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aussnipe73

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Everything posted by aussnipe73

  1. Recently I've been getting some news that my old addon USS Iowa BB-61 isn't working with Arma 3 any more. I would like to know if there is anyone out there who feels they have the experience to takeover or update the addon and make it work again. To answer the obvious question "Why don't you do it yourself?", there are a few reasons. First off, I'm simply too busy, I have study and games of my own to work on now and I cant find the time to go back to the arma modding scene. Secondly, This mod was done at a time when I was dealing with some serious real life loss, working on this mod brings those memories back a little too strongly. Thirdly, Getting this mod to work was such an ungainly, messy, hackjob of scripting that I don't really know how it works at all let alone what could be wrong with it. Anyway, If you are interested please respond in this topic or PM me. Cheers, AusSnipe73
  2. Credits: Modelling, Texturing and Configuration – AusSnipe73 Additional Texturing – Ori Wortley and Daniel Galbraith Huge amount of advice on configuring the ship – Hatchet Scripting and Configuration Advice - Bad Benson Download: Armaholic (v1.02) Steam Workshop (v1.03) MANW Page: http://makearmanotwar.com/entry/4RLRY5Tm9x#.VEjZlWccRaQ Screenshots: USS Iowa Gallery
  3. aussnipe73

    USS Iowa

    Hey everyone, I want to thank you all for the support and feedback you have provided. The Iowa has been a huge undertaking and its been a real challenge to get this far. I'm taking note of all the bugs and issues you are reporting and am looking into possible solutions. I'm planning to announce my future update plans for the Iowa within a few weeks. Cheers, AusSnipe73
  4. aussnipe73

    USS Iowa

    You can definitely sink the ship but it might take a while and there is no visual damage state. The model is built 100% to scale all I can really say is that she was built with very fine tolerances. I have worked very hard to get the movement for characters walking around the ship (When it is stationary) working as smoothly as it can but there are clipping and sticking issues that I can't solve without changing the way the ship looks. As for the entry/exit problems I'll try and fix that today. Its already there, ask crew member 16 - he is the one that calls in fire support. For technical reasons all the default gunner positions can't have an artillery computer
  5. aussnipe73

    USS Iowa

    Ok fixed for the second time (hopefully I've got it right this time) upload will take about an hour. Thanks for your patience!
  6. aussnipe73

    USS Iowa

    Ok I've just started the upload for a version which should have the texture issue fixed. My Apologies about this everyone, but hey it wouldn't be a launch day if half of it didn't work properly:P
  7. aussnipe73

    USS Iowa

    Oh dear, that ain't good
  8. Welcome to the TK thread, this is the place for all discussion and feedback regarding the Tarin Kot terrain. This is the second public version of this terrain, I hope it will provide greatly enhanced gameplay and a closer representation of the unique Afghan variety of the area. Please keep in mind this map is still in the early stages of development and I want to hear what you think of it. New Features: • Reworked Compounds for improved gameplay and realism • Three New Path sets that should make it easier to navigate the map • Enhanced and Expanded Irrigation Channels • Creeks • New and Revamped Roads • Drivable Road Emankments • Enhanced Colour Vibrance • Improved Sat image • Improved Mask • Expanded Green Zone • Various Performance Improvements Features: • 21.33 square kilometre playfield • Real world area modelled with close attention to detail • Harsh contrast of the Afghan landscape • Sprawling cityscape • Dense greenzone • Wide open fields • River valleys • Sparse desert • Huge variety of compounds Known Issues: Water in irrigation channels and river flickering Some vehicles cannot drive along the embankments (Strykers and Quad bikes) others may encounter loud collision noises Enjoy your stay in TK, AusSnipe73 Armaholic Download page: http://www.armaholic.com/page.php?id=17270 TK Gallery (PhotoBucket Beta)
  9. aussnipe73

    Tarin Kot, Oruzgan

    Yes, MNB Tarin Kot is part of the map - I'm sure someone from the aussie community will be kind enough to setup a mission template with the right units. Yes, Arma 3 has some enhanced versions of arma 2 objects used on TK which I'll use for the arma 3 version.
  10. aussnipe73

    Tarin Kot, Oruzgan

    Well I've been working on the arma 2 and 3 versions of the map, they will be basically the same although for technical reasons the arma 3 version will use some different objects. Currently I'm setting up the groundwork to make an arma 3 release of TK possible when that's done I'll have some news. As to when the release of both versions is going to be, "Coming in 2014". :) ---Project is on hold indefinitely---
  11. @Wynarator - As the guy who made those wheat fields I can tell you that it should be an easy fix to stop the AI seeing through it. You'll have to wait to hear from mini though if he wants to do an update:)
  12. aussnipe73

    Podagorsk problem

    Yeah I got that early on with importing TK into Arma 3, from what I can tell the problem is caused by small ponds large ones seem to work ok. Very annoying since it breaks my solution to my previous problems with water on TK. Can you as a player fix it? I don't think you really can, I could be wrong:)
  13. aussnipe73

    Tarin Kot, Oruzgan

    Yes the plan is to release it for A2 and people can put into A3 if they want possibly with a different config.
  14. aussnipe73

    Tarin Kot, Oruzgan

    Friday Screenshot Time in TK:) Enjoy, AusSnipe73
  15. aussnipe73

    Tarin Kot, Oruzgan

    It's a Friday..... I've been busy in TK....... Here is a Screenshot............:D Enjoy! AusSnipe73
  16. aussnipe73

    BASE Jumping Test Map v1.0

    What can I say, falling to certain death has never been more fun? :p AusSnipe73
  17. aussnipe73

    Tarin Kot, Oruzgan

    Another picture of TK basking in the light of Arma 3, No word on a release date but I've decided the next release will be a full version of the map (without large chunks missing). Enjoy, AusSnipe73
  18. aussnipe73

    Tarin Kot, Oruzgan

    Well it may not be Friday but it can always be time for screenshots, enjoy:) http://i1268.photobucket.com/albums/jj574/AusSnipe73/Tarin%20Kot%20Oruzgan/2013-04-07_00005_zpsc7c2d402.jpg (103 kB) See it all here Cheers, AusSnipe73
  19. aussnipe73

    How many man hours to make a map?

    How long is a piece of string?;) How long it will take you to make a map really depends on how much detail you want to put into it. You can spend weeks working on satellite images and heightmaps. You can easily spend as many months as you like placing objects, however if you bearing in mind your new, time etc. I would say (and could be completely wrong here) allow 6-8 months to make a 5x5km with strict controls on the object count. AusSnipe73
  20. aussnipe73

    Tarin Kot, Oruzgan

    Thanks, I'll take that as a yes vote, interesting stuff in that link
  21. aussnipe73

    Tarin Kot, Oruzgan

    3000 Downloads! *small celebratory dance* Quick Poll: How many of you would be interested in a release of TK for arma 3 in the near future? - keep in mind you would need to setup the arma 2 objects yourselves Cheers, AusSnipe73:)
  22. aussnipe73

    Tarin Kot, Oruzgan

    Oh, two lots of bonus points then, maybe someone can make a register I can't remember this stuff. :confused:
  23. aussnipe73

    Tarin Kot, Oruzgan

    It's times like this I wish I could award bonus points for observation :p
  24. aussnipe73

    More Accessible Terrain Creator

    Well I dont know about the last one but the top two are from World in Conflict(2007) better known as WiC and one of my all-time favourite games, that's its level editor called WICed. It was a very good editor but all maps had to be the same dimensions 1536x1536m.
  25. aussnipe73

    Tarin Kot, Oruzgan

    Sneeky? It's there whatever it is
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