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drebin052

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About drebin052

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    Gunnery Sergeant

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    Melbourne, Australia

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    virtuousmission
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    mortified_penguin-
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    drebin052

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  1. Cheers for the feedback. Fair enough. I don't mind dropping down from 1080p or cutting off AA/PP for performance, so that's within acceptable limits. And I think I might be able to nab a deal for an RX 570 for just $20 more than the 560's current price ($179 AUD), so I'll have a look at that too. Glad to know I'm not making a mistake with the CPU at least. But incidentally, why Ryzen? I thought AMD and Arma don't mix?
  2. I'll be getting a new desktop in a week's time to replace my dinosaur from 2009. Any idea on whether this'll be good enough for a decent view/object distance set to 5,000 plus most of the fancy GFX settings on at 1080p? CPU: Intel Core i3-8350K RAM: Corsair Vengeance LPX CMK8GX4M2A2666C16 8GB (2x4GB) 2666MHz DDR4 GPU: Gigabyte Radeon RX 560 16CU Gaming OC 4GB SSD: Gigabyte UD PRO 512GB SSD I know it's not a top tier rig, so I'll probably be upgrading these parts when time permits. Just needed a new rig at under $1,000 ASAP since my current one looks like it's going to die any day now.
  3. drebin052

    Focus on gameplay not games, please.

    One of your complaints is that the majority of stuff in vanilla A3 don't have their real names? Seriously? And wow... Oh come on, you can do better than that... PUBG came from a gamemode that primarily utilised vanilla assets (not including servers that used mods of course, which were the minority not the majority). RHS on the other hand, is a total conversion mod. Do tell me how many high population servers exclusively use RHS or any other real equipment addon. People play PUBG because it has fun team-based gameplay without being too arcadey on the same level of Battlefield, not because it uses "real" stuff. Yes, the definition of popularity: You know full well that Infinite Warfare's problems didn't stem exclusively from its sci-fi setting. And besides, both Ghosts and Advanced Warfare on the other hand were quite well received (the complaints stemmed from other gameplay issues) despite being set in the same near future setting like A3...except that A3 doesn't have exoskeletons and 3D printer guns that reload via phlebotinum. You mean what you perceived as its identity. Don't confuse your own idealism with reality:
  4. drebin052

    Focus on gameplay not games, please.

    @lexx Just switching weapons on the move. It's always been possible to reload on the move since A2 (only OFP and A1 forced you to stop).
  5. drebin052

    United States Air Force( 2015)

    Woah...how come you guys didn't post here about your unofficial *ahem* official debut on the Workshop at last? http://steamcommunity.com/sharedfiles/filedetails/?id=1223608175&searchtext= /sarcasm
  6. There's a lot more than just two. If I recall correctly, there's about seven or eight in total that you need to kill. You should be able to find them all by locating the source of the IR lasers (make sure you toggle night vision on).
  7. You mean the 3rd mission, Heart of Darkness? You just need to kill all of the Viper operatives and it'll auto finish. You don't have to kill all of the Syndikat insurgents; in fact, there's even an achievement for not getting spotted/avoiding all contact with them. If it still doesn't complete then you'll just have to restart unfortunately.
  8. More specifically, Truck says that: Well...we do have tidbits of information here and there. For example, we know for sure that CTRG operates under NATO's mandate and is not some shady PMC or unknown non-government SF group; that it's multi-national and doesn't just consist of Brits, with the nationality of the operators simply differing depending on where the Group operates. 14 for instance, is predominately British since Altis used to be a British colony, while 15 consists of Americans since Tanoa is a Pacific Rim nation. And then there's the brief shot of the satellite map that shows several more Groups operating throughout the globe: Group 1 operate in Afghanistan (or maybe the marker points to Pakistan?). Group 3 is set in what appears to be Lebanon. Group 6 is obviously in Iran itself. Group 8 are in what looks like the border of Azerbaijan and Russia. Group 10's marker is in the Philippines. Group 12 operate in the small islands east of South Sumatra. We can probably assume that each Group would be comprised of different nationalities tailored for each region But yeah... It's a shame Tac-Ops turned out to be another red herring since the only thing that we know for sure is that... And aside from that, nothing else. I really wish they'd make another mini-campaign just to brush things off properly...but I guess that's never going to happen now...
  9. drebin052

