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serjames

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Everything posted by serjames

  1. serjames

    WIP [SP/CO] Duala campaign

    Sounds cool, Originally I was just suggesting to do an internal port, with your permission, for our Unit only, but we'd be delighted to see the units used officially too if people prefer. We like CUP too, so no pressure if you decided either way. We do have some plummy British speaker's who could do some nice voice overs too if you wanted - just let me know. More concerned to hear you had slow downs ? Could it be because our weapons are still calling ASDG_JR and you were getting RPT spam ? (we've made the internal changed to the mod and Requested PW6 remove that so it will be fixed shortly ? Or do you think it was something else ? Note that the Jackals are about (!) to get a serious workover with a re-release... Class names will be backwards compatible don't worry. Cheers and good luck - the expectations are high that this will be great. SJ
  2. Cheers for the confirmations Lax... Looking forward to the output.
  3. Sounds interesting - would you be ok with us porting our 3CB Baf units into these - instead of Cup ? I.e. with modetn kit and equipment etc ?
  4. Crap I didn't realise that !!! Thanks will do that today - so annoying !
  5. stupid questions, but have people Checked that they have deleted ALL files and folders from previous versions before updating to V6 ? I believe there were file and structure changes between releases no ?
  6. Could there also pehaps be an option for a module to Disable ACE medical all together :-) ?
  7. Just to confirm all working fine for me... Windows 10 Reshade Version 6.2 Advanced Launch with Play with Six Battle eye engaged and working (loving it !)
  8. 3CB are hungry for some sound mods and I was wondering about the MP aspect of Dynasound. Clearly with the interchange of fire between yourself and Megagoth (funny commentary btw) it's MP compatible, but are there scripts being pushed around the server etc ? We'd like to understand what impact that would have on performance and equally if some people wanted to #VoteVanilla would their game be at a disadvantage in some way - i.e. with RPT spam or lack of sound perception. Keen to get some insight - cheers Lax SJ
  9. Needs to be 32.dll Arma is 32 bit - not 64 bit
  10. serjames

    VCOM AI Driving Mod

    It used to be part and parcel of the same code base Kremator - my question was whether it would be reintegrated as it was. There was still code in the old VCOM_AI - has this been switched off if the stand alone driving mod is installed - just trying to ensure there is simplicity of use and no overlap. I'm happy if it's separate - :-)
  11. Bridges on Reshman regularly self destruct... this would be a very useful piece of equipment to field
  12. serjames

    VCOM AI Driving Mod

    More to the point - will you be re-integrating it to VCOM_AI?
  13. Along the lines of ACE medical - is there anyway to completely disable the feature but retain all the other ACE aspects we love ? i.e. is there a module we can drop down to turn ACE Medical settings to OFF ? Thanks for the confirmation
  14. serjames

    Blastcore: Phoenix 2

    So your research (good job BTW!) suggests there is a difference dependant on Map (?!)
  15. serjames

    Vcom AI V2.0 - AI Overhaul

    Will this work with remote Mod folders ? You'll recall we had issues before as it had to be installed into the root of the A3 folder ? Cheers SJ
  16. VR area screws up saturation and contrast anyway - significantly different lighting results than in actual game. I'd highly recommend ignoring any screenshots of uniforms or colour tests from VR... we stopped using it to test mods when we got them in game and they looked shiite.. Always test on Altis with A3 Sunlight
  17. kan - if your buddies want all in one maps - Duala, Esseker + + + etc if they build in all the assets each map download would be more than 1.2GB as opposed to XXX hundred megs. Do the math, what you are asking for is illogical. 1 Big AiA or Cup_TP download + Small maps Or Loads of enormous maps that repeat ALL The same assets needlessly within each map pack - it's just not logical. Now if your unit only uses 1 map, then it makes sense. But then it shafts all the rest of the community that do use more than one map. AiA_TP and ( CUP_TP to be ) are fantastic bandwidth savers when you actually look at it logically.
  18. serjames

    Blastcore: Phoenix 2

    As long as it's only a config that runs secondary to the original it's ok. If it tweaks or modifies the original files, that would be a breach of the "rules" Can someone confirm "blockAIVisibility=1;" actually does work..... ?
  19. serjames

    SFP: Aggressors

    It's not something we've played with yet. If it added something that we couldn't get as part of Massi's African conflict or other Aggressor packs - then I would absolutely recommend it - even easier to do so if it configs skins onto RHS vehicles etc.... More choice is always good. JW
  20. I upgraded to V6.2 advanced - nice - much better neutral picture - with no colour cast. +1 from me.
  21. Had a great mission on Duala last night - hit the northern island for the first time in combat - great fun. Have to say the new Tanks and trucks look awesome too - leopard print no less... less Gucci - more Visace !
  22. serjames

    3CB BAF Units

    Beret's are probably doable, but flashes may be more problematic. I believe we're looking to see what can be done with the uniform and hidden textures / unit patches No promises, but watch this space. SJ
  23. To answer the question re the arsenal "Stats" - yes they are generated from real config data, not just meta data typed in
  24. serjames

    3CB BAF Equipment

    If you can point us to a model.... then maybe
  25. serjames

    British Ridgback PPV

    It's on the list - I promise...
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