subunit
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Everything posted by subunit
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Any cars w/ FFV? Dining car
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I personally don't mind the current Rustic Village Look. It's cool to have corners of the map where I can use WW2 mods. In any modern scenario, these kinds of villages are going to be flattened by arty if they become invested by some concentration of armor/infantry anyway, so you won't spend too much time clearing them thinking "this rubble is composed of the wrong building materials for this period in Benzopila", I feel.
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This looks absurdly good. I can really see how the hand placement is allowing you to achieve dense foliage while saving on object count. I think this is gonna play great. Really looking forward to RHS ALiVE on this badboy. Pls consider taking donations or something for a vote on your next map. I would kick in $20 for a North American wilderness/low density urban map. I already have my Trump Loyalist National Guard ORBAT for ALiVE!!
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The Unsung Vietnam Mod 3.0 WIP THREAD
subunit replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
How you seperated them, but I see you've answered that in the next question. I agree with scottb613 that it would be nice to have some historical configs, ideally respecting some kind of recognisable TO&E. I have an old book that talks about NVA small unit organisation so I might take a crack at some unit-specific configs to add to the general NVA/VC configs -
Take your time friend, this will be a really useful mod when you're done.
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The Unsung Vietnam Mod 3.0 WIP THREAD
subunit replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hey, great! Can I ask how you did it? I was thinking more about this last night and I realised Da Krong is really not a COIN map but rather a Dewey Canyon type air assault map, so I wanted to use the 1968 Marines and one of the non-mustard-colored NVA regiments. Do the faction mappings you've got break out the different units? -
I don't think F2000s have had many reports of reliability issues in service. Some of the feedway internals are a little weird but I don't think there's any reason to believe they're less reliable than Tavors, AUGs, or other 5.56 bullpups. I've heard people complain about the difficulty in clearing jams but 90% of the reliability/ergonomics complaints you read on the internet are usually training issues (AR15 user can't figure out how to clear jam in F2000 "toilet bowl", chalks it up to "shitty plastic eurogun", goes back to AR), or magazine issues (astonishing # of 5.56 feed issues are related to worn-out feedlips on GI mags) In any case, UN troops would have whatever equipment the underlying national armies had. F2000s aren't that common, but they're in service with a few countries that could be Armaverse contributors to a UN contingent. I'm kind of in favour of the HK416 if only to have a more fleshed-out faction than just the CTRG using them, though.
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Make a module that you sync to an object in editor. The synced object would then allow players to access the VA, with an option to restrict gear to the player's faction.
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Looking for a large continental US map
subunit replied to dragon01's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Sugar Lake. I am using it for an ALiVE scenario with CUP RACS as a stand-in for a seditious LA Nat'l Guard vs the USMC. It's basically all low-density industrial/urban or wilderness/bayou. Armor is necessarily funnelled into the long causeways outside the urban areas, so it doesn't dominate. -
The Unsung Vietnam Mod 3.0 WIP THREAD
subunit replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Reticle sounds a little primitive but the tube sounds about the same as Gen1 tubes have always been, grainy and green. These days, though, you can run a Gen 1 tube with a bunch of little chinese LEDs instead of that backpack-battery-powered monster lamp on the M3.. any hope of a backpack for it? It's a really inconvenient system to use, a backpack requirement for the light would really emphasize that. I got tired of hosting missions for my group at 12 FPS (I usually build overly-large ALiVE missions and we play them w/o persistence as firefight generators), so I bought some server hosting. I'm hoping to host an Unsung Charlie COIN mission, but I think I'll need to write a custom VC faction mapping for it. Is it ok if I do that? I can make it available if no one's already working on it on the team. -
Any FFV? :lol:
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The Unsung Vietnam War Mod 3.0C - CHARLIE Released !!!
subunit replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the reply! Figured it was WIP but I thought I'd check. Thanks again, having a blast flying around Da Krong (beautiful map!!) -
The Unsung Vietnam War Mod 3.0C - CHARLIE Released !!!
subunit replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is a beautiful mod. I have just started to get my feet wet since I usually use ALiVE to build my group's missions, so Charlie is my first taste, but I'm blown away by the amount and quality of stuff that's already in. I don't know if advanced flight models are supposed to be working yet, but it seems fine for the hueys. I can't get any of the H13s off the ground in Advanced, though, which is a shame because the UH-13B with the 6 outboard FFV positions and the M60 in the copilot's position looks like a blast :D Thanks again for all your hard work guys. e: I just remembered I wanted to say the M113s look great in particular, each one looking beat up and different really adds some flavor to the setting -
Agreed. The AI seems dumber and more robotic than it really is sometimes because so little of what's under the hood is apparent to the player.
