

BakaEngel
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ACE3 - A collaborative merger between AGM, CSE, and ACE
BakaEngel replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Keep up the good work folks. I've really been enjoying what I've played with of the unofficial builds. Very, very happy to see Ruthberg's ballistics in this. I do have one question though. Is there some fundamental difference in the epi-injector that the military uses vs what civilians are able to get prescription for? I ask because my friend and I play a lot of small coop missions where the original designer doesn't have slots for a medic and it can be somewhat frustrating to always have to end a mission when one of the two of us gets hurt enough to go unconscious. Don't get me wrong, we're both very happy with the medical aspects, makes things a lot more interesting. But I am somewhat confused as to whether there is a difference, and if there isn't, why a normal soldier can't use the epinephrine. My very young cousin carries one and knows how to use it, he's only six by the way. The instructions are on the container as far civi versions go: Pop cap, punch into thigh, hold until a click is heard. (Roughly five to ten seconds.) So why the medical training being needed? Regardless, really enjoying the mod, can't wait to see what you guys come up with next. As far as the interaction menu goes, once I turned on show cursor always, its very easy to use. Hell, anything that isn't the action menu is great. -
Thanks alot man. I didn't expect you to pop up over here but that's greatly appreciated. One step closer to the ultimate shooting game! I'm getting a mission set up to represent a match in New Mexico I liked shooting when I lived around there, maybe we can get some arma shooting competitions online. :P Thanks a billion man.
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Up until recently TMR here was basically the only mod that I felt was an absolute must have. Recently that changed with the mod by Ruthberg adding in G1/G7 ballistics (Friggin awesome) and adjustable scopes like NWDog did back in the day. I really want to use all the other features of TMR but without the ballistics changes that TMR makes. However when I remove the ballistics pbo I get a lot of errors saying its required for this or that. Has anyone had any luck running both together? (With the 2d scopes and bipod from TMR plus wind and true to life ballistics with Ruthberg's I'd be in game shooting heaven.) Thanks, Baka
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Thanks a lot man. That'll help a lot after I've compiled a list of the ammo used. Many of these rounds are in use in the military so I'm trying to match that up. Ie: Mk262 for the SPR type rifles, M80 ball, M118LR, etc. (As opposed to giving everything the best BC option out there.) Some of the rifles in game that aren't based in reality need to have an arbitrary barrel twist assigned to them, but I'm sure our esteemed leader can pick something good. But for the most part I'd like everything to be accurate. (Now if only I had a ton more 3D modelling skills and I'd start making some benchrest/varmint rifles. XD ) In addition the above I figured I should get the .300AAC/BLK and .303 British round. I'm trying to get everything we had in base Arma 2/OA since those have already been ported and anything else that is common in weapon addons. If there's any other calibers that I missed please post it. :) I've already got solid data on all the 5.56, 7.62Nato, .338, .408, .416, etc. Basically for all the common calibers I have good data on which ammo is used in the military for the rifle, and thus which bullet. For some of the less common or civilian ammo (or just no longer used by the military) we'll just have to figure out a solid choice or pick a 'surplus' round that could be theoretically common. Compiling a list of barrel twist rates is gonna be a bit more difficult beyond the vanilla Arma 3 weaponry. There are so many addons that have a rifle with the same caliber that run different twist rates, particularly between different countries. It'd be nice if some of the weapon addon makers were interested in this and could give use a more definite list to work with but really I don't care at this point. I've been wanting this exact mod for so long anything I can do to make it better is good enough for me. (I just hope I don't start annoying Ruthberg. XD ) Aight I gotta eat lunch and head back to class. Yay... Baka
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Just updating before my class starts. So for now I'm collecting data for the following, 9mm, 40 cal, 45 cal, 50AE, 223, 556, 762Nato, 762Russian, 762 Russian Rimmed, 300WM, 338L, 30-06, 9.3x62 CZ, 50 NATO, 50 Russian, 416 Barrett, 6.5Grendel (To represent the caseless), 6.5x55 and 6mmBR (maybe we can get some 270's, 7mm, etc and make a bench rest comp. :P )
