Jump to content

Nichols

Member
  • Content Count

    552
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by Nichols

  1. Small word of advice for the future....please use the Spoiler icon (looks like an eye) on the post bar above in the future to post large chunks of text. Secondly that isn't an error you really need to be concerned with at it doesn't effect anything. Its just text that spams the RPT for a short amount of time and really causes no issues. I have seen it with other faction mods in the past NOT just VME related items.
  2. Posted in the Bug Report portion on the Workshop @hcpookie found US flags on PLA forces dressed with chest rigs in the Multicam uniforms.
  3. Thanks for the updates @hcpookie Looking forward to getting my faction mods updated with the newest stuff.
  4. Not much left @S. Bacon just have to get some final config work sorted out and then get it packaged up for the release. We are not going to release until it at least has SOME semblance to the real deal in performance. Thanks to @Crielaard we have some ideas on real world working knowledge and as such we want to be as close as we can without being too feature perfect. This is a tool; not unlike a hammer but certainly not something that will kill everything. It will be something that will give your team an edge in case the other guys don't have it available.
  5. Nichols

    tws move speed mod

    I am guessing as a mission maker we need to put that in the unit's init field?
  6. Going to PM you some questions if you don't mind.
  7. Nichols

    tws move speed mod

    Like the concept and can't wait to see how it works in a mission I am building. Is there a way to adjust based on different players in the mission? Say an SF team would conceivably have a higher conditioning value than the group of insurgents they are working with and therefore be able to move at a slightly higher rate of movement than the insurgents.
  8. @beazley repeated it correctly. There will not be a backpack for this and either fortunately or unfortunately our recharge rate for is unrealistic...I call it a battery change without changing the battery. Flight times are about what you would expect for something that small being able to fly at up to ~20mph and cover about 2km....meaning its a short legged little bugger and the camera needs to be pointed at your target in order to see it. There is not a swivel turret...which would be TOTALLY unrealistic for something this size. As for when its ready....hopefully sooner rather than later.
  9. Guys I have it on very good authority that things will be updated just as soon as "2 weeks" from now... Seriously though lets show some patience with these guys that are taking their own personal time and working on this mod for us to enjoy. They very well could pull support and only use it internally if they so desired but they are wanting to share it. So @sershant83 take a few minutes and read back on all the posts that have been made over the last several months to over a year and then ask yourself that question before you post it in here again.
  10. Nichols

    Injured Ai Mod

    Really like seeing the AI dragging their wounded back while getting covering fire from the other AI when enough AI are left for VCOM to play with them. This makes for a really cool setup and feature in a mission.
  11. Nichols

    KP Cratefiller

    @Dubjunk if I use this to build a mission in the editor does this mod create a dependency that makes it where my player base has to have this mod running in order to use/access the crates in the missions I build? Sorry for the repeat but I forgot to ask the question last Friday.
  12. Nichols

    KP Cratefiller

    Does this work with dedicated servers? If so this is awesome!
  13. Nichols

    (SMA) Specialist Military Arms

    Thanks for the work there @jarrad96
  14. Nichols

    Pook BOATS pack

    @hcpookie I have some video had some video of the RHS launchers weapons taking a ton of hits to blow up at SOC-R non-heavy version. I will send you the link once I get it compiled and posted. I believe that it took 6-7 SMAW or MAAWS rounds from RHS to kill the SOC-R.
  15. Yeah I use VCOM almost exclusively but was wondering about some unknown magical feature you might have found. Same with the ballistics script you pointed out in the OP.
  16. @Gill93 First off thanks for putting this out there. Is there a difference you have seen using VCOM and Fire-Fight Improvement together? I would think they would do/accomplish about the same thing. Also aren't Ruthberg's Advanced Ballistics scripts part of ACE now?
  17. Nichols

    NIArms Release Thread

    Will that one not work for the Core? Just asking because I haven't seen it or used it.
  18. Nichols

    (SMA) Specialist Military Arms

    It shouldn't be that hard to build an SMA magazine compat file to handle all the updated items should it?
  19. Nichols

    (SMA) Specialist Military Arms

    Which is a damn shame since they were my favorite weapon mod; primarily because of the optics that they had available which were spot on probably some of the best around quality wise. Might be time to consider retiring it from the mudpack after one last mission. Plus @blazenchamber hasn't been on the forums here since back in March I believe.
  20. Nichols

    AAF Virtual Navy Mod

    @mankyle did you pull the files for the LCS2 mod you were working on? There is a guy in our community that is wanting to learn and practice with some stuff and I linked him that thread but we keep getting some Russian download link that wants to install a virus.
  21. Nichols

    Anti-Puncture Spray

    I am guessing it is one can per tire usage?
  22. Nichols

    GF Set Custom Loadout Script - Mod

    @GEORGE FLOROS GR Looking through this script and wondering if it would be OK to leave the credits to you in there but eliminate the stuff I would not need/use ever like zombies and ravage mod junk?
  23. BUT even when only one is spawned in the game you can hear it as Zeus all over the map. It only goes away when you are not in Zeus; not sure what the issue is but I can record that for you and show it.
  24. @hcpookie did you guys confirm the sound bug when using Zeus for the ZUBR and the Type 22 boats? I haven't seen any mention of it in the changelog since I posted about it back last December? Just wanted to make sure it was still on the radar for the update. Thanks again for all your efforts in pushing this one forward.
×