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thoosequa

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Everything posted by thoosequa

  1. thoosequa

    RHS Escalation (AFRF and USAF)

    If I try to do that it gives me an error: "Addon 'rhusuf_c_heavyweapons' requires addon 'rhs_main'" And when I drag over rhs_main I get more error messages of the same nature. Rinse and repeat until the game just flatout crashes when launching
  2. thoosequa

    Bikeys and Bisigns tutorial

    You can create bikeys and bisigns for every mod using ArmA 3 Tools and about 4-5 clicks. I don't see a need for a tutorial as the ArmA 3 tools are pretty much self explanatory.
  3. Well I'd assume for one because people like to fanboy over something, even though TFAR and ACRE obviously have different scopes. And secondly, because unfortunately Nouber has still no public ACRE release we can talk about, so people get bored and distracted.
  4. Think my post got lost, any chance you could look into this geraldbolso?
  5. Great that you took it upon you to work on the Arma 2 helicopters, a little issue I have though: So far I've only flown the Apache and the Blackhawk, and they both fly very 'light'. I can understand that the Apache is a powerful machine with a strong engine but you can literally fly upside down for several seconds without bumping into issues (feels a lot like ArmA 3 Alpha flight engine for the Ka60). But like I said the Apache is IRL a pretty strong machine and I'd expect it to pull similar things off, if the pilot is experienced, however the Blackhawk can pretty much do the same things as the Apache. There is no inertia or weight in that bird, it surely is great for arcade-ish flying, but there is no real feeling and challenge to it. Compare it with Aplion's original A2 port and the how the Ghosthawk handles in ArmA 3 vanilla. Hope you can re-think the flight model and tweak it a bit, keep up the good work!
  6. Would be great if your title would be more self explanatory. As for your question: Look into the Arsenal and see how it's done there (which command is used, I cant remember the exact one), and just put it in the units INIT or call it via sqf.
  7. I did that, it's really weird.
  8. I copy/pasted the config fix for the sliding issue into my hafm .pbo, but when signing it with my own private bikey (which we use in the group I play in) the server keeps kicking people for not having this specific bisign, even though its clearly in there. anyone else having similar issues?
  9. thoosequa

    Additional Units A3

    I understand what you are saying, but there is no need for the dependency on the M4 Pack and CSE, as your units should be able to pick up the weapons regarding of dependency as it is a compabitlity question. Please consider releasing an update that removes the dependency, as it will benefit more groups.
  10. thoosequa

    Additional Units A3

    Good mod, looks nice, but the dependency on CSE as well as the Weapon Pack doesn't make sense nor is it helpful
  11. +1 on silencers don't produce any sound at all.
  12. Since mortars from ACE were mentioned: Will CSE aim to improve the Mortar/ Artillery system that is currently provided by ArmA 3? I know you guys have a few things planned on multiple branches but I don't recall hearing or seeing you working on an advanced indirect fire system.
  13. OT: It is realistic though. If you have a wall behind you the stream that comes with the backblst would be deflected.
  14. thoosequa

    MAP FSF Dariyah Released

    Any chance you would release this mod without dependency of ArmA 3 MP, so you include the files you need for the buildings in the addon?
  15. thoosequa

    International MaxxPro - Deja Vu?

    Great to hear you are marking such fast progress
  16. thoosequa

    International MaxxPro - Deja Vu?

    I know this must be a pesky question, but do you have a rough ETA for those vehicles?
  17. thoosequa

    International MaxxPro - Deja Vu?

    Looking forward to it, those are some promising screenshots, good job!
  18. Pretty ballsy move if you consider that TFAR is a solid modification with constant updates, WIP reports as well as a developer who closely listens to what the community wants from him, while ACRE is currently nothing but promises, wishes and unicorn tears. A valid point was raised, TFAR is out and a lot of communities use it, the ACRE version that is used by A3 communities is a simple port with the same issues that ACRE carried over from A2 + a few likely incompability problems. If you have a large group of people who constantly play with each other (maybe who even have a custom modpack) you'd more likely stay with what you have rather than switching over to something that is not confirmed working and has lesser field-testing than your current radio mod. Don't get me wrong, ACRE was a great plugin/ mod for A2 and it surely has a great reputation, but reputation is past and when I play A3 I don't care how awesome ACRE was, what I want is a good radio modification and in that point TFAR simply whoops ACRE's butt at the moment.
  19. Hello fellow editors, I am currently working on a TvT mission, that should be set as a Advance & Secure type with a respawn ticket system. Luckily BI blessed us with modules to make this feasible and quite easy, however due to lack of documentation I have a question regarding the Respawn Position Module. On "Side" it shows a few selections, one of them being the "Leading Side" option, which is basically what I need. Depending on what faction is pushing more towards the enemy, I want to enable or "unlock" the respawn location for that side. My question now is, what does the respawn module consider as "leading side", the one with more kills? Less deaths? More tickets? Regards, thoosequa
  20. With this mod, will you discontinue your work on XMedSys 1 (i.e. no more updates, fixes, etc). And do you have an ETA for this mod? Any rough estimations would do the job.
  21. Is the modder still active and replying in this thread?
  22. On page 58 you said something about damaged radios. A nice feature would be if the "Instruments" in a helicopter would be linked to the radio. Damaged radio = lost contact with ATC
  23. No I mean itemRadio =! sideradio. So make those two, two different things
  24. I really like the mod. I have two questions though: Is there any chance you remove the radio as your itemRadio, so once you have it in your inventory (backpack or whatever) you can use it as radio? Are you going to implement more radios? I'd like to see ACRE's 343 returning, as it is extremely helpful when organizing radio nets on a company-battalion level
  25. Is there any chance you will be make an official version of this mod for ArmA 3? Edit: after playing around a bit with the mod, it feels like it makes flying at higher speeds (+70 km/h) a bit jittery and laggy, although the fps generally don't drop, it feels like the mod is constantly iterating over the chopper. That could cause some problems on larger missions with multiple choppers (not tested)
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