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evrik

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Everything posted by evrik

  1. evrik

    3CB BAF Equipment

    WIP images as promised: https://3cbmod.wordpress.com/category/news/
  2. evrik

    3CB BAF Units

    WIP shots as promised: https://3cbmod.wordpress.com/category/news/
  3. evrik

    3CB BAF Vehicles

    We have a model of the Scimitar courtesy of Davids (Arma2) that has the RPG cage. However, the model would require significant work to polish it to an Arma3 quality. It is on the list, but not pressing at the moment. Also, as promised, here are a few WIP images of items nearing release. https://3cbmod.wordpress.com/category/news/
  4. Congrats on the release. The sheer scale of the content is staggering.
  5. evrik

    3CB BAF Vehicles

    Nothing on the Warrior. We haven't started yet. I'll try and get some WIP pictures up on the Development website at the weekend. It will probably show some old DPM, DDPM, CS95 DPM, and winter uniforms and kit we've been working on, the new 60mm commando mortar, and hopefully some images of the work we've been doing on the Merlin.
  6. evrik

    3CB BAF Vehicles

    It should be. I guess we will find out when we get around to porting / improving the Warrior. :)
  7. evrik

    3CB BAF Vehicles

    That is exactly how it works, with or without ACE. Think of the inventory of the vehicle in the same way as a player inventory. The more mags you fit in your vest or pack, the more you carry and can use. The Jackal / Coyote inventory now works like that. Pile a load of 7.62 GPMG belts in there for the Commander's gun, and the .50cal or Grenade Belts for the HMG and GMG respectively. If you are going out as a convoy and the lead vehicle fires all of his magazines off, you can just pull up alongside in another vehicle, drag belts out of the inventory, and throw them into the lead vehicle, just like sharing out magazines between players.
  8. evrik

    3CB BAF Vehicles

    The easiest way is to simply put more belts for the two weapons (main gun / commander gun) into the inventory. We changed the way it handled ammunition so that it can be shared out between vehicles if you are out on a mission and one was running low. The simplest way is to either create a resupply area at base where it automatically refills the inventory via a script, or to put down a vehicle ammo crate and physically move the belts into the inventory of the vehicle. Alternatively, if you fill a truck / Coyote with lots of extra belts, you could use this as you logistics vehicle. As we created a supply module for the helicopters, I'll see if we can add a simple resupply module for ground vehicles as well and try to include it in the next update.
  9. evrik

    3CB BAF Vehicles

    @malkekoen: Thanks for the extra feedback. I am relieved the Apache works with the radar and that you found a way of making the ai use the designator. I don't know if there is a way that we can allow the ai to use a radar on the wildcat while restricting players to the laser designator only. In the meantime, I know it isn't the hellfire version, but the cannon and missile pod version of the Wildcat will actively engage infantry / vehicle targets. @HeroesandvilliansOS: I'll test it tonight. EDIT: Confirmed. The AI gets in the rear compartment instead of the main gun. It is likely related to the fact we turned those rear seats into FFV turrets. I'll add the bug to our list. Thanks. @wmog-channel: As much as we'd love to do it, it is unlikely we will due to Arma3 constraints. Basically, it doesn't like pivots, so the rear cab physx would be a major problem. We'd be fighting the engine all of the way, and it might not ever work, so our time is better spent elsewhere. Sorry.
  10. evrik

    3CB BAF Vehicles

    @malkekeon: I understand. The Wildcats purposely don't have radar guided weapon systems as they don't in real life - with the exception of the Navy version which has a radar dome, which we modelled and included in the pack. They are a light transport / CAS helicopter, which is probably the same reason why the vanilla one has no radar guided weapon system. They do have a real life laser designation / guidance system, which can allow players to lock and track targets and guide hellfires and other missiles on to target. We are also hopeful of adding the M3M .50cal door guns to a version as well. The Apache Longbow does have a radar, so if you cannot lock the hellfires on in the Apache, that is a greater concern. I will admit that our mods are primarily meant for player MP use, rather than specifically for the AI. However, I will pass this feedback on to the member of the group that did most of the Wildcat work.
  11. evrik

