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Everything posted by redarmy
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11 years and not Heavy Vest for OPFOR
redarmy replied to zukov's topic in ARMA 3 - QUESTIONS & ANSWERS
spetsnaz are special operations units. IRL they use certain transport helo's,already ingame as much as real assets can be. they use a modified version of the In game Ifrit and GAZ Tigr. They arent designed for conventional warfare and so vics have no place for them. Russia isnt the main enemy ingame CSAT are and are prodominantly Chinese. Besides that,the devs grew up in the soviet union. They are biased towards that system(who the F wouldnt be?) Regardless,that doesnt influence their game design. Their OPFOR side is very much fleshed out. -
11 years and not Heavy Vest for OPFOR
redarmy replied to zukov's topic in ARMA 3 - QUESTIONS & ANSWERS
Iv no time in previous Arma games. OPFOR seem pretty balanced to me here. Infact the Katiba is argubly a better rifle than the MX series. And for a long time(until WS marshal) NATO had no APC that had an ATGM,CSAT had the KAMYSH. Also note the Angara commanders weapon. Pretty devistating. The quilin with a gatling...and the Kajman,flying tank. CSAT soldiers have amazing explosive resistance too with the uniform. All in All CSAT have an edge over NATO i feel. Ultimately they each have their areas of strength. -
Is there any chance the author is still around? was hoping if so he could fix the mod not recognising the Humingbirds benches as seats.
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11 years and not Heavy Vest for OPFOR
redarmy replied to zukov's topic in ARMA 3 - QUESTIONS & ANSWERS
untrue. they have a very resistant uniform. They actually are quite resiliant. Whats it matter> create your own opfor with the tac vest. -
Does this <stuck vehicle> mod even exist?
redarmy replied to bigshot's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Gencoder8 brought a fix to my attention but iv not fully tested it https://pastebin.com/KVDuAJZn should do checks on stuck vehicles and resolve the issue -
Does this <stuck vehicle> mod even exist?
redarmy replied to bigshot's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
its possible. i may look into making a small mod for this to suit my scenario. off top of my head (there are better ways to do it) id use an addaction (unflip) when looking at a vehciles, then what it should do is getPOS and then set POS in a random distance or set distance away(few meters) while finding safe ground. Set its position to whatever up is,and done. out of curiosity what vic is getting stuck on those low walls? most vanilla vehicles manage them fine since the vehicle physics update -
You guys even added audio to the door open and close. Brilliant. Thanks
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I thought id ask,as im not able to find a good way to do this in miissions,no matter what way i try its always clumsy and unreliable. Years ago a fellow released a vital yet simple lightweight mod that addressed High command transport(named as such) Hansen111 is no longer with the community,and iv left tickets on the tracker for years yet BIS never have and never will address this simple feature that is even usable in Zeus. The simple act of adding a "waypoint type" into the High command structure that could contain code to assign infantry to a crewed vehicle,im asking here in hopes someone might know how to make it or is willing to. High command is a gem for SP Arma,sorely undercooked and missing this vital feature. If anyone has any desire to make a QOL mod,please consider this. At the very least, please subscribe the ticket on the tracker,would be much appreciated: https://feedback.bistudio.com/T180240
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Guys can you help,im trying to create an addaction on the cougar for animation of side doors h3 addAction ["Open side door", { h3 animateDoor ['door_R',1]; h3 animateDoor ['door_L',1]}]; h3 addAction ["close side door", { h3 animateDoor ['door_R',0]; h3 animateDoor ['door_L',0]}]; It wont recognize the door as "door_R",". or L Could you please give me the correct naming?
