Nart
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wsxcgy's Extra RHS Uniform Re-textures 2.1.1
Nart replied to wsxcgy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Wish you didn't remove the frog uniforms but whatever. Thanks for this mod and great textures, keep up the good work. -
RHS Escalation (AFRF and USAF)
Nart replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
^ Adjusted M1 coax FCS calculations Tank you, tank you, tank you and a million times of tank you. That was a terrible joke I know.- 16574 replies
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RHS Escalation (AFRF and USAF)
Nart replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
How did you make the monochromatic black-white view on the Mİ-28N and UH-1Y? Is it something like an overlay which can be added with only config change or it's the optic texture itself?- 16574 replies
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RHS Escalation (AFRF and USAF)
Nart replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So, will it be 4.2.5. or 4.3.? Useless question is useless.- 16574 replies
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M2 Slammer Firepower Upgrade Project v6.1
Nart replied to taro8's topic in ARMA 3 - ADDONS & MODS: COMPLETE
ballisticsComputer = 4; 0=disabled 1=manuel and automatic adjustment 2=only manuel adjustment 4=lead indicator 8=ccip you can use multiple variables. ballisticsComputer = 1 + 4; If you enable both CCIP and target leading when you locked on to a target CCIP gets disabled, only lead indicator shows. Removing or keeping the CCIP is up to you my friend however as far as I know it is totally inaccurate on ground vehicles. -
M2 Slammer Firepower Upgrade Project v6.1
Nart replied to taro8's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Unfortunately not much. I was also trying CCIP for the tanks it really is meant for the aircrafts. Target tracking on the other hand shows some more promising results for the ground vehicles. -
RHS Escalation (AFRF and USAF)
Nart replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Did you guys re-weight the models or my Russian soldiers are suffering the vile consequences of severe budget cuts? :P Fantastic update as always guys.- 16574 replies
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RHS Escalation (AFRF and USAF)
Nart replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This question was answered by Bakerman many many times. Here is his quote: Here is the link to the RAM mod. https://forums.bistudio.com/topic/161885-real-armor-mod/- 16574 replies
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RHS Escalation (AFRF and USAF)
Nart replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
RHS guys can you at least enable hidden selections for your balaclavas especially 1 hole balaclava. So we can retexture them :)- 16574 replies
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Update: 19 Feb - IMPORTANT: Unautorized mods script introduced. If ASR AI, MCC or ALIVE are detected mission will be over, on server, or clients or both.
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RHS Escalation (AFRF and USAF)
Nart replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think it is about the comments on that page.- 16574 replies
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RHS Escalation (AFRF and USAF)
Nart replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I know it sounds weird but I sincerely don't know why I wanted to do it. Normally I like it when your equipment is visible on your character but for some reason it just "disturbed" me. I've figured out how to do it and made a config file which adds invisible versions of NVGs when they are not used, they are visible when they are used. When I learned how to compile bin files and create bikeys I may release a mod, with your permission of course. Don't judge me, people could have interesting requests sometimes. ^_^- 16574 replies
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RHS Escalation (AFRF and USAF)
Nart replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
^^This is what I'm talking about, not those TRYK things. Edit: Whoops didn't see Soul's message.- 16574 replies
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RHS Escalation (AFRF and USAF)
Nart replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I don't know if it was mentioned before but what do you guys think about adding(making?) hidden versions of NVGs? Also anyone know how do they do it? Is it just a config change or should we make an invisible NVG model?- 16574 replies
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
Nart replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Open tpw_mods.hpp in your SteamLibrary\SteamApps\common\Arma 3\userconfig\TPW_MODS folder then go to // HUD section tpw_hud_addtac = 0; // automatically add tactical glasses to the player's inventory if they are not already carrying/wearing them. 0 = don't add glasses- 5767 replies
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(SMA) Specialist Military Arms
Nart replied to blazenchamber's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Jokes aside, 2.0 is a fantastic release. May I make a request for your future releases, can you enable IR pointers for FN Minimi. Also if you can enable more IR pointer options for the weapons it will be awesome (like top mounted ones for ACR). All in all thank you for bringing us this beautiful mod. -
RHS Escalation (AFRF and USAF)
Nart replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
May I ask the reason why?- 16574 replies
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As for the AAF, Toadball has already made a fantastic mod which also has a patch that make weapons' magazines RHS compatible. http://forums.bistudio.com/showthread.php?189252-Altis-Forces-Rearmed-Releases http://www.armaholic.com/page.php?id=28262
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RHS Escalation (AFRF and USAF)
Nart replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Dat M1, dat sound, dat FCS!!!- 16574 replies
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Nart replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This. Before the update you could use VA when you were inside vehicles. -
100% uncessary, bCombat has its own move to cover system for AI. Actually don't mix bCombat with any other ai mods at all expect for VCOM AI Driving Mod. bCombat has its own customized danger.fsm and cfgskills. As for the AI mods out there. I suggest you guys to use either: bCombat + Vcom ai Driving mod or AGM ai + ASR ai + Vcom ai Driving mod. NOTE: Although both TPW CAS and bCombat use bDetect system for suppression and bullet detection, bCombat has an option to use native bullet detection system which was introduced in 1.40 update, so as far as I can tell do not use TPW CAS or TPW EBS. SECOND NOTE: As of 1.40 the AI has a native bullet detection system. After this update many of you guys claimed that AI become super accurate. Well the case is they are not! Instead AI became aware of its surroundings so they actually know where to shoot. Their accuracy is the same but their aim got better. This is a side result of the changes which made AI to react against bullets and gunshots. The AI was deaf they are not anymore. I suggest you to use AGM AI as it lovers AI accuracy to reasonable levels which is quite dangerous but not instant laser head shots. AGM AI is compatible with ASR AI. It is specifically stated as that by AGM mod. Also always check the userconfig files of the mods, be it an AI mod or any other mod. If you do not know what a userconfig file is you are doing it absolutely terribly wrong.
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RHS Escalation (AFRF and USAF)
Nart replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This question has been asked and answered on this very same page. whoops, Chompster beat me to it. Afaik, DPVs have been replaced by Light Strike Vehicles(LSV).- 16574 replies
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RHS Escalation (AFRF and USAF)
Nart replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I did... but whatever.- 16574 replies
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RHS Escalation (AFRF and USAF)
Nart replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I am asking this probably third time. Abrams coax can not shoot beyond 700-750 meters. Bullets just drop to ground midair. Reyhard has a note in FCS script that he should write a new one. Did you guys forget to do it in 3.6 or just didn't have the time to do it. I would really appreciate if you can answer.- 16574 replies
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RHS Escalation (AFRF and USAF)
Nart replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Dat shoulders! Those guys work out really hard I guess :)- 16574 replies
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