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tipsypo

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Posts posted by tipsypo


  1. Awesome and can't wait to see this completed. Love to see them being used within the unit I'm within. As someone else says "such actually working equipment is greatly missed in the Armaverse" and I would love to also see an IAB, APFB or ABLE even. Shame theres no tides or currents within Arma2, as else trying to swim across water with your heavy equipment would have been an tad more dangerous and more people would have sought to create such equipment. Kinda on an Corps of Royal Engineers kick at the moment. :rolleyes:

    Question, although I do not know much about editor, when you get to implementing the bridging side would there be possibility to have some already setup bridged so that people could just chuck it in the editor? So that say within one operation they can go create the bridge, and then an prebuilt one can just be chucked in the editor so that they continue to have thier bridge in future missions rather than need to create a new bridge each operation?


  2. All mines are below the surface as well, I'm not an expert but isn't there some portion of the mine exposed on the surface?

    I'm not an great expert either although would depend upon the type. Your non-moored contact type I reckon would indeed. Although moored mines (whether with contact or sensor) I reckon going to be submerged. As they are tethered to an anchor (or something alike) and so cannot rise beyond that distance. Also as theres that principle that torpedoes went with regarding exploding near/under where the target is rather than actually hitting the target, as the waters displacement caused the ships to break thier backs. I guess also why have your mine visible upon surface to be detected via the eye when you can have the thing sitting submerged unseen to the eye.

    And with mines I presume just as with buoys/cardinals/pots and similar its not an simple straight up always same distance thing either. What with low/high tides in neaps/springs. And the tides are dragging them which also then would drag them down (like when you move fast with an balloon on a string). Ever seen buoys within tides, an parent owns an yacht around lymington, some you can see the water rush over them as they struggle to stay above surface.

    Majority the Royal Navies various marks over the years appeared to be moored ones, love this website; http://www.navweaps.com/Weapons/index_weapons.htm


  3. Make sure that you have gone into the "gunners" view by pressing Numpad 0 or whatever your key is first.

    I've changed my controls much, although do you just mean the "Optics" control just as you would use with any weapon? As that as mentioned does not work, I get the same sight as used (exeption being I've just an cursor and can only traverse) in the M119, although can not then switch between the various views the links talk about.

    Are the Forward and Back controls mentioned in the devheaven I linked just the normal infantry "Move Forward" and "Move Backwards" commands or you link the action to another command?


  4. Is the M2A2 Aiming Circle complete and working? As within my Arma2 (with ACE build 589 according to changelog) the M2A2 Aiming Circle exists although appears unusable. I cannot switch between the views as instructed in the below links. Can just get to the sight and theres just an cursor nothing else whether or not Animated Reticles are enabled.

    https://dev-heaven.net/issues/28739#note-14

    http://forums.unitedoperations.net/index.php/topic/12959-howitzer-emplacing/page__view__findpost__p__167588


  5. Maybe already have the answer but believed best to post prior to breaking my Arma2. I want to streamline my keys so that I do not have extra keys laying around that I do not use. Amoungst these are the ACRE InteractSelf and Backwards commands. In order to remove these do I just change required commands class in the acre_keys.hpp to show "key = ;" or is there a number to show not assigned? Or would removing these classes within my acre_keys.hpp not cause any problems?


  6. Was that aimed at me wolle?

    I saw in Game (the retail store) Arma2 had an expansion that included British soldiers so did some research upon Arma2 and looked amazing. So went there and saw ArmaX and went ahead. And by "I hope they are also included in Arma3" I meant I hope that British soldiers are available in it. Not those specific expansion packs and such.

    Really some people have ideas... ;)


  7. I recently got the ArmaX. It indeed does include CO as other state CO is A2 along with OA. Also with the ArmaX though you get the British Armed Forces. I'm British and am rather interested in our military so this was an rather large factor in me getting the game, heard about Arma previously but saw the BAF pack in Game, did some research looked amazing so bought ArmaX that was also in the store! Was apparently the first person to purchase it there!

    I hope they are included also in A3!

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