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drdetroit

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Everything posted by drdetroit

  1. drdetroit

    [ALiVE, SP/COOP 1-20] Battle of Sangin [Insurgency]

    Great! Thanks for the detailed instructions. Great map, and fantastic campaigns you've put together HerosandvilliansOS, thanks so much for the great work and input!
  2. drdetroit

    [ALiVE, SP/COOP 1-20] Battle of Sangin [Insurgency]

    Really a fantastic campaign, love it. However, I noticed when I do an Alive save at a base camp other than the large main base, my AI squad spawn back at the main base,as well as the red boxes on the map I've secured as green are red again once mission save is started. Is this an issue with Alive persistent save issue you had mentioned in the Battle of Lythium thread, whereby the next Alive update will fix these issue or is this a possible conflict with other mods I have installed? Thanks in advance and really awesome work on these mission! DrDetroit
  3. drdetroit

    [ALiVE, SP/COOP 1-20] Battle of Lythium

    Great! Thanks again for being very helpful. I'm going to plug in Sangin and the other located on Steam and check them out. Thanks for the work man. Much appreciated!
  4. drdetroit

    [SP/MP] Dynamic ISIS War System 1.80

    Pretty good mission. A few things of note; 1) when a civilian in a truck was not driving very well...turning into walls and buildings, driving off the road, ect...he ran over a few civilians in my line-of-sight and those deaths showed on the civilian counter against my rep. 2) many times the civilian cars/trucks drive right into me head-on, other times they just stop in the middle of the road or sidewalks...probably a BI pathfinding issue, not sure. Some other missions the civs drive OK. 3) seems the civilians just run and scurry around like a chicken with it's head cut off. Most of the time in a crouch position, or running scared, even when nothing is going on. When in a battle, they are running around all over the place...hard to make out if Friend or Foe (IFF). 4) I've been blown up while searching pockets, and never any time to react, same with suicide bombers. What are the indicators I'm looking for other than a loud bang? 5) sometimes my AI vehicle gunner will shoot a civilian. When I go to check the body, there is no indication he's a terrorist or enemy combatant. No weapons, no bombs, no intel...nothing. 6) is it possible to rebuild reputation even with civilian casualties? 7) also just noticed that when a team member (AI) is injured, they do not respond to commands. Not always, but maybe 60% of the time. Again, thanks for the work! DrDetroit
  5. drdetroit

    [ALiVE, SP/COOP 1-20] Battle of Lythium

    By the way, what is you user name in Steam (Joker5?)? I'm looking for your releases and not sure if the missions are your creations.
  6. drdetroit

    [ALiVE, SP/COOP 1-20] Battle of Lythium

    Great, thanks! I will give it a go. I'm going to try your other missions later today as well. Thanks again for your very helpful posts!
  7. drdetroit

    [ALiVE, SP/COOP 1-20] Battle of Lythium

    I've been messing around with the campaign, and I noticed there are very few, if any, civilians and I've only seen maybe 1-2 civilian vehicles. If I do see a civilian he's almost always on foot and after that initial encounter I don't see any further activity at all. Is there a setting I should be activating for some civilian foot/vehicle traffic? Everywhere I've been has pretty much desolate. Also, what is the compass tablet that was mentioned in the above post? Are there campaign settings there I can mess around with...are there in-game settings I should pay attention to in the Alive module? I've been resetting the campaign every time, per your instructions, so the enemy spawns seem ok...just no ambient civilians. Also, I was able to detain and arrest a civilian who had a suicide vest in his possession, but he just sat down. How would I get him to the holding cell? Thanks in advance!
  8. drdetroit

    [ALiVE, SP/COOP 1-20] Battle of Lythium

    Thanks for your reply, and thanks again for your work. Much appreciated!!
  9. drdetroit

    [ALiVE, SP/COOP 1-20] Battle of Lythium

    I just found your mission and it's great so far, thanks for the work on this. Looks like this is my 'go to' mission for the foreseeable future. Very cool! Being new to the Alive module campaign scenario, question is do I need to enable anything with the Alive module in your campaign or it's just plug-and-play? I notice when I did the Alive save, there is a lot of call-outs in that hand held device that pops up (data module perhaps?) after pressing the Alive save button, not sure if I'm missing anything interesting. I simply started the campaign as SP player in the scenarios menu, and started patrolling the city that surrounds the base. Again, just started it up and hit the streets for a quick check run, then did a Alive save in the map menu. Another question; per your post above, is it necessary to save to the cloud to assure campaign persistence is saved properly, or the vanilla Alive save is fine? Also, if not a problem, what is the best way to switch out the British Army with the RHS US soldier, or better yet, simply adding US troops to the British patrol? A sort of Joint or Nato task force. Is this something that can be done in the editor? If not that's fine. Sorry for the seemingly noob post, I've got 900+ hours in Arma, but not with the Alive module. Just SP Workshop campaigns such as WLA, DCO, DRO and the like. So I'm a noob when it comes to using Alive campaigns...which, as I understand it, is a module for mission creators with additional player functionality. Thanks again for the great work! DrDetroit
  10. Great dynamic campaign, one of the best ones imo. Being well into Chapter III; one issue I'm having all of a sudden is that all the AI guards and static MGs disappear from my outposts I have around the map, as well as camp Wolf. Sometimes the weapons are still there but not manned, other times there are no weapons or guards at all, and even some sandbag forts disappear. Any ideas or just one of those things that happens after awhile of playing the scenario? PS: this is the type of campaign that should be part of the vanilla release, especially for SP players like myself. Unscripted mission and all kinds of activity over the entire island. Something similar should be part of a BI release...even as a high quality DLC if necessary. Thanks and good day! DrDetroit
  11. drdetroit

