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drebin052

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Everything posted by drebin052

  1. drebin052

    The Fictional MX Rifle series, why?

    "Vermin" is the best. Change my mind.
  2. drebin052

    Arma 4 a look to the future

    Well...BI did release screenshots in the pre-Alpha days showing women so it's not like they excluded female characters from Arma 3 based on "feelings". I think it's safe to say they were cut purely for technical limitations given that the new uniform/vest system isn't really suited to non-male bodies. But seeing as how DayZ addresses female characters wearing male-oriented apparel/vests, it shouldn't be far-fetched to assume that any future Arma title would (probably) feature females again -- even if they were just civilians. Is it really that vital that your characters have to be female? The story arc of one of the main characters in BI's Remnants of War more or less follows the idea of a family slowly jumping aboard the insurgency train for various reasons. Gender played zero significance and yet the narrative/dialogue remained superb. Surely you'd be able to accommodate your story to the lack of females?
  3. drebin052

    The Fictional MX Rifle series, why?

    You missed the saltiest of the salt mine threads back in the Alpha and Beta when something like the mere existence of the Blackfoot or Slammer brought the "mUh rEaLiSm" crowd out in droves. There was enough salt and tears that could give the Dead Sea a run for its money. 😋 That being said, however misguided the complaints about the MX were back when Arma 3 released, they weren't entirely unfounded at the time. The LSAT programme didn't present anything tangible until it morphed into CTSAS at around 2016 and Textron's concepts/prototypes weren't shown until 2017-2018.
  4. drebin052

    AI Facts & Myths Compilation List

    Vanilla AI don't use HE rounds with the RPG-42 or Titan APs with the Titan MPRL Compact because they're specifically not "permitted" to do so. The configs for R_TBG32V_F (RPG-42's HE grenade) and M_Titan_AP (Titan MPRL Compact's AP missile) inherit from their anti-vehicle parents (R_PG32V_F/M_Titan_AT) which, at least in the case of the RPG-42's HE grenades, have the allowAgainstInfantry token set to 0 (false). If you were to set this token to 1 (true) specifically for the HE grenade, you would potentially see the AI employ them against enemy infantry. If I recall correctly, this behaviour was actually present back in the Alpha for a short time before the changes were reverted due to the AI spamming the RPG-42. Funnily enough, the MAAWS Mk4 does not face this problem. If you gave a NATO LAT soldier a whole stack of HE 44 and HEAT 75 rounds, you can actually see them swap to firing HE 44 against infantry sometimes if they don't have any other weapons on them. This is because all three of the MAAWS Mk4's rounds (R_MRAAWS_HE_F, R_MRAAWS_HEAT_F and R_MRAAWS_HEAT55_F) have allowAgainstInfantry set to 1 (true) in their configs. In stark contrast if you did the same thing with the RPG-42/Titan MPRL Compact, the soldier will either attempt to run away or go prone to lower his camouflage rating. For instance, as a test I made this AI invulnerable, removed his rifle/pistol, set him to maximum courage (allowFleeing 0), and gave him a Bergen Backpack filled with one HE 44 and the rest HEAT 75 rounds. In two out of five tests, he loaded the HE 44 round and fired it at the two CSAT squads in front of him. For the other three tests he simply fired the pre-loaded HEAT 75 straight away: (Apologies for the grey filter-like effect. That isn't edited into the screenshot - it's the MAAWS backblast smoke)
  5. Not perfect but here you go. Zippers for the pockets and seams are on separate layers and you can change the texture for the fabric parts on the shoes too, though I've left the leather-ish parts untouched. (Google Drive link here)
  6. drebin052

    Esports in Arma?

    Outside of antistasi and "traditional" modes, PvP TDM seems to be the focus. You'd have to search for postings on the official Discord's multiplayer events channel though, since they seem to be unit vs. unit rather than public team/FFA matches.
  7. drebin052

    AI Facts & Myths Compilation List

    There is plenty of documentation on this. Has been the case since OFP actually, with cost and threat being used for AI target evaluation. In-game wise, a NATO Squad Leader has a cost value of 250000 whereas a Grenadier is 200000 and a plain jane Rifleman at a measly 100000. Enemy infantry will naturally prioritise the SL first as he's worth more even though all three classes have the same threat value of 0.8. In contrast, if you had an enemy tank commander faced with a team comprising of an AT Missile Specialist (130000), a Squad Leader (250000) and a Recon Team Leader (250000), the commander will order the gunner to focus down the AT Missile Specialist because his threat value towards ground vehicles is significantly higher (0.8 vs 0.1) even though his cost is less than half of the other two (assuming all three soldiers have been detected simultanously).
  8. drebin052

