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scarecrow398

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Posts posted by scarecrow398


  1. Looking schmick.

    My only comment would be, after you've finished and released the first version, maybe go back and touch up the textures? The base colours are alright but, I think in arma everything looks better when it's dirty, especially when you look at that Czech photo above and maybe some more detail in the normal maps like panel joins, screws, etc. Substance painter is a really great tool for that sort of work if you can get your hands on a licence (If you're a student they offer a free licence! https://www.allegorithmic.com/education). 

     

    Either way, still eagerly waiting for some 6x6 fun!


  2. Just wondering if anyone here has any suggestions on how best to go about updating RHS versions on a dedicated server? 

     

    As it stands at the moment BI doesn't allow for the downloading of files via steamcmd without a copy of the game. Normally I'd install a copy for the server but the server's hard drive doesn't have enough physical space on it Arma and RHS.

    I've looked at ModDB and PuFu's torrents but they both appears to be 0.4.2, not 0.4.2.1


  3. 6 hours ago, Barden said:

    Seriously amazing guys. Like I stated in the UNSUNG discord, pretty hyped about the Leopard 1's because if I remember correctly Australia bought a load of them to replace our Centurion. When then switched over the M1A1 Abrams in 2006 and now we just have a massive stockpile of the Leopards that no one wants to buy because they want Leopard 2's :D

    So much love, I can't wait <3

     

    Off topic but we managed to offload most of the of AS1s (We had 90 in total plus some recovery and bridge laying chassis) sans engine, electronics and breach welded shut to a few RSLs setting up monuments, RAAF and Army bases as gate monuments and a couple of vehicle museums. 

    Supposedly this year they're clawing for funding so they can overhaul the M1A1 AIM up to what would be the equivalent of the US M1A2 SEP 3 and arguing over getting DU plates which were ommited from the M1s we bought.

     

    On topic: Amazing work guys, hard to believe it's just the three of you. Can't wait to see what else you come up with.

    • Like 1

  4. On 8/22/2017 at 10:40 PM, Adacas said:

    The stuff you have listed I don't call "accessories" these are mandatory items to have and of course those will be modeled. What I asked is what else I could add to make the vests and loadouts as unique as possible. 

    If you're still looking for suggestions

    - Medical pouches (IFAK's) and gear (CATs, Shears, etc)

    - Knifes (SOG Seal, LMF II)

    - Multitools (Leathermans, Gerbers)

    - various models of strobe (for example the new Helstar F2 is getting popular with SOF)

    - GPS's (Garmin Foretrex, there's a new 601 and 701 wrist ballistic computer they're taking preorders for)

    - Radio coms (different PTT buttons like peltor, Racal RA6000s, tri racal, general dynamics etc, various antennas, mix of 148s, 152s, 343's etc)

    - Ammo (Mix of stanags, painted, magpuls, E/Pmags ,etc)

    - Variety of chemlights (Some guys carry shorter 3" ones, others wrap theirs with tape to cut down the light)

    - Variety of grenades like smokes, flashbangs, etc (preferably with full specular and normal maps so they're not eye piercing colors with no reflections or detail)

     

    Sometimes you see guys with stretch lanyards (Usually refereed to as 'Operator/Personnel retention lanyards) for attaching to mounting points on helicopters when they're sitting of the side or on benches (MH-6's or in the door of UH-60s) 

     

    Also, bit pedantic, but nothing annoys me more than when a vest has 6 mags, 2 grenades, 4 pistol mags, a GPS, a CAT, a dump pouch and a IFAK... and then in game it can only hold 4 mags and a grenade...

     

    Also a big fan of being able to either easily edit patches on vests or set texture on the patches. That way groups can use their own or different roles can have different patches without requiring 1000 different diffuse maps.


  5. 20 hours ago, WinterSHG said:

     

    sorry for t he off topic but from memory this was the 2nd gulf war back in 03?

    Yes, It's pretty old footage. At the minimum <2008.

    Original video is a lot longer too:

    14 hours ago, warlord554 said:

    Testing has begun. Alpha release hopefully  this weekend. Depends on issues found. Keep in mind it will be limited to basic helo and functions. Still haven't implemented fastrope, custom mfd screens, cargo door animations, etc.

