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BadHabitz

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About BadHabitz

  • Rank
    Master Gunnery Sergeant

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  • Gender
    Male
  • Location
    the 480
  • Interests
    Arma 3 configs

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  1. Looks good! Congrats!
  2. Project Zenith/VSM

    The decision was made to unlock the thread. Read into that as you will. Use the mod or don't. We shouldn't be cluttering this thread with gossip and/or debate.
  3. It has less to do with the platform and more to do with the weapon system, as the role of the ship doesn't determine the actual use of the ship, it's the capabilities of the weapon systems. Case in point; prior to 1992 the Sea Sparrow Anti-Air missile was, by doctrine, only used against air targets. Then in October the USS America accidentally fired two Sea Sparrows at a Turkish destroyer, hitting the bridge. After that, Sea Sparrows became a dual threat weapon system, and their use as an anti-ship weapon was trained to the surface warfare community. If they don't have the artillery mode in the released version I will work on a mod to add it, but it really should be in there from the start.
  4. Destroyers (Arleigh Burke), yes. Cruisers (Ticonderoga), yes. Both use the same 127mm gun mounts from the Mk45 gun system. From the wiki page: "The gun is designed for use against surface warships, anti-aircraft and shore bombardment to support amphibious operations". Besides that, I have personal experience spending hours and hours on a Spruance destroyer (which used the same guns) sitting next to the Gunners Mates and Fire Controlmen watching them and listening to their comms with the Marine Forward Observers coordinating fire orders, shelling the beaches of Vieques, Puerto Rico.
  5. The 120mm Mk45 is almost 5 inches (7mm short). From personal experience I can tell you that USN 5 inch weapon systems are indeed used as an artillery gun, and I'd assume the A3 version is patterned after the Mk45 Naval Gun System.
  6. Is there a way to add a line of code in the mission somewhere to cap player volume level? To prevent players from turning their talking volume past a defined level. Thanks.
  7. Does anyone else not use WASD for movement?

    I'm left-handed and mouse left-handed, therefore I use the arrow keys for movement.
  8. Adds different parachute canopy textures in place of the vanilla green parachute canopy. The mod was mainly designed to be able to use a black canopy. Other canopies were added for fun. Model is from the Arma 2 samples freely distributed by Bohemia Interactive and ported for Arma 3 by me. Known Issue: Sometimes there can be instances of "burning parachute" if the canopy collides with the ground. I think I've fixed it, but the error is not easily reproducible, so I haven't been able to test the fix completely. Please let me know if you see this! Download: Steam Link Note: This is a Steam-only release. Please do not re-host on any other distribution site License Info: Do not edit the original pbo Re-skins are permitted without permission Images
  9. Battlefield V

    It's a hard pass for me. I'm just not into WWI or WWII. I want modern weapons with attachments and all of that happy horseshit. Doesn't bother me in the slightest that a woman was shown fighting in the trailer. I'm not going to cry about historical accuracy. People will cry SJW, but all they're trying to do is grow the fan base. Increasing the pool of suckers players willing to shell out $120 $60 every year is a smart business move.
  10. HAFM Submarines V1.0

    Awesome work on this mod. We used the US sub this past weekend to deploy from, and then coordinated a TLAM strike... speaking of which, my only critique for the mod is that the explosion from the TLAM feels a bit weak. Not sure if it's possible to script in an explosion that's a bit more on the epic side. A 1,000 pound/453kg warhead explosion I'd think would be a bit more spectacular. Thanks for your work.
  11. Project Zenith/VSM

    Your work continually impresses. Can't wait until we get the chance to Barbie-up with your latest stuff.
  12. US 75th Rangers

    You make a compelling argument.
  13. Unlockable Spawns

    In the 3D editor, you can always just sync your respawn module to a trigger.
  14. Thanks for taking a look. I did several things to troubleshoot what my problem was. Everything was looking good, so I opened up the mission I was having trouble in... and it was working fine. Strange.
  15. Seems as though the 2nd screen on the data terminal can't be changed through commands anymore. When I use this setObjectTexture [0, "mypic.paa"]; it will change the picture on the left. Using this setObjectTexture [1, "mypic.paa"]; has no effect on the right screen. I've manipulated both screens in the past, and in my recent effort I even did a copy/paste from a previous mission and it doesn't work. Then I checked my previous mission that used to work, and it no longer works. Anyone else see the same issue? edit: Nevermind. Problem was on my end I guess. Maybe restarting the game helped?
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