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dr@gon

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Everything posted by dr@gon

  1. Also....great looking cultivated fields, the best I have seen.
  2. Outstanding work on the roads in the latest few updates, wow. Great detail with tight in jungle but no trees in the middle of the road (that I've found), winding through the jungle but smooth transition on the curves (no jagged road). Some areas have footpaths paralleling the roads, It must be painstaking work. Thank you for all your work on this map.
  3. dr@gon

    Operation NorthStar (ONS)

    Glad the mod is still active. I look forward to some more pictures.
  4. Tom Berenger; Staff Sergeant Barnes complete with scars would be cool someday.
  5. At first glance I see one which is all I need to Radio HQ that we found a company of VC and call in an airstrike.
  6. More great work with the latest updates. The new villages and the cultivated fields are awesome. I played around in some of the temple ruins and the AI seem to be able to move through the old temples quite well (amazing considering AI usually has problems with that sort of thing). The village on the far north part of the river (now named Cheung Sngout) with the French School; I tried to use the school yard as a helicopter LZ for an assault, which worked great the helicopter landed, unloaded and took off no problem but the AI Infantry couldn't get out of the courtyard, they wouldn't go through the archway in the fence. Perhaps you don't have time or no intention of looking at that, maybe there's nothing that can be done (maybe a whole in the fence somewhere). Anyway not an important detail. Keep up the excellent work.
  7. Lots of blue rivers in Canada :) of course the closer you are to the rivers source the bluer / whiter the water is. I agree the brown water of the rivers adds great atmosphere to the map. Blud, outstanding work, it keeps getting better.
  8. Here is a partial list of Camps, Bases and Landing Zone names you could draw on for inspiration; https://en.wikipedia.org/wiki/Category:United_States_military_bases_of_the_Vietnam_War Landing Zone Oasis was a fortified support position that roughly corresponds with the tri-border area of your map. A real name for a Firebase in that region was Firebase 6, not exactly a awe inspiring. Something simple and American sounding like OP Reed is straight forward. Patrol Base Diamond I (also known as Firebase Diamond I) Just some ideas.
  9. No worries Blud; I wasn't saying there was anything wrong with a PBR base on your map, its all good and your work is great. I was only commenting that you won't find inspiration from a historical location for naming the base. As mentioned who knows what kind of classified CIA sponsored, MACV-SOG type of operations are run along the border. The new temple area was a great new addition.
  10. Hi Blud, More great work! With respect to the PBR base; the "Brown Water" Navy didn't operate in the tri-border area rivers as far as I know. They were in the Mekong Delta area and on the coastal areas. The PBR's are part of and in support of naval operations which means coastlines or rivers that emptied into the sea not inland rivers. That doesn't mean they can't be part of your map I am only saying this because you won't find a relevant PBR base name for this area since there wouldn't be one. There may be an exception that I don't know about.
  11. dr@gon

