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johnnygitarr

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Everything posted by johnnygitarr

  1. hi franze and nodunit, today i've tried your mod in arma 3. it runs very well. love to fly with ai gunner fighting against my enemys with the m230. is it possible to activate the tads system as pilot? would love to see this option. if my gunner dies in a fight i can't fight back as pilot with the m230. another option i miss is a flir bhot and whot for pilots (if you give control to tads in future, i'vh wrote this line) :) in arma 3 the autohover function gets overwritten by user input. love your work. you are heros!
  2. johnnygitarr

    Boeing/SOAR MH-47E ArmA III

    hi konyo, thnx for this fantastic mod, like it very much. i'm looking foward to the ongoing developement process. question: using the zeus mod, i can't find the 47e? can you please make it compatible with zeus? thnx johnny
  3. hi franze and nod, i like your ah64 most of all mods i've ever tried. after the info roadmap for arma 3 (toh flightmodel, ...), i hope you will find time to bring the ah64 fully integrated to arma 3. can you give us a info how the BIS decision would change your future plans? (i know this question is early requested, but i think you guys have made already thoughts bout this ...) thnx for your work so far, i'm looking forward to the ongoing developement and news about it (maybe you can give a small hint!?) cheers johnny
  4. hi igitur, thnx for releasing this mod. i would try it out today. I know its the wrong thread, but can you overhaul your stance adjustment revised mod. see my last post there. much appreciate a overhaul. thnx johnny
  5. johnnygitarr

    Zeus Discussion (dev branch)

    hi, i would like to see setting up a area of operation instead of setting waypoints like the dac mod for arma 3 is operating. you can link the ai groups with this areas (circles, rectangle, with custom made sizes ...) and give settings like patrol, defend, attack, patrol should always be variable, after each patrol, there should be automaticly generated new patrol waypoints, but these waypoint should differentiate from the automatic waypoints before. these process should be infinite ... cheers
  6. johnnygitarr

    UAVs: Feedback and wishes

    hi, please make the created waypoints movable like in zeus. general i think the whole editing process of all different stuff (uav, zeus, etc. ...) should work in a same way. actual generating waypoints for uav is completely different from generating waypoints in zeus. why not do it all in one same way. the user would profit from this. i would prefer the zeus way. and please add a new window in which you see, set, ... the whole waypoint behaviour. settings for flightspeed in km/h and flightheight in m/above seelevel or groundlevel would also be welcome. greetings
  7. johnnygitarr

    Scripting Discussion (dev branch)

    dear bis, if you find time, please bring the following into the game http://feedback.arma3.com/view.php?id=15211 http://feedback.arma3.com/view.php?id=12273 so that brainslush and fred64 can go on with their plans thnx in the name of the community
  8. johnnygitarr

    General Discussion (dev branch)

    hi i cant understand why there is no sound for activating the nvg in arma. beeing zeus an activating nvg have a sound, beeing a soldier no sound. so the soundfile is inside the game. please activate it outside zeus. and very important give sounds for wind. i think its so important for the immersion. the more wind exists the more or louder sound should be played for the wind. so you cant hear if its windy or not. in the forests the leafs of the trees should make the typical sound if its windy. please make a lots of variations. not only two different wind sounds. sounds for winds gusts are very welcome.
  9. johnnygitarr

    Zeus Feature Request Thread

    hi i would like to have making groups with strg + g and ungrouping strg + u like most of apps i use. the soldier with highest rank has to be the leader of the group and move on the map with the mouse like in photoshop for example an no keybindings for move (wasd is the current preset)
  10. johnnygitarr

    lkr_ammo

    hi thegent, thnx for info. how can i choose which one i want to use? only delete the tmr_ballistics.pbo and tmr_ballistics.pbo.tmr_alt.bisign in my tmr/addons folder? i use the tmr alternative mod. or is it better to change the name of the file for exampel .pbo to something like .pbox to disable it? greetz
  11. johnnygitarr

    lkr_ammo

    hi lukrop, thnx for this mod. how can fixed the incompatibility with tmr? only by the mod creator of tmr, or is it a on config thing that you can fix? do you plan to add all ammo types calculated by spartan? does all the vanilla weapons work with the actual version, i mean are all ammo types calculated yet for the vanilla weapons? thnx, keep on going with this fantastic mod.
  12. johnnygitarr

