Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

Subscyed

Member
  • Content Count

    192
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by Subscyed

  1. It's possible I might be the only one or at least one of few to think that HMDs having a bit too much info makes pilots all too dependant on them. But that's a discussion for posterity. Questions for the team (I know I'm always bringing you some): - As far as avionics go and arma 3's engine limitations, what info can you give us about the terrain radar? - Will we have a TAD or TAD-like display for those that rather have immersion over carrying a pocket GPS? - Will the NVGs enforce a black border around them like the vanilla ones do or will they work similarly to DCS' (non-nvg around the circle)? - ECM and Flares. Currently, flares have a heat-seeker diverting ability as well as a ecm component to them (as per vanilla). Will this be separated? - Jammers! Will these be toggleable between auto, manual and semi-auto as well as have modes to them? Lastly, - How are you all feeling about this project, the experience it's bringing so far and the lessons learned while working on it? Thank you for your patience, gents, and best of luck!
  2. Subscyed

    TFA - Naval Special Warfare Gear

    Sure thing. Compare the FAST (and ECH) OCP helmet with the OCP Uniform. You'll note that the camo pattern on it is not only a lighter shade but its scale is also bigger. I'm unsure if this is to emulate worn-out gear but it stands out a bit.
  3. Subscyed

    TFA - Naval Special Warfare Gear

    Hullo Spectre! Here I come nitpicking: - The MARPAT Desert looks a tad too orange-y, making the tan vest and backpack (which fit well with NWU2) contrast. - Protec helmets look awesome, Black and Green are a tiny bit too close together in terms of the shade used, difficult to tell them apart without having a comparison. - OCP helmet, as well as other camo helmets now seem to be a bit back on the texture update. Thank you for your patience and once more, thank you for your splendidâ„¢ work! Note: Picture for comparison between MARPATs and AOR/NWUs http://i384.photobucket.com/albums/oo282/MikeRJ100/NAVY%20SEALS/AOR2/G1.jpg
  4. Subscyed

    Authentic Gameplay Modification

    AGM is modular, meaning that you can remove select .pbo files and that won't stop the overall functionality. That said and kept in mind, you can remove agm_medical.pbo and it'll run without a medical system so you can use other revive scripts.
  5. Subscyed

    TFA - Naval Special Warfare Gear

    I've already asked this question a long while ago. The answer was something among the lines of "it's fine as it stands" and I agree. The current status of things with no T-Shirt variants forces people to use the jerseys which are part of the uniform. And that is actually pretty realistic, at least from my perspective. Ultimately, it's Spectre's decision and I won't take that from him (nor can I).
  6. Similar to the commander position in tanks, one could make it so that the position is only enterable when in the co-pilot seat. Correct me if wrong. Wouldn't that include, in one way or another, an extra seat with animations, models and all the desync problems changing seats in-flight brings? Such problems as being kicked out of the chopper and skidiving to one's death. Also, on that note, would it be possible for a co-pilot on a blackhawk to do the same only if the blackhawk had no doors? Could then tie the extra seat's code to the door part of the service menu/variant of the helo.
  7. Subscyed

    TFA - Naval Special Warfare Gear

    Happy halloween, Spectre! No change needs to happen to the DCU, I was just pointing out how funky ArmA3 lighting makes things out to be. At the time of writing, I forgot I used the lighting fixes in Takistan, so the camo looked a bit dulled down and awkward. Lighting fixes gone (as well as NVG-related mishaps), they look Splendidâ„¢! I'm looking forward to the helo DLC release to bring the gents the excellent news, I'm sure many will be very delighted with the broader range in vest colours and those who nitpick will be happy with the overall camos, ripstop et al. I'm not a subscriber on steam Workshop but I'll become one to help your endeavour. Hope the figures are in your favour and thank you once more for your time, hard work and dedication, one can't go without TFA now! :P
  8. Subscyed

    TFA - Naval Special Warfare Gear

    What I meant initially was that the sand part of it seemed too bright. I can't really state that anymore since it's toned down a bit. The sandy part of 3-colour though is still very predominant. My experience (seeing, UK gents didn't wear DCU) is that it uses quite a bit of the green, having the brown/tan and sand as secondary. I could be wrong. Love the backpack and the vest though
  9. Subscyed

    TFA - Naval Special Warfare Gear

    I can't edit posts via phone but that post I made was before I had a look at the bonus pixtures with DCU on them. To me, both DCU and SND always looked a bit too bright. Could be due to A3's lighting alone however. Regardless, on the pictures they look fine though compared to a terrain like takistan they look just a little too sandy and not enough tan if you know what I mean. White sand beaches vs Yellow sand beaches. Great work though, Spectre, I'm really glad I convinced the lads to adopt this mod back in May or so. It's paid off so far and still continues to deliver!
  10. Subscyed

    TFA - Naval Special Warfare Gear

    Christ, I look away for a while and the mod is revamped! Love the new stuff and excitedly wait for teasing pictures of the new kitbags. OCP looks awesome with a tan backdrop rather than the previous amber/khaki. As for the change from sand to khaki uniforms, coule you have a look at the 3-colour DCU? Not a fan of it but it would look awkward if the tan mutes the other colours (as it currently does).
  11. Subscyed

