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Crielaard

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Everything posted by Crielaard

  1. Crielaard

    Advanced Rappelling

    THIS is awesome!!! looking forward for a usable release. Our group will happily test it.
  2. Crielaard

    Robin DR 400

    Ill check it out
  3. Crielaard

    Robin DR 400

    Ha funny. We had that plane in the flightschool where I instructed for some time.
  4. Crielaard

    POOK SAM PACK (May 2022)

    Ok thnx. Well the crew is easily self-configured. But I missed the part that this has been made for A2 before. Makes perfect sense now. Then a request. And it can be discussed in PM. would like to have specific AA systems as a standalone. I would happily do the configing my self. Anything possible Pooky to arrange this?
  5. Do you use CUP or AiA terrain pack? I think CUP fixes this.
  6. Crielaard

    POOK SAM PACK (May 2022)

    I really like your pack Pookie. The CUP requirement is something I do not get though. What do you need CUP for in this mod??
  7. And we benifit what from this...?
  8. I got a PM asking me about a possible next release. Here is my response. So sorry gentlemen. But more Apache goodness IS comming. I promisse. btw. The thing about FullerJP's USAF mod. That hasnt been formally discussed with him yet. haha So Fuller, supprise! ;)
  9. Crielaard

    DSS: The Mod

    Ok first bug report: *From Editor Preview - Raw meat doesnt come up to 'cook' when in inventory - When trying to pickup and move an object (a tent in this specific case) it gets attached to you and you cannot drop it anymore.
  10. Crielaard

    DSS: The Mod

    Awesome. This is exactly what my group was looking for. We do many more-day sessions where we 'survive' behind enemy lines for longer periods of time. Thnx!
  11. Crielaard

    DSS: The Mod

    I really really like the whole food/water thing. But Im not fond of the zombie apocalypse thing. Is it possible to use only that survival part of the mod, without the need of all the other required mods?
  12. When using this map Im getting errors when trying to place modules. It usually is something regarding default entries. Modules with errors dont seem to work either. Example is the simulationMannager module. Doesnt work because of this. Recreate: Load Australia map go to editor place module
  13. You can assign a primary and Alternate channel. So two channels you listen and talk on one radio. I'd advice to take a prc152 to listen to 2 other channels. that gives you 4 channels you can listen in to. Of which 2 can be transmitted on at short range. All militairy aircraft I've flown (PC7, T6 T38, F16 and L39) We never had more than 2 radios to transmit on at once. With a max of 6 listening freqs of which 2 transmit. This last one was with the AH64. (No I was never a formal crew member) The SUAS I fly these days has 3 radios, with 3 possible listening channels but only 1 I can transmit on. So Id say regard it as a realistic limitation.
  14. Crielaard

    CCIP script for aircrafts

    Post the script that is attached to it. Then ww may figureout what happened (or is happening) I noticed a simmelar thing with the rockets. I think it has somerhing to do with the 'simulation=' config parameter. Most likely it doest account for the 'Booster' in the rockets, with certain sim values.
  15. Crielaard

    CCIP script for aircrafts

    Has nothing to do with the Snakeeye's high drag. Unless its specifically scripted, which I cant imagine. The script just takes its config physics into account. If the classnames arent accounted for in the script, it wont work. Thats all.
  16. One of the first upcomming releases! Although it is ANOTHER Arma2 Apache port, we are proud of the results so far. And still aim to make this one a bit special compared to the others. Our goals for this addon is to provide a fully functional apache with a lot of gadgets, without any scripting being involved. Thus just making use of the config functions available in Arma3. We used DeltaGamer's port as a base to start from. Thanks to his work we got the initial inspiration. Kimi, also known as geraldbolso1899 allready has put in a lot of work to enhance the HMD, interface and weapon systems. I personally worked on the general config, model, skin and special features. All planned features: - Advanced Flight model - IHADSS with symbology, being as realistic as we can practically get it - IHADSS symbology changing with state of flight - TADS with symbology, being as realistic as we can practically get it - Slaving TADS to grid - Auto & Manual ranging of 30mm cannon - TEDAC with PiP and symbology overlay - Black & White TADS optics - Custom radio (TFAR mod) - Functioning PNVS - Enhanced damage model to improve pilot survivability - AMASE Pods with multiple CM programs and 4 dispencers - MFD's that are actually MULTI function - Pitching weapon pylons - Multiple Hydra rocket types - AGM-114 HEAT, Thermobarric or Hyperbaric variants - Hellfire top down attack (AGM function) - Self lase capability - Fire from Vehicle, for two passengers of the sides - RNLAF Skin - Custom weapon loading system - Miscellaneous model animations Planned features for the initial release v0.9: V Advanced Flight model V IHADSS with symbology, being as realistic as we can practically get it - IHADSS symbology changing with state of flight - TADS with symbology, being as realistic as we can practically get it V Slaving TADS to grid V Auto & Manual ranging of 30mm cannon V TEDAC with PiP and symbology overlay V Pilot MFD with optional Gunner PiP - Black & White TADS optics V Enhanced damage model to improve pilot survivability V AMASE Pods with multiple CM programs and 4 dispencers V Pitching weapon pylons V Multiple Hydra rocket types V AGM-114 HEAT, Thermobarric or Hyperbaric variants - Hellfire top down attack (AGM mod function) V Self lase capability V Fire from Vehicle, for two passengers of the sides V RNLAF Skin Licence http://creativecommons.org/licenses/by-nc-sa/3.0/nl/deed.en Special Thanks To Shadow (For sharing RWCO mod) All RNLAF pilots giving us input on how things should work
  17. I dont understand why this has been added to my Apache. You can just make the gunner 'playable' and have even better functionality. (Geo stabilised, Position memory, etc) the PiP is in the Pilot's MFD and the laser can be activated through seagul fastforward.
  18. Looking forward for a flyable Xwing anf Tie. With Imperial assault stuff we can start making propper starwars missions! You guys may wat to use this for the Xwing cockpit: The targeting computer could easily be done. Both the trenchrun view and gun reticle. Making the 4 lasers a turret that can turn just a few degrees can help to make them track targets as they do in the movie and most games.
  19. Crielaard

    (SMA) Specialist Military Arms

    So just because I'm not interested in all the weapons and just ask the question if the weapons can be used sepperately I'm a crook? Don't be ridiculous. SMA is great. It is of great quality. But since we would only use 1 weapon of the pack, 1GB would be far to much. Hence the question. A question is just a question gentlemen. Nothing more, nothing less. I removed the PBO's which are not required and it indeed worked. Got the HK416 and 417 now, without errors. Thnx for this great mod!
  20. Crielaard

    (SMA) Specialist Military Arms

    Is there a way to get only 1 weapon from this mod? 1Gb for just 1 weapon of our interest is a bit of an overkill.
  21. Crielaard

    CCIP script for aircrafts

    Actually I dont see why you would need that range value. I have an idea how to add a CCRP feature to this mod. Contact me if you are interested.
  22. As I was browsing config, I found something. Maybe you allready looked at it...maybe not. Here is the class of the VASI lights: http://configs.arma3.ru/154.133741/configfile/CfgVehicles/Land_VASICore.html This COULD help you for the Meatball on the nimitz! Hope it's worth anything.
  23. Inst guer used for Civ aswell?
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