i wub pugs
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Everything posted by i wub pugs
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Gunter, ever sort out those damned texture errors? I get them with boko haram, stuff with the dishadashas. Though I'm using your Massi v017.
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ALiVE - Advanced Light Infantry Virtual Environment
i wub pugs replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Something I've never asked but have thought about a few times... How does the Player Support module handle fuel? Like I've got a "battle taxi/rearm" helo and a medevac helo that I'll be using in a long campaign. What if they run out of fuel? I mean if they blow up they'll just respawn for me, but I'm wondering about fuel management. -
I can't remember if you guys said you'd be configuring the BAF vehicles for these at the same time or not. I know originally you had wanted to leave them 'open' so people could use whatever without requirements, but this means they're default configed with vanilla units. US patched troops flying "Merlins" and "Lynxes" makes my eyes twitch................and those voices.:mad:
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Oh hey look, its nearly been 2 weeks.
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ChinookPack - Mod Release
i wub pugs replied to deltagamer's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Interesting, so take the co-pilot seat and then "take controls" and it will work? -
ChinookPack - Mod Release
i wub pugs replied to deltagamer's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Would be nice to be able to sling load via hitting 'B'. I can only get it to hook/unhook by using the action menu. Adds some difficulty but pretty unnecessary. Am I missing something? -
Confirmed on the HC3 too. Also the forward point of the slingloading throws off the center of the aircraft when slingloading a heavy load.............yeah, I had to add in my own slingload values to test this with the Jackal, but its there and I know you had planned on upping the slingload mass limit. With the Jackal it isn't the worst thing in the world, but centering the rope would probably do some good.
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STALKERGB's British Infantry
i wub pugs replied to STALKERGB's topic in ARMA 3 - ADDONS & MODS: COMPLETE
2 weeks? Right 3CB. 2 weeks...:p -
:butbut: Well at least at some point down the road we'll have a good, all-inclusive British mod that stays supported. Thanks for the heads up though, really appreciated.
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Figure it out?
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Sooooo............ just be honest with me. If I'm trying to have a mod/trainer ready by like May 10th for a large campaign kicking off on the 17th, would it be prudent to start doing my own config to use the 3CB Weapons with these units or should I focus on other stuff. I mean, I can extend out too, but not forever, I'm just looking for a ballpark figure here that isn't concrete. You guys don't have a roadmap I can follow do you?
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ALiVE - Advanced Light Infantry Virtual Environment
i wub pugs replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I let it run for probably 16 hours of game time and I didn't see any popup. However I'm not really sure if they captured a 500m objective. -
ALiVE - Advanced Light Infantry Virtual Environment
i wub pugs replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If the AI doesn't build IED factories, can they still use IEDs? I've got it synced to the asymmetric commander but I don't see any IED factories on N'Ziwasogo. Just Recruit, Depot, Roadblock. -
Thank christ.
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Well I hope you guys at least update the infantry with the weapons pack asap. I set a target for a MP campaign I'm doing for 2.5 weeks from now...........got a lot of hope for this, current infantry + new weapons would be just fine by me.
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ALiVE - Advanced Light Infantry Virtual Environment
i wub pugs replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I moved the OPCOM modules to different places. Running a test now. I'll see what it looks like in 4 hours. Anyway to greatly speed up what the AI does over time other than the max 4X speed in game? -
ALiVE - Advanced Light Infantry Virtual Environment
i wub pugs replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Okay cool, but the Assymetric OPCOM can grow in numbers correct? Due to recruiting from the civilians... -
I greatly desire to taste your peaches.:cool: Are you guys going to consolidate the 3CB_vehicles in with this as one big 3CB mod? Which Apache are you patterning off of or is it like totally in house? I assume you have some pretty good modding capability if your'e bringing in the Coyote (never seen it in another mod).
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ALiVE - Advanced Light Infantry Virtual Environment
i wub pugs replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I will give that whirl. Thank you. -
ALiVE - Advanced Light Infantry Virtual Environment
i wub pugs replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm building an OCCUPATION vs ASYMMETRIC campaign where my players are 3rd party augments. I have the following custom objectives for my OCCUPATION force: 2 x 500 point 8 x 400 point 15 x 300 point 10 x 200 point 10 x 100 point In addition to this I have the MIL_CIV working on N'Ziwasogo. Towns vary from ZERO value to like 75 or 100. My ASYMMETRIC force has: 3 x 500 point 6 x 300 point These are my "home areas" Questions: My OCCUPATION force pool is 10000 for reinforcements. However I've found that my starting forces are large and attempt to occupy towns in far flung corners which I don't want. I think I'm going to cut these current standing forces by about half. Will my occupation force start receiving reinforcements if they're force level is too low for the areas they occupy point wise? So like they hold X number of objectives and require Y per OPCOM to be 100% strength but are only at Z force level well below Y. Does the logistics module start sending troops from the 10000 force pool to get the objectives up to Y and keep replenishing up the Y level, or does it only keep replenishing up to the Z level? Basically I'm trying to simulate the start of an insurgency where the insurgents have almost free reign across the empty parts of the map and the occupation AI spends the initial stages mobilizing and reinforcing its controlled areas. As for my ASYMMETRIC force, I have 3 x HQs, but the insurgency is always starting in the same place. The only HQ that seems to be detailing any tasks is the far southeast HQ while the southwest and far north HQ just sort of sit there. I have done a 6 hour run of one build and many many many areas were infiltrated by the asymmetric AI, but I would like to have the insurgency start in the north rather than the southeast. How can I change this? I still want to have an HQ or at least a large force in the southeast. Should I just delete or turn off the HQ function in the southeast and only have one in the north? Or does it not matter? OPCOM is detecting the objectives it wants it just so happens they're the same ones all the time to start? -
ALiVE - Advanced Light Infantry Virtual Environment
i wub pugs replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes and I'd like to suggest the water cooler be fired into the sun. Nothing like walking into a terrorist recruitment center in the middle of the jungle to see a water cooler. I don't think a whole lot can be done with the furniture spawning as it does since they're mods conflicting with each other. -
Tested. Nope. Darn.
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I don't see it in the patch notes but you said you were working on it........................did you up slingloadable mass again? Need HC3 to carry a Jackal.
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Kunduz, Afghanistan [10km] v1.20
i wub pugs replied to james2464's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks. -
ALiVE - Advanced Light Infantry Virtual Environment
i wub pugs replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You can create your own AI setting using the AI module. I used it to create a poorly trained yet highly motivated set of African militia. I have used ASR before (like a year ago) with satisfactory results. Though I prefer the ALIVE module for what I'm doing now. A lot easier for me to load up and tweak after observing engagements.