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Lightweight PLA mod?
subunit replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I had a chance to check this out finally, VME does not have a functioning ALiVE config. PLA_FACTION does not spawn PLA, it spawns CSAT. -
Hey, thanks a lot, this worked!
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Lightweight PLA mod?
subunit replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
:wacko: I'd only messed around in the editor a bit before release and since then only had time to play some of the co-op campaign, so I hadn't actually looked closely- but you're right, the QBZ-like in Apex is the Type 97 FTU (flat top upper). It's not only an export model, the FTU was made indigenously in Canada as an aftermarket upper receiver by an aluminum machinist who also makes an M14 stock system (lots of Norinco M14 clones in Canada). As part of some kind of import deal you can now get them off the shelf like that. The one that I was shooting had the regular carry handle (earlier import model) and had a red dot mounted on that. Anyway, VME it is, although I guess we now have most of the guns necessary for a "Canadian blackrifle insurgency" mod.. -
Lightweight PLA mod?
subunit replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Whoah, cool. You don't happen to remember the faction name, do you? Yeah, correct, it was the semi-auto civilian version (Type 97). I'm not talking about control ergonomics though (Tavor has questionable ergos in places as well), but handling during fire. Though the Type 97 is about the same weight as the Tavor, the felt recoil is much higher- it took me probably 1.5x or 2x as much time to get back on target for a followup shot. I could feel the whole action working in my shoulder, the bolt carrier slamming back, disengaging the bolt, hitting the recoil buffer, etc. I'm sure you'd get used to it with training but it felt really obviously inferior to a Tavor or AR15. I'm not sure if there are any meaningful mechanical differences in the action between the 95/97 but I was under impression that other than select fire they were basically similar. -
Is anyone having a problem with tree models drawing-in with blocky, blue-white (transparent?) outlines? I didnt get this on Tanoa during the preview, only after release- I think it might be the new LOD stuff? It happens whatever the object quality setting and I have all the postprocessing settings off, so it's unrelated to those.
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The Unsung Vietnam Mod 3.0 WIP THREAD
subunit replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
It's crazy how good these look. I don't understand this bit though. What does the Tanoa veg have to do with light/darkness? -
Lightweight PLA mod?
subunit replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Does the VME mod use the mandarin radio protocol? If not, I think there would still be some value in having a version of the VME mod that uses the new radio protocol + Apex weapon assets to keep the size of the mod down. The main reason I haven't used VME is the lack of an ALiVE config, tbh. -
Lightweight PLA mod?
subunit replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Great idea. Keeping the number of mods down is important for keeping our group's cohesion. We would greatly appreciate a PLA mod that doesn't go beyond Apex + CUP as dependencies. I haven't had much time to play with Apex but hopefully the QBZ-likes reflect that platform's limitations. I was at the range last year with my TAR-21 and had an opportunity to compare a buddy's QBZ and was shocked by how poorly it handled relative to the Tavor. -
Huh. Does this mean AI should be able to path across bridges? Not seeing too much of that.
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Ive spent a number of hours wandering around and shooting up Tanoa now and in general I'm impressed. I think the team struck a good balance between performance, gameplay, and aesthetic considerations. The sound design is really excellent. I would like to encourage the devs to consider making the bridges destructible. There are a lot of mission possibilities that come out of this. Tanoa would be a perfect map for a pontoon bridge asset.
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The AK-12 iron sight cams are set up wrong. The UGL front and rear iron sights are not aligned (the tip of the front sight still appears to be the firing point, but having the rear sight dropped way below it is confusing) and the camera for the gun's sights is way too close to the rear blade. Usually you're just trying to put the front sight blade between the two rear sight blades, rather than hug up so close to the receiver that you can see the whole front sight assembly clearly through the gap of the rear sight blade. I have otherwise found the new weapons to be pretty good. I thought the over/under 6.5mm/.50 was going to be silly but in the jungle it's handy to have a .50 to blast at that guy behind the huge tree, so I ended up liking that one, too. All of the ones I've heard so far have sounded a lot more "right" to my brain comparing for memories at the range than the original release, as well.