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PVT Watt.J

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Everything posted by PVT Watt.J

  1. Overview: Crew Resource Management is an Arma 3 mod dedicated to improving the experience of operating multi-crew aircraft. Currently only supports selected helicopters from Vanilla/RHS USAF. Goals: Give flight crews the tools they need to work together Reduce pilot workload Make the copilot a valuable asset Features: Improved Control Handoffs Adds keybind to take control of aircraft Control handoffs always initiated by person taking controls Ensures safe & efficient handoff Waypoint Management: Allows copilot to set waypoints for pilot using ACE interaction menu Pilot/copilot must be in same group Waypoints can be set via map click or where copilot is looking Pilot/Co-Pilot HMD Adds HMD to pilot and copilot seat of selected aircraft Displays waypoints and copilot pipper Contributes to shared situational awareness of pilot/copilot Can be configured via keybind & ACE interaction menu Based on Kimi's HMD (used with Kimi's Permission) Enhanced Autohover for AFM Adds altitude hold mode in which collective is set automatically in order to reduce vertical speed to 0 Can be used in conjunction with vanilla autohover to keep aircraft in a static hover Compatibility: Do NOT use with Kimi's HMD mod, as the HMD functionality will conflict Dependencies: ACE3 RHS USAF CBA Where to Get it: Steam Workshop
  2. PVT Watt.J

    Arma3 Videos

    Insertion during recent Black Hawk Down joint operation.
  3. I'm wondering if there is a way to handle cases where pylons and weapons from different sources do not align properly, presumably because incompatible placement of the relevant memory points in the models. This kind of thing can come up when making compatibility patches between mods. As an example, see attached photo of the RHS MELB and the CUP M230. In such cases, is there a config-based solution that would allow for adjusting this position? Example: is there a field on CfgVehicles or CfgMagazines or somewhere else that would allow for entering an offset value such that this alignment could be corrected? Would be very interested to hear any suggestions.
  4. Thanks for all the awesome work you are doing firewill. Would you consider making a version of the pylon-mounted M-230 used in your UH-80R that is compatible with Arma's new pylon system? This would be really great to add on to the MELBs and DAPs in RHS.
  5. PVT Watt.J

    Arma3 Videos

    See below for playlist showing my experience flying rotor wing with Task Force Goon. https://www.youtube.com/playlist?list=PLA8iAaqtsLhXnuYMOGU22SyblYAms3hiY
  6. Looking for: - Serious tactical gameplay - Mature players (18+ preferable) - Hardcore server difficulty settings (No 3rd person! Enemies don't automatically appear on map!) - Mission times in late EST (7PM or later) - Mission design taken seriously - 1990s-present US-based theme - PvP elements are a plus - Unit that needs/values rotor-wing aviation What I bring: - 2616 in-game hours - Roles: Rotor-wing pilot, JTAC, Rifleman, misc - Always willing to learn/improve - Experienced rotor-wing pilot (w/ TrackIR + Pedals) - Experience in unit leadership roles - Experience w/ scripting/modding/mission design
  7. Download:https://drive.google.com/file/d/0B4kf9b7KVnnfVHNBSXJXRnBhcXM/edit?usp=sharing Requirements: -CBA Description: This script is designed for use on hostage/HVT capture missions. Tested on local machines AND dedicated servers. I made it for a "Black Hawk Down" style mission for use by MSOG, but figured it may have some use for others. NOTICE: -This script will not be updated at regular intervals. -I may post updates for new identified issues and as required for missions I design in the future. -Feel free to request features, but don't expect much. LICENSE: I release this under the Arma Public License Share Alike (APL-SA) . Functionality: -Grab the HVT: Use the action on the HVT and you will be able to keep him attached tight to your 9 o'clock. You will still have access to your weapons while moving the HVT. -Stance matching: HVT will attempt to match your stance. Need to hit the deck? HVT will too! -Release HVT: Simply use action and HVT will be released. -Vehicle integration: Get into a vehicle with the HVT attached and he will get into cargo with you (if there is room). At this point, he joins your squad and may be ordered out. You may then grab him again. Setup: Place scripts in the mission folder and add in the init line of the HVT(s): this addaction["<t color='#FF0000'>Move HVT</t>","grab.sqf",nil,1,false,true,"","((_target distance _this)<2"]; Known Issues: -HVT does not play correct movement animations (Feature: He's been given roller skates!). If you have a practical way to fix this please let me know! -HVT does not collide properly with walls/terrain. If you have a practical way to fix this please let me know! -HVT sometimes fails to match crouching stance. If you have a practical way to fix this please let me know! Change Log: v1.0- Initial release v1.1- HVT leaves group upon release
  8. Our website Founded in July 2014, FlashOps is an Arma 3 community for people who want serious, tactical and varied gameplay. Our goal is to play top-notch missions each and every week that deliver on both quality and performance. Full Spectrum Warriors: Because FlashOps does not emulate any specific military unit, members can expect to experience the full spectrum of gameplay that Arma 3. Whether it is playing as flying aircraft, doing historical scenarios or playing as OPFOR, nothing is off-limits. Who Plans Wins: In order to deliver on our promise on top-notch missions, we put a great deal of effort into mission design. Missions are planned weeks in advance and tested in a proper dedicated server environment for quality assurance. If you are interested in mission design, please let us know. Bleeding Edge: When it comes to multiplayer gaming, everything starts with the server. Poor server performance has been the downfall of many well-designed missions. At FlashOps, we take server performance seriously. We don't rent pre-packaged gaming servers – we run our own high performance server capable of running several Arma instances concurrently! Community: While we are an Arma 3 community, we play a number of other games on the side including Wargame; Red Dragon, Company of Heroes (Operation Market Garden mod), CS: GO, and many others. Members are encouraged to encouraged to take advantage of our partnership with the UnknownPlus community and to explore the wide variety of games being played. Upcoming Events: Description: It has been three months since 1st Battalion 1st Marines secured the city of Zargabad. During this time, insurgent activity in the city has been virtually nonexistent. However, this is only the calm before the storm – and when it rains, it pours. Mission Type: Counterinsurgency Mission Time/Date: 1:00 PM - 4:00 PM ET August 23, 2014 Recommended Player Count: 6-12
  9. ALPHA RELEASE 3 DOWNLOAD Overview: This mod is intended to bring some much needed enhanced gameplay and realism to the helicopters of Arma 3. Announcement: I'm looking for participate in RWCO who has experience with GUIs and PiP in Arma. There is a lot in this area that I would like to implement (Proper HMD, usefully MFDs, GUI for entering laser codes) and I have my hands tied up with the rest of the mod. LICENSE: I release this under the Arma Public License Share Alike (APL-SA) . Special thanks: Franze Nodunit Konyo Aplion Olds Niipaa Neptune What's In Alpha 3?: New Guidance Systems Explained: Planned Features: Change Log: v1: Initial Alpha release v2: Renamed Blackfoot to Comanche, Restored missing ASRAAM on Commanche AA, Added Brimstone missile for Commanche, Added ability to zero guns via laser rangefinder for Apache/Comanche/Viper, fixed SACLOS guidance on Skalpel ATGM to reflect automatic tracking, rebalanced AI dispersion on 30mm gun of Kajman, Added distinct LOBL/LOAL-LO/LOAL-HI/LOAL-DIR trajectories to DAGR/Hellfire/Brimstone. v3: Complete rewrite of missile guidance code. Proof of concept system for remote laser designation (Apache/Comanche/Viper can 'broadcast' laser and a second Apache/Comanche/Viper may fire at this target without needing LoS). DAGR renamed to APKS since this more closely resembles in-game weapon. Hellfire N replaced by Hellfire K to balance Viper (temporary until all hellfire variants are in). Fixed typo in Comanche displayname.
  10. PVT Watt.J