     

    The Alpha will fly lol, have basic instruments, base afm, ffv, door guns, full rotor animations, basic flare countermeasures. 


    Expect complaints if it's not out at 00:05, Saturday New Zealand time :P

     

    Are you doing your own fast roping? If not you could just include the points to duda's
     

    or ACE

     

    https://ace3mod.com/wiki/framework/fastroping-framework.html

    • Like 2

  6. Is he leaning against the door-frame?

     

    On 7/17/2017 at 4:04 AM, stburr91 said:

    I like the standing animation, but it may look a little strange with a guy with his head out of the aircraft moving at 275 kph.

    When I was frequently skydiving sitting completely outside a aircraft at 150-200 kph on the step wasn't too difficult. It took a bit of extra strength to keep a grip against the wind and you can't hear anything, but it's not impossible to look around or move along the step, even with bulky equipment or suits designed to add extra drag, as an example, this guy with a flat-top and DSLR and a high drag suit to keep him inline with the tandem.

     

    5545571769_b8896fa438_b.jpg

     

     

    • Like 2

  7. On 7/1/2017 at 0:34 PM, Laqueesha said:

    Reminds me of the Future Soldier 2020 concept that the U.S. Army unveiled back in 2000.

    Few months Revision Military showed off a demo of their 'Military Kinetic Operations Suit' as a entry for the US SOCOM TALOS Program.

     

    Original prototype (2014): 

     

    Combined with armor for kinetic operations prototype (2015):

     

    Nothing new in the last 2 years though apart from it passing live fire testing.

    I'm kinda impressed how far Revision has come in since they were founded 15 years ago.

     

    Fielding the next-gen modular helmet for SOCOM: 

    http://soldiersystems.net/2016/10/04/ausa-family-of-tactical-headborne-systems-from-revision-military/

     

    and replacing the UK service helmet:

    http://soldiersystems.net/2015/09/16/dsei-revision-cobra-plus-helmet/


  8. On 6/20/2017 at 2:30 AM, direone said:

    but you ever seen an ak with magpul stuff on it? nope like i didn't ever seen a fully custom m4, yeah there are a lot of custom m4 out there but all of them have always the same stuff on them, same crane, magpul ctr stock, same stanag/magpul magazine, in real life there are a lot of differents stocks/magazines/handguards etc for m4 and aks platforms also. I perfectly know that only one person lik me can't make you change your mind but at least i try :D

     

    Probably because most american tech is covered under ITAR restrictions and there aren't a whole lot of native manufactures. 

    You'll only really see it in groups that can 'avoid' the issue like the FSB/GRU teams who buy it personally. Otherwise they're stuck with the Russian government gear like AK-105's and Rakurs sights.

    Plus a lot of them are even starting to buy Russian made AR-15's and glocks over their issued AK's and APS's... I suppose the Russian military doesn't have much in the way of policies against personal gear like western militaries..

     

    iDDDsz5.jpg

     

    5gPnneC.jpg

    • Like 1

  9. On 6/17/2017 at 8:50 AM, dragon01 said:

    Sorry, but detecting a Falcon 9 launch from 1200km is in the same category as seeing the Moon from 400000km. It's literally the most obvious thing in the air short of an Ariane V (which uses solid rocket motors that tend to give off a nice smoke trail in addition to heat and light). The maximum for a more realistic target is going to be a lot shorter, even ordinary artillery rockets are less conspicuous.

     

    No one said it was great resolution... 

     


  10. On 5/2/2017 at 1:53 PM, xxgetbuck123 said:

    Actually a good question. Not too sure atm. Maybe Steam, but I dunno how their IP shit works etc.. 

    Disclaimer: I'm not a IP lawyer

    Here's the steam user agreement:

    Quote
    • Notwithstanding the license described in Section 6.A (general provisions allowing for modification and reproduction for  distribution and promotion)., Valve will only have the right to modify or create derivative works from your Workshop Contribution in the following cases: (a) Valve may make modifications necessary to make your Contribution compatible with Steam and the Workshop functionality or user interface, and (b) Valve or the applicable developer may make modifications to Workshop Contributions that are accepted for in-Application distribution as it deems necessary or desirable to enhance gameplay.

    http://store.steampowered.com/subscriber_agreement/

     

    My interpretation is that they do not own the content and will only make modifications to allow for distribution. Removing the content from the workshop is also considered revoking the licence for valve to distribute the work.

