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Everything posted by Bamse
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Holy crap. VERY much appreciated, this goes into our groups' repo right away. :wub:
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Very nice!
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OP: sorry for the ot man. Regading the ACE pbo's; Thanks for the heads up! If I don't remove the other I get kicked out to mission select instantly. This in a newly created mission with one player (vanilla rifleman) and a zeus module tested on local MP as well as dedicated with only CBAv2 and ACE loaded. I'll test some more later.
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It was actually 6 files :) ace_javelin.pbo ace_laser.pbo ace_laser_selfdesignate.pbo ace_laserpointer.pbo ace_missileguidance.pbo ace_yardage450.pbo
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just remove the 5 (iirc) ace pbo's that conflicts with the vanilla laser mechanics and you're golden. We didn't use the laser and missile box features ace added anyway so for us it was an easy choice. :)
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This looks really effin' nice. Gonna try it tonight when I get home from work! Is there an option to pre-customize the loadout via script, and if not .... is that on the drawing board? :)
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And I really don't see what's so complicated using Arma3Sync. Workshop sucks in so many different ways right now.
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Forums migration/update status items
Bamse replied to BohemiaBeck's topic in BOHEMIA INTERACTIVE: Web-Pages
Oh wow. Well hidden indeed! :) Thanks for letting me know, much appreciated! -
Forums migration/update status items
Bamse replied to BohemiaBeck's topic in BOHEMIA INTERACTIVE: Web-Pages
Not having the option to mark the entire forum thread is still gone missing. Would looooove to have that one back :) -
RHS Escalation (AFRF and USAF)
Bamse replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
laxemann: you are now permitted to impregnate me. <3 <3- 16577 replies
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Just loaded game with vanilla, cba2, both RHS mod folders together with and my huntIR and the "SF" AR15 revealer. This is my result: https://dl.dropboxusercontent.com/u/4170539/rhs_mk18_m4b2.png So, just to double check, you do have bamse_rhs_show_sf_ar15.pbo loaded .... right? :) EDIT: Verified HuntIR with RHS 203/320's. Works like a charm :)
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RHS Escalation (AFRF and USAF)
Bamse replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for all the answers regarding the new 5.56 sounds, I expected the answer to my question before asking it, but I thought I'd ask atleast :)- 16577 replies
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I just had a quick look through from work and when it comes to class names in rhsusf_c_weapons.pbo from RHS 0.3.9.1 and ace_huntir.pbo from ACE3 3.3 and it looks like it should work just fine without any modifications. Will still test when I get home ofc :)
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RHS Escalation (AFRF and USAF)
Bamse replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there any chance of beefing the AR15 / 5.56 sounds a bit for the next update? They were more "oomph:y" before in 0.3.8, and although they've might been a bit too oomph:y (and I understand the change) .... all AR15's sounds kind of like BB-guns now. Imho (for what it's worth) a middle ground between 0.3.8 and 0.3.9 would be neat-o :) Really cool update so far, haven't had to try everything yet.- 16577 replies
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Hmm, good question. I'll try it out tonight when I get off work and post back! If not I'll update the config asap :)
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ACE3 - A collaborative merger between AGM, CSE, and ACE
Bamse replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Copy that! Thanks for letting us now <3 -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Bamse replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Indeed, but the main difference is that you will use CCIP, CCRP or a combination of both. Vanilla lock-on/diamond is way closer to reality than the current no-assistance-whatsoever method in ACE3 ;) -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Bamse replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
In addition to possible compatibility issues as answered by Jackal326, it has been confirmed in the past (and also here: http://ace3mod.com/wiki/user/information-center.html) that laser guided bombs are dropped like unguided ones. When tested with just Arma 3, CBA and ACE3 loaded you get no lock-on but you see the white square... at least in my tests consisting of a person with designator and a A-164 on a target of your choosing (bridge, building or vehicle). You will kinda base your success on hoping that you dropped the bomb in a vector that still makes the bomb able to correct itself onto the target .... which it very much will do if dropped correctly. Kinda iffy if you ask me and using LGBs doesn't really add anything in comparison with dropping unguided ones in a classic dive bombing run as it is right now. -
iirc the position is up to the weapon config, not the scope ... right? Scope just uses the defined Joint Rails-rail.
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LAxemann's DynaSound - Sonic Cracks Standalone
Bamse replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Tried it last night on a just under 30 man coop mission night. Works wonderfully together with the "lite"-version of another sound mod (after pbo-removal like instructed) and it's one helluva step up from the vanilla cracks. Thank you! :) -
Loadout Transfer v1.7 - important bug fix
Bamse replied to S.Crowe's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sounds pretty darn nifty, good job! -
I'm probably deafer than a ... hmm, bat? ... but what's not working with LiTE and RHS? I've been running that combination since DF:LiTE was released and never noticed any issues in particular. Granted, the RHS-vehicles and weapons will use their own sounds but that is how it supposed to be since not many RHS-vehicles/weapons inherit any sounds from vanilla.
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Ah! I was almost about to bet my fittest hamster that I've was able to use the 2D version just the other week. Must've used the 3D one then (or im getting old ;P). Thanks for the clarification!
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Does anyone else have an issue with the illuminated reticle on the 2D Elcans? When we use them night time and you look through the scope you can see the reticle being red for like a frame or two, then it switches back to the daytime regular black one for the rest of the animation until fully "zoomed"/in a ready state? This is when running CBA v2 and Scope Mod only for me (turn on 60fps, not sure if video is completely processed after upload tho .. :P):
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JSRS2 hasn't been in development (actively, publicly) for over a year so I assume that chances for a fix is slightly less than slim. LJ is working on DragonFyre now, here's the thread: https://forums.bistudio.com/topic/177074-jsrs3-dragonfyre/