    Boring Ragdoll System (1.24)

    I'm fine with bodies flying in cases of large explosions, but dropping almost straight to ground is exactly what they should do when shot. It just shouldn't be so ... consistent.
  11. Hi Shay/Spirit. I've been having trouble with getting a unit pack to show up in MCC's Zeus. The addon is definitely configured to zeus. When not using MCC, I can add it to zeus using the module. However, the script command addcuratoraddons doesn't appear to work. Since MCC already handles the zeus modules, this leaves me apparently unable to get the units into Zeus+MCC. Any ideas?
  12. Check if you are running the "superflash" mod that adds flashbangs. That has caused such problems for me in the past.
  13. PVT Watt.J

    The Username Change/Merge Thread

    Please change name to Shadow_FO .
  14. Perhaps this should be explored further. LEA is able to have an external application alter the in-game functioning of the mod without a restart. The LEA application allows players to create loadouts, save them, then immediately access them in the middle of a game. Though, clearly, this is more complicated in the case of TPW mods due to the shear number of things and complexity of what it is doing (as opposed to simply adding items to inventory).
  15. PVT Watt.J

    RWCO: Rotor Wing Combat Overhaul

    It is an uphill battle. I love Arma/Bohemia, but they do not always make it easy!
  16. PVT Watt.J

    RWCO: Rotor Wing Combat Overhaul

    Well, I've rewritten everything for next version based on Nodunit/Franze Apache, but I'm currently in the hell that is sorting out multiplayer locality issues. Can't work that way because otherwise it will be referencing objects that don't exist and it will throw errors.
  17. @TPW Interesting stuff with the new system for FALL. A quick side question on this: does the change affect the MP-friendliness of FALL?
  18. If you are using the mission version of MCC, only the server needs it (because the map is automatically downloaded by all players). If you are using the mod version of MCC, everyone should be running it otherwise there will be unexpected results. Some things may still work (e.g. commands run on server or mcc-equipped clients that are global in effect), but there are no guarantees.
  19. Items are not objects, they do not have a namespace. This problem has been solved, but it's an ugly solution. I believe TFAR/ACRE both handle this by having a ton of numbered duplicate items so each radio is unique and uses the classname to keep track of which radios have which settings.
  20. Let's make this discussion much shorter: JDAM's have no effective range for its seeker when in Earth atmosphere. It can be 200 miles away and it still knows where it needs to go, it just needs the kinetic energy to get there.' LGB's, on the other hand, do have a an effective range for their seekers. They can only pick up laser energy from a certain distance and only in direct LOS. If you send a laser-guided weapon from 200 miles away, no amount of Kinetic energy will solve the problem unless you actually put the weapon on course to get close enough to pick up the laser energy. I think that's the distinction that can be made that perhaps Neptune did not make very clearly.
  21. PVT Watt.J

    Arma 3 - Patch 1.22 Thermal

    I have this problem also.
  22. Would love to see an FN P90, toadie, but you already made me very happen with the m60s and AKs. The WIP looks great as usual.
  23. Actually, the pictures are relevant and the fact that it probably can be mounted is not. It's not a question of whether it is technically possible or whether they tested it out once or twice. It's more a question of whether it was actually used in service to any meaningful extent and actually makes any sense to use. The lack of pictures showing mounted GLs is evidence that this option has not been used in practice. A little bit of clear thinking also shows that automatic grenade launchers are lousy weapons for helicopters. These two reasons both make a pretty strong case the the inclusion the MK19 isn't really necessary. Of course, the modders here have complete authority to add whatever they want to it! But as far as historical evidence about what makes sense, it is the actual in-the-field usage that matters more than mere technical possibility.
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