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Add waypoint function/for random pos in marker
redarmy posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I trying to further randomize a wapypoints position within a marker. currently using it in such a way that it finds the centre point and gets a random distance from it to create a wp,like so: randomPoint= selectRandom ["AO", "AO"]; _wp = BB addWaypoint [getmarkerpos randomPoint,1000]; _wp setwaypointtype "GETOUT"; Now,instead of 1000, i want no distance,i just want the wp to be generated anywhere within the marker named AO. Whats the best way of doing this? -
Add waypoint function/for random pos in marker
redarmy replied to redarmy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you Larrow. Is there any difference performance wise? -
Add waypoint function/for random pos in marker
redarmy replied to redarmy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hmmm tested it and it doesnt check for water,sends them into the ocean . Strangely enough my original post syntax ,never sent them into water,it detected ground. It was a snippet of a larger syntax with multiple waypoints. Regardless,this will do nicely: randomPoint= selectRandom ["AO", "AO"]; { deleteWaypoint _x } forEachReversed waypoints Alpha1; _wp = Alpha1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "GETOUT"; _wp setWaypointSpeed "NORMAL"; Alpha1 setBehaviour "Aware"; _wp = Alpha1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Alpha1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Alpha1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Alpha1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Alpha1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Alpha1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "CYCLE"; randomPoint= selectRandom ["AO", "AO"]; { deleteWaypoint _x } forEachReversed waypoints Alpha2; _wp = Alpha2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "GETOUT"; _wp setWaypointSpeed "NORMAL"; Alpha2 setBehaviour "Aware"; _wp = Alpha2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Alpha2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Alpha2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Alpha2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Alpha2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Alpha2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "CYCLE"; randomPoint= selectRandom ["AO", "AO"]; { deleteWaypoint _x } forEachReversed waypoints Bravo1; _wp = Bravo1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "GETOUT"; _wp setWaypointSpeed "NORMAL"; Bravo1 setBehaviour "Aware"; _wp = Bravo1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Bravo1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Bravo1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Bravo1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Bravo1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Bravo1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "CYCLE"; randomPoint= selectRandom ["AO", "AO"]; { deleteWaypoint _x } forEachReversed waypoints Bravo2; _wp = Bravo2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "GETOUT"; _wp setWaypointSpeed "NORMAL"; Bravo2 setBehaviour "Aware"; _wp = Bravo2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Bravo2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Bravo2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Bravo2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Bravo2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Bravo2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "CYCLE"; randomPoint= selectRandom ["AO", "AO"]; { deleteWaypoint _x } forEachReversed waypoints Charlie1; _wp = Charlie1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "GETOUT"; _wp setWaypointSpeed "NORMAL"; Charlie1 setBehaviour "Aware"; _wp = Charlie1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Charlie1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Charlie1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Charlie1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Charlie1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Charlie1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "CYCLE"; randomPoint= selectRandom ["AO", "AO"]; { deleteWaypoint _x } forEachReversed waypoints Charlie2; _wp = Charlie2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "GETOUT"; _wp setWaypointSpeed "NORMAL"; Charlie2 setBehaviour "Aware"; _wp = Charlie2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Charlie2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Charlie2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Charlie2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Charlie2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Charlie2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "CYCLE"; randomPoint= selectRandom ["AO", "AO"]; { deleteWaypoint _x } forEachReversed waypoints Delta1; _wp = Delta1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "GETOUT"; _wp setWaypointSpeed "NORMAL"; Delta1 setBehaviour "Aware"; _wp = Delta1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Delta1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Delta1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Delta1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Delta1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Delta1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "CYCLE"; randomPoint= selectRandom ["AO", "AO"]; { deleteWaypoint _x } forEachReversed waypoints Delta2; _wp = Delta2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "GETOUT"; _wp setWaypointSpeed "NORMAL"; Delta2 