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Subscyed

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Everything posted by Subscyed

  1. @RichardsD The turning radius seems fairly big and the responsiveness is slow. If that could be tweaked, that'd be awesome since this particular MRAP was bought because of it's small turn radius in comparison to say the Cougar. Another thing: I've tested this on Stratis, just outside camp Maxwell and found the MRAP to just slide downhill and have no adherence to the terrain whatsoever. PhysX might be to blame here rather than the actual values on the model, I strongly suggest looking into it.
  2. One quick question: Would it be possible to have the Scar family weapons have a black variant to them?
  3. Quick question (one that's been bugging me for a bit): Since RotorLib is inbound to devbranch anytime soon, will the development of this (awesome!) mod branch out to cover both vanilla and Helicopter DLC flightmodels? I speculated that continuing on the vanilla flightmodel would be priority while helicopter DLC flightmodel would be more of a secondary thing at this point. Thanks in advance and anxiously awaiting release!
  4. Subscyed

    Trixie's Release Thread

    @Trixie Many thanks for the continued support of this wonderful pack! I've went and collected feedback about the M107 HE and HEIAP rounds. So far, the consensus is that AP should have an easier time penetrating (IFRIT) armour to better disable (not destroy) the engine block and/or kill its occupants and be able to destroy tires in 2 shots max. As for HE, it's roughly the same, except they would like to see more emphasis on the explosive aspect of it and less on the penetration (in other words, the explosive aspect is fine, the penetration is a bit too much). That's what I could understand from "they need their damage values upped". In short: HE overpenetrates but the explosion is almost where we want it, but something short. AP doesn't penetrate enough. Thank you for your time reading this post and I wish you the best of luck in your endeavours!
  5. Subscyed

    Authentic Gameplay Modification

    Since we're on the topic of issues and conflicts, here's one that AGM induces in the virtual arsenal (when browsing to the voice options): "Radio message CuratorObjectPlaced not found" I've tested it with 4 other people and they all get this error.
  6. Subscyed

    A2 Island Fixes

    Hello Reyhard! Thank you for taking the time to make this addon for us. If it hasn't been pointed out yet, I'd like to direct your attention to the bushes both in Takistan and Chernarus (and the map's particular ones) and their behaviour towards bullets. Even with this addon, they still have a very strong attitude about bullets, going as far as deflecting them. Would it be possible to make them fully permeable to bullets? Many thanks in advance!
  7. Subscyed

    Trixie's Release Thread

    @Trixie Many thanks! We will be testing this and will report back with possible suggestions to balance the AP and the HE rounds. Another thing heavily voiced by a few friends: Is it possible to include the L115A3?
  8. Subscyed

    Trixie's Release Thread

    Regarding the marksman pack: The M107 without AP or HE rounds is not much but a higher-calibre rifle. If possible, could you create AP or HE rounds and magazines for it? Many thanks for your attention and work in creating these great addons!
  9. Subscyed

    J.S.R.S. 2.2 Soundmod

    @LordJarhead The issue came up when I applied the hotfix before the patch. It's fixed now since I decided to get all the files from your original post rather than armaholic or PWS which seem to have their own (often mismatching) versions and different files.
  10. Subscyed

    J.S.R.S. 2.2 Soundmod

    All in the name of testing purposes. Deleted the files, redownloaded all three files and copied them in ascending order of version (oldest to newest). Issue persists. EDIT: Fixed by redownloading all from the same source (OP). Armaholic apparently has different files than those supplied in the first post. Apologies for the confusion.
  11. Subscyed

    J.S.R.S. 2.2 Soundmod

    I can confirm the grenades have no sound beyond 50 metres away. Redownloading the mod and applying the hotfix now. EDIT: Mod completely reinstalled and hotfix applied. Grenades have no landing sound beyond 3 metres nor do they have blast sound. Only when tossing it at my feet do I hear the landing sound. The blast I can only hear when I'm standing on the grenade.
  12. Subscyed

    TFA - Naval Special Warfare Gear

    Apologies for not replying any earlier. There's a guide in the community wiki about adding these insignias to uniforms. https://community.bistudio.com/wiki/Arma_3_Unit_Insignia They work very similarly to the squad.xml with the exception they're placed on the left shoulder much like a unit insignia in real life (EOD, CLS/CMT etc). Hopefully the guide is of some use. Soronelite's post should also help when dealing with custom units/uniforms. http://forums.bistudio.com/showthread.php?180615-ARC-Patches-Insignia/page2 Also, I realise this is not a request thread, but could there be a helmet or two added that go with the WTE or DOU uniforms?
  13. Thank you once again for the quick reply and I have no further questions. Keep up the good work and I wish you all the very best.
  14. Excellent! Thank you so much for the reply! Are there any plans (or the faint idea) to make the releases on a per-chassis basis and to allow communities to test them?
  15. Besides using your brand of service menu, how exactly will your MH-47G be different than Konyo's MH-47E in terms of functionality and features? My two cents say it's probably something that can be left for later as the game severely lacks decent/capable light and medium helicopters. Doesn't mean I'm not excited, though!
  16. @BL1P, @Nuno Basto Hopefully things will go alright, NouberNou. So far, even though in terms of functionality (from what I can see from the odd link or two posted in the thread ) it's very similar to TFAR, ACRE might take the lead when it comes to small but important details. Good luck out there!
  17. Subscyed

