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drgreenthumb

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About drgreenthumb

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  1. Tanks DLC Feedback

    On the A164 when I fire a scalpel or DAGR, I see the missile turn towards the target and then veer off completely after about a second, hitting nothing. I've tried flying at 1500-3500m with atleast 2km range to target and get less than 20% accuracy. I've tried it with laser on and off, locking with the solid box or not and the results are always the same. These weapons were very precise and before anyone tells me that missile flight physics have changed, I am aware, I see the missile turn towards the target so I am giving it plenty of room. Am I missing something or is this a glitch?
  2. Jets DLC Official Feedback

    No I only use RHS. The flightmodel update seems pretty unnecessary, your wheels hit the rocks at the end of the runway and you blow up instantly. What are we supposed to fly from the shorter airstrips now, Cessnas? EDIT: It seems that JSRS is what caused the bombs not to show up in your weapon selection. I've left a message on their workshop page. Also I've removed some rocks at the end of the runway and the A164 can now take off but just barely.
  3. Tanks DLC Feedback

    The wipeout feels like it's glued to the ground during take-off now, the take-off speed required is something like 30kph faster than before and you run out of runway on the NW Moray island on Malden, breaking my mission completely. Also, how do you select the GBU and CBU now? It doesn't show up when flipping through weapons.
  4. I am somewhat confused as to how it works but in my init line on my vehicle I have [this, 20, false, true, true] call FRED_fnc_vehicleRespawn; This gives me a 20 second delay if it gets destroyed and the true,true part gives me the same loadout and paintjob on respawn.
  5. My game was getting this crash in editor preview and when exiting. My arma3 folder was missing full permissions, after that it stopped crashing in those instances but will still occasionally crash with this error.
  6. Do you have a server.cfg set up? Are the ports open for the server? In my experience, running a server on a separate machine increases client performance (AI off loaded to the server) and makes it more redundant (if your client crashes, the players continue on and you rejoin).
  7. I have the same problem. Crashes when I go back into editor from preview and also almost every time I quit out of the game. Started after tacops update.
  8. Combat Patrol

    Rgr that, thank you.
  9. Combat Patrol

    I too want to tinker with it a bit, but for the life of me I cannot find where the original map file is kept, or any of the default map files for that matter. Can someone point me in the right direction? Thanks
  10. RHS Escalation (AFRF and USAF)

    You are a beautiful person. I am eternally grateful.
  11. RHS Escalation (AFRF and USAF)

    I am trying to add RHS units to be dynamically spawned in my map (it's a domination map) but I can't get the AI squads to spawn. The ground vehicles spawn in fine. ["East","rhs_faction_msv","Infantry","rhs_group_rus_msv_infantry_squad"] Does this seem correct or am I using the wrong faction class?
  12. SWAT 4 Remake

    I've just tried it out for myself and I think you're right. Only problem with SSF is that the developer is long gone. SSF improves a lot of important gameplay areas that this mod should focus on next.
  13. SWAT 4 Remake

    Hey, I'm glad I stumbled upon this, my coop gaming group has recently reinstalled our Swat 4 Gold and we'll be giving it a go this weekend. I'm gonna recommend that we try out this mod instead of Sheriff's Special Forces 3.2 which we normally run. We play Swat 4 over Evolve VPN. If anyone wishes to partake, add me on steam and I'll give you our TS info. http://steamcommunity.com/profiles/76561197963656259 For anyone who wants to make their game feel more modern, here's a few ini tweaks. Files are located inside your system directory, so for this mod it's swat 4\swat 4 remake mod\system Remember: Always backup files before altering them. To change resolution, in swat4x.ini find: [WinDrv.WindowsClient] WindowedViewportX=800 WindowedViewportY=600 FullscreenViewportX=1920 This is your res, width & FullscreenViewportY=1200 height MenuViewportX=640 MenuViewportY=480 To change Field of View, add to the bottom of the same section that contains your resolution: FovAngleDegrees=100.000000 your FoV in degrees, 100 And to remove mouse acceleration for more precise aiming, in user.ini add: [Engine.PlayerInput] bInvertMouse=False MouseSmoothingMode=0 MouseSmoothingStrength=0.000000 MouseSensitivity=1.000000 MouseSamplingTime=0.001 MouseAccelThreshold=0.000000 DoubleClickTime=0.200000 You will have to raise mouse sensitivity in game after that. Catch you on the flip side.
  14. ACE for OA 1.13

    I have seen what you are describing. For me it happens when the ACE "enable ammo cookoff" module is placed on the map. Happens with most armor but is guaranteed to happen with the shilka. Sound and vfx loops forever, only a map restart can fix it. Maybe check the maps you play for that ACE module. Try the tank damage system mod by nice_boat and rydygier: http://www.armaholic.com/page.php?id=6968but remember to implement it into your maps instead of using the mod version because it has a weird glitch where destroyed armor will spawn two wrecks.
  15. Insurgency

    Me and a buddy just grabbed it. Gonna host a game soon. Coop. Probably monday and tuesday night around 9pm EST. TS: tor2DOTprogamerhostingDOTcom:9006 pw: bitches My steam: http://steamcommunityDOTcom/profiles/76561197963656259
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