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16 GoodAbout Col M.Hawkins
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Rank
Private First Class
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Website URL
http://www.paramarinetaskforce.com/
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Biography
Currently Commanding Officer of the Arma 3 Milsim group, "Paramarine Task Force".
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Gender
Male
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Alternative to 'MilSim' for describing communities
Col M.Hawkins replied to fer's topic in ARMA 3 - MULTIPLAYER
I love this - though I'll still poke at the concept with a stick to see if it falls over! By this definition, my group, Paramarine Task Force (which I think embodies the core concept of "milsim"), is MRSTR - Military style play, roleplay style play, selective membership, trained community from IRL Vets, and a minimum required attendance. The "required" qualifier is a good thing to use, but sometimes "required" or "mandatory" scares people off. For example, we have over a dozen organized events each week (some weeks 20+ events if you count ones that occur at the same time), but we really only ask that a person come to a minimum of one, and they can even miss that if they put in proper notice. I worry that the "required" quantifier may be a bit too definitive, without room for something in the middle. Maybe that's just me. That said, I have two core partial problems that perhaps you could adapt this to fix. Firstly, right now in milsim, there are groups that are considered "realism", which come in accordance with following everything to a realistic tee - this means the often argued "saluting", customs, etc, and then milsim, which is military simulation without the strict adherence. This new system you have devised doesn't really address that difference, and it's the main one that milsims tend to attempt to sort out between themselves. You'll see in 90% of recruitment posts, "We're a milsim unit that doesn't require saluting teenagers!", and that leads people to believe that a typical milsim would have that sort of behavior, while it's a minority. Secondly, I see this as being very difficult to get the average gamer to understand. I've seen first hand that when someone first comes to the milsim scene, they act moronic. Not because they're actually morons, but because they're flooded with so much information they don't have time to digest it all! This would add to that problem. If there were a way to make this simpler, so that someone doesn't have to check the definition list you have created, it may have a better chance of catching on. I admit that I don't have a solution for that though. All in all, it looks great as a first draft! I apologize for the rambly-"pre-coffee"-nature of my response! ~PTFHawkins -
Hey, we're experiencing a major bug I'd like to report to you. Since the most recent Arma3 update, which debuted Tac-Ops, all aircraft that utilize SABS Aircraft Lib are currently non-functional, as they are incredibly "bumpy" on the ground. Taxi at 10% throttle = death. Specifically we've tested this on the C-130's, but it seems to be happening on all the other aircraft as well.
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United States Air Force( 2015)
Col M.Hawkins replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Aye I wasn't mentioning that to report it, but just to point out a roundabout way that it would happen anyway, as the pickings are honestly incredibly slim for many USMC units and players out there. Thanks for your consideration. -
United States Air Force( 2015)
Col M.Hawkins replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
There are plenty of mods that are one thing, but allow the ability to be used as something else. There are plenty of Marine units that have used the USAF mod aircraft either by retexturing it themselves, or just "pretending" it says USMC on the side of the plane. I wasn't expecting a yes, but hell, where would humanity be if we didn't ask questions on the off chance? Unfortunately the Arma forums tend to be a little hostile. -
United States Air Force( 2015)
Col M.Hawkins replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I was just asking man. -
United States Air Force( 2015)
Col M.Hawkins replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
As a pilot, this pack has been amazing me since the day you guys released the initial version, and I'm happy to hear you guys are still working on it! But as a "Milsim'n e-Marine", I've got to ask - would you consider adding optional USMC textures/variants of the Osprey and C-130 upon the release? There's not many good alternatives out there, for example, the CUP MV-22 doesn't work properly, and the SAB C130's no longer taxi correctly, and I'm sure many of the Arma units out there would appreciate a proper alternative. -
Web-get Texture Script (Billboards, etc?)
Col M.Hawkins posted a topic in ARMA 3 - QUESTIONS & ANSWERS
Hey guys, I've seen it done before, but typically by mods. I'm wondering if it is possible to set a mission texture that is retrieved from the web, unlike the typical way, where you store the texture in your mission folder. I'm hoping to find a way where I could set it to retrieve a texture every 5 minutes from a URL, or similar way of hosting, and update the image if the hosted image has updated. I know this is possible, but I'm not sure how I would go about doing this. I've done some googling, but I haven't even found similar questions, other than displays of Youtube videos and the like being played in Arma, with no explanation of how it is done. If anyone is able to enlighten me, I would greatly appreciate it! -
No problem man. If you ever need a place to try this mod out with a large group, you're more than welcome to participate with our unit anytime we do one of these. Just throw me a PM on the forums.
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@Aplion My unit today attempted a large "fun operation" using these ships - unfortunately, we ran into a few problems, so I'm just going to list the problems here. It is nearly impossible to find the entry points to most ships. Took about 40 minutes for us to load into the ships fully. At random times, you get kicked out of the ships - we noticed this most on the Lafayette, and the Corvette.
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I think more of what people are yearning for is the arty computer for something like a Tomahawk missile, rather than just shelling the area with the main cannon. It would make the ships have much more purpose in large scale operations, where the infantry will most likely not be in line of sight of the destroyer. Lets them be an offshore missile battery- even if this capability is only added to a couple of the ships.
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We'll try and keep 'em coming. My milsim unit is planning a 40-ish person naval battle using these bad boys on Sunday, so I'll see what suggestions will come out of that. I'll do my best to filter out the terrible suggestions though :)
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So, I know you've had a lot of suggestions, and it seems like people constantly ask for the same things. (Landable helicopters, walkable deck, interior LODs, tomahawk missiles/artillery.) My unit has been testing out your ship for a bit now, and we have a list of things that could either be a fix, or addition, but I'll try and stick to simpler issues as I feel that the big ones will constantly be spammed by people who didn't read the rest of the thread. Higher Resolution on crew screens in bridge. - Not sure if this is doable, or if Arma just gives a basic one, but for units that enforce first person only it would be a godsend. "Drop Boat" actions for driver, so that he can drop any attached boats into the water. Small discrete markings on the hulls to indicate where the entry/exit point is on the ships. Ability to attach other types of boats - for example, a modded RHIB boat, as the Apex Rhib is not available to all. Ability to switch firemodes on Harpoon and/or VLS systems, so that they can fire on laser-designated targets rather than locked targets. More countermeasures, rather than just smoke. Crewed spotlight and HMG positions on railing of the larger ships. Animated anchors, scripted to keep ship in place when activated. A horn for all ships. Deeper horn for bigger ship? These are all ideas offered by members of my unit. They're just suggestions, in case you run out of ideas. We're rooting for you Aplion - Rome wasn't built in a day!
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How to place "modded" buildings in Eden editor?
Col M.Hawkins posted a topic in ARMA 3 - QUESTIONS & ANSWERS
Hey all, Got a quick question for you guys. For my server, we are currently using MBG Celle2 as our training map. That said, we have to switch to a different map, as we require a map with a large quantity of water. Not too much will be missed of Celle2, although it is a beautiful map, but we WILL miss the massive, beautiful hangars. Is there anyway to add the modded hangar that is added in the mbg_celle2_objects.pbo into the Eden editor selection under structures, so that it is placeable on other maps within Eden editor? -
Love it - it's great to see a developer be so proactive and invested in his work, and the fact that you relay everything to the community in real time! :)
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You may want to hop on the CUP Discord - all their devs hang out on there and they're pretty cool guys, very helpful. Most likely they'd be willing to answer the questions. https://discord.me/cup-arma3