    RH M4/M16 pack

    EDIT: Snipped my whole post. Unproductive behaviour. At this point I'd bow my head and shake in disappointment and point out that information is more important than rattling people's heads so... "Read before you post". Back on topic: Take whatever time you need, RH. If I learned anything from you, it'd be that it's always worth waiting for quality.
  18. Subscyed

    RH M4/M16 pack

    This has been brought up over and over again. In case you weren't aware, there's been a partial overhaul of how weapon sounds work. Technically, RH's M4s and M16s still have their sounds, they just need to call upon a different function now. For the record, since this is an engine-wide change, most if not all sound mods will have issues until they're updated to the new format. SITREPS often have the short and sweet of what's going on (they're not just for stable branch updates, they have the blunt of changes made from time to time, changes already in the devbranch) http://dev.arma3.com/post/sitrep-00064 http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2727415&viewfull=1#post2727415
  19. Subscyed

    RH M4/M16 pack

    Right now, and picking up from RH's posts in this thread, the next update will be to this pack, then maybe machineguns, then maybe hk416. Everything is prone to change, but the update is a certainty. So hold your horses, stay calm, and kill goons. :P Looking back on the thread the whole "magazine shows up even when there's none in the gun" issue will be fixed. As for Magpul parts... No one said anything about that so assume no.
  20. Subscyed

    TFA - Naval Special Warfare Gear

    Long time user of this mod, first time commenting. I've quickly grown very fond of this mod, specially because of its updated armour values which can mean the difference between life or death out there, specially when against AI. So far, and in my honest opinion, it trumps all others in that regard. Onto the questions: -Will more vests be added of the Heavy type? (NATO BLUFOR ones) On that note - Will the heavy variants of the vests be updated with the same if not very similar textures? Currently the OCP vest is darker than the OCP uniform and the foliage vest is much darker than the actual BDU (same goes for the foliage green helmet) which provides some camouflage issues. - Since fatigue is going to be modified a little by uniform and its weight in 1.24, will this mod be updated to maintain its edge over vanilla uniforms in terms of less fatigue, too? Many thanks for the read and I'm terribly sorry if I overwhelmed you with so many questions.
  21. The pictures used for backgrounds on steam are one of the many things unlocked when crafting an ArmA 3 badge which requires a few cards. It's part of the whole card game Steam implemented. The backgrounds usually go for $0.03 on the market anyway.
  22. Subscyed

    Authentic Gameplay Modification

    On my behalf I can say that the tourniquet idea appeared as a way to help perform battlefield injury in case of very heavy injury (at the moment AGM_Medical only has no bleeding, light bleeding and heavy bleeding statuses). The heavy bleeding status is ambiguous, ranging from a good couple (2) of minutes of lifetime left to a few seconds. This is where a tourniquet comes in handy when only one medic is available to treat the injured. The idea was not made as a way to be a work-around to the current over-sensitive hitbox but instead, a way to prevent casualties to those injured on the middle or far end of a light IED's blast radius (those who most likely will suffer bleeding from multiple sources).
  23. Subscyed

    LIFTER for ArmA 3

    The excitement about the Helicopters DLC is only beginning... That said @deltagamer, wouldn't it be best to wait until shooting from vehicles is implemented to put that in? It's not much different than fast roping. What could be possible to request until then is the possibility to deploy one or two ropes minimum based on personnel capacity to make the troop-dismounting capability via fastrope faster. For example, a littlebird would deploy a second fastrope if the number of troops in the passenger seats exceed 3.
  24. Subscyed

    Authentic Gameplay Modification

    Perhaps my chaotic writing wasn't clear but I was mixing facts from real life with the mechanics available in any addon-based wounding system right now (and also taking from ACE2's example). Whereas it may be true about tourniquets in excess of 2 per soldier in the US Army, it is not so in the British Army and even auto-injectors are included in the kit. One tourniquet per soldier is mandatory. Two are optional but recommended. Three is almost considered clutter. The purpose of an IFAK is to include medicine the soldier can apply to himself and help relief the medic's supply, it is also small and thus portable for it is intended for light to medium injuries. Anything other than that, a tourniquet or two will do until the medic comes along and takes it from there. TL;DR Discrepancies exist in real-life about IFAK contents. In the end, you take whatever you think is useful based on a few guidelines. Whether it's useful or bothersome is up to you, the medics that treat you or the bugger that shot or blew you up. AGM_Medical should have a tourniquet, none-the-less. Specially so considering the maximum rate of blood loss means either instant or millisecond death. I'd also like to suggest the possibility to rest the binoculars/laser designators/rangefinders just like it's possible to rest weapons.
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