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Everything posted by {op4}gurky
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I wasn't talking about in game, I was just talking about making more rank insignia options available for the members section on the Arma Units Unit Page.
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Any way you can make it so you can select the rank insignia for each member individually? I want members to be admins, but I don't want members of my group who are Sergeant First Class to have a Colonel insignia next to their name?
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
{op4}gurky replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Shay and company: First of all I'd like to say great work with MCC. My group has been using it religiously since ARMA2, and we continue to use it in ARMA3. My unit is an infantry platoon and we do not have any air assets available to us, so we've been using your EVAC system with AI Pilots. It was always great for our needs up until a few releases ago. Now the pilots behavior seems erratic and they will take off in the middle of an insertion or extraction with personnel still in the helicopter. Also, when using the 3-Waypoint mode the helicopter seems to go into a loop of it's waypoints, instead of waiting for commands it'll just continue to fly around previously established waypoints or just return to it's spawn position and hover. I am now also unable to delete the helicopters or pilots with the "Delete Evac" or "Delete Pilots" button. I've searched the forums and your manuals and readme files. No luck. We are running the latest version of MCC Editor, up to date on the server and clients. Thanks in advance. -
Thanks for the reply, I'm currently running AMD Phenom II X6 1090T Processor 3.21 GHz Windows 7 Ultimate 64-bit OS 8.00 GB RAM NVIDIA GeForce GTX 580 250GB SSD Good enough to run most games that are out on the market right now, and I had ARMA2 running smooth as silk. I know AMD isn't the best option, so eventually i'll have to cross over to Intel. I wasn't trying to be a whiner or pessimistic, but it's frustrating when you have a system that's way over the minimum requirements, and you're running everything on low, and averaging 23 FPS. Time to start saving. Thanks again.
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So, basically there's no way to get this game to run smoothly?
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Squad/Clan List - Please read the rules in first post!
{op4}gurky replied to Placebo's topic in ARMA 3 - SQUADS AND FANPAGES
Squad Name: Op4 Gaming Timezone/Location: Central Standard Time (UTC -6:00) Gamemode Preference (ex Coop or PvP): Tactical Coop Contact Email: See website Website address: http://www.op4gaming.us Short description: Tactical realism group, real life tactics translated into strategy that is fun and effective on the ARMA platform. Language: English -
{Op4} Gaming Group NOW RECRUITING FOR ARMA2/ACE2!
{op4}gurky posted a topic in ARMA 2 & OA - SQUADS AND FANPAGES
13TH T.O.C. now recruiting for ARMAII/ACE2 and ARMA III! Op4 Gaming About Op4 Gaming: Op4 Gaming is a tactical realism unit that has been active in the OFP/ARMA Community since 2003. The 13th Tactical Operations Company is made up of active military, prior military, and military enthusiasts alike. We gear our training and operations towards teamwork and realism, using real world military tactics translated into strategies that are fun and effective for the ARMA platform. The 13th T.O.C. is structured around a US Army Infantry Company. For an example of an Op4 Training Exercise in ARMAII, please click the link below: Recruit Process: As a recruit in {Op4} you will be entered into a training cycle lead by experienced instructors. Training will include everything from basic formations to our advanced MOUT/CQC. Once you have completed your training cycle you will complete your Basic Military Training (BMT) and be inserted into a vacant position in the 13th T.O.C. If you're not sure about joining, feel free to participate on one of our training sessions. Visit us on our Teamspeak 208.74.9.26. Ask for SSG Bishop or 2LT Gurky (Training NCO and Training Officer). 1) You must be at least 18 years of age. No exceptions. 2) You must have a good ping to our servers. Cable, DSL, or another high-speed connection is required. 3) You must have TeamSpeak 3 with a working microphone. 4) You must be willing to work as part of a team regardless of your role. This includes whatever equipment you may be issued. 5) No cheating, ever. It doesn't matter if you think it's harmless. 6) Official training sessions are conducted Saturdays and Tuesdays at 2000EST/1900CST. You must be able to attend at least 4 per month barring any special circumstances. 7) You must leave any other group you may be part of before applying. Your application will automatically be rejected if you are wearing group tags during your application process. 8) We are currently operating on ARMAII/ACE2/ACRE and ARMAIII. APPLY HERE Available Positions: 11B10-Rifleman 11B10-Automatic Rifleman 11B10-240B Gunner 11B10-240B Assistant Gunner 11B10-AT Specialist 11C10-Indirect Fire Infantryman Advancement Opportunities: 11B20-Team Leader 11B20-Gun Team Leader 11B20-Company Sniper Section 11B30-Squad Leader 11B30-Weapons Squad Leader 11B40-Platoon Sergeant 11Z-Company First Sergeant 11A-Platoon Leader 13F10-Forward Observer Staff Opportunities: 11B10-Recruiter 35F10-Intel Analyst 11B20-Operations NCO -
Arma 3: Community wishes & ideas- NO DISCUSSION
{op4}gurky replied to Maio's topic in ARMA 3 - GENERAL
Locked Doors: The ability to breach locked doors with shotguns and kick doors in for faster entry. -
A.C.E. Advanced Combat Environment - Public Beta *2*!
{op4}gurky replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
We replaced about 90% of our company's CompM2s with CompM4s and EOTechs right before we deployed to Iraq in 2007. Most Team Leaders got EOTechs and the vehicle crews (Stryker Driver and Vehicle Commander/Gunner) were the only ones with CompM2s. -
A.C.E. Advanced Combat Environment - Public Beta *2*!
{op4}gurky replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
A.C.E. is definitely the most realistic mod I have ever played for any game. It's amazing what they are doing for us realism gamers :). I just have some feedback that I would like to post.. I was in a Stryker unit for 4 years. I was part of 1st Brigade 25th ID out of Ft. Lewis Washington and we were reflagged to 2nd Stryker Cavalry Regiment and moved to Vilseck, GE. I was an 11C (Mortarman) for the first two years and re-classed to an 11B (Rifleman) for the final two. I served one 15 month combat tour and took part in the final Sadr City Uprising in the spring of 2008. These are just some things I have noticed with your Army/Stryker units. 1. Would it be at all possible to make use of the Squad Leader and Air Guard hatches on the Stryker vehicles? We always used them while we were moving and usually left 1 soldier in a rear air guard hatch when we dismounted, seeing as the RWS can not effectively cover the rear of the vehicle. I am not sure if the game limits the ability for "cargo" to use these hatches, but it sure would be a nice addition. 2. Every infantry unit in the Army has phased out the M16 and switched to M4s. Almost every infantry unit has switched from Iron Sights to M68's and EOTechs for their personal weapons. Squad Leaders and SDMs usually have ACOGs. 3. Would it possible to add the M1129 Mortar Carrier variant? It has a 120MM Mortar mounted in the rear of the vehicle... It's pretty sick. :D