

Alkar Cammer
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Everything posted by Alkar Cammer
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Balkan war mod w.i.p
Alkar Cammer replied to superrat's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This has probably been asked already, but will this work with ACE? -
Taviana Island for ArmA 2!
Alkar Cammer replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I don't want to sound nit-picky either, but I hope your biggest harbors are not isolated. Make a four-lane road if possible to your largest harbor, if you can, but it can also depend upon the location that you put the largest harbor. Also, I hope by large you don't mean the Chernarus harbor. I hope you will use the best of your abilities to make it quite larger than that, but if you can't, I understand. Another thing, you actually may have some competition. The Cook City project looks damn good, but by the looks of it, looks completely urban, which means your map will still be more dynamic. You also seem to be spending so much time on your map, which is a good thing. Then why do I say there is competition? I say this because instead of being mostly rural like most other maps(with the exception of yours), they went in the completely other direction. This opens the door to a whole bunch of new possibilities. However, so does your map, so we will see if the cook city project can even come close. I know that this really isn't about competition, even though I just sort of said it is, but just though I'd let you know, so perhaps that it is a good thing that there is a possibility of more than just one good map for Arma. -
Yeah, good point, but I guess my question is that does the f-22 need to be any more maneuverable?
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So America could produce really maneuverable fighters with 3D thrust vectoring, but we would have to compromise some of the stealth to do it, right? Although, I think considering this, the F-22 is still pretty damn maneuverable.
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So I guess the t-50 might be more maneuverable after all. That sucks, well, for us, but I believe that they had to compromise part of their stealth as well for the maneuverability.
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How has work been coming along on this project? There is also another thing that I have been wondering about the F-22's thrust vectoring. I thought it was 3D, but a lot of other people have been saying that it is 2D. The reason I thought it was 3D is because I have seen it do Yaw maneuvers really quickly....at least at stall speeds. Does it just have an advanced rudder or something? Someone please explain.
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Taviana Island for ArmA 2!
Alkar Cammer replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It sucks that you can't add four lane roads in arma without proper AI functionality for them. In other words, they will just treat each road like a two-lane road instead of using two lanes on one side to go one way. You are going to add three main cities, correct? -
Taviana Island for ArmA 2!
Alkar Cammer replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Probably would be too insane to do something like what I said for Arma anyways. Is the Airport next to the city considered the military or civilian airport? -
Taviana Island for ArmA 2!
Alkar Cammer replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You should make another separate island that will only be for a single airport, but a LARGE AIRPORT, with several runways; sort of like the airfield on the moonfield base, but this would be a civilian airport, with runways running parallel to each other and not crossing each other. Although, I guess this could be the military airport, if you wanted. Since this would be it's own island, I guess you could make a surrounding harbor. Lol I'm sorry, I sound way too demanding. -
Taviana Island for ArmA 2!
Alkar Cammer replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
is anyone else having a problem driving on the main bridge? i am. i vehicle gets basicly stuck as soon as i get onto the main bridge. also, martin, did you actual start working on the interstate highway system i asked you to do, or are you just coming up with that yourself? either way i'm happy that you're sating to build one -
Taviana Island for ArmA 2!
Alkar Cammer replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
ok people, lets not start this, anyways Martin first, you are amazing, second, you're really amazing, third, i'd love it if for the final update you worked on that interstate highway if it's not too hard -
Taviana Island for ArmA 2!
Alkar Cammer replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Good point, but Martin has already added other four lane roads on the island, so I figured why not. -
Taviana Island for ArmA 2!
Alkar Cammer replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I would say that this would be impossible, but you've done the impossible. I think that you should in a later update implement an interstate highway system. If not that, at least make a main four-lane highway if possible. -
by the way, the f22 is able to to a 180 loop in about 3 seconds if i'm not mistaken. i know i said it didn't really need much tweaking, well, i was wrong. only do this though if it's possible with the game engine
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Taviana Island for ArmA 2!
Alkar Cammer replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
do you think you could put up a picture it zoomed in at just the finished part of the map? hopefully also i'll be able to see where the airport is and the capital is exactly on the map. i'll understand though if you don't want to post it. -
Taviana Island for ArmA 2!
Alkar Cammer replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Is there going to be a large harbor? Or at least relatively large? -
What's the difference between the blufor version and the empty version?
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I know you're probably annoyed at me by now, but I can't help it lol. You've almost perfected the maneuverability of the jet(it only needs to be tweaked a little more if any), but now whenever you work on it, I'd focus on fixing the speed and mainly the acceleration of the jet. Even without afterburners on, the acceleration is still really fast.
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Taviana Island for ArmA 2!
Alkar Cammer replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
i am in no way trying to pressure you or rush you, but do you think you will have the beta released by August 24th? -
Taviana Island for ArmA 2!
Alkar Cammer replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
is there like a main highway that goes around most of the main island? -
Taviana Island for ArmA 2!
Alkar Cammer replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I hope the runways for that one airport are as long and marge as they look in the picture you showed me. -
Taviana Island for ArmA 2!
Alkar Cammer replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I'm sorry that I'm bombarding you with so many questions, but I just can't wait for this lol it looks like the best map by far put on arma. Most maps have predominant rural areas, while this map has both :). Anyways, those trains in those pictures, are they actually in the map, or just from that one RAC train mod or something like that? -
Taviana Island for ArmA 2!
Alkar Cammer replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Not to be off topic, but the the so called mi-28/ka-50 mash up is actually an Mi-40 I think. ---------- Post added at 04:38 AM ---------- Previous post was at 04:36 AM ---------- Ok, I think I'm wrong actually lol. -
Taviana Island for ArmA 2!
Alkar Cammer replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Could you tell me about how big is this map going to be again? Also, is this map AI friendly? -
ACE 1.10 (Advanced Combat Enviroment) for OA/CO
Alkar Cammer replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nevermind, it had to do with another mod I had. I fixed it lol my bad.