Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Community Reputation

4 Neutral

About johnnygitarr

  • Rank

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. hi omri, greetings and tnx for your answer. i will try out the apache without any ammo. i saw youtube videos where pilots fly a looping with the apache. cant imagine this would be possible with the ah-64 mod flightmodel. i cant believe that i need close to 100% torque just for hovering, as i wrote, the bird feels way to powerless. bit i‘m not a pilot and i need more practise. greetings johnny
  2. Hi & greetings Leopard, i tried you mod this day the first time and like it much. Big thnx for your effort in this! Often i want to play as a gunner in a heli in SP, seem that i now found a solution, doing that. I think the loiter- and cruising-waypoints could be a bit better. I would like to set both like this: 1. go in high command menu with "z" 2. select waypoints "2" 3. set a waypoint with the right menu on one point at the mak 4. right click on that waypoint. 5. set this waypoint to loiter- or cruise-mode in loiter-waypoint-mode you should set: - loiter height fixed to sealevel (or - loiter height relative to ground - distance to loiter-waypoint - loiter speed: km/h or very slow, slow, middle, fast, very fast - number of loiters (infinite or numbers) - mode for pilot ai: combat, careless in cruis-waypoint mode you should set: - flying height fixed to sealevel or - flying height relative to ground - cruising speed: km/h or very slow, slow, middle, fast, very fast - mode for pilot ai: combat, careless - set arriving height: so that the heli starts to rise or go down to that height - set arriving height distance: so in this distance to the arriving waypoint, the heli starts to rise or go down to the setup from the arriving height - arriving face direction to: n, no, e, se, s, sw, w, nw you should set more waypoints an connect them: waypoint 1, waypoint 2, ... if you set to, lets say 5 loiters to waypoint 1, after the 5 times flight around wp 1, the heli should automatically fly to wp 2, and do the loiter (after the setup of wp 2) there. or you can combine more wp with different settings. wp1 = loiter, wp2 = cruise, wp3 = loiter, ... with this you are flexible and could do nearly anything with the ai pilot. that would be absolute fantastic to integrate that. Greetings and stay healthy Johnny
  3. Hi & greetings Sacha, i have a abo of the AH-64 Mod for arma 3 and i love it. https://steamcommunity.com/sharedfiles/filedetails/?id=1351428303&searchtext=ah+64 many thnx for your and nodunit and franzes work. i follow the mod since years. atm i want to play/fly the Apache, once again a little in arma 3. i tried also the Apache of RHS-Mod. The RHS Apache is by far not in a competitor position to the AH-64 mody Apache. But what i think it is not so good in AH-64 mod (maybe it it because of a wrong setup). The AH-64 Mod Apache feels and flies like a much more heavy machine compared to the RHS Apache. In RHS i can set the engine power to 50–55% to stand still in the air. With AH-64 Apache i need close to 100%. I fly with the advanced flight model on and do the setup like the mod description says. I use Arma 3 at the current stable build and the newest AH-64 Mod. The flight model of the RHS Apache is better/more fun i think. The Apache there reacts faster to more engine power (flying up and down) Dunno if the AH-64 flight model is more realistic as the RHS flight model. I think a little bit of more fun than of more realistic (flight model wise) could be a better design decision, if thats my "problem". It feels that in AH-64 mod there is only the half engine addressed or whatsoever!? Is this a known bug. Or can you please help me to fix my problem? Greetings and looking forward to your help. Johnny
  4. johnnygitarr

    RHS Escalation (AFRF and USAF)

    Hi & greetings, can someone please help me with a problem i have: Situation: Arma 3 with RHS Mod: Flying an Apache AH 64d Arma 3 and RHS are both on the current stablebuild. How can i get my AI-gunner to engage something with the M230 gun? I set: "manual fire" to on. I switch to the Laser of the AI-gunner and activate it, then i tap "T" on a lone building in the fire-range of the M230. A dotted cross is coming on the building, that means the AI-gunner is aiming at the building. I switch to the M230 gun of the AI-gunner. Now the dotted cross flew away of the building and the AI-gunner aims straight forward in flight direction of the heli. (so he looses the aiming on the building.) How can i use the M230 with an AI-gunner. Is it only possible to shoot on "real" targets (enemies) and not on only buildings or whatever? i know if not in "manual fire" mode you can let the gunner shoot with STRG + Left mouse button. but not in "manual" mode, i cannot bring the ai-gunner to aim at something. I think in vanilla, i can use my descriped method to aim with the ai on buildings. Hope someone could help me. Greetings. Johnny.
  5. hi, ace is my favourite mod of all time for arma 2 & 3. is there a chance we can get a working apache ah64 for arma 3 with all the features of the apache from ace arma 2? i think there are features of the apache arma 2 which are not transfered to arma 3. hellfires with set traget in map mode. greetings johnny
  6. johnnygitarr

