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About simkas

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  1. simkas

    RHS Escalation (AFRF and USAF)

    I would definitely guess that it is VTN causing it. That mod is generally very unfriendly with other mods, I think its devs don't really want people to use that mod along with other mods.
  2. I would try to fix it myself but the PBOs are all encrypted.
  3. I feel like there's kind of a responsibility there to at least fix the major bugs still remaining in the map before abandoning it.
  4. Real life issues that prevent work on this map but apparently don't prevent work from other maps? Cause those other maps have been getting updates pretty consistently.
  5. He doesn't owe anything, but if a modder promises that something will be fixed soon, it's then kinda rude of them to just forget about it and ignore all questions about it after that.
  6. I think they do work, some maps do use them in limited amounts. I think most maps just don't use them.
  7. There was no ZPU in any arma games before. I think the only ZPU available for Arma is in the Unsung mod.
  8. simkas

    RHS Escalation (AFRF and USAF)

    That's already implemented in dev.
  9. simkas

    RHS Escalation (AFRF and USAF)

    Reducing the damage by half is a pretty significant change, if you want them to be slightly more resilient you should probably be lowering the damage just by a quarter or fifth.
  10. Still nothing on that bug fix? It was said to be fixed "asap" back in August and there's still zero news on that fix. That bug is really annoying, it's creating some really annoying issues in our group and prevents us from using lingor more than we'd like.
  11. The overall changes to the map are just awesome, there's so much more going on and all the areas seem like they're going to work much better for gameplay. Only thing I wanted to see that's missing is the temple, is that still WIP?
  12. Any news on that update with the building fix? It sounded like it was almost ready back in August, did something happen?
  13. Why not? It would make sense if it was something like a framework that included all the functionality and maybe examples for some vanilla weapons and then people could create their own bayonets for whatever mod weapons they want.
  14. Any chance of future versions of PKL seeing the return of the temple ruins from older versions? Those were a really cool location on the map and it was sad to see it dissapear.
  15. Have you thought at all about releasing your bayonet system as a separate mod? It has by far the best bayonet mechanics for Arma 3 and it'd be really great to be able to use them for things other than WW2 too.