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Shredeemer

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About Shredeemer

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  1. Forgive my noobish-ness, Shay, but can I ask what you did to create Zeus' MCC-login dependency in your youtube vid ( https://www.youtube.com/watch?v=HWRqKkUg7Ks ) I can't seem to replicate it, regardless of what combination of init/sync I use.
  2. Shredeemer

    A-10C for Arma 3

    people having problems with cockpit interaction, READ THE PDF included in the mod folder. you have to bind Custom Action 20. @Brutal, this is an A-10, you dont need 40 of them flying around the map. at MOST you need 2-3 in a whole mission. The reason you are seeing tons of lag with many A-10s in your mission is because this plane is heavily scripted, and the more aircraft you add to your mission, the more your server/machine has to keep track of in terms of scripting. You will see the same thing on any other hi-qual aircraft (f/a-18 included, although to a smaller extent).
  3. Shredeemer

    L85A2 Release

    really, it boils down to this, I don't really care what comes first, whether it be the L85A2 w/L123A2 UGL, the L86A2 LSW (w/60rd mags pls), or the L85A2 "Mini", (all of which should be in the finished product, impo)... as long as they all arrive eventually with a supressor for the weapon (assuming that the vanilla 5.56 suppressor can't be made to work), I WILL be adopting this for use, at least, in my section of the community I'm in. I love what you've done with it already, Kiory, and am waiting with baited breath for the next update. :)
  4. Shredeemer

    L85A2 Release

    a bit of info for your from good ol' Wikipedia (referenced of course): "The L86A2 also overcame efforts to replace it with a belt-fed machine gun. British troops were issued with L110A1 (minimi) machine guns to add suppressive fire out to 300 metres, but it only supplemented the L86A2, which was retained for long-range accuracy out to 600 metres." ref :http://www.quarry.nildram.co.uk/SA80.htm edit: and thank you Scarecrow, awesome reference:
  5. Shredeemer

    L85A2 Release

    As cool as having a UGL variant would be, what the game needs more of is other options for auto rifles. I would love to see the L86 LSW, and as icing a suppressor. This would make your mod a shoe-in for my community's mod-set.
  6. @merc to put it simply, you arent getting a "lock", per se... instead, the square/diamond indicator, is a best estimate predicted release zone for the target you have selected. Think of it as a dumbed down CCRP. However, since this isn't a true CCRP/CCIP calculation, the most effective use of the square/diamond indicator, is in a 45-60 deg dive at approximately 350-400 kph (of course releasing when the indicator is the most tightly focused; usually around 500-600m agl). The JDAM won't always pinpoint hit the target, but I have found that its typically close enough to disable most armor, and so long as you can break from your run quickly enough, and maintain evasive maneuvers to avoid AA, there's always the 2nd, 3rd, or 4th run.
  7. Could you possibly have the specialist weapons (LMGs, Marksman rifles, and sniper weapons) be compatible with the bipod attachment implemented in the TMR modset?
  8. Shredeemer

    L85A2 Release

    would it be possible to add a variant with handgrip picatinny rails for mounting IR lasers and Flashlights, or perhaps just add a small mounting point to the current picatinny version?
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