    Development Blog & Reveals

    Can't say I'm not slightly disappointed by the lack of new assets but more SP content? Yes please! Given what we got with Remnants of War, I've got some high expectations for Tac-Ops. But the whole focus on "replayability" and randomness does make me kind of worried though. I just hope that the missions will not turn out to be nothing more than glorified Arma 2 Sec Ops module-style missions...
  10. CSAT reinforcements will eventually arrive regardless of how long you take to eliminate the mortar. Those T-100s that show up towards the end are no joke (when Kappa says they're almost done packing).
  11. The Ifrit's fuel tank has a capacity of 94 in-game litres, while the fuel carrier Tempest has about 3000 litres stored in its cistern. So technically you could refuel an Ifrit that had a completely dry tank roughly 32-33 times. For something more fuel hungry like the T-100 that has something like 1885 (can't remember if this value was changed or not) then this would equate to a max of two refuels if it was completely dry. Repair trucks are essentially unlimited and can fix up to 200000000 points worth of "hit point" damage. Ammo trucks are more generous than fuel trucks and have a max capacity of 30000 units of ammunition; though I can't recall if it's calculated on a per-round basis for the magazine (one Titan 230mm rocket would be the same as a single 6.5mm round for a Slammer's coax) or is based on the ammunition's cost value (Titan 230mm rockets have a cost of 1000 so an ammo truck could rearm a Sandstorm 30 times). Chances are you'll never run into a situation where any of the logistic trucks run out of supplies though. While it's not impossible that it could happen, it's just highly unlikely.
  12. drebin052

    SAEF: South African Expeditionary Forces

    I noticed that the Grenadier and Foregrip variants of the RS-16 seem to be able to attach bipods now even though they don't actually show on the model. Wrong inheritance in the config perhaps? EDIT: Yep wrong class inheritance. The UnderBarrelSlot property used by the sub-variants shouldn't be inheriting from the one used by the baseline RS-16. Just need to tweak both the GL and FG variants' WeaponSlotsInfo class so that they're like this: class rs_arifle_r2016_GL_F: rs_arifle_r2016_F { class WeaponSlotsInfo: WeaponSlotsInfo { class UnderBarrelSlot{}; // Prevents GL variant from inheriting the UnderBarrelSlot property }; }; class rs_arifle_r2016_FG_F: rs_arifle_r2016_F { class WeaponSlotsInfo: WeaponSlotsInfo { class UnderBarrelSlot{}; // Ditto }; }; P.S. Hot damn that RS-17 looks good.
  13. drebin052

    Arma 3 Aegis (Beta)

    Off-topic but yep. @RobertHammer posted about it (along with some other goodies) a few weeks ago. Now both of those images are suddenly gone from their Artstation pages as well. I'll make a wild guess that the MAAWS is probably being saved for Tanks DLC while the M4 is perhaps going to be for Tac-Ops. We've got both old school and new-gen AKs so why not some AR-15s?
  14. drebin052

    Arma 3 Aegis (Beta)

    That rule doesn't apply to the F-35B model in Aegis, as it comes directly from the Samples Pack released for vanilla A2 that allows for modifying under BI's APL license. Terrains and DLC content on the other hand, like stuff from OA, BAF, PMC, or ACR, fall under APL-SA which has a slightly different caveat but follows the same rules as the base APL license. IIRC the only games that modders cannot modify or port from are DayZ (for obvious reasons) and edits to binarised models that are not included with Arma 3 Samples, as Night would have to ahem..."reverse engineer" them CSAT-style, and that's obviously illegal to do.
  15. drebin052

    2035: Russian Armed Forces (5.3.0)

    The Hexacam versions of the combat uniforms are an excellent addition. But the Green Hex version seems kinda mismatched at the moment; might I suggest that you guys use Nightmare515's Tropical Hexacam pattern instead? He's uploaded a tileable swatch that can be freely used on the Facepunch camouflage thread here. Got a few bugs to report in the process: Something feels...off about the non-magnified optics. I seem to recall the Kobra having the collimator tunnelling effect in the last version but now it's just a flat reticle on the glass? This seems to be the case with the new 553 holosight as well (not sure if the PKM-A was updated since it used to use A2-style red dots). The T-14's commander seems to have a rather severe case of...turrets syndrome (I'll show myself out now ). The driver's turn out position is low enough but the commander's body will clip through the turret. The T-15's muzzle proxy for the coaxial MG is still positioned facing backwards. The pilot camera/targeting pod for the Su-34 isn't positioned correctly. Grad gunner's first person view while aiming the MRL pod is still bugged. You just stare at the front window instead of switching to a turret camera like the vanilla Sandstorm (for example):
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