    Help for someone new to Arma games

    To add to the good advice given; there is a Arma 3 manual, quite large manual actually, in the games directory. Check that out for some useful info. You could also play the SP campaign. By the time you're done with that you'll know most of the commands, explosive placement and detonation, commanding your AI squad, stances, way points, inventory, ect. A lot of good dynamic campaigns to move on to as well in the Steam Workshop to keep you busy if not doing any MP work. Tons of addons, mods, AI tweaks, missions...about anything you can think of is already in the Workshop to enhance the game well beyond the vanilla release. Good luck and happy hunting! DrDetroit
  12. I find the AI pretty good if you don't over do it with commands. They react fairly well on their own, aside from supressive fire. Actually, one of the best AI I've seen in any game. Not to say they are without issues, but I really don't have a lot of problems with them. If you're in a forest or area with cover, they will use it well most of the time. Even when advancing on a position in a line formation, if you stop, each AI will typically stop behind cover...not always where in the open when rock walls are, but usually they take advantage of cover, especially in forest areas. I will typically put them in file or diamond formation when in urban settings, which keeps them close and offering cover fire for the point man (me). When outside of urban environments (fields, forests, ect) they are in a line formation most of the time for clearer FOV for each and ability to make use of their own cover. Also I keep them in "aware" posture, not combat, as they tend to be more disciplined with the formations and commands you give. Anyhow, that's my experience and how I see it. Good day, DrDetroit
  13. drdetroit

    I can't load a savegame

    It's CBA causing the issue. I could not load any SP save games with my CBA mods loaded, when I removed them, my SP save games load just fine. I then loaded a few mods that do not use CBA, and my ave games loaded just fine....and again, I reloaded CBA and game crashed when I tried to load save games. When testing, I would start a new game, save, then exit the mission. Try to resume and would crash. Exited game, unloaded CBA (and associated mods), start a new game, save, exit mission, then resume and crash. So I'm loading up a fresh save game every test. EDIT: new CBA hotfix released for save game crashing issues.
  14. drdetroit

    Recoil and it's simple solution

    Yea, I misunderstood as well, sorry about that. I thought you were saying the recoil is too harsh for full auto and you should be able to use nothing but full auto in combat. As it's been stated, you are probably correct! In any event I usually just keep it in semi unless I'm in CQB mode.
  15. drdetroit

    Recoil and it's simple solution

    Yea, nothing wrong at all. Not sure if you ever fired an AK or M4 in full auto, but it's not a good thing to do all the time. Not good for the weapon (at all), not good for your ammo loadout, and not good for your accuracy and kill ratio. That is why dedicated MG guys carry spare barrels and another guy carrying ammo boxes. The US military, and most, if not all, modern militaries, train you to aim at your target in semi-auto and fire at a target in a deliberate and controller manner, not full auto pray and spray. That is why properly trained soldiers have much much higher kill ratios than say ISIS or Taliban. These paramilitary guys, if you can call them that, hide behind cover, lift their weapon above their head and just shoot without even looking at what they are shooting at (pray and spray). Full auto is mainly for CQB only and emergency suppression. The M16A1/A2 didn't even have full auto, only three shot burst. Like WSXCGY said, there are machine gunners that do the suppressive fire roles, not the rifleman.
  16. So I've been playing a lot of DUWS-R and Dynamic Combat/Recom Ops (SP) and those use the Virtual Armory. For the life of me I can't figure out how to equip my AI with the same/similar gear that I'm using. Is it possible? If so how? I've got my gear setup for SoCom/Special Forces, but my squad is wearing the typical USMC/Army combat gear. I want them in the same uniform and using the gear/weapons I select for them if possible. Thanks in advance! DrDetroit
  17. drdetroit

    How to equip AI with Virtual Armory?

    Thanks guys, but I'm surprised there is no way to equip my AI squad while inside the mission standing at the VA. I've been able to equip my men in-game at a standard arsenal (such as the arsenal at the main FOB in the Hunter Six scenario) by having each soldier stand next the the arsenal, selecting the soldier again, then pressing "6" and then "inventory". That opens up the AI's entire inventory as well as the arsenal inventory, from there I just move items in/out of the soldiers inventory. No way to do this with the VA? Also, sorry for the newbie question. I've got 500hr+ into Arma3 (SP), but never had the need/desire to change the uniform, helmet, type of backpacks, ect, of my AI unit until now. Thanks again!
  18. drdetroit

    Are vehicles supposed to be realistic too?

