bradt
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Here is my list of "do wants" (I have not searched the thread (tl:dr), so if a request is redundant, forgive me and skip. I hope I can chime in with something new): 1: IR pointer tied to optics package on airframes. This will give CAS a new tool in preventing fratricide and aiding in target identification. This can be tied into helo gun cameras, UAV cameras, and (I may be stretching my luck) any fixed wing with something similar to a Litening Pod. It can be activated via menu or key-binding. This will allow the FAC/FO/JTAC the ability to make sure the pilot/gunner has the right target, and is not targeting friendlies before weapon release. 2: IR strobes. Very helpful for night ops on the ground. Again, would like this tied in for air ID as well. Can maybe just be an "overlay" for friendlies vs. making an item that can be seen from air? I hope you get the idea. 3: Native support for ACRE. Amirite? 4: Ability to shoot from MH-9, open door on helo, and the zodiac when in cargo positions. 5: BFT style tracker. Can be an item available for select troops/ integrated in vehicles. This will add markers on the map to every friendly group (instead of every friendly in order to prevent clutter). Enemy forces spotted by a friendly group will be added to the map, visible to all units on the same side (instead of just units in your group), and updated as long as reporting group maintains visual contact. Bonus: Selecting the marker can pop up a hint box with groups status. 6: Aiming reticle for bombs on aircraft HUD. Dropping dumb bombs semi-accurately takes quite a bit of practice. A CCIP and/or CCRP HUD mark would really help pilots. 7: Fast roping. That's all I have for now. I hope I have suggested something new.
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That is ignoring half my statement. The regulars never practice off-handed shooting (maybe in personal time?) and the special operations forces practice regularly, which makes up a small percentage. I never said it was useless for the game, I was just throwing in my opinion on the "realism" aspect being tossed around. Let's not make an argument out of something not worth arguing over. I wanted to give some people a different perspective. My singular voice can be easily overlooked for the benefit of the majority. Also, I never say "Y'all" :)
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A.C.R.E - Advanced Combat Radio Environment for Arma 3
bradt replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I played last night and it worked solid on the server. The only issue I had is with them loading in the Virtual Ammo System. We used the PRC-152s, and the performance as far as RF range and whatnot, was great. Here is what I have encountered so far: 1. The PRC-117 will load in your inventory, but fail to take the radio slot. Likewise, it gives you the option of putting it in your launcher slot, but promptly disappears from your inventory all together after showing up for a split second. This radio so far is unusable. 2. The PRC-119 will load in inventory, and occupy your radio slot. The radio will pull up and allow adjustment. The only issue so far with this is regarding manual freq changes. It will let you change the freq, but there is no way to get it to commit the change. Changing channels, it will let you edit the default freqs, and again you can't commit the changes. The only way to get it out of "edit mode" seems to be turning the radio off or putting it in standby. That is it so far. The 152, 148, and 343 have worked pretty well. The 152 seems to have some screens that allow interaction, but show blank. They are not necessary for gameplay though. Can't wait to get it working 100%!! -
Here is my take. If you want to argue realism, then you are in a losing battle. As a former military member, we never had the time (or ammo) to practice being proficient in off-hand or transition shooting. The only units that do that on the regular are secret squirrel types. You make up for this in tactics. Realism lesson for the day, lol.
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Arma 2 Addon request thread
bradt replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Is anybody working on radars? I have been using the P-37 Bar Lock addon (superb) and some crude triggers to make somewhat of a functional station, but I'm not satisfied and I don't have nearly enough time to figure out all the modeling and scripting to make what I am looking for. I would like to see a USAF TPS-75(PIC), USMC TPS-59 (PIC) and the Russian 96L6E (PIC). I would love to see these at least modeled as a static vehicle with rotating antenna, but more functionality would be great. The reason, is that I actually work with the US radars for my job. I design/sustain USAF C2 systems, and would love more of that in the game. I used to use the PRACS AWACS script in ARMA, but I have no idea if it even ports over to A2/OA. Is anybody working on anything like this? The Bar Lock station is a step in the right direction, and would love to see other C2 elements come out. These would make for great campaign targets, and could add some better gameplay for those of us who like taking to the skies. I would love to help with any consulting for model accuracy/performance. -
[WIP] AI Carrier Flight Operations
bradt replied to panther42's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The F-22 is a land based only fighter. I personally would want only Navy aircraft (F-14, F/A-18, SH-60 Seahawk, MH-60S, etc.). Maybe this can be user definable to limit only specific types. I just see something wrong with F-16 being on a carrier. Same with the F-15. I saw one addon maker hopefully coming out with a Sea Viking which could possibly have some transport value if they put in enough cargo slots. I keep hoping someone would come out with a Hawkeye and the transportation variant. Maybe one day. -
RKSL - WIP - Ilha Marrom - 40.9km Island
bradt replied to rksl-rock's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I just downloaded this map and gave it a go. I must say, the potential is absolutely phenomenal. I have already outfitted the 2 main airports with CAP and CAS aircraft, added some FOBs, and manned the military installation. I am using Mando Runway for taxi scripting, but I am pleased to see that the airfields work well "out of the box". The only pain with the scripting is the lack of airfield textures on the satmask. Looking forward to when this comes out of alpha. Keep up the good work!