setBehaviour "Aware"; _wp = Delta2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Delta2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Delta2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Delta2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Delta2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Delta2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "CYCLE"; randomPoint= selectRandom ["AO", "AO"]; { deleteWaypoint _x } forEachReversed waypoints Recon1; _wp = Recon1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "GETOUT"; _wp setWaypointSpeed "NORMAL"; Recon1 setBehaviour "Aware"; _wp = Recon1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Recon1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Recon1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Recon1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Recon1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Recon1 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "CYCLE"; randomPoint= selectRandom ["AO", "AO"]; { deleteWaypoint _x } forEachReversed waypoints Recon2; _wp = Recon2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "GETOUT"; _wp setWaypointSpeed "NORMAL"; Recon2 setBehaviour "Aware"; _wp = Recon2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Recon2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Recon2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Recon2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Recon2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "SAD"; _wp = Recon2 addWaypoint [AGLToASL (randomPoint call BIS_fnc_randomPosTrigger), -1]; _wp setwaypointtype "CYCLE"; -
Add waypoint function/for random pos in marker
redarmy replied to redarmy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is this to do with sea and ground level? For finding a safe ground or something? -
Add waypoint function/for random pos in marker
redarmy replied to redarmy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Perfect,thank you. Can i ask.. "-1" is signaling a random distance in the area from centre point? Like "0" would just send them to the centre each time? Iv been only recently learning about adding waypoints through scripting recently its pretty cool and opens up alot of possibility. -
Add waypoint function/for random pos in marker
redarmy replied to redarmy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I read that,though no combination of efforts of applying it to my original syntax works. I dont think it works with waypoints,unless someone can verify. -
Add waypoint function/for random pos in marker
redarmy replied to redarmy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I Dont quite understand . random pos trigger? Im attempting to generate waypoints at random withing a marker area. The wiki doesnt show any reasonably useful examples. care to elaborate? -
Im loving it too. im very happy we have new helmets especially,the russian visor is just perfect for my custom RU made forces and the shape breaker i have added to a custom SFIA group. I do wish the bolt action could be more useful though,im sure devs had a reason to make it 5.56 but its pretty non sensible to use in a conventional setting where body armor is concerned. I would love future work by you devs to add more bolt actions to the game,in the 2035 era,i hard feat needing imagination im sure,but my confidence in the dev team is solid.
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Thanks alot for any suggestions. It didnt have much of an effect if any. Actually i wonder if the textures are in some way causing it. Iv spent an hour in every helo now testing,and tweaking settings,and noticed that in the cougar,compared to say the mohawk,its much higher quality. Removing the cieling tarp/carpet and opening side doors "seems" to help slightly too. Ironically setting textures to low,or going back to 1080p doesnt have any effect if anything makes performance worse. Potentially textures could be better optimised,and that could be the issue? You guys did mention you made this to match vanilla stuff but clearly i can see a visual increase in texture fidelity. Regardless,its not as noticable as a pilot,which again to me hints at cargo textures,and its a welcome aircraft indeed. Used by me or to be shot down by me. Can easily stand in as a "Hind" type looking variant with some imagination and texture work.
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Ok so regarding the issue with Vsync i did try to switch from fullscreen,exclusive fullscreen,and windows. Messing around with Vsync off and fast sync settings. And iv narrowed down how to fully reproduce it on my end. Its not got to do with Vsync,instead anything that limits framerate. I used a frame rate cap of 60FPS while running Vsync off, and again,fast sync. in game i had 60 capped and it was a slide show,i changed to window mode which then removes the locked fps,and everything was smooth. There isnt much else i can do on my end to fix it. And i cannot start to explain it as in 30 years iv never seen something so bizzare. Unfortunately i wont be able to fly this helo,its a damn shame. I appreciate all the work gone into it. I would go as far as to ask BIS directly if you devs are in touch with this release,as to what they think the issue may be. Who knows,they may actually have more insight,your stumped,im stumped,problem is real and i dont see a way around it.
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ok. i have an idea, im going to check to see if i can fix it,if so il write back here with info. Im sure im not the only one with the issue.
