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folgore_airborne

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Everything posted by folgore_airborne

  1. folgore_airborne

    [CAMP] Chasing Grim Reaper

    Take a look here: Basically, you open it, choose support type and ammo type, attack direction and altitude. Some ammo like LGB need laser marker too.
  2. folgore_airborne

    Campaign Houria

    version 1.1 works fine with latest beta 89223, there are still some minor issues but now they can be fixed one way or another. Maybe there was something in the beta I used that time that broke it.
  3. folgore_airborne

    OFrP French Army Mod v3.1

    Campaign Houria works fine with latest beta 89223, it's very nice! Helicopters still behave very strangely at the beginning of Blood of the Prince part Two but not as badly. They hesitate to land at the beginning,but then the following tasks can be completed.
  4. folgore_airborne

    Zeus AI Combat Skills

    Great, looking forward to it! On a side note, for those interested, I can confirm the ASR rearming feature works good with Terox's Zeus. The needed .pbos are asr_ai_main and asr_ai_sys_airearming, plus obviously the userconfig file, with asr_ai_sys_aiskill_feature set to 0.
  5. Using the latest version, great mod but I have some troubles. -the drag option sometimes doesn't show up -medication is incredibly long -still lots of "getting stuck" issues when healing a teammate
  6. folgore_airborne

    [Camp] Six days in Fallujah

    Getting more and more promising..:)
  7. folgore_airborne

    RH SCAR H and M14 ACOG Replacement

    nice work, very useful to get modern variants of an excellent battle rifle! Thanks! Spotter, that's because you are using ACE which is quite peculiar...that's why many mods have a specific ACE version.
  8. folgore_airborne

    [SP] Operation Swift Raptor

    Nice mission, but I think there are far too many enemies in the target area...I made a carnage, shot down the Hind, and they still kept coming!
  9. Ok, from what I've seen I can confirm what you say. The righmost or bottom tag or name in the homescreen is the last to be loaded. The reverse loading order seems to be in effect only for the -beta switch, not for the -mod one. Also, -beta one seems to be loaded after -mod even if it comes first in the target line. So we can assume this: 1. If only the -beta switch is used, @okt must be put before \expansion\beta\. I.E. -beta=@okt;Expansion\beta... 2. If only the -mod switch is used (even for \expansion\beta\ content), then @okt must be put last, and anyway after the beta stuff. I.E. -mod=m1;m2;Expansion\beta...;@okt 3. If both switches are used, @okt must be put before \expansion\beta\ in the -beta switch. I.E. -beta=@okt;Expansion\beta... -mod=m1;m2... This is what I can say, if someone else can deny\confirm this we can finally solve this dilemma! :D
  10. So the last things in the -mod and -beta switches are loaded first, and the first things are loaded last? In the game's main screen, mod tags can be seen in low left and mod names in up right. Their order (left to right, and up down) goes by the mod that has been loaded first, or by the mod that has been loaded last?
  11. folgore_airborne

    Zeus AI Combat Skills

    1. yes 2. yes 3. A
  12. folgore_airborne

    [CO] ANZINS Upgrades

    Gah, then that's why it wasn't mentioned in the changelog! Well tbh I really have no idea what might be causing it, I have tons of other mods but none of them changes mag capacity. I got those strange settings only with your mod...will have to look deeper into that I guess. EDIT: solved it, it was something related to mod priority. Loading it last makes it work flawlessly.
  13. folgore_airborne

    [CO] ANZINS Upgrades

    This mod is very useful, thanks for the nice job! One question, though...why did you increase the magazine capacity that much? It doesn't sound right to have a M249 with a 1500 rounds belt! Would it be possible to have a version without modified magazine capacities?
  14. Nice to know you are updating your campaigns! It would be even better if you use latest TF86 Seals Pack...
  15. folgore_airborne

    SJB SAS Pack

    Yeah but it works only for the old SBJ Sas pack, if you use it with the Temp SF Pack it gives a missing addon error.
  16. so you mean that using the -beta switch makes this mod not to work anymore, while using the standard -mod switch with beta content as the first part makes it still work? I am currently using a launcher and set the beta content as first priority mod to be loaded, since it's a dated release I guess it still uses the -mod switch for betas?
  17. folgore_airborne

    SJB SAS Pack

    thanks for the heads up! :)
  18. folgore_airborne

    ASR AI Skills

    before class skills entries in the config file there are comments. Do these need to be removed for those skill settings to be used?
  19. folgore_airborne

    SJB SAS Pack

    You mean that this Temp SF Pack contains both TF86 SEALs and SJB SAS?
  20. folgore_airborne

    [CAMP] Blood On The Sand

    a question: what are the triggers or the events in Combined Arms that determine the following mission? I used the campaign cheat and saw there are 3 different Tecnology War (with CZ forces) and another one with CDF, which was the one I got.
  21. folgore_airborne

    [Camp] Six days in Fallujah

    nice to hear that, looking forward for updates!
  22. So let's see if I got it right...FXAA and FXAASharp entries in a2 cfg file can be deleted since they have been replaced by SMAA and PPAA entries?
  23. folgore_airborne

    Zeus AI Combat Skills

    so there is no way to balance there ammo consumption with Zeus alone? I am running some tests with ASR, will post the results when I do more. Anyway, won't remove the weapon dispersion pbo make the AI laser-accurate again?
  24. folgore_airborne

    [CAMP] Blood On The Sand

    Excellent campaign so far, like Operation Cobalt! I have two problems, though. -Sometimes I get a glitch, both in OC and in BOTS; after loading a savegame, my character can no longer move, not even changing stance. I can make micromovements by double tapping the "forward" key, but this doesn't fix it. The only way I found to get around it is to exit and restart the game. -In Combined Arms, in unit 6's actions menu there is no way to order him to disarm that garbage IED.
  25. folgore_airborne

    Zeus AI Combat Skills

    Then all the files I need should be asr_ai_main (for Core ASR) and asr_ai_sys_airearming, with asr_ai_sys_aiskill_feature set to 0 in the userconfig file, right? Or even only asr_ai_sys_airearming? Thanks for the suggestion, I will give it a try!
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