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About colosseum

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    Staff Sergeant


  • Interests
    Climbing, scuba, shooting, radio, binge drinking / drug abuse
  • Occupation
    IT project management

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    Austin, TX
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  1. colosseum

    RHS Escalation (AFRF and USAF)

    That looks great!
  2. colosseum

    RHS Escalation (AFRF and USAF)

    Definitely an improvement, but I think to be really usable, the aperture of the rear sight needs to be much wider (not necessarily as wide as it is in Call of Duty, but I'm sure it's possible to strike a balance in between):
  3. colosseum

    RHS Escalation (AFRF and USAF)

    Sure - I went to the Mantis tracker, but seems this has already been filed: http://feedback.rhsmods.org/view.php?id=4962
  4. colosseum

    RHS Escalation (AFRF and USAF)

    Yes, I was trying to avoid the inevitable "I own one in real life" flex you see on gaming boards... The rear sight is definitely modeled perfectly on the RHS version of the rifle. It's just that (like all games that represent the M1) compromises are required to make it usable...
  5. colosseum

    RHS Escalation (AFRF and USAF)

    Is there any plan to update the rear sight on the RHS: GREF M1 Garand? The peep sight is so small it's nearly impossible to use at any range, and in real life the eye does not resolve the rear sight in the same way as the game (instead you focus on the front sight and the rear sight's peep isn't so obvious/obtrusive) RHS has the best modeled, best animated, and best sounding M1 available in arma, but it's totally unusable because of the awkward rear sight. I get that the shape of the rear sight has been perfectly modeled (it has) - but the sight needs to be opened up (similar to other games and other M1s from different arma mods) to be usable. This is the sight picture in-game: Tracking a moving target through it is next to impossible. Surely it's possible to change the rear sight into a much wider ring to simulate the way the human eye looks through peep sights?
  6. colosseum

    DHI Battle Dress Uniforms

    Awesome! The rolled and taped straps are an incredible detail. Looking forward to this one for sure. I passed on a pretty nice M5 bag at the Tulsa gun show years ago and have kicked myself ever since. They're a great size!
  7. colosseum

    DHI Battle Dress Uniforms

    Any chance of getting backpacks in this mod? I remember the US Military Mod included a nice M5 medic bag -- right now there aren't many good options for backpacks (at least that I've found). The CUP ALICE packs look like they're directly ported from A2, and the RHS ALICE packs are the enormous "large" size with frames (I don't think these are realistic for combat units to be patrolling with but I could be wrong). It would be awesome to see some of the smaller rucks (like the M5 and the smaller ALICE) in the DHI pack. BTW, the new LC-2 webbing options are seriously my favorite thing to come to A3 in a while. Great work!
  8. colosseum

    DHI Battle Dress Uniforms

    Dude, loving the new ALICE gear (especially the M203 grenade vest version!) Very big improvement over the baseline ALICE gear in RHS GREF. Nice stuff.
  9. colosseum

    RHS Escalation (AFRF and USAF)

    Right - most of the differences are pretty minor and (from a gameplay standpoint) entirely cosmetic. The metric FN FAL saw more use worldwide, but the inch pattern rifles were widely used throughout the Commonwealth (and successor nations). Both are highly suitable for a "green force" mod pack. Great work either way!
  10. colosseum

    RHS Escalation (AFRF and USAF)

    Loving the new L1A1 SLRs in the dev branch - are there plans to replace the FN FAL style knob charging handle with the proper folding charging handle on the SLRs? edit: Also, it looks like the pistol grip on the SLRs is the style only seen on the metric FALs as well. Either way, it's awesome to see even more variety within GREF - easily my favorite mod alongside DHI's stuff. Great work all!
  11. colosseum

    Faces of War [WW2]

    Bro, it's a free mod...
  12. colosseum

    DHI Battle Dress Uniforms

    The SWDs and the bonus are great! Also really like the added ballistic/explosive values on the PASGTs. Looking fwd to M1 helmets (maybe you'll use the excellent RHS GREF version as a base?) -- and especially M1s with various covers. Would be awesome to see the P42 "frog" camo, Mitchell pattern, OD green, Tigerstripe, ERDL, M81, etc.
  13. colosseum

    GF Auto Population Zombie Script - Mod

    Great! I will try it with the settings you mentioned. I did not know you could modify the spawn location to not search for towns, that should be great. Thx!
  14. colosseum

    GF Auto Population Zombie Script - Mod

    Sure, the systemchat was always showing that a town had been found (this was on Lingor). There was no issue with finding the town. What I was really looking for was the ability to have a script that spawned zombies around the player, based on the player's position (maybe with a configurable safe spawn distance like you've done). But currently, having zombies spawn kilometers away from the player in random towns they'll never reach on foot seems wasteful. The Ryan zombies are already resource hogs on dedicated servers to begin with. If I had to design the rules for the script, I would make the safe spawn distance from all players 100m, and despawn any zombies beyond 750m. Ideally, such a script would prioritize creation of "hordes" (say 10-15 zombies) in each town, but also creating random wandering zombies in the rural/less populated areas. My concern about this script is that players could spend a lot of time traversing the rural/open areas and never see any zombies at all.
  15. colosseum

    GF Auto Population Zombie Script - Mod

    Love the idea of this script - placing spawners from Ryan's zombies manually is tedious and seems to clog server resources... The issue I'm running into is that the script only spawns zombies in far-off towns: I've changed a few of the main settings here in attempt to get them to spawn closer to me (original values were 1000). This doesn't seem to have any effect. GF_APZ_Units_Spawn_Safe_distance = 100; // Add here the distance for the Units Spawn Safe distance from players GF_APZ_Blacklist_Zone_distance = 100; // Add here the distance for the Blacklist Zones Any suggestions? What am I doing wrong?