     

    The reason large mods like RHS and Unsung weren't on the workshop is that as apart of the subscriber agreement in Section 6D, You must be the original creator or have the approval of all contributors you're posting on behalf of. In RHS's case it took a while to get approval of all 50~ team members, In Unsung's case some creators in the team still don't want their content on there for... unexplained reasons... I guess because they think a multi-billion dollar sales company is going to steal their mods?

     

    My suggestion would be a high speed, reliable service like Google Drive or Steam as the FC-37 was originally published. I know most of the people you've credited have content on the workshop, though I'd check just how open source Pook's sonic boom is as I know he's anti-steam.

    if you absolutely want to retain 100% IP rights then you're going to have to avoid public domains and host all the data and pay for/operate a server to distribute from as pretty much every file hosting site has a similar agreement to avoid legal repercussions. 

     

    I'd also personally avoid Armaholic these days given the subscription service they have in place now limiting public view on the home page, blocking searching and slowing download speeds to essentially making money off your content through site advertising and encouraging subscriptions. As well as (when I last looked) a limited user agreement which leaves them open to legal issues, unlike Valve or Google.

     

    Tbh, You'll probably be forever lodging DCMA requests with the workshop crawler from people reuploading it if you don't. If you do want to go down that route though:

    https://arma3.workshopcrawler.com/

    https://steamcommunity.com/dmca/create/


  11. 2 minutes ago, Bnae said:

    What comes to new weapons, I'm not sure if it's worth my time to make any new ones since it's awful quiet here. 

    Personally I don't play the game anymore, so i'm making these for the community and the community seems to be quite dead. 

     

    Might be that people are finally getting the memo of not asking for progress or requests, haha.

     

    TBH, My point of view is if you're not playing it and not passionate and wouldn't enjoy making the content then don't put yourself through the hassle. It's not like we're paying you.

    • Like 1

  12. Nice work so far, appears to be coming together well.

    Just a small bug report and some suggestions from what I've tried so far. I've highlighted the main issues in my opinion. 

     

    UH-1:
    - Shadow texture/lod on fuselage with the doors closed models
    - Very slow on the roll rate. Pitch and roll are all good, although you seem to get into a blackfoot like situation where you turn too quickly and it stalls, unable to pull up in a reasonable vertical space.
    - Tail rotor texture in motion seems a bit odd, I'm guessing there's no blur texture?
    - Landing skids 'Stick' when attempting to do a moving landing.
    - M240 armed model Left gunner has incorrect aim point.
    - MG3 armed Italian model has incorrect point and fire appears to come from the engines.
     
    CH-146:
    - Airspeed increases in a sharp turn. At low altitudes this causes a crash where normally you could do a side flare while at higher altitudes it'll just pull a 180 at double the speed.
    - Base FLIR model has limited zoom.
    - All flir models have range finding scope but lack a range finder/Laser
    - No door actions internally
    - Doors close when crew embark/disembark.
    - On a few models the main doors a labeled 'Co-pilot door' instead of Rear door.
    - Some Auxillary doors are only able to be opened from the outside and closed from the inside.
    - CH-146 SAR has Passenger #3 sitting in a pile of gear.
     
    Game-play tweaks:
    - DAGR armed helo should probably have a laser designator for full function of the missiles.
    - BGM-71 TOW missile model has a reload time between missiles.
    - BGM-71 TOW's appear to be lock guided, IRL they're wire guided and require a operator to aim them to the target, even from a helicopter. Although wireless models exist, they've never been used.
    - Consider merging Co-pilot and FLIR operator role into one to reduce crew and make it easier to manage and more effective as a co-pilot.
    - Consider Adding FFV seats for crew, especially side gunners on unarmed models.
     
    Otherwise very nicely done.
    • Like 6

  13. On 4/17/2017 at 5:02 AM, 1212PDMCDMPPM said:

    IIRC you can resign all pbo of all your addons with your community key. This is probably the best way to make sure everybody has the right addon in the right version.

     

    Yeah, that's what my group does and we never have a issue in the last 2 years. Though we also have our own program that signs, packs, distributes, launches and connects the user to the server with a single click on the server side and a single click on the client side.