    Zombies & Demons 5.0

    hi, love this mod, thnx for developing it. ... it is not without reason on top mods on all time. is there any chance for a progress with it? last update is long time ago. steam says: 28. may 2017! hope we can get a newer one: maybe with more zeus features, not only a zombie spawner (all the features we have in 3den editor). i would like to have dumber zombies, i mean if they lost sight on me, they only walk to the last known loaction of me and then afer a while roaming arround. ... and react more to hearing a thing. ... like the walkers in walking dead. greetings johnny
  7. johnnygitarr

    S.C.A.R -- Enemy Areas-of-Operation

    Hi von Quest, thnx for your mods. Is there a chance to bringt all yout mods to the Steam Workshop? Greetings Johnny
  8. Hi, in the setup-menu i can only use the "low" setting for HDR and dunno what its need for the "standard" setting. Is "standard" hardware relatet? i use a nvidia 1070 with a acer xb270hu monitor (8bit). In the Arma.cfg file i have the follow setting: HDRPrecision=16; maybe there is somehting wrong in my system. i notice some dithering in the clouds sometimes (in specific time settings e.g. in eve times) can someone help me out? thnx in advance
  9. Hi, as i know Arma 3 uses only Cpu Physix from Nvidia. Until now, Physix Cpu AND Gpu is completely Open Source. Source (German): http://www.pcgameshardware.de/PhysX-Software-229957/News/Nvidia-GPU-Open-Source-Quellcode-1270556/ Does this have any impact to Arma 3 in the Future? Hope we can get an update on this for Arma 3, with maybe some performance increase, because Arma 4 (if it will come) is not around the corner. Maybe some Developer can answer this. Greetings Toby
  10. possible solution for speedcontrol: what if we had a kind of a cruise control for the speed. with "shift + w" you can set the max.cruise speed up you wanna drive with (maybe in 5 or 10 km/h steps, to the max. speed the vehicle can reach) with "shift + s" the opposite way. then with "w" you accelerate only to this max speed and not further. "s" is for slow down, as normal. "shift + 2x w" you deactivate the cruise control and the vehicle reacts as we know now. ... so we can drive easily in formations with the same speed (only difference is the different acceleration time/engine power the vehicles have)
  11. hi, 1.) is it planned to integrate the new driving physics to all vehicles (not only the tracked vehicles)? 2.) i have an suggestion for a speedcontrol solution: the jets engines in arma 3 are controlled via percentage (0-100 % power). if we port this solution to the vehicles, then we can choose every driving speed we want. 0% = no power, means 0 km/h 100% = maximum driving speed of chosen vehicle, for example 80 km/h of a tank (every vehicle have different max. speeds and different acceleration depends on enginepower) we can set the desired driving speed, and the vehicle starts to accelerate to this speed (as fast as possible (depends on uphill, downhill, driven surface, vehicle weight and so on). so we can choose for example 5 km/h and drive slowly next to walking soldiers, or also helpfull for formations: all drivers can drive comfortable next to each other with the same speed. button w on the keyboard for speed up button s on the keyboard for speed down button x on the keyboard for break (all enginepower is set to 0, the vehicle decellerate) cheers johnny
  12. johnnygitarr

    Tanks DLC Feedback

    hi, lets look what other engines can do. https://developer.unigine.com/en/devlog/20160919-unigine-2.3.1 (close to the bottom of the page) the driving physics looks great, hope bi, can offer somethings similar. imagine arma with the unigne engine ... this is for the visual part my choice for an engine for arma.
  13. hi ace-team, thx for your effort in doing such a great work with ace 3. in comparsion to ace 2, i personally miss the features of the ace 2 apache ah64 most. laser codes, hellfire ace version L and K version with high or direct attack, m230 ace version. hope you guys bring all apache features into ace 3. greetings and looking forward to the ace future.