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slider75 started following vanschmoozin
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(SMA) Specialist Military Arms
slider75 replied to blazenchamber's topic in ARMA 3 - ADDONS & MODS: COMPLETE
LOL! That would be awesome, but unfortunately I'm in north-west Indiana, near Chicago. Though I did just get a Glock 19 back that had some work done by ATEI down there in FL. You Florida peeps are serious about your firearms! Not a whole lot up here, but cost of living is great, and so are the gun laws! If ya ever make it up this way, let me know, I got ammo for days! lol -
(SMA) Specialist Military Arms
slider75 replied to blazenchamber's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Fair enough! I think that would look badass... Pretty sure I've never seen anyone else do that either, so it would be unique and realistic. Also, just downloaded the new pack, looks like I was on here at just the right time. Downloaded fine, and only took like 3 minutes. Thanks guys!! -
(SMA) Specialist Military Arms
slider75 replied to blazenchamber's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That's great to hear about the glare and reflections, that should clear things up (literally lol) quite a bit. I definitely wouldn't want it to be a 2D optic either, that just wouldn't look right with no magnification. The eye-relief shadowing inside the tube seems like it could be some sort of gradient / alpha texture on the glass itself, rather than it be a side effect of the 3D model, but I could be totally wrong. It tends to give the ocular lens a bit of a bubble shape, as if it's kinda rounded near the edges of the glass like the objective lens. If it could even be replaced with a slight red hue, it would be more realistic, since the LED does cause that to happen some what around the edge of the glass, which you can see in the picture of mine from my previous post. At any rate, I'm not trying to nag or anything like that. I know you guys put painstaking detail into these things to make them realistic, so just want to provide what feedback I can to help in that department. Appreciate your guys work and all the updates, doing a killer job! If you guys ever need help with texture / model research, let me know, I got a little bit of everything here next to me. Magpul, LaRue, Blue Force Gear, BCM, SureFire, Aimpoint, Trijicon, Vortex, Geissele, Battle Arms, ADM, SLR Rifleworks, Rainier, KNS, Strike Force, etc. etc. -
(SMA) Specialist Military Arms
slider75 replied to blazenchamber's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is good news... The more I played with the T2, the more it was becoming an issue. Along with the glare, is there anyway to tone down the semi-static reflection texture on the ocular lens and pseudo eye-relief shadowing in the tube of the T2? Those two things also cause quite a bit of vision issues, especially when used with night vision. The T2 has a coating on the ocular lens to help prevent reflection/glare, and the optic itself is unlimited eye-relief, there shouldn't be any shadowing visible in the tube. If those couple little things are fixed, that optic will be perfect. Because the model is the sexiest I've seen. -
Has anyone else experienced issues with custom 3D sound in multiplayer since that latest round of hot-fixes went live? I have a mission I've been working on for several weeks now, and it has a lot of custom voice over work and sound effects, a number of which use the 3D modifier. I've done a lot of testing in multiplayer, and haven't experienced any issues with 3D sounds until yesterday, when they pushed the update that fixed the sound issue were connected players couldn't hear vehicles. But now it seems, the host can hear triggered 3D sounds, but connected players cannot. Just curious if anyone else is having issues with this, and if there's a possible work around?
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3D Sound Not Working Since Latest Hotfix (Multiplayer)
slider75 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Has anyone else experienced issues with custom 3D sound in multiplayer since that latest round of hot-fixes went live? I have a mission I've been working on for several weeks now, and it has a lot of custom voice over work and sound effects, a number of which use the 3D modifier. I've done a lot of testing in multiplayer, and haven't experienced any issues with 3D sounds until yesterday, when they pushed the update that fixed the sound issue were connected players couldn't hear vehicles. But now it seems, the host can hear triggered 3D sounds, but connected players cannot. Just curious if anyone else is having issues with this, and if there's a possible work around? -
(SMA) Specialist Military Arms
slider75 replied to blazenchamber's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I wouldn't make it adjustable, but I would zero the T2 at 100 as well, 200 is just kind of odd. 50 or 100 are really the ideal zeros for that optics limited capabilities. I've spent a lot of time behind a 2moa T1, and 100 keeps your POI shift very low out to 200, then you have to start holding over. If you're engaging past 300, then you need an optic with more horse power anyway. -
(SMA) Specialist Military Arms
slider75 replied to blazenchamber's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Great video! Mr MAC actually lives about 15 minutes from me, I've seen him out at the DNR range here several times, he always has some cool toys. You're right about high pressure ammo, I rarely run subsonic loads through my cans. It's usually M855 or XM193. But even in a military setting, subsonic ammo is very niche due to the performance cost. Which is why .300blk has been turning a lot of heads. When all those high speed guys put suppressors on their rifles though, I think they're more concerned about flash suppression, than they are with noise reduction. Snap on suppressors on rifles chambered for high velocity cartridges, just aren't that quiet. Even on MAC's video, you could hear the *crack* and reverb that they gave off, some being louder than others of course. In-game though, as they stand now, they're way to quiet, nearly no reverb at all. The MK18 reminds me of something running an integral suppressor, not an SBR with a QD can bolted on. When swapping suppressors and ammo types in-game, they don't have an audible difference. So my vote is still for v2.6's suppressor sounds, they were so much more realistic. Not to shine light away from the rest of the pack though! The SMA team did a fantastic job with the models and textures. I sat in the arsenal for like an hour examining all of the detail, it's mind blowing! -