    Stance Adjustment revised

    hi igitur, thnx for your mod. most i like is the changing stance via mousewheel. don't know why bohemia this dosen't bring to vanilla standard. but i have problem with the mod and the acutal dev. version of arma 3. while im in a in beetween stance (you know the stance with the arrow sign on the indicator) i can't walk. only in normal stance mode my soldier is movable. can you please check this? suggestion 1: please change the way your mod handles the sitestep stance (don't know the right description) what i don't like is that the mod doesn't keep this stance after a move. t think this should also be lockable with a key as the sneak stance (holding weapon diagonal). suggestion 2 is it possible to develop the following feature: change the side stances via mousewheel side klick (my mousewheel can klick left and right) hope you find time to fix the above written bug and maybe you find the suggestions helpful 1000 thnx johnny
  13. johnnygitarr

    Barret M107/M82 "Blackened"

    hi g00d69, after several tests, can i give you some feedback?. - in the inventory the m107 exists twice (in the first slot for mainweapon, and in the second slot for rocketlaunchers) - i can't attache optics from other mods, same for vanilla optics, or for other vanilla attachments like lasers, lights, ... so please update to the arma 3 standards - please add bipod compatibiliy with tmr modular realism alternate mod http://forums.bistudio.com/showthread.php?170579-TMR-Modular-Realism-Alternate hope you find time for a ongoing developement for this very good mod. thnx for your spended time so far.
  14. johnnygitarr

    Driving AI fix

    hi sakura_chan, thnx for develop this mod for arma 2 have you plans to bring this awesome mod to arma 3? maybe as combi mod with redphoenix "refined vehicles" could be a good idea!? cheers
  15. johnnygitarr

    Refined Vehicles

    hi redphoenix, thnx for your answer. i think you mean fred64 as developer of advanced flight model. he wrote in the feedback tracker that theres some missing commands in arma 3 for further developing the flight model http://feedback.arma3.com/view.php?id=15211 http://feedback.arma3.com/view.php?id=12273 brainslush is also working on a better flight model (but he stopped now, for the same reason) http://forums.bistudio.com/showthread.php?164666-WIP-AHFM-Advanced-Helicopter-Flight-Model maybe you three (you, brainslush and fred64) can work togehter and expand your mod. i think its better have on mod with, all the changed physics for vehicles and aircraft, than have each separated. as i read, it depents all by bohemia to give the community the wanted commands velocityAng, setvelocityAng and setVelocityModelSpace and maybe some more opened parts to physix in the arma 3 engine. hope its possible and bohemia have time to do this, or have it on their dev.-plan at least where you live in germany (i'm from the south)? sorry for my bad english! go on. good work so far. cheers
  16. hi mao, thnx for develop this addon, but can you split the mod in separate parts? the mod is called 3rd person view, so it only should change the sights, the other parts should be separated, that there is no interference with other mods. there are some other mod who can handle the anims, blood mist, bullet hits, tracer and muzzle stuff. what do you think? cheers
  17. johnnygitarr

    Refined Vehicles

    hi redphoenix, 1000 thnx for your effort with your mod. is there a plan by you to expand this mod to planes and choppers? i would love to use modified helis with more realistic controls. thnx and keep up your good work
  18. johnnygitarr

    Barret M107/M82 "Blackened"

    hi g00d69 any news for an update? please can you bring the attachments to arma 3 standard? thnx for your work!
  19. johnnygitarr

    ARMA 3 Addon Request Thread

    extended hud for heli/jets on of my favourite wishes is a extended hud for heli/jets but i have no skills in modmaking, programming, etc. hope someone (maybe bis) is inspired by this idea the standard vanilla hud has a very small layer area and is always centered to the view. the hud (heli) displays the following symbols: compass speed height selected weapon fly to cue (circle with 3 lines) horizon line and fliying as pilot and using manual fire mode: the weapon aiming cue (four lines, as a open cross) as turning you head with freelook the whole hud follows the turn. better is only the needed symbols should follow (compass, speed, height, selected weapon) the symbols for horizon, fly to cue, weapon aming cue should focus the right position. this is only possible by extend the layer for the hud to the whole display area. layout should be the same as in vanilla arma a second always visible aiming cue for centered weapons (unguided rockets, centered gun) should also displayed = aircraft centerline the aiming cue for the non-centered gun must be seperated. with a "right" fly to cue symbol position the pilot gets much better information how his bird is flying to. looking forward to your answers. sorry for bad english! cheers johnny
  20. johnnygitarr

    UAVs: Feedback and wishes

    hi, settings for: flight height in m speed of flight in kmp manual circle size drawing a path for flight capability to control the drones from heli manual fire mode for rockets from linked heli, please more battery power for the small drone capability to control ai (heli, jet) like the drones cheers
  21. hi, can someone explain please: theres a lot of mods out there, but i can't get them with pws? how is the process to bring the missing mods to pws? or some mods are newer in this forum as in pws, for exapmle the tmr ist version 0.3.4 here in pws 0.3.2 please add franze and nodunits apache mod (arma 2) to pws. thanks for help greetz johnny
  22. johnnygitarr