    Bug with FV-720 Mora

    It's definitely not just you. The bouncing seems to vary depending on how it was destroyed though, with engine/hull hits causing the most dramatic bounces and kills on other parts of the vehicle being less bouncy. Applies to both anti-tank weapons and vehicle weapons: Scored 2x side hull hits with the Vorona and the Mora's wreck bounced to the other side of the compound above the warehouse's roof. Scored 1x rear hull hit with the T-140K's main gun and it bounced across the wall onto the roof behind it.
  9. drebin052

    Nogova ArmA 3

    Unless they have another Argo-like Incubator project in the making, the chances of a Nogova remake are less than zero. You can already download and play a remade version provided by the CUP team anyway.
  10. Definitely a bug: 5.45mm AKS-74U (was never able to use suppressors to begin with) 5.56mm LIM-85 (can use all three colours; not affected) Mk20/C/EGLM (all variants affected; can only use pre-Apex black suppressor) SDAR (was never able to use suppressors to begin with) SPAR-16/GL/S (can use all three colours; not affected) TRG-21/20/EGLM (all variants affected; can only use pre-Apex black suppressor) 5.7mm ADR-97/C/TR/CTR (only had one suppressor to begin with; not affected) 5.8mm CAR-95/1/GL (can use all camouflage options; not affected) 6.5mm CMR-76 (can use all three camouflage options; not affected) Katiba/Carbine/GL (all variants affected; can only use pre-Apex black suppressor) Mk200 (broken; can only use pre-Apex black suppressor) MX/C/M/3GL (can use all six finishes; not affected) MX SW (broken; can only use pre-Apex black suppressor and has duplicate (?) suppressor) Promet/MR/GL/SG (can use all six finishes; not affected) Type 115 (can use all three camouflage options; not affected) 7.62mm AK-12/U/RPK/GL (can use all five finishes; not affected) AKM (was never able to use suppressors to begin with) Mk-I EMR (broken; can only use pre-Apex black suppressor) Mk14 (broken; can only use pre-Apex black suppressor) Mk14 Classic (broken; can only use pre-Apex black suppressor) Mk18 ABR (broken; can only use pre-Apex black suppressor) Rahim (broken; can only use pre-Apex black suppressor) Zafir (was never able to use suppressors to begin with) .338 MAR-10 (can use all three finishes; not affected) SPMG (can use all three finishes; not affected) 9mm P07 (only had one suppressor to begin with; not affected) PDW2000 (only had one suppressor to begin with; not affected) PM (was never able to use suppressors to begin with) Protector (only had one suppressor to begin with; not affected) Rook-40 (only had one suppressor to begin with; not affected) Sting (only had one suppressor to begin with; not affected) 9.3mm Cyrus (can use both colours; not affected) Navid (can use both colours; not affected) .45 4-five (only had one suppressor to begin with; not affected) Vermin (only had one suppressor to begin with; not affected) Zubr (was never able to use suppressors to begin with) .408 M320 LRR (was never able to use suppressors to begin with) 12.7mm ASP-1 Kir (was never able to use suppressors to begin with) GM6 Lynx (was never able to use suppressors to begin with) I wonder why these were even affected seeing as how 2.00 didn't add any new accessories. For what it's worth, the various MuzzleSlot classes for each calibre hasn't been changed and they still have the correct suppressors listed. Certain weapons like the Mk20 still inherit MuzzleSlot_556 in their config but muzzle_snds_M overrides compatibleItems for whatever reason...
  11. Closest thing would be Combat Patrol missions which are meant for coop or a customised version of Warlords configured for solo play. Outside of those two, there isn't an official mode that is structured similarly to CTI/Warfare since Vanguard and End Game are PvP-oriented with minimal support for AI.
  12. In all fairness, some of GM's weapons have suitable magwells which can load vanilla ammunition. GM's devs also clarified why their ammunition hits harder so it'll come down to whether CSLA Studio are prioritising authenticity or decide to focus on sandbox balance. And if all else fails there's always custom compatibility patches.
  13. drebin052

    30mm HE hit damage value mistake?

    Yes, although only the Mi-48 Kajman uses the default 30mm shell. The BTR-K Kamysh, AFV-4 Gorgon, FV-720 Mora and T-140K Angara use a similar 30mm shell but it hits harder. As for why it's 30 base damage, I think it's intended by design on BI's end to further distinguish the traits between the gunships on BLUFOR and OPFOR which has always been the trend since OFP: OFP: Ka-50/Mi-24 30mm HE had larger blast radius but less damage vs. the AH-64's 30mm HE which had a smaller blast radius but twice the damage. Arma 1: KA-50's 2A42 HE hit harder than the AH-1Z's M197 and had a splash radius (the only time where the OPFOR gunship's cannon is vastly superior to its BLUFOR counterpart). Arma 2: Ka-52/Mi-24 2A42 HE hit for less than the AH-64D's/Apache AH1's M230 HE but both had the same splash radius. This hasn't changed with Arma 3: the Mi-48's 30mm HE has almost twice the blast radius which makes it better against infantry even though it's weaker base damage-wise. The AH-99's 20mm HE pierces better but has less splash, making it more effective against light vehicles and other helicopters.
  14. drebin052

    How to use First Aid Kit in updated version of Old Man?