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This is awesome man, thanks so much for getting that added before you had to take off for a couple of weeks. So I'm guessing the 'drag model' portion denotes either G1 or G7 being 1 and 7 respectively? And then the barrel lengths section denotes with barrel lengths will fire that particular bullet configuration? Just wanting to make sure. From what I can tell the 24 inch barrel for 7.62 shoots the the M80 ball equivalent. At least that seemed to match up with by shooter app pretty darn well when I used that data for the M14 equivalent in game. As long as I'm not just making that up it might be best to pretend the M14 is a 20 or 26 inch barrel just to get it to fire the m118lr ammo. Otherwise its rather inaccurate vs what it should be. Where are you getting your ammo statistics from? I'm just curious cause I see things like 146 grain vs 147 for m80 ball, and 410 grain vs 419 grain for the cheytac. Unless of course these are legitimate different rounds that I don't recognize. (Do I need to bust open the PBO to find the config files so I can tweak for my own use? Sorry, I just have no idea where these text files are. >_< ) I can start compiling a list of the bullets from Bryan Litz's g7 list for the common ones. And even start figuring out which bullets you'd need for some of the big weapon addons. I can understand of course if you want me to shove off and let you do it. :p But regardless of all that, so much awesomeness. Thanks a million for your work. Even without any further changes you've just pushed Arma into the sim range for long range shooting. And for that I applaud you. :notworthy: Edit: Found the mission, being used. Regards, BakaEngel
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I just installed this mod tonight and played around with it quite a bit. I'm really loving what you've done here, extremely impressive. I've been lurking since Arma 1 days but never really felt the need to say anything, til now. Seeing trace in game, limited as it may be due to graphics and the engine itself, was flat out awesome. (Any particular graphics settings that help with trace and mirage visibility?) Going to AIT here in California, I don't get to shoot long range anymore. Been thinking about trying to learn this stuff to do almost exactly what you did since basic. That way I could have at least a little bit of my old life, even if in a small way. And now you've come along and done more than I was even thinking about. Flat out awesome. Flat as a 6mmBR out to six hundred. :P Anyway, enough gushing. I was hoping to get a little bit of information. I myself am a huge believer in Bryan Litz's G7 BC and his calculators. His 'Shooter' app on android reliably gave me first round hits on an e-type target at 1400 out of my 308. (When my dad made the wind call, anyway.) And I would love to see the ability to match up a G7 ballistic curve to Arma's in game ballistics. (Call me ornery but I just am not fond of Horus' attitude of tweak it til it matches even if the math doesn't always make sense. Accurate input should result in accurate output, its physics. Litz's does that, Horus'... Not always. [<-Opinion obviously, don't want to argue about it, its all personal preference.]) I contacted Litz company prior to this and got some information about some of the ways to accomplish this but much of it (read: most) is above my head as far as modding goes. If you're interested, send a private message and I can paste what they told me. Unfortunately due to privacy laws stated in the email I cannot post this publicy. Most of it you probably already know but it may be useful to you. Besides that, I was hoping to find out what BC you were using, G1/G7/Something else? I played with the mod earlier and was having a difficult time reconciling it with the Shooter app. The curve didn't seem to be matching up well for more than two increments of range, but I couldn't know for sure which bullet was used, barrel length, BC, etc. (I was using the M14EBR operating under the assumption that it was a 1in12 right hand twist, 22 inch barrel shooting M118LR, ie Sierra HPBT Matchking 175gr but maybe not since the class still called is 7.62 ball according to Kronzky's range?) I know some of the information is available in the ammo config file and the weapon config file (though I don't know where those are) but if it's at all possible I think it would help us out to have a concise list of the weapons when you get to that point. Ie: Barrel Length Twist Rate Bullet Type (And its BC if needed?) Muzzle Velocity etc... (I'm sure I forgot something, its late.) If you have the time to respond I appreciate it, thank you for all your work, regardless of my neediness its better than anything we've had before. :D I speed read through all the pages to try to make sure I didn't miss anything, but apologies if I missed something obvious. On a side note is there any way to simulate a gain twist in the Arma engine? And has anyone had any luck figuring out how to keep most of the features of the latest TMR and still use this mod? I love that scope system, and the Nightforce in particular. Regards, Baka