    Anyway, You can mass sign files using the BI Tools signature files.

    https://community.bistudio.com/wiki/ArmA:_Addon_Signatures

     

    There's tutorials on Youtube as well...


  14. 1 hour ago, cescollino said:

    i see even Rober Hammer weapon packs are disapared this morning

    RH's stuff hasn't been uploaded by the original author as far as I'm aware.

     

    Per RH's own posts:

     

    On 10/28/2013 at 7:12 PM, roberthammer said:

    ======================

    DISCLAIMER :

    ======================

    To use this pack you must agree to the following conditions of use:

    You may:

    DISTRIBUTION: You may distribute the original .PBO files within this download freely, so long as the PBO files are unmodified and the Readme files are included.

    Under the following conditions:

    ATTRIBUTION: You must give the original author credit. The content of this archicve is the sole interlectual property of RH and its Creators.

    No Steam Workshop: DO NOT UPLOAD TO STEAM WORKSHOP: You may not upload to Steam Workshop or any other service that reassigns rights over RH Intellectual Property to 3rd Parties.

    On 4/1/2017 at 1:13 AM, roberthammer said:

    [LINK TO WORKSHOP]

    There is always somebody that upload things that he don't even have a permission to do those

     

    that's Steam Workshop in the nutshell ....

     

    I'm personally of the opinion addon creators could just use steam and avoid people re-uploading that way... Though they shouldn't have to.

    Kinda like movie piracy, as a content creator, if you're providing an inferior system for accessing your content (Overprice Cinemas, CDs, Cable TV, Gamestop, Armaholic) then people are going to take it upon themselves to make it easier to access (Piracy websites, Private uploads to file sharing like Google Drive, Spotify, Steam, etc) and unfortunately there's no real way to have to manpower to take on every possible avenue, even with automatic content detection some will slip through or just be moved out of direct sight.

    • Like 1

  15. 17 hours ago, fn_Quiksilver said:

     

    whats the problem?

    He posted it on April the 1st (April Fools).

     

    10 hours ago, roy86 said:

    Q: Will Jets be supported in PO4? Yes.

    Q: Will there be carrier operations? Not specifically dedicated to Jets or the carrier. Infantry is the focus with everything else playing a supporting role.

    Q: Will the carrier be used as a base? I'll add the carrier as an option in the parameters though I have not even seen it yet so will have to wait to build the composition.

    Q: Are there missions for aircraft? Yes, air superiority is always a challenge.

    Q: What mission types are for air combat? You'll have to wait and find out.

     

    Excellent news!

    Were you thinking more deticated roles like 'CAS requested here' when there's a pilot in game, or just vauge stuff that can be done either way?


  16. On 4/8/2017 at 4:41 PM, xon2 said:

    noice...thx for the info. Perfect, that what i hoped for!

     

    ehm, so i am on dev branch now but do not notice a camera change for the helos. Did you mean helicopters getting proper cameras for the pilot when you said: '' Pilot cameras are slowly being added to rotorcraft on the dev branch...'' or did you refer to the A-164 and other planes?

     

    Nah, if you looked through the devbranch changelogs you can see which ones they've added 'PNVS (pilotCamera)' to a few vehicles like the Xian.

     

    I guess in theory you might be able to either write a config replacement for vehicles or script a camera to be added.

     

    Edit: I Just realised you were talking about seeing the gunners view, not a seperate view (al'la, targeting pod or sling camera)


  17. On 4/1/2017 at 4:06 PM, roy86 said:

    Testing and performance optimisation in progress and I've begun preparing the beta packs for community testing. (Taskmaster, ReviveMP, RespawnMP, RecruitMP, SquadManager, VirtualArmoury, VirtualDepot) and notifications to those communities involved will follow.

     

    *Squints at date*

     

    You better not be messing with us... 

    • Like 1

  18. 13 hours ago, bolo861 said:

    I ve heard news that TFAR will not be supported anymore. Is that true or it s just my guys from the community are spreading some misinformation?

     

    The original developer hasn't been active on the forums since mid last year, nor has has he pushed any updates since October on github.

     

    However as a open source project on Github anyone can branch off and release their own version of TFAR. In addition Dedmen appears to have taken over majority of the development as well as being active on the forum recently.

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