    You are just going to have to fly DCS (or BMS for the F16C) if you want a realistic military flight experience with accurate gauges, flight models, weapons, damage, proper comms with wingmen, elements, tower, and avionics etc. Flying the Huey slick or the A10C Warthog in DCS is a life changing experience. The startup procedures alone takes 10-15 minutes, and that's just the startup prior to taxi. It's a whole different ball of wax than what ARMA can provide. You want proper AGL or ASL, radio navigation, comms, ground speed vs air speed, impact computations on your on-board fire control radar, high fidelity flight models - you'll not get it here. Anyhow, stick to ground pounding in ARMA 3, it's what ARMA excels at - it's no where near a flight sim. Not even close and never will be. Good day, DrDetroit
  19. Great mod guys, very well done, thanks for the work. Very authentic feel of being in sh*t -- walking out of the dense jungle, elephant grass, thick brush into the open sunlight of an LZ - feels like you're there. Then the crack of a PPSH or AK wakes you up and reminds you to get back into the bush! Anyhow, I'm an SP player and I noticed Eggbeast has some good Steam mission favs but seem many I want to try are for the Bravo/Charlie release. Do those still work with the Delta release? I'm going to try a few tomorrow after work, but figured I'd ask here first. Also, any good Steam Unsung campaigns for SP in Steam anybody can point me to? Thanks again for the fantastic mod. Good day, DrDetroit
  20. Ahh...got it. So basically Unsung is exclusively for MP- no AI to help out. Thanks for the heads-up!
  21. Hi guys, great looking mod, however I have a couple of questions; I play SP only in ARMA3 (about 300-hours or so - Steam version) and wondering how to get this mod to work with SP missions I downloaded from the main page? I'm able to enter the game only as MP host (can't get into the game via SP missions tab on ARMA main screen - I get an error message about missing files or something when I try to start Unsung), but as expected as the host, I'm all by myself and can't seem to get the SP missions loaded. where do the SP mission files go that I DLed from page-1 of this thread? No readme with the files so I assume they go into the C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Missions folder - but that don't seem to work. do I always have to start Unsung as Host server even if SP only? once I get the SP missions properly installed, how to enter the SP mission as host (assuming I have to play as host regardless if SP only play). Sorry for the basic questions. I have looked for these answers in the forums but all seem to pertain to MP exclusively. I do have many many mods installed but generally via Steam Workshop - easy to install and remove that way. But no idea about non Steam mission install paths. Thanks in advance and thanks for the fantastic work. Very much appreciated. Good day, DrDetroit
  22. drdetroit

    How many core is ARMA 3 using in which part?

    What kind of GPU are you running? Probably need at least a 2Gb GPU for decent frames and higher settings- I think that is where a lot of people will have their bottlenecks, which lag the game. Seems most games these days are heavy heavy GPU eaters. Not sure about how many cores ARMA3 uses though. I think I read somewhere the game uses 2-cores, I could be conflating with a different game though. Good day, DrDetroit
  23. If you can go into the editor and successfully add a unit without error's, then you know it's installed correctly. I finally got mine working via manual install, although the IF campaigns are porked and you will not get past the first mission or two (can't use the detonator during D-Day landing and there is no PAK during the 2nd-3rd Fatherland mission). But the add-on missions are really well done and worth the price of admission. You can get them from the Steam Workshop. Good luck! DrDetroit
  24. Thanks for the heads up Gunter! Much appreciated. Is there a way to get the Blitzkrieg mod working with the IF mod instead of ARMA-3? When I select that mission, it starts with ARMA-3 and those models...is there something I'm not doing to start in IF? It's a SteamWorkshop mission mod, so not sure if it needs to go into a different mission folder to get it to start in IF? How about the D-Day and Iron Front Campaigns; are they still broken? I just can't get that damn detonator/plunger into my pack and there is no PAK behind my truck in the Eastern Front campaign (2nd or 3rd mission). Thanks again! DrDetroit
  25. HI Guys, thanks for the mod! Question for Steam version of ARMA-3-IF Mod; I have everything installed and working properly, as there were no error messages during any of the installs. However, during the D-Day opening mission the plunger and one explosive disappears when I try to equip. Just wanted to make sure this is an issue with the mod, and not my install...not much mention of it except on page 104-105 of this thread (roughly). Same thing with the German campaign mode (ENG); I can get to the mission where it opens up with you in the back of a truck and towing a PAK...although no Pak model appears and I can't move it into position when the time comes. Is this also a mod error? One more question; assuming the campaigns and official missions are porked for now, where do I place the mission files (I play SP only for the moment)? I downloaded a few from Steam Workshop (Blitzkrieg) but it defaults to normal ARMA-3, not the IF mod. So I DLed a few mission, but no readme so I have no idea where to place the .ifa files. Thanks in advance guys! DrDetroit
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