    It works perfectly fine just like in vanilla. Aside from bugfixes and QoL updates, not much of Old Man's gameplay has actually been altered from the Beta. Are you sure you're not running a gameplay mod like ACE that unnecessarily screws something up (as it always does)?
  15. I haven't upgraded yet. That's the build I plan to get but now that you've mentioned those issues I'm not so sure any more. Welp...back to the drawing board.
  16. FPS tanks to less than half (60 average to 16/20) even with viewing/object distances reduced to 2000/1000 for 1440p resolutions. For the most part, I've stuck to 1080p resolutions for now but...1080p on a 27" monitor isn't great to say the least. It's pretty much the same case with the other games I play. For reference, this is my current budget build so an upgrade is long overdue anyway: CPU i3-8300 GPU MSI RX 580 ARMOR 8G OC Mobo Gigabyte B360M H RAM Corsair Vengeance LPX (2x4GB) Would it be better if I got an alternative? Or is it just a driver issue and not really something to worry about (much)?
  17. Recently switched to a 27" 1440p monitor but my current build doesn't quite cut it for Arma at this resolution. Would this upgrade fare well? CPU AMD Ryzen 7 3700X 3.6GHz 8 Core Mobo Gigabyte B550 GAMING X ATX AM4 RAM Corsair Vengeance LPX 32GB (2x16GB) DDR4-3600 CL18 GPU XFX Radeon RX 5700 XT 8GB Triple Dissipation
  18. drebin052

    Jet skin

    The A-149 Gryphon's canopy uses its own texture named fighter_04_glass_01_ca.paa. However AFAIK vanilla jet canopies do not have hiddenSelections defined so it's not possible to retexture them. Only alternative is to hex edit the model itself but that's asking for trouble from BI.
  19. drebin052

    Future plans to continue "The legacy"

    We'll know for sure once they start putting out ARGs as a teaser. Don't forget that Arma 3 had the Iranian hackers ARG revealing tidbits about the setting at least a month before they revealed the live action mini-trailer.
  20. da12thMonkey posted a swatch for the uniform version here. The variant used on vehicles and aircraft is slightly different though. As I recall, someone on the (defunct) Facepunch forums camo thread made a swatch but it's long gone by now.
  21. drebin052

    Arma 4 a look to the future

    Crowe's tweet wasn't wrong even at the time of its posting though. Contact was the Dutch team's project and Old Man was just a freebie that began development before Tanks. Same goes for Art of War: yet another semi-freebie that requires minimal input from the main Czech devs.
  22. drebin052

    We need Arma 3 on consoles

    Excuse me, but I'll have you know that Red River was the best Battlefield Call of Duty game in the series thus far. A true worthy successor to the Operation Flashpoint name!
  23. Needed a template for the Tracksuit/Granit from Contact and I don't think anyone's made it yet, so here's one on my Drive. Naturally, you'll need to own the expansion pack in order to retexture the uniform. The .PSD template (no GIMP) includes the original textures, so you can simply extract details from any variant to include on your own texture as needed.
  24. drebin052

    Old Man: game mechanics

    1. Fast Travel doesn't support vehicles because you can only do so on foot at a hotel/safehouse or at Santiago's house. Alternately if your reputation level with L'Ensemble is high enough, you can select their camps and smuggler outposts (at maximum level). 2. No. Checkpoints will always be re-garrisoned by CSAT/Gendarmerie after some time. I believe it's after a few hours of in-game time, though I can't remember the exact numbers. 3. No. They will always respond after you fight off the first two Quick Reaction Force attack waves; either in the form of a Y-32 Xi'an with Viper paratroopers aboard or an Mi-48 Kajman. You can steal both at some locations like on Tuvanaka or at the international airport, though you need to get rid of the AA defences on the islands first or you'll get shot down (thankfully destroyed AA positions are permanently gone).
  25. drebin052

    Old Man: insurgents issue

    +3 is just the maximum level of positive reputation that you can gain. There's seven levels in total starting at 0 (neutral) which can swing from +1, +2 and +3 (being the highest positive reputation) or -1, -2 and -3 (being the worst reputation). You can keep donating after +3 but it won't change anything else since you've gotten the maximum discount.
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