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Everything posted by Ckrauslo
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Rainey Gear Modification (RGM)
Ckrauslo replied to J. Rainey's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Little friend don't re-start the model, just import it to zbrush and sculpt details ---------- Post added at 15:05 ---------- Previous post was at 15:03 ---------- Wacom Bamboo is good and is less then 150 dollars -
Rainey Gear Modification (RGM)
Ckrauslo replied to J. Rainey's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
which program are you using ? -
Rainey Gear Modification (RGM)
Ckrauslo replied to J. Rainey's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Rainey just one thing about plate carriers, it should be above the belly buton, and should not reach the belt area, should be in the sternum, and over 3 or 4 inches above the belly button i can't link you a few videos explaining that if you want -
Rainey Gear Modification (RGM)
Ckrauslo replied to J. Rainey's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Go to steam show me the pics there -
Rainey Gear Modification (RGM)
Ckrauslo replied to J. Rainey's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Pics are not showing to me -
That's strange, In mine it have the recoil and muzzle flip where the front sight rises due to the pivot effect... Are you using the recoil fix mod?
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Can you people think on adding the Arma 3 pistols animation to your pistols? the muzzle flip when firing? when you fire in real life the gun doesn't just jump up, but the muzzle and the front sight of the gun will flip up, due to the force and a pivot effect
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Is it me or some of the guns in the artworks are a bit out of proportion?
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Again surface of the hit, the power of scope you are using, in this case it's a camera...
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You know as much as you are really close from him you might be in a different angle... about being able to see impacts from "miles" i know you are trying to make a point but don't exaggerate that much with a 16x50mm scope you have problems even seeing your target over 1400 meters , and scopes in this magnification are a bit more common than the 25 or 24x scopes, as for my previous comment i was meaning in game, i could see the bullet "Splash" depending much on the surface, sand or dirt surface will always give more splash, but that also depends on what scope you are using in game, and if your sniper that makes the 2k shot have more draw distance, object view distance and shadow view distance than you
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Toadie's SmallArms and Animations for Arma3
Ckrauslo replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey toadie will you include the BI standard pistol animation of the muzzle fliping when the pistol shoots? like the ones in robert hammer pack? Would you be kind of doing the PARA USA 1911 Black Ops Combat pistol with their new extended mags of 14+1 .45 ACP, they have one of the best double stack 1911's http://para-usa.com/2013/firearms/tactical/combat.php Reason of the editing: had to leave the page to get the link... my cell phone sucks :D -
I used to make sniper shots over 1200 meters and would be able to see the splash depending on the surface the bullet would hit
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I'm aware, i actually was one of the first to congrat rutherberg, and i also pointed out few things to him, and he done brilliantly well to figure things out from pointers that came from shooters in the community, as well as his researches. But thanks brisse, you were kind
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In real life the bullet spread happens do to recoil and a more rapid pace fire, since the muzzle moves the first point of aim would shift up and down, and that don't actually gives a variation in the bullet ballistic coefficient to cause a realistic manner for which would be able to accurately re-create a transonic problem, and it would either not happen, or happen all the times with engaging targets over a certain distance, and not be something that can or cannot happen ---------- Post added at 03:58 ---------- Previous post was at 03:51 ---------- Been a while since i could actually debate something and i feel refreshed now, thank you folks
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Yeah,but that would only dramatically affect "affect enough to deviate from target" if the bullet had a Ballistic coefficient that is not enough for the type of engagement, and if it is un-balanced, with more weight in some point along the bore length axis, causing as the speed decreases a shift forward or backwards in the bullet direction, you may read stuff about this and think it's the bogey man, but actually this would affect as much as the spin drift or the Coriolis effect ---------- Post added at 03:40 ---------- Previous post was at 03:35 ---------- And since all the bullet's in the game are the same, and not subject's to tiny flaws or variations, that would pretty much be eliminated, or affect in every case, and that would not be realistic at all... If only they could create a a script that every bullet fired in game had tiny differences and fluctuating trough behaviors ...would be optimal but i think that is hard to do in a game
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Now you posted about one thing i haven't heard about since the army "The transonic problem"
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Well it should be called DLC and when it comes out we will see what they will add
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The marksmen receives the same training ballistically wise as the sniper, they know the same craft as the sniper, but the sniper receives more in dept training on evasion, camouflage and mission preparation study of the AO etc... the Marksmen is a sniper that operates in a squad and the Sniper operates with a observer ---------- Post added at 06:54 ---------- Previous post was at 06:47 ---------- Preparation indeed you'll need, but talent is not that needed sure makes you better in a way, you can perceive something others don't.... but in precision wise is all mathematics the more you train calculus and memorize the formulas "Windage, Bullet Drop, Target Lead, Conversion of Target travel distance, Target Angle, Angle Of Shot, Humidity, Elevation, Temperature, Density, Bullet Coefficient, BFT" and the more you train to calculate them faster "Most the time you'll have a handbook with previous calculations that you use" the more accurate and better shot you'll be
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Nice Thank you Robert
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Where can i check the things that are in the Marksmen dlc?
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Limited Gun Movement Tweak (No more broken backs!)
Ckrauslo replied to BogatyrVoss's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well Benson if you are right this is a must have, they probably should also add this to the game, but yeah your point is correct :) If you test can you tell me if it's just a visual polish? -
How Long And How Much Work To Build Future New Engine?
Ckrauslo replied to infiltrator_2k's topic in ARMA 3 - GENERAL
There are a lot of scripts who can make objects and AI disappear as you go away, and re-simulate when you appear into view distance -
why do i get low fps? amd fx 8350, amd r9 270x
Ckrauslo replied to crabs's topic in ARMA 3 - TROUBLESHOOTING
Dude my pc was shitty but on high graphic in a heavy mission on a town i would get around 24 fps...on those more easy missions on the field against the AI "Like some of the campaign missions" i would get up to around 40 to 47 fps Here was my PC HD 6780 Black edition 2GB Intel Core 2 Duo E4600 2.4ghz "1.2 ghz per core" and 3gb ram -
Limited Gun Movement Tweak (No more broken backs!)
Ckrauslo replied to BogatyrVoss's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is like pressing ALT before looking up or down, i wonder how things are when you actually have the gun raised and is aiming if this will reduce the back movement, or prevent you from aiming up or down at all -
New to modding, some questions.
Ckrauslo replied to prizrakraf's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
On the unload part, be sure to synchronize every soldier with the way point not only the team leader. As for the patrol, be sure to add behavior to the waypoint, like hold fire, hold fire and engage at will...etc ---------- Post added at 03:42 ---------- Previous post was at 03:41 ---------- As for designing a new unit, you first need to have the script with all class names added to a text file with each unit present there, and the script for each one ---------- Post added at 04:00 ---------- Previous post was at 03:42 ----------
