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Gilatar

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Everything posted by Gilatar

  1. Gilatar

    Jet DLC?

    That's hilarious. Feature or bug? You decide!
  2. Such an authentic-looking nordic terrain already. I can't wait to explore it!
  3. Damnit, my bad. Now that I've cleared my logs and cache I'll upload another zip if I can reproduce the crashes, but it seems promising so far with the latest version.
  4. Apologies, I had already put a couple of zips in the feedback ticket but I should have included it in my initial post here. Yesterday I connected to a King of the Hill server and played there for about 30 minutes without any issues. Today I cleared out my logs and mission cache and connected to official King of the Hill server #1 with no issues as well. I will continue testing out different parameters, servers and addons to see if I can reproduce the crashes.
  5. Just tried the 64-bit 141067 v5 performance binary to see if it would fix the consistent 64-bit crashing I've experienced, but unfortunately it keeps occuring when client-hosting as decribed in the feedback ticket. Haven't been able to try connecting to dedicated servers with other players, but if I get the chance I'll report back on the results.
  6. That looks fantastic. I have been longing for an Vietnam-era OH-6 in ArmA since I read Low Level Hell the first time.
  7. Hello, I have been having a small issue with the Arsenal system lately. After applying a whitelist and using the "Fixed Arsenal" addon, I cannot load any of my saved loadouts. I have tried over and over again saving a new loadout, as you can probably imagine, but the option to load the loadout in question is simply blanked out. The whitelist system works fine and there is no other issues, only that I can't actually quickload my saved loadouts. Here's the code, both for the initialization line and the "virtual_arsenal_init.sqf" file: http://pastebin.com/mVk4qp4G Thanks on beforehand!
  8. Gilatar

    Two UAV Operators

    It's been a while since I've messed around with this, but you should be able to use the scripting command "remoteControl" in vanilla ArmA 3, e.g "player remoteControl driver UAV" and "player remoteControl gunner UAV". I know for sure that the Commander's Tablet (CTab) addon has a UAV page where you can connect directly to a UAV gunner slot, so you could have one person connecting with a CTab device and the other with the standard UAV terminal.
  9. As far as I have been able to tell the intercom system seems to only be enabled between crew members of a vehicle. Is there a way to enable the intercom for all occupants so that crew and passengers can communicate with each other through it?
  10. These last couple of screenshots appear to be the MH-60M. As far as my Google Fu has gotten me, it looks like the Mike model has the upturned exhaust system and a larger, modernized FLIR pod (the older FLIR pods seem to be smaller and shaped like a rounded cylinder, while the newer ones are wider with an arch-like shape). The newest Mike model DAP variants also seems to have newly installed (ca. 2015) sensors or optics underneath the windscreen, supposedly to aim-lock its miniguns.
  11. Gilatar

    [WIP] Al-Haddar Terrain

    This looks like a wonderfully authentic terrain. Definitely looking forward to seeing this completed!
  12. This was already answered in December :)
  13. Gilatar

    CH-46 Knight

    I'm not sure exactly which year(s) RHS aims to portray, but the Sea Knight was retired from the USMC in 2015, so it wouldn't really make sense if they are focusing on current day assets.
  14. As far as I know the action menu still has the bobblehead option, but it is hidden between two default options (next to the collision lights option, IIRC) and won't show any text like normal when you have it selected.
  15. I asked roughly the same thing a while back, and the response was "to have fully functional MFDs".
  16. Gilatar

    1.60 visuals are a step back.

    Apologies, it was a poor choice of words. Hopefully something will be done to bridge the gap between the old and new visuals.
  17. I obviously can't speak for Silola or the Taunus team, but I completely understand where they're coming from. When you put an ungodly amount of hours into a project, you start getting an eye for the details. Having the visuals completely change midway through development doesn't affect the map in a gameplay sense, sure, but the devil is in the details. The terrain pre-1.60 has a completely different mood than post-1.60. If the Taunus team doesn't want to release the terrain with the current state of the visuals I think we should respect their vision and decision.
  18. Gilatar

    1.60 visuals are a step back.

    You're not alone. I've been trying not to complain too much about my dislike for the new visuals, thinking it was just my personal taste, but now even the development of the WIP terrain Taunus has been indefinitely cancelled temporarily halted because of the visual update. I understand that many like the new visuals, but as said in the OP everything just looks overexposed and washed out to me. Not to mention how flares and other lights have basically no effect during nighttime. Turning down the brightness and tweaking the settings provided within the video settings does nothing but make the entire scene darker. While I know a complete revert to the old visuals is unlikely, I do wish we had more complex settings that we could tweak for the exposure and shadows. While this is even more unlikely than a complete revert or better settings, I would like to have an option of just disabling the visual update completely. Giving people the option of using the new visuals or the old ones would in my opinion fix the issue completely, but I don't know enough about the engine or its limitations to tell if this is even possible. I'll go and sob in the corner by myself, I guess ;)
  19. I'm aware that this addon hasn't been supported for a long time, but there are some recent bin/config errors popping up with the 1.60 update. It seems to occur only when using the GD300 Android, Rugged Tablet or a vehicle-mounted BFT. The addon appears to work correctly otherwise, it's just these errors whenever you open these tablets, but it leads to a bit of .rpt-spam. Does anybody have enough knowledge with GUI editing or scripting to fix this? cTab appears to be under the GNU General Public License, so if I understand that correctly, you can modify it if you give credit to the author and make your modifications public with the same license. It would be a shame to see such a great addon slowly die off with each ArmA update.
  20. I could be wrong, but try setting enableDebugConsole = 1; in your description.ext and then logging in as admin on the server.
  21. Gilatar

    ARMA 3 Addon Request Thread

    Ivan Keska mentioned the DPV/FAV/LSV a few pages back and I whole-heartedly agree. I'm aware of the LSV-esque one arriving with Apex, but something more sandrail-like would be fantastic to have in-game. Something else I would love to see in the same vein would be a militarized ATV. The standard quad bike in ArmA III serves its purpose, don't get me wrong, but I would love to see one with attached rucks, mounts for ammunition, roll protection, slinged rocket launchers or even fully mounted weapons. You don't have to search for long to find SOF ATVs with mounted HK GMGs, M240s and ammunition or packed with loads of additional equipment. This page about the use of ATVs within the American military gives some general information about their purpose and capability. I think it would be a great lightweight and mobile alternative to other vehicles in ArmA III.
  22. Gilatar

    TF47 Launchers [WIP]

    Popping in with a question about the AT-4s. Whenever I fire any of the three AT-4 variants, the launcher stays in my hands after firing unless I switch to a different weapon, and the empty tube stays on my back. I seem to remember that in previous versions you would almost instantly automatically drop the tube after it was fired and switch to your primary weapon. Am I just confusing this with some other addon or was that feature removed somewhere along the way? Just a quick follow-up question just out of curiosity, so please don't take it as a request. Are the M72, Javelin and Stinger listed in the main post still planned? I could kill for a high quality M72 LAW in ArmA III and would love to see one as part of TF47 Launchers. Either way, thanks for the great addon and I hope I'm not being an annoying moron asking these questions.
  23. Man, this came out of the blue. You won't hear me complaining though :D Will the flight model be similar to its ArmA II equivalent? I loved how it had a bit of a suspension when touching down. Regardless, I can't wait to fly it in ArmA III!
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