for. This "hillbilly armor" was, in reality, never good for much. It could have some effect on RPGs if mounted some distance from the hull, to create a makeshift spaced armor, but without a solid backing plate that won't work, either.
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For jets (and also meaningful naval operations), you really need something like 100x100km (TOH-sized) maps. For ArmA4, I'd very much love to see something like that, but making a map like that detailed enough for infantry operations is nontrivial, to say the least. An option would be setting the game in a desert (something like the Persian Gulf, with lots of water on one side), which would allow concentrated high-detail areas with plenty of open space between them.
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Community Upgrade Project - CUP Terrains
dragon01 replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What happened to the attempt at porting TOH maps to A3? I remember it being mentioned here a long time ago as being WIP. Was that project abandoned, or is it still going on behind the scenes? -
ARMA 3 Addon Request Thread
dragon01 replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Are you sure it isn't the Contact DLC respirator? It looks remarkably similar. -
That picture proves my point. There is no way to fully conceal a heat signature, especially of a running engine. I do know what I'm talking about, seeing as not only do I study physics, I've got quite a few hours logged in flight sims. You clearly either didn't give camo nets a try, or you're trying to use Tanoa ones on Livonia, which will not work too well. The problem in ArmA is that everything that is not a unit or vehicle has the exact same temperature, so anything that is warm stands out. IRL, thermal imaging is not nearly as good. The bottom line is: if you're getting killed by jets, stock up on AA weapons. The truth is, aircraft really are that powerful, and it's very hard to hide a tank from them. If they know, roughly, where to look for you, you're toast, camo net or not. You can't prevent them from locking onto you (even with a cold engine) and you're unlikely to prevent them from finding you. Planes and attack helos kill tanks, that's just how the world works.
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Not true. They should work against IR to a degree, and depending on the environment (just like real camo) can make a tank much harder to spot at long range. It's impossible to make anything better on the ArmA3 engine, and besides, no camo is perfect.
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Camo netting has been in game since Tanks DLC came out.
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RHS terrains. RHSKATYA, RHSPKL, RHSVIDDA
dragon01 replied to bludski's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Amazing work. Just one request, could a runway be added to the Vietnam-era airfield in the east part of the map? It's not much of an airfield, but bush planes like An-2 can be operated from it, it'd be great if AI could do that, too. -
RHS Escalation (AFRF and USAF)
dragon01 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
As far as the info goes, this is taken from discussions with actual pilots and longtime simmers on Falcon BMS forums. 14kft (which translates to 4.2km) is for an F-16C with LANTIRN (I think, the guy didn't elaborate on the pod). This is indeed out of MANPADS range, but not out of flak ceiling, which makes for a hair-raising bombing experience. I suppose you could get above 20kft with a more modern pod (and you still won't quite be out of flak, the biggest guns can get you above 30kft, well into JDAM-land). This also depends on weather, clouds and fog will mess up your paint even if you can see through. Also note that I said "self-lased" for a reason, with buddy or JTAC lasing you could drop from halfway up to space and still hit. As for Paveway II lasing time, the advice I've heard was more like 10-12s, and Paveway III will miss more likely than not if you use the same settings, a bane of many a BMS newbie. 🙂 Lasing LGBs is not nearly as easy or sure-fire as people make it out to be. If you're good, you can send one down a chimney, but you can still screw it up. All LGBs glide, because they're released at speed, and they have control surfaces. When dropping from level flight, your plane will have an angle of attack, which means the bomb will have an angle of attack, which means lift (to say nothing of lofting them, which is doable, if tricky). For PII, The difference between "pretty much ballistic" and "very much ballistic" is enough to make for a bomb several hundred feet long if you try to drop it without guiding. PIIIs are worse than that, if they don't see the laser early on, they'll generally cruise off into the wild blue yonder and blow up some hapless civilians way long of the target.- 16550 replies
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RHS Escalation (AFRF and USAF)
dragon01 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'll note that it's actually a realistic behavior. LGBs, as a rule, hit long if they don't guide. Paveway IIs less so than Paveway IIIs, the latter need pretty much continuous lasing to get them to target, because they glide a lot. ArmA doesn't really get this right, at least on the F-16 there's only one way to drop LGBs without lasing them, and that's by using a ballistics table and the backup reticle. IRL, LGBs can be dropped, self-lased, from over 4.2km (for an F-16, the limit is 14kft). I don't know when exactly does the bomb see the laser, but another aircraft's TGP should be able to see it flying at around that altitude and several miles out.- 16550 replies
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Even better, save that one for ArmA4. This is too fundamental a change to make it to A3 at this point.
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RHS has fuel tanks, and I think they're working. I don't know if there's scripting involved, though.
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RHS terrains. RHSKATYA, RHSPKL, RHSVIDDA
dragon01 replied to bludski's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'll be happy even if just the ships come out. 🙂 They look like something that would be docked at Tanoa's ports, for instance. Make the place look a bit less deserted. I can see getting a lot of mileage out of them. -
While we're at it, early Soviet forces also seem to be missing the Mi-24D. They seem to be the Afghan-period Soviets, so I would have thought they'd have it. There's a Mi-24D in RHS.
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The relevant parts usually aren't. Generally, RHS Dev seems to add things rather than remove them. I didn't mean "ArmA-side" dependency, but rather "Workshop-side", just to allow dev users to use this pack without too much fuss. There's no reason why it wouldn't work and as per the post below, it does. I'll see if that works, but I'll have to find a way of preventing it from downloading release in first place. As I said, I need to watch my HD space.
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Would that be possible to make a version of this mod dependent on RHS dev versions, as opposed to release packs? I'd love to try this pack, but I'm a bit pressed for HD space, and I already use development versions of RHS, but Steam Workshop won't allow to me to download this mod without also downloading the release versions.
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RHS terrains. RHSKATYA, RHSPKL, RHSVIDDA
dragon01 replied to bludski's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I love those ships. I hope that placement will be left up to the mission designer, or is it planned to have them in ports by default? -
ZEPHIK Female Characters
dragon01 replied to zephyrsouza's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Maybe @zeealex could help with that? If there's anyone who knows her way around ArmA3 heads, it's her. 🙂