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Rea3perPr0

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About Rea3perPr0

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  1. Hey mate :) Long time no see ^^ I asked myself if you are planning on implementing bombs or IED´s that in some way include multiple stages. I mean like you need to first cut this wire regarding to that Serial number then use one of your other magic tools to block a contact switch then disconnect the energy source to defuse it completely :D I mean i know that this is looking into a loooooooot of work but it would be great ^^
  2. Haha ^^ use the black snips? :D Uhm where am i supposed to select them? are they shown somewhere or do i simply need to have it in my Inventory? xD Yeah so my Calculations were right and im usin 1600x900, cheers!
  3. Keep up the exelent work man! just tried it out and failed hardly xD could be because of the screen resolution got L115l2Ll1GBGL So Level one device, Reversed, 2l - 1L = 1, First Green f. Bottom, 1xL = -1 Comes out to me as C= 1 and E = -1 that 1GB + (1-1) = 1GB because of the reversion it should be 1GT aka first Green wire from the top xD .. Gosh i love this system man! but i still did explode haha
  4. A Classlist would come in handy ;) Otherwise great mod so far.
  5. A friendly hello to the whole Astorian Team there. As i might introduce myself I’m Fabi (aka.Fabian) from the German Arma2/3 Community 3.Jägerkompanie. I really like the idea of your project and the first impressions raise great expectations. In focus of your vacant positions, and hiring’s in your team I´d like to invite you for some friendly talks. You find the contact informations along with our TS3 IP on 3.Jägerkompanie, or otherwise just write a PM. As we also have a few 3D artists, we would like to exchange some ideas or maybe something more. To not put you into empty account, as you already explained in your notes. Here are some examples of our works. As we DO deliver on time ;) Example 1 Example 2 Example 3 With kind regards, [3.JgKp]Fabi.
  6. Rea3perPr0

    [3.JgKp] - UV Mappers and Texture experts

    More Pictures http://i.imgur.com/TvdCtfg.png http://i.imgur.com/li6HSUg.png
  7. Hello there Arma Community My name is Fabian (short Fabi) from the German Arma2/3 community 3.Jägerkompanie. First of all let me tell you something about us: The 3.Jägerkompanie is a now 3 years old German Arma2/3 community, which is well established in the German sector. We currently have about 50 active members, and are undergoing a center change to Arma 3. We replicate a high military standard, within our missions events and public servers, in simulation of the German Armed Forces. The Clan established in 2011, which gives us 3 years in business, as stated above. However, this was just meant to give you a quick overview, who is actually talking there. Now we come to the get&give part I’m here for. What do we "get" or more need, require, lack and solicit from this strong Arma community? An experienced UV-Mapper A Texture Maker What do we give? A Clan Cooperation / Partnership Full use and licensing of all completed mods created while this Partnership A Team of experienced scripter’s and web designers! Other attributes that can be discussed throughout the partnership talks What do we have so far? We currently have several highly detailed Arma2/3 models without any pinch of color. f.E.:A Link to a few of our models All of those models are created from scratch within blender There are a few more models the UV-Mappers and Texturer´s will see when we get to the project That is why I am here! I request your help to create another great community product. As the spirit of the Arma community spreads across from Arma1 to Arma3 we now hope to find a helpful expert out there to make this community once again richer in mods and partnerships! With kind Regards, [3.JgKp]Fabi.
  8. Rea3perPr0

    Advanced Helicopter FDM Feedback

    Hello there Bohemia Dev Team :) As i am aware of the fact that this is just a test version inside the dev branch which i think (and hope) is not yet to its final extend build and on the go, i must say you did what you promised as far as that by now. Here is my personal feedback as a PPL owner and aviation maniac. Implementation of TOH´s Flight Model and Manouverability: Nicely done this far, controlls are very smooth in both flight and hover as i am used to it from TOH. - I indeed adding minor tweaks to the connected Hardware: sensitivity Curve, Deadzone (which is a usual thing to do for any experienced simulator pilot; you calibrate your hardware for the game not the other way around ...) (reading posts like "OMG need to put my Stick nearly fully forward to hover" makes me think; well put away that chinaware and get some real Joystick/Experience in flying) Panels and Gauges - sure as you announced only the flight physic is curently in the dev-Branch but i really hope, as it would be not really worth a DLC just for the physics, for the implementation of systems and related switches as in TOH. Including correct start-up and shut-down procedures, warm up and cool down phases. - Visibility and monitoring WITHOUT Gauge overlay: It felt sometimes hard to manage a clear view on my instruments in the MH-9. As well as a few not functioning Panels such as torque in the MH-9. (I hope that this issue is going to be fixed in the final version by the new and reworked HD models of Helicopter Cockpits. Rework? you may ask? Yes, f. e. the Mohawk is unstearable with Gauge overlay disabled, but thats how the Pro´s fly .. using in cockpit info ;)) Other - Working wheels, ground taxi: Oh my gosh fu** yeah!! (sorry for being so emotional) but i´ve been waiting for this since i first flew a Chopper in Arma 1 :D Thanks for the implementation of this feature :) BUT as i give all the Pro´s a go! there are Con´s too. Contra: Using the collective for forward movement on ground is somewhat wrong! The collective only controls the rotor blades pitch and so the whole helicopters lift. When you want to start a forward movement, you have to first increase a bit of pitch (Taking away a bit of weight on the wheels due to lift, making it easier to start of) and then tilt the rotorhead / swashplate into the desired direction, in this case forward. Just for the phyics ;) if you could, would be nice to see this fixed ... - as the DLC sets a big limitation to those unintroduced to advanced flight physics ;) "we" a A2/A3 Clan focused on military and tactical gameplay of a military SIMULATION (Excuse the caps but Bohemia please do me the favour and rethink about this word when progressing your development) Anyways, we as a tactical military SIMULATION clan (cant help me sorry :D) apreciate the limitations to Non-Pilots and would like to be able to force such Settings ;) onto servers and players via. a module or some other kind of script :) - And @ the end but so import to me i even write it bold, even if its completely unrelated to the Helicopter DLC ;) PLEASE and i BEG YOU rethink the fixed wing flight physics, compared to A2 you´ve done a major backstep. Otherwise i have to think air in 2045 consists of 90% CO² changing its density to pudding! This is my personal one and only hard critic point in the current A3 game .. as stated above i beg you to fix this OR how about a fixed wing DLC? :D :D :D squinting towards DCS A-10C ;) I the rest of my post i hope the feedback helped you out on eyeballing the current state and what to do, fix, rework or in a positive way keep it at the current level of simulation you provided to our community. best regards, Reaper.
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