Jump to content

alky_lee

Member
  • Content Count

    696
  • Joined

  • Last visited

  • Medals

  • Medals

Community Reputation

241 Excellent

4 Followers

About alky_lee

  • Rank
    Master Sergeant

Profile Information

  • Gender
    Male
  • Location
    Yorkshire

Contact Methods

  • Twitter
    @aky071
  • Youtube
    https://www.youtube.com/user/leadminer21
  • Steam url id
    http://steamcommunity.com/id/ajk3da

Recent Profile Visitors

1334 profile views
  1. alky_lee

    Pilgrimage - Ported

    I was at a vantage point overlooking Chernogorsk trying to survey the area. “Truck, 100m” - there was a truckload of LDF in the trees. I didn’t know there was a CSAT checkpoint out of sight round the next corner. Mortar rounds were landing all around. Two CSAT fireteams came towards us. Then an AAF fireteam came from the opposite direction, There was also another CSAT checkpoint on the lower area with the Stomper near to it, looking a bit disabled but still alive, with an off-road crashed into the back of it. All I had was a tree for cover, and nowhere to go. That kept me busy for a while.
  2. alky_lee

    Pilgrimage - Ported

    Took the mission to the end with 3 major battles and 27 reverts. No major issues, Everything seems to be working and CUP have released a stable version of the map which won't be updated as frequently. So I have put the ported mission on the Steam Workshop
  3. alky_lee

    Pilgrimage - Ported

    I've been testing it. Turned everything up to 100% and FPS performance has been OK although I haven't been into any towns yet. It's only my performance that has been poor. Jeez I've been dying a lot. Had to deal with a squad that had the higher ground. Killed them all except for one which was the marksman somewhere in the trees. I don't know how many times he one shotted me. I have seen one checkpoint. I know there is an airfield just over the next hill because I can hear the gunship taking off. Luckily they sent an AA team in an Ifrit which I have now captured so next time I will be prepared.
  4. alky_lee

    Pilgrimage - Ported

    The CUP Team have brought out an update to Chernarus called Chernarus 2020 which includes updated enterable buildings. Haven't tried it too much but it looks good. I wondered if Pilgrimage would work on it, and it looks like it does. Everything seems to be there except for checkpoints maybe. I've done a rough port for testing where nothing has been changed from Rydygier's version. If anyone wants to test it, the pbo is at https://www.dropbox.com/s/ogeta8ta8q3iquf/Pilgrimage_2020.cup_chernarus_A3.pbo?dl=0 It requires the Dev CUP versions of Core and Maps 2.0
  5. I started with a fresh download of TPW and RHSPKL ran without any problems, although I did have quite a few modules turned off. My hpp file below.
  6. alky_lee

    Arma 3 Apex: Old Man Feedback

    Added: Savegame settings dialog at the start Added: Missing voice acting to some characters Fixed: Temporary voice acting replaced by final versions Fixed: Typos in localization string keys Fixed: The static M2 optic is now hidden upon destruction Fixed: FIA crews of the static M2 Fixed: Missing assembly string on the static M2 Tweaked: Compositions in some locations Tweaked: Increased the minimal hit value on static M2 and increased shield protection so it can deflect MXC rounds from >20 meters Tweaked: Static M2 gunner get in positions and fixed the floating animation on getting out
  7. alky_lee

    Arma 3 Apex: Old Man Feedback

    The only update I have had was for Ace. As BI have gone away for the Xmas holidays I would not expect any updates for Old Man.
  8. alky_lee

    Arma 3 Apex: Old Man Feedback

    Only played a few hours so far, but I am having difficulty reading text on the map markers, so I'm not really sure what some of the markers mean. I am using trial and lots of errors at times. Also, when I receive a telephone call and I'm driving, I have to stop the vehicle and turn off the engine to hear what is being said. Muting the engine noise for the duration of the call would useful. (These could just be because I am blind and deaf) The dogs barking at the house is really annoying. It would be more immersive if they were quiet and only barked when enemies are nearby. The incessant radio chatter when attacking enemy positions is really distracting as well as being repetitive. I thought it was good at first, but the novelty has worn off very quickly. The chatter should be used more sparingly, and the language should reflect the enemies being faced rather than being a mixture of Chinese, French, etc. I've found that the enemy bodies aren't persistent. I attacked a CSAT squad but a QRF turned up. Before I could deal with them, the original bodies were sinking into the ground in front of my eyes. Whilst this may be necessary in multiplayer, it does not need to be so aggressive in singleplayer. Bodies could be left around longer and shouldn't disappear within 600m of the player. When assigning a task, the task isn't being highlighted on the map. I also am unsure of the mechanics of using a sleeping bag to save/rest. Some better explanation would be useful. Just a few early observations. When I save and resume the mission all map markers placed by me are gone.
  9. alky_lee

    [SP] HETMAN: War Stories

    Using the editing module to hide the terrain object will hide the wall but AI pathfinding doesn't always recognise that there is a gap. By hiding part of the wall and part of the fence I was able to get AI to go through on a simple MOVE waypoint. This could provide some fierce action at these pinchpoints. Just need to pick some strategic points to do so.
  10. alky_lee

    [SP] HETMAN: War Stories

    There is a border crossing mod https://steamcommunity.com/sharedfiles/filedetails/?id=1728352565 or should be able to hide things in the editor, but the biggest stumbling block is the raised obstacles which may still be a problem
  11. alky_lee

    [SP] HETMAN: War Stories

    I have started with Weferlingen (Summer) but not recommended for Whole Map mission. I had the two sides on different sides of the Iron Curtain. Although OPFOR could cross, BLUFOR couldn't so when OPFOR retreated, that was pretty much the end, but a moral victory if nothing else.
  12. alky_lee

    [SP] HETMAN: War Stories

    Quick question about the invisible officers. I was trying out the wip8 version and an enemy officer marker showed up on the map although I couldn’t actually see them. If I was to flatten that area, would it kill them?
  13. alky_lee

    [SP] HETMAN: War Stories

    Looks like the post has been released now
  14. alky_lee

    [SP] HETMAN: War Stories

    I am loving the whole map mode. There are a lot more units being moved around by helicopter without trying to land in the enemy strongpoint, which provides much more immersion. In the couple of missions I have tried so far, time to first contact has been around 20 minutes which is good. The battlefield is much more uncertain as to enemy positions so keeps you on edge. Even waiting for the battlegroup to move up is edgy especially as an enemy armoured column comes over the horizon at you. One thing I have noticed is that the morale of the players side drops without reason and we surrender just as we are pressuring the enemy strongpoint. I don’t know if it’s a bug or just the leader losing his bottle. It’s probably too early to say for sure. Looking forward to trying wip5.
  15. alky_lee

    [SP] HETMAN: War Stories

    It’s not a bug ... it’s a feature.
×