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Thanks for checking, can you elaborate. first off did you disable vsync from the Nvidia control panel or equivelant? ingame vsync setting is not the same. i also do not drop below 60 fps, i can reach 160 fps without vsync inside the helo,obviously without vsync,but with vsync on,and even though its constantly at 60 fps,the stuttering when panning camera is huge. No, in full screen ,actual fullscreen with vsync on,which is the only way i ever played Arma,the issue is apparent. If it was an engine issue then all the vehicles or helis in the base game should be the exact same but they are not. I team switch back and forth testing this from one unit in rear of a Huron and one in Cougar just to check im not going mad,and yes the issue is absolutely noticable. I agree this is an odd one,but i made a tracker ticket for it and explained the steps to reproduce. Iv never heard or seen of an issue like this in over 7000 hours in this game. Perhaps(and im not tryna be funny) nobody noticed/reported because Arma3 runs like that for them all the time especially in MP,or they just arent noticing. Is there anything specifically different about your helo from vanilla that can cause this? at this point i cannot use it and will add it to CSAT,but was really hoping to nail down the issue. I suppose unless someone else reports,nobody will test further?
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Fair enough but look, im not new in the editor or Arma 3. ten years designing mission and i absolutely can tell that what im experienceing here is not right. There absolutely is massive slowdown when in the interior and freelooking makes it very obvious. I tested all variants,in all liveries in all configurations. The issue absolutely goes away when i enter windowed fullscreen(which for me then disables vsync automatically). Or, if i play without Vsync. However with vsync on, and fullscreen (actual fullscreen enabled) it feels very jarring inside the aircraft. Outside 3rd person camera is fine. Now i dont have this issue with other vehicles,and i dont use PIP at all,and iv exhausted all attempts to test. My finding is that what iv said above,and i have no idea why its like that because iv played Arma3 with vsync enabled for 10 years without issue. Can you please try to reproduce my steps? i bought this CDLC specifically for the Helo its lovely.
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I dont know if my post above was missed or looked past as not being an actual issue and ignored as alot of posts here go,and im not trying to be snarky at all here so plz dont take it as that or pestering. But i am really having what feels like massive script lag in an empty editor,unmodded game when i enter the new helicopter. As i dont see any support page for the CDLC i just want to ask again. Is there an issue with the helo currently? is my report being looked at even? i did purchase this cdlc specifically for this asset and im really dissapointed i cant even enjoy it. Iv got no hardware issues and Arma3 is smooth as butter. i have tried disabling flotation ability thinking its related but it didnt make a difference. Simply sitting in the helo on an empty editor should not be lagging for me, can someone please help with this?
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Very impressed with the DLC so far however iv ran into a major issue. being anywhere inside the new helicopter drops my FPS massively. Iv no idea why. i have a strong rig, get around 90 fps on yaab. is there a known issue or something? it feels like its less severe if i have vsync off if thats related somehow though dont see how it would be. im testing again running fps counter,im actually still locked at 60 with some dips to 50-55. normally without vsync in this envoirnment id be at 150 fps. It feels like something seriously is lagging as turning the camera is very very not smooth. very noticable.
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Gona buy this after work today im pumped. Ignore the critics giving you crap. Anymore content to the 2035 universe imo is worth the money. sure i would have liked an East added bolt action for "balance" or some other word id try to use. But if i was really asking for stuff,i could go on and on. The fact we get anything is great and the guys did a great job with WS,and even in quantity is lower here,previous DLC doesnt mean next will match or exceed. I think the content here is very nice from videos and screens,and a few things i love, the Helo,always wanted more and this one is a beauty. The russian helmet which name iforgot will go great on my vanilla custom made russian army. And other content il defo find a use for. Truthfully id pay double,because this is Arma, id support Creators and Devs anytime because they gave me years of content already,and clearly more to come. Future DLCs,please stick to 2035 Armaverse,its great stuff. oh and a reddit post mentioned a black retext of the SVU( AHEM...Rahim) THANK YOU! Takes me back to Bad company 2 days i always wanted a non CSAT textured variant.