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mdtorch

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Everything posted by mdtorch

  1. mdtorch

    pook_SAM Pack v4.0

    Im literally sitting in front of my monitor the whole day waiting :D
  2. Thanx for the information :) good to hear you guys are making progress. Maybe some skilled people who read this will offer their help with physx problems and so on. I think the arma community consists of very cooperative and helpful people :) im looking forward to see your new content, you guys rock - thanks again for your answers ;)
  3. mdtorch

    POOK CAMONETS

    Nice :D cant wait for the saMs. Pw6 takes some time again here... -_-
  4. mdtorch

    pook_SAM Pack v4.0

    This weekend? Oh my god.... pls make it happen. This will rock!!!
  5. WTF: Mil Mi-26????? In case im right: I love you guys!
  6. So Kind of you :) I think you already guessed it, but my first question is about a possible overview where the mod is currently standing, and how progression comes along. Its been a while since we saw your incredible fantastic media of different vehicles and assets like the T-90 videos on your youtube channel, those pics of the AN-12, the mig 29 (?), and the fantastic mi-28. I think i saw wips of your lav-25 and abrams too. I know this doesn't say much, but everything looked quite finished and functioning - so im asking if you could give us some information on the current status of the things in creation and maybe if we could look forward to a new major upgrade release with those cool assets soon? :) Second question is about your social network platforms like youtube, twitter and your project page. Are those still active? Havent seen much activity for quite some time now :( Third one: there seems to be some major bug with some of your scopes not showing on some of your weapons, this was discussed earlier in this thread, are you aware of that problem and can we hope for a bugfix? Last one: do you guys plan something about ACE compatibility? Atm vtn medic sys and ACE fight each other and using both mods at the same time is a real pain :( Thats it, thank you very much for the opportunity to ask these questions, i love your work and im looking forward to see your next big thing for vtn :)
  7. Fading hope for a major upgrade and/or answers to some questions and information keeps drawing me back to this... and then I cry...
  8. mdtorch

    United States Air Force( 2015)

    Hey thx man, that sounds great. As long as the AWACS wont be used as a ground Installation anymore ;)
  9. mdtorch

    United States Air Force( 2015)

    Hey fuller, yesterday we used your jets again in a multiplayer interception mission. The AWACs played a keyrole and it was really immersive with the crew warning and informing other players about hostile jets aso. We realized the AWACs doesnt have to take of to make full use of its radar capacity. In fact the crew parked it on the airbase and used it as a stationary airradar after they realized this was possible. Would you consider to make it necessary to bring the AWACs to a minimum height to make full use of its radar? Thx again for your epic mod
  10. Supplement: 6. Ace rearm doesnt work with some mods, like John Spartans & Sauls F/A-18 Super Hornet or SU-35S Flanker. Ammo truck shows missing ammo (not everything that WOULD fit on a pylon, but the missile that used to be there :( ) but the missile won't appear on the jet after reloading finished - Not rearmed. 7. Is it possible to take ammo from vehicles and carry it around in a box, or a whole missile, maybe to another vehicle/Jet? 8. Are there any plans for real big kinds of ammo, like missiles for the MLRS? 9. I scratched that in "2" and "3" but this is a slightly different question: Many mods have different variants of the same object, like RHS and CUP with a Viper-CAS and Viper-Multirole for example. I was hoping so hard ACE rearm would allow to get ever type of ammo the Viper can carry and define a complete individual loadout. Is that possible somehow?
  11. Thanx for the update. I can't thank you enough for ACE logistics! What you guys did to the refuel- and rearm- procedure is simply amazing - the best thing happened to ArmA EVER. Wow. Never ever again without that. I have some questions regarding those features: Refuel: 1. Is it possible you guys add some kind of noise to the refuel process? When the procedure is started, I think it would be nice to hear some kind of pumping sound. I think in real life those refueling procedures are kinda noisy because of the strong pumps and engines. In addition it would signal the user the refueling process is proceeding. 2. Is it possible to give random items a defined amount of fuel and maybe a fuel nozzle per script? Im thinking about the oil barrels for example, or strucutres like gas-stations. Rearm: 1. I don't think this is possible, but maybe you find a solution: I'm amazed by the fact that if you want to rearm one of the vanilla jets, you pick the 3d object of the needed missile out of the ammo truck and not just a simple box. Is there a way to implement this for modded jets too? Maybe like a scan for p3d-objects of the magazineclass? I tried to rearm the F-16 (standalone mod) with a SideWinder, but all I got from the truck was a box (rearming worked), although there has to be a 3d object for that mod-sidewinder? 2. Some jets do have different loadouts. If a jet fires, lets say, the sidewinders of its AA-loudout, would it be possible to get a list of all different rockets and bombs that can fit under that pylon in different loadouts from the ream-menu, not just a new sideWinder? 3. Maybe impossible: Interchangeable rockets between different jets? 4. Would it be possible to move a spawned missile or ammobox into the cargospace of another vehicle than the ammotruck? Lets say placing a SideWinder into the cargospace of a HEMTT Flatbed? (with the box/missile visible placed on the transportplace of the truck, like igiload?) 5. This one is very, very important to me: Is there a way to spawn defined ammo for vehicles with a script? For example: Players fighting with a tank and need ammo, a script spawns a helicopter with a box with correct 120mm rounds slingloaded for them to rearm. Or players find boxes with fitting vehicle ammo in a conquered base, spawned by a script? Hope you guys can give me some Information, and again: What an update... WOW! Thanx and be proud of your fantastic work!
  12. mdtorch

    United States Air Force( 2015)

    Let them in pls. We use them in our strategic cti
  13. mdtorch

    pook_SAM Pack v4.0

    FVKK YEAH! So good to hear from you. This looks awesome - cant wait for it... fantastic!
  14. mdtorch

    EricJ Release thread

    Looks nice :) How about adding an AR-15 Crusader to the weaponpack? :D
  15. mdtorch

    United States Air Force( 2015)

    Good to see you back :) I ran into some problems with 3 of your planes: spawned your planes with ai pilots and let them land at different airfields on altis. Worked out for most of them but the C-5 and the Global Hawk will crash on their attempt to touch down. Looked to me like they lost to much speed and came in too slow. Tried the same with the osprey (vertical landing on helipads works fine): comes in and touches the runway but will explode caused by its rotorblades touching the ground. Tested on the sand airfield runway
  16. mdtorch

    Von Quest Industries

    Submarines! Nice! Are you going to build real life types or fantasy only? (Correct me if those ships actually exist) looking forward to this! I guess they will be driveable?
  17. I dont think the chinook is able to lift an IFV or APC. MAYBE, just maybe the Super Stallion is able to lift a LAV-25 (without anything fancy like RPG-cages aso)... but thats just my guessing...
  18. mdtorch

    EricJ Release thread

    Yes! Thx! Waiting for the pw6 version
  19. Thats why I mentioned that F-35B standalone Arma III mod (link in op above). You can tell the AI to land on a runway (see scripts for letting ai land at airfields, land at 5 f.e.) or you can tell the ai to land like a helicopter on a (invisible) helipad. Both options do work. The cup Osprey is capable of doing both ways btw ;)
  20. Well, the Harrier is capable of vertical/short takeoff and landing (V/STOL) - so why shouldn't it be possible to land on a helipad with it :D? What I wanted to say is that in the current state the cup harrier, ai controlled, needs a runway to land - when it should be possible to let the ai land like a helicopter on a (invisible) helipad ^^
  21. yeah u're right. Didnt want to sound selfish or something. Im just waiting for updates and hope for the best ;)
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