(SMA) Specialist Military Arms
slider75 replied to blazenchamber's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just wanted to report that I downloaded 2.7 from the new website (not the mirror), and it took all of 2 minutes, and I'm in game playing with no errors. The new textures and variants are awesome, and the optics look damn near real. The only thing I think I can find to moan about, is I'm not sold on the new outdoor suppressor sounds. They seem like a step backwards in the realism department. I myself own x2 Surefire suppressors and one from ACC, and I assure you, they're anything but quiet. You can run them without ear pro, but barely. Especially if you're around things that generate reverb. If you're out in the open, you can still hear it crack from a quarter mile away, even more so if we're talking about 7.62 and up. So far I've only tried the MK18 and HK417 suppressed, and they sound like what I would imagine shooting a suppressed rifle underwater would sound like. :( v2.6's suppressor sounds were the most realistic I had heard in any weapon pack, I'm sad to see 'em go. MK18 Suppressed (not running subsonic) -
(SMA) Specialist Military Arms
slider75 replied to blazenchamber's topic in ARMA 3 - ADDONS & MODS: COMPLETE
All of the new models look absolutely fantastic! Only thing I had a question about though was the ocular lens on the T2, it appears like it's green, is that intended, or was the screenshot taken during production? I only ask because the special red/green coating on the objective lens, isn't on the ocular lens. The rear is clear, except for a very subtle blue tint. Chances are you already knew about this, just figured I would chime in, just in case. Keep up the awesome work, those textures are sick! Edit: Nevermind, just noticed that there was a video on the same page, and that T2 looked flawless!!!! Ugh, can't wait... -
(SMA) Specialist Military Arms
slider75 replied to blazenchamber's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hell yeah!!! That's awesome man, I can't wait! I too love the SpecterDR, and would have gotten one already if they weren't $2,400. I usually buy a new rifle when I got that kind of extra cash on hand lol. That's sweet about the mounting options you went with on the T2 as well. What high mount did you end up using for the model? I got nothing but LaRue mounts on all my optics and weapon lights, they're bomb proof. They look really nice too. I finally picked up a rifle from LaRue a few months ago, called the PredatAR 5.56. I've always wanted to see this rifle in ArmA. Only game I've ever seen it in was "Medal of Honor: Warfighter". The rail system on this thing is bossy, I never knew anodized aluminum and polymer could be so sexy. I know gunstruction on AR15.com has 3D models of the LaRue rifles, and pretty much everything else. There's also the LaRue OBR 7.62 which is next on my purchase list, it's by far one of the most accurate gas guns in the world. Maybe consider some LaRue love down the road, if you start looking for new rifles to create. All the real world shooters would love you for it! lol -
(SMA) Specialist Military Arms
slider75 replied to blazenchamber's topic in ARMA 3 - ADDONS & MODS: COMPLETE
How goes work on the Aimpoint T-2? Just recently bought one IRL, so excited to run around in game with it. I don't believe there's any other packs out there with one yet...? -
[WIP] Von Quest Industries - H.A.L.O. System
slider75 replied to Von Quest's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the tips bro, will put those to use next time we go up. One odd thing I forgot to mention. You heard me ask my buddy about deploying smoke. For some reason, once we enter that mission, from start to finish, we can't select any type of grenade or throw one. We've stripped all the gear off, and tried multiple things. But are unable to cycle through any grenades within our kit. -
[WIP] Von Quest Industries - H.A.L.O. System
slider75 replied to Von Quest's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks bro, glad you liked it. Just wanted you to see we were enjoy a very welcomed edition to our mod list. The resolution with the Jump Buddy was effecting both of us it seemed. My buddy, who recorded the video, was running at 1920x1080 native, and I'm running 1366x768 native, and we both get the same issue with the bottom right corner of the Jump Buddy being covered. We tried a few different settings, but still the same result. Here's another test jump video though! Still enjoying this release! -
[WIP] Von Quest Industries - H.A.L.O. System
slider75 replied to Von Quest's topic in ARMA 3 - ADDONS & MODS: COMPLETE
For the most part, everything seems to be working as intended, with a bug halting everything now and again (which is expected with a beta release). Me and my buddy did at least 25 jumps in MP last night, and about 20 or so went off without a hitch. I got to say, walking around in the troop bay with the ramp open at 35k+ was mind blowing. The bugs we encountered; As the host I kept running into the random shaking camera while still inside the C130, and my buddy spawned into the C130 with no parachute a few times after being cleared. The overlay inside the helmet only appeared when at altitude, and seemed to cover up the bottom right corner of the Jump Buddy. I couldn't seem to pull up the map or GPS while at altitude either. Not sure if it was JSRS or not, but when exiting the plane the sound of the wind was insanely loud, couldn't even hear my buddy over ACRE until we had fallen at least 10-15k. Other than those few minor things, it worked great for a first release. Some features I'd like to see added; Red interior lighting inside the C130 for night jumps. Attaching a few hidden chemlights would probably do the trick. The ability to jump with other helmets/goggles. Seen many videos and pictures of operators HALO'ing with FAST helmets and dust goggles and the like. Also, would it even be possible to model the Jump Buddy directly onto the wrist, and still have the gauges working like they do when in a vehicle? That may be thinking to big lol. Also a bag that can hold more than the standard load would be nice. As of right now even in a carry all, I can only hold my uniform, helmet, plate carrier, and a few mags and that's about it. Breathing sounds when wearing the rebreather would be cool. Great work though bro, I'm seriously impressed! Let me know if you ever need help testing stuff over MP. http://www.magpul.com/assets/files/wallpapers/Jump/2011_wallpaper_04_1600_1200.jpg (1151 kB)