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distractor2004

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Everything posted by distractor2004

  1. distractor2004

    ACE for OA 1.13

    Could the missile launcher on the Pandur 8x8 from the ACR DLC be hotfixed? It doesn't fire anything when running ACE. Happy New Year! =)
  2. distractor2004

    Jungle Wars: Island of Lingor

    I was using the Lingor Scout and noticed his Norinco M14S scope accuracy is off to the left by about a meter. Is there a fix for that? Thanks for the feedback and great mods and Happy Holidays!
  3. distractor2004

    VILAS addons release thread

    Awesome work on the Colonial Marines. Any plans to create the Colonial dropship or Sulaco spaceship?
  4. distractor2004

    ACE for OA 1.13

    I couldn't find anything notating this issue but the Pandur II's missile launcher in the ACR dlc doesn't work when running with ACE. It fires the 2 BGM missiles but nothing happens, just a flash and smoke. Posting here because it was easier for me to do than trying to create a ticket at dev-heaven. Is there a fix or major update for ACR+ACE anytime soon? Thanks for the feedback!
  5. distractor2004

    Project CDF

    I have enjoyed this mod and will continue to do so, but after the 1.07 update I get the same error. I know this has already been brought up and dismissed in previous postings. But there is a conflict with the vilas_aks (PCDF_weapons) PBO and some other mods. Not sure exactly which ones at the moment, but I am using the Six Updater which groups every mod in its own folder. When I run the mod by itself, it runs without errors, but when I run it with other mods it posts the same error that Vilman is experiencing. I'll troubleshoot which mod(s) seem to be conflicting, but just letting you know that mod folders alone aren't solving that conflict. Thanks for the great work and reading my feedback =)
  6. distractor2004

    Jungle Wars: Island of Lingor

    I'm a fan of your Lingor work but I noticed with the latest version the new drug lord leader has a golden AKMS but carries SA58 mags so it's incompatible ammo. Also the Tucano is a cool little plane but there's no reticule for the guns, just two green squares mounted on the dashboard just below the HUD. I admit I didn't fully test it without ACE or other mods but thanks for reading and keep up the great work!
  7. distractor2004

    Isla Duala

    The 30mm Aden cannon on the Viggen CAS versions appear to only be shooting out the right gun pod. Is it just me or is this a known issue and will it be fixed? It's not really a major bug though when compared to the overall great Duala mod =) Keep up the great work!
  8. distractor2004

    Mil Mi-24A Krokodil

    Great looking Hind. I am wondering if you would ever consider creating an Mi-2 as well?
  9. distractor2004

    MCC Sandbox - The Mod

    This is an awesome mod but I am not able to get the town generator function to work. All it does is create a blue circle full of "x's" and seems to not even create that below a 200 meter radius. Anyone else having the same issue and is there a fix? I am using just CBA and ACE addons at most when running the editor. Thanks.
  10. distractor2004

    Someguy's Afghan National Army

    I'm getting an error: "No entry bin\config.bin/cfgvehicles/cfggroups.scope" after installing the v1.1 addons a separate @sgw_afghan mod folder.
  11. distractor2004

    Jungle Wars: Island of Lingor

    I was getting the "size sections / not an array" error as well and have narrowed it down to a conflict between the Lingor island and the LCWF v1.1 addon (south korean army addon module, v1.1) whenever the addons are run together. I don't know too much about programming but have seen in another thread that it could be due to the LCWF addon missing a pair of brackets ( [] ) which could be throwing off the compatibility. Hope this helps and the island looks great! Could you make the jungles denser in future builds if possible?
  12. My two cents in everything I've seen of Arma 3 so far would be that the greatest strength of the series has been the availability of the powerful mission editor and dependence on the modding community to expand on any particular game. I would like to see more features that allow mods to get along easier with each other on top of the features seen in Operation Arrowhead, such as being able micro manage what variables a particular mod can manipulate so that it plays better than other mods or allows the player to tailor their experience from a mix of mods without having to do too much additional editing/adding/removing themselves. Another awesome feature would be the use of Digital Molecular Matter applied to buildings, vehicles, or even people. I've seen demos of it but have never seen it taken advantage of in many games, so a sandbox game like Arma with destructible simulation would be perfect for this type of technology. Check out youtube for demos of what I'm talking about. A more specific feature that I would like to see, which I'm sure has come up before on other threads, is the simulation of vehicles with engine blocks, fuel lines, and armor, not just an overall total of hit points. For example, if a vehicle gets chopped up by an machine gun, it's tires should blow out, glass shatter, and if hit in the engine, loses power and eventually stops, but the same vehicle should not always turn into a burning wreck. If you shoot a million bullets at the tires, it shouldn't explode. Similar with tanks unless the magazine compartment is hit. Thanks and can't wait till the release of Arma 3! PS: It has been bittersweet to hear of a new Arma game coming out with all the development that has taken place with Arma 2 and OA already, any chance you could have the Arma 2 games updated with Arma 3 features, like Arma: ULTIMATE Operations or something? Thanks again! :)
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