    TFA - Naval Special Warfare Gear

    Excellent, thank you so very much! But... are helmets included in the grungy philosophy? The foliage helmet looks particularly straight out-of-the-box. I also noticed that the webbing parts of the pants (mostly in above the rump in that OCP picture) have the camo applied to them. Any thoughts on adding the little extra detail that parts like those aren't normally camo'd and instead receive a close-to-the-camo colour like CBR, RGRN, OD, Tan or Khaki? Pictures for reference of what I mean. On the pants, around the knees and just below the waist: http://i.imgur.com/aoijuLb.jpg http://i.imgur.com/LzO5sRf.jpg Also, nitpicking as usual, the NWU 2 (and I think NWU3 too) uniform camo, namely the blotches of darker pixels, look a bit too big (something to do with scale maybe?). http://i.imgur.com/ZeoCRyd.jpg Let me just put this out there for those that (like me) confuse the camos: http://i.imgur.com/xUeakOl.jpg Love the way you kept them distinct (which it isn't easy!). Once again, thank you so much for providing such high-quality content and putting up with my bitching :p
  12. Subscyed

    RH wip Thread

    I'm divided between smacking or kissing you for that suggestion. How it slipped my mind, I don't know but the ballistic performance as well as the logistical value of 6.5 PCC always made it the go-to round over 6.8 SPC for a few friends of mine that are in the natural reserve and the need to control wildlife population is present. However, I'm unsure whether RobertHammer's update will include or use 6.5, PPC or other (the final/release version of Spartan's ammo configs might, though!). I definitely know it uses 6.8 SPC which are the values everyone is eagerly and patiently (but not very understandingly patient) waiting for. Food for future thought, my man.
  13. Subscyed

    RH M4/M16 pack

    Quick questions for RobertHammer: - Will the "too high-poly" fps-related issue be solved in the update? - Will we see M4s, M16s and the likes with an angled grip or no grip at all in the future? @Mobyus1 Keep it short and simple. Sometimes it's best to just show the error in the beginning of the conversation. You risk sounding too forward but that's how problems are often tackled - and solved. Probably why most people think programmers are rude! :p
  14. Subscyed

    TFA - Naval Special Warfare Gear

    Thanks for the update, Spectre! Did you redo the vests in terms of improving the camo pattern's quality or their colour? I've always noticed a darkened spot on the top-left corner of the backplate on them. Also, I'm going to nudge you a bit more: Could you do green vests and helmets with the same shade of green you did with the backpack? That colour fits the NWU3 perfectly (which is something we've started using a bit due to the Bornholm terrain as well as a refresher that there are other maps beyond Taki).
  15. Subscyed

    RH M4/M16 pack

    I believe this question has been asked previously, if not on this thread then the wip one. This pack will feature the M4/M16s and weapons of its family (HK416, M27IAR, etc). Other packs will feature other names, so I'm sure if the OICW gets added, it will be featured in its own pack together with whatever RH decides is futuristic or fits the look or family of that particular weapon.
  16. Subscyed

    JSRS: DragonFyre -- WIP Thread

    Heads up: Devbranch implemented sounds for sling loading (both when the cargo is hooked and when it snaps). Will DFyre also cover this? Also, a question for posterity: Will Dfyre also cover the new helos added (Huron, Taru and civvie Littlebird)?
  17. Subscyed

    Authentic Gameplay Modification

    Thank you for the replies, KoffeinFlummi! A few last questions: - Are there any thoughts about adding a functionality where a paratrooper can add his backpack to his front via the self-interaction menu? - Are re-packable parachutes in the pipeline?
  18. I've yet to see any radio addon that works in the editor. I don't think it's an issue at all. Simply port over the mission you had on the editor to mp and locally host a session and there you go.
  19. Subscyed

    Authentic Gameplay Modification

    These questions didn't get answered and I'd love them to be answered.
  20. Subscyed

    RH wip Thread

    It's 6.8mm, gentlemen.
  21. Subscyed

    OHally's T-10 Parachutes

    Christ people, this has been posted in the same page. READ
  22. Subscyed

    Authentic Gameplay Modification

    Here's a few questions for the big men (and women!) of AGM: - What is the paradrop and resupply feature that's going to be implemented and how does it work? (explain with as little code as possible to keep it simple for the non-scripters et al). - What is the new parachute going to add that the BI parachute doesn't already have? - Will it be possible to, in the future, toggle between using the patient's bandages first or using them last (as last resort)? - Will the drawable lines be removable and are they a briefing-only thing? - The current state of AGM medical, even with bleedout enabled, units sometimes bleed out within 10 seconds of going down, are there any ideas to implement a "failsafe" feature that bumps the bleedout time to 1 minute minimum in case of max injuries? And lastly but not least, a little story. The other day, during one of our many public server play sessions, we came under suppressive fire from an MG as we pushed through Agios Konstantinos. During the process, some people went down, me included. I was standing when I went down and what made me curious is the following: I collapsed much like a ragdoll does and others around me confirmed I did indeed ragdoll. Is this behaviour intended or just a really rare occurrence? Thanks for putting up with me and I'm sorry for bombarding you all with questions.
  23. Many thanks! If all goes well with you lads, this'll be a christmas present, right? (Kidding! :p )
  24. Yes it is. Could that tidbit of information be posted on the first post to avoid that question? I almost asked that same question again before searching the thread to see if it was already answered. It kind of is important for a unit that seeks to be a virtual unofficial version of the SOAR. :p
×