    ShackTac Interact (ACE2 req'd)

    hi, hope you convert this mod to arma 3 and a non ace version vor arma 2 greetz
  23. johnnygitarr

    ACE for OA 1.13

    hi there. i would like to say big thnx to the dev team. ace is the best mod! hope we can get ace3 in near future. ive some question, maybe its an error with the actual version. arma 2 co with actual ace beta editor: 2 pilots, one is player, one is playable, an empty ah64d both pilots get in the chopper if player sit in the chopper as pilot and ai sit in as gunner, then player switch to the gunner and activate tads view: there are problems with the hud of the tads system. the laser range, the time of flight info and some other input are not visible (laser marker cross for example). if do it the opposite way: user controlled pilot sit in as gunner, ai as pilot. the gunner hud works as it should (no switch) switching to pilot, doesnt brake any pilot-hud. theres something broken in the switching function from the first example. i think both examples should bring back the same results. maybe its a bug, or engine limitations or whatever. please dev team try to fix this! / / / whats planned with the sniping stuff? the old window for setting up the sight adjustments (input for windage, distance to target, ....) was much better than what we have now. actual you dont know whats going on, if you are a ace newbie. the old system had a better handling and design. is it planned to integrate some ballistic computers for the calculations? watch this out http://www.armaholic.com/page.php?id=20789 i would like to see this app fully usable direct in ace itself. side by side with a better designed (compareable with the old one) sight adjustment cant await the release date of ace3 thnx dev team for all youve done so far. cheers johnny
  24. hi nodunit & franze, i would like to say 10000 thnx for your release, for your effort, time, for all youve done for this mod. i love to fly in arma and my favourite heli was always the ah64. since the first day if heard, there are two guys out there, who develop a mod of the ah64, since these day i visit every day your threat here, watched all the videos on youtube. read all the lines in this forum (english is not my native language and im not very skilled translations). big thnx, i love the mod so much. 1. i hope you find time/passion to bring the whole ah64 experience to arma 3. render to picture, maybe the controls from the autonomous vehicles can be modded to use it to control a ai pilot, physix, ... some good things to play with, or? i've got some questions/ ideas 2. how i use the ir jammers? is the process all automatic, or do i have give the system some userfeedback. can you explain the jammer in the online manual. 3. is it possible to give the pilot the same opical tads system as the gunner has, with the same features? the opical system of the pilot isnt very useful. i cant move the camera of the pilot system if i use it in autohover with freelook activated. ths system doesnt have any zoom system and no flir. it feels like the camera is locked to the body to the chopper. 4. my feeling says that the internal pilot view is a bit to low and a bit to far front in the cockpit. or the fov is a bit to small. dont know only a feeling!? 5. i often have the problem, that the hellfires miss the targets. i use arma 2 co latest version and no beta patch i have good sight to targets. both firing mods loal/lobl miss. mostly only a few meters. dont know what im doing wrong. 6. yes, bring the option for metric calculations of height and speed, as spoken in swissmavericks twitch channel. its less realistc, but whos gamer is trained in aereal stuff like that? 7. the green overlay from the iluminated cockpit isnt at the correct position yet. 8. the flight models feels way to light. specially the less input from the rear rotor at medium speedlevel. ive never flown a chopper, but is this how a ah64 feels? i like the arma 3 flight model from the comanche (not realisitc but good balanced for a chopper this size). i use mouse and keyboard with your mod, maybe i should try joystick. 8. i like the mod "ai heli control" from fredkatz, maybe you guys can combine your mods. i know i can use it side by side, but i think combining result in less errors. looking forward to the future of the mod. very big thnx johnny
  25. johnnygitarr

    AI Heli Control 1.0

    hi fredkatz thnx for the fantastic mod. hope you develop a version for arma 3 in a near future. wishes for the arma 3 version - same as hillsbills: ai should always try to land at the designated landingzone - maybe there is a way to set the order to move in the heli control window itself -if possible add multiple waypoints (and more if possible with different heights for each waypoint) - a very good improvement could be: controlling the speed of flight with your mod maybe with 3 to 4 speed presets or via input of the speed. hope the a3 engine give you more possibilities. the autonomous vehicles actuall have some good features. loiter, height and so on, maybe more things for an easier developement for you. looking forward to the a3 version. maybe you can contact nodunit and franze to work together. their fresh released ah64 mod combined with your ai control could be a unbelivable experience. thnx and cheers johnny
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