    Binarize mission file

    Yes! Exactly my problem and the solution I was looking for. Thanks
  12. Hi Blud, More great work! I noted that FOB Emery as well as OP Pyle have roads entering/leaving them but those roads lead no where into the jungle, is there a plan to link these positions by road? The new FOB on hill 114 currently has no road and that can be cool making it only accessible by chopper or on foot but the road from OP Pyle does actually go past it so linking the new FOB to that road would seem logical I think. Just throwing out ideas. I like the new VC camp, I'd hate to wake up on the wrong side of the bed though :).
  13. Sounds really good bludski. I like your plan for the map and I look forward to seeing its ongoing development.
  14. I understand. I was thinking for Multiplayer capture the base missions there would need to be a balance of one native (build into the map) Blue base and one Red base. There really is no set doctrine on how the VC or NVA build their camps. The Americans, like all modern armies have their methods of "this is how deep you dig a trench...., this is how you build a bunker..., this is how you continue to improve your positions, etc. The VC guerrillas build fortified villages, dug tunnels, or simply kept moving. NVA camps on the Vietnam side of the border were often no more then a ring of trenches but their camps in Laos and Cambodia (depending on the time period in the war), could be quite elaborate with permanent structures at way-stations. So basically, you could build anything you wanted and call it a VC/NVA camp :). Again, really great work you have created an excellent map. Please don't feel pressured to do anything you don't want I was really only inquiring about the VC camps.
  15. The mortar looks great and well placed as part of the FOB. " This and two more added to Emery. ", does that mean you are adding more than one mortar pit the FOB Emery? Sorry I didn't quite understand. Earlier someone asked if you plan to add any hidden VC/NVA camps to the map, based on Emery I'm sure you would do a great job of that.
  16. Great map, I love what you did with FOB Emery. I hope you add a couple mortar pits to the FOB.
  17. Break the game how? the mod doesn't break the game??? The voices work exactly as designed. I don't know what you mean by "...collision of mods". No one can make any mod that won't possibly conflict with someone else's mod. Unsung is meant to be stand alone with no other mods loaded. Many players do play it with mods loaded, ACE3 for example is popular but they do so knowing that there could be issues....like with any mod. Mod conflicts happen all the time. Only a handful of mods are specifically tested to work with certain other mods but even then that is a snapshot in time, the next update from mod x, y or z could break something. For this reason the Unsung developers can only guarantee that their mod will work if it is the only mod loaded, any issues found under those circumstances will be addressed and fixed. If you don't like the Vietnamese voices then don't use the mod, if the issues is when you're in Arsenal then turn down the volume.
  18. I remember in Arma 2 used to have all kinds of Face Mod addons, it doesn't seem to be as popular in A3. I would like to see some additional choices.
  19. Greensnack; Removing files is asking for the mod to fail, possibly your game to crash when loading the mod and an inability to play the mod in MP. The voices are integrated into Unsung. Unsung is meant as a standalone mod and as such the license prohibits the modification of the files (readme file included in the download). You would have to un-PBO the mod to access the files at that level. You of course can do what you wish but the Unsung developers won't assist you in it. I personally just turn the volume way down while in Arsenal, you don't need sound there anyway.
  20. dr@gon

    Max_Women

    Excellent mod, well done. Finally some Avatars my daughters can play and identify with. If I could request for a possible future update; a women's uniform in basic military green and with no flag? thanks for this mod.
  21. "Uploads to Steam workshop are not permitted by our creative partners. In order to use their lovely models we must abide by their wishes. Valve's workshop license seizes ownership of their creations." There's your answer.
  22. Quick Timeline review; Unsung 3.0 WIP announce Jan 1, 2015 (A2 and A3 are very different) Alpha Released - Dec 13, 2015 (1 year ago) Bravo Released - May 27, 2016 (at this time it was thought Charlie would take until Christmas 2016) Charlie Released - August 7, 2016 (several months ahead of schedule) Delta Released - Dec 14, 2016 (Major content and bug fix release) A lot has been accomplished in this last year. Arma 3 is finally the game I want it to be.
  23. Hi gfresco, I feel your pain but Delta isn't just about additional content. There are many bug fixes and tweaks integrated into the release.
  24. It does have the look of a mod conflict. I had a similar issue last year after one of CUP's updates as another mod had integrated CUP weapons, once CUP did an upgrade the other mod and CUP had a naming conflict (or so I was told). The thing with this ACE related issue is that the problem only happens once I remove a PBO from the ACE folder, that's the part I can't reconcile. Anyway to answer your question, no I'm not on DEV, I'm running Stable branch. This only appeared after ACE's last update but just prior BI did a patch to Arma 3 which rendered the previous ACE version broken which forced me to move to upgrade ACE as well so the two events are related. thanks
  25. Hi ineptaphid, Thanks for your reply. I am familiar with removing the unwanted Ace pbo's. I always start with a new vanilla version of Ace, place it in the addons folder and remove only one pbo 1st to test. I make sure it has no dependencies, hearing for example is one I've tested. I test before any files are removed to ensure the save/load works then exit Arma, remove the single pbo, restart Arma then test save/load once again with a simple test mission. Interesting side note to this; everything works fine in the editor. The exact same process will work in the editor but when I load the same mission from the SP scenarios that is where it fails. Again I'll reiterate, it all works fine with vanilla Ace 3, the problem only happens after I remove a pbo and only from the SP scenarios. To ensure the SP scenarios mission is the same as the editor version I test from the editor 1st (save/load), export the mission to SP, load the very same mission from SP scenarios, save/load, get dumped to the end of mission screen. sucks.
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