    3CB BAF Equipment

    @sgt.m.stonebridge: You are correct. Access to good models of UK kit is essentially our limiting factor. Where we can get access to them, we can slowly work our way through the work load and get things released in game. However, without a modeller dedicated to producing things for us, we can only release what is either donated to us with permissions, or ported and modified from BIS's released arma 2 models. We do have a nice uniform mesh which would give us a much more accurate UK uniform, but without someone who could weight it to the arma 3 skeleton, we can't make use of it.
  12. evrik

    3CB BAF Equipment

    I have sent you a PM.
  13. evrik

    3CB BAF Equipment

    We'd need someone to model any new kit. We also have a lot on our 'to do' list as it is. However, if anyone is interested in making up the new armour, we'd be interested in including it, but it's not a current priority.
  14. Looking good, Chairborne. I've got my eye on those British Pumas. :D
  15. evrik

    3CB BAF Vehicles

    @Eggbeast: Agree with everything you've just said. I just need a little more feedback from malkekoen to identify the exact problem. It sounds as if he can't lock and fire the hellfires while using the 'Manual Fire' option as pilot. He should be able to lock the Longbow Hellfires with the radar system. However, the Thermobaric missiles are laser guided only. I am guessing that may be the issue. @m1n1dou: Yes, there is indeed an intention to add Land Rovers to the Vehicle pack, both standard and Wmik variants. We are currently actively working on a Merlin, updates to our Weapons (new models and new weapons), Equipment (DPM, DDPM, CS95 DPM uniforms, 60mm Commando Mortar), and corresponding updates to the Units pack to include all of that. We are also attempting to fix a couple of bugs that we have had reported to us regarding the Wildcats and Apache suspension. However, the Land Rovers are on the list of things to do though. :)
  16. evrik

    3CB BAF Vehicles

    Ah okay. The Apache inherits a great deal from the vanilla Commanche (Blackfoot). Could you try the same thing with it and see if you get the same results with the AI. I don't believe they can use the laser designator to lock a target then switch to missiles correctly.
  17. evrik

    3CB BAF Vehicles

    Are you using ACE3 or is the issue in the vanilla game? Hellfire on the Apache can utilise either self-designation or remote-designation to laser-guide the missiles: Lase the target / have the target lased Swap to Hellfires and Lock Target (T by default) Fire Maintain laser lock until impact Note: due to missile speed and limited control authority, closer targets may not be tracked and hit as accurately as those from further out Longbow Hellfire missiles utilise radar locking of targets and function the same as most Vanilla missiles; select the target with Lock Target (T by default), wait for the tone, then fire-and-forget
  18. evrik

    3CB BAF Vehicles

    No probs. Glad there wasn't any extra work for us to do. :D
  19. evrik

    3CB BAF Vehicles

    Yeah, we have the Woodland variant in two tone green camo simply because BIS did. I am guessing they based that on the old Land Rover / Viking woodland scheme as I am yet to see any of them painted in another camo scheme apart from the desert.
  20. evrik

    3CB BAF Vehicles

    What paint job? That is shadow not a DDPM. You can see the front darker 'pattern' is actually caused by the wing mirrors. EDIT: We are hoping to put the new Roll Bar on though at some point as in RL they are being changed over to the curved one after health and safety testing.
  21. evrik

    RHS Escalation (AFRF and USAF)

    It means that the Afghan Army from the Leights Opfor pack require the rhs_c_bmp. Either you are not running RHS when loading Leights Opfor pack, or Leights pack is attempting to load a non-existent RHS classname / vehicle. Edit: First time I try to help in this thread and MR gets there before me....:P
  22. evrik

    3CB BAF Vehicles

    @[JTFS] Bridge.J: Yes, it is a known ACE3 issue with their latest version. It affects the vanilla BIS rangefinders as well. Hopefully they will correct it in their next update. https://github.com/acemod/ACE3/issues/3160
  23. evrik

    3CB BAF Weapons

    Basically. Although I rebind to TAB, especially for aircraft. Bigger button. :D
  24. evrik

    3CB BAF Weapons

    @Aniallator: If you are having the problem, maybe make up a new arma 3 profile, set the keys for that profile to default, and then try the Javelin. If it locks fine, you know it is a key bind conflict. You can then delete the new profile and go looking at the key setup in your existing one. NOTE: I am assuming there that new arma3 profiles store their own keybinds. :D
  25. evrik

    3CB BAF Vehicles

    Thanks, Eggbeast. That is worth checking.
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