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20 ExcellentAbout lionhawk123
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lionhawk123 started following BWMod and Bundeswehr Kleiderkammer ( Gear of the German Armed Forces )
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I see I see. Well thank you for the reply! I'm curious now what you're working on but I assume it's a secret 😛
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Incredible stuff! You guys never disappoint. I forgot if anyone asked, but are any MBT's being considered?
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I agree. I like a lot of the sounds in this mod, but the infantry weapons just don't feel punchy enough to me. I used to love the creative 2D workaround that the BWMod offered because it was way better than anything offered at the time. I've been spoiled by the Tanks DLC and by other mod vehicles (especially Redd'n'Tank), so I'm still hoping this feature will someday find its way into the BWMod. It really adds a sense of being a separate entity from the vehicle itself and to be unable to experience that with my absolute favorite tank is, well.. Heartbreaking :C Anyway though, I actually came here to ask the devs of BWMod something (and apologies if this was mentioned before but I don't recall getting a straightforward answer, so I'm just hoping to clarify.) Are there any plans to add the GTK Boxer to the game? In reality there are a few variants, the most applicable of which for the sake of ArmA would probably be the RCWS variant which can use either a .50 cal machine gun or a grenade launcher, and the ambulance variant. Also still kinda hoping for configurable pylons settings for the Tiger but it's been so long I'm not sure if I should abandon hope Edit: I also submitted an issue on the GitHub for a bug I found with the Vector IV. Please check that out 🙂
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You guys are fantastic. Keep up the great work!
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Is there any chance that you could add a Panzerhaubitze 2000 after your new Luchs project? (Loving it by the way) Thanks to you and a few other modders, the Bundeswehr of the Armaverse has plenty of nice equipment now, but unfortunately they still lack an artillery piece :(
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I think he means the Boxer variant with the FLW-200, which as far as I'm aware is in service with the Bundeswehr. It seems they also have a variant with a grenade launcher, and an ambulance variant.
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I'm using the standard BIS arsenal.
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There's a problem with the G36A2 top sights. It would seem that no matter how many times you save a loadout with the top rail sight attached, it will randomly delete that sight from the loadout. Edit: Also added this issue on the issue-tracker.
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Are there any plans to upload this plane to the workshop? If not, may I request permission to upload it and give credit to the creator?
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Is there a possibility that the BWMod team will change the rotors on the UH Tiger to be more "blurred" like the vanilla helicopters when turning at speed? They way they currently are, it's incredibly difficult to use thermals because the rotors block most of the screen at any given time (if you're using the gunpod variant). Speaking of the gunpod variants of the UH Tiger, I'm not sure if it's intentional, but the laser from the designator seems to originate from where the turret is on the RMK variant, instead of from the optics apparatus on top of the rotors. The laser marker seems to point quite a way below where the player points the camera.
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There is a way to force the ammunition to be added in the editor, by using (vestContainer this) addItemCargoGlobal ["BWA3_PzF3_IT",2]; Usually I also put reload this; just to make sure the unit loads the launcher before trying to fire. The problem is, if I want to use the loadout I can't just load it from the arsenal, I have to put on a backpack and then remove it. It also doesn't work if I use a gear mod to transfer my loadout to an AI in my squad. Neither of them seem to recognize the "addItemCargoGlobal" command, so it ignores it and gives an empty launcher.
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Well, the PzF 3 is in reality a disposable, pre-loaded rocket launcher, so soldiers don't actually carry any ammunition. Due to some limitation, soldiers in Arma 3 MUST carry at least one rocket or else the game gives them an empty one. So fitting it in the vest pocket isn't really about how realistic that notion is, it's more about the game actually working correctly (as in, my AT soldiers carrying loaded weapons instead of empty ones and trying to shoot imaginary rockets at real tanks.) @sancron Whoops, didn't see your reply. I'll give that a try but I suspect it won't work. Most arsenal systems will delete any magazines the unit doesn't have enough space to carry. Also this solution unfortunately wouldn't work as these loadouts are meant to be loaded on the fly in a mission, meaning that even if I did like the ACE arsenal, I wouldn't be able to access it.
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Is it possible that PzF 3 "ammunition" can be stored in a unit's uniform or vest, without a backpack? If I try to put any PzF 3 rockets in anything but a backpack it tells me there's no space (even though it takes up virtually no space in a backpack) and loadouts with the 'normal' version of the Panzerfaust come with an empty one when you load from a saved loadout. Thanks in advance.
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Vehicle Interiors - Feedback
lionhawk123 replied to bis_iceman's topic in ARMA 3 - DEVELOPMENT BRANCH
Really liking this so far! The commander seat and especially the gunner seat on the Gorgon are really awkward, since they can't actually see outside of the vehicle without turning out or using optics. Is there no way to give them a periscope or two? I know it's not on the model, so you'd probably have to get a bit more "creative" about how to add that in. But currently the interior of the Gorgon is totally going to waste because it doesn't really add anything to the gameplay for commander/gunner. -
Hey guys. So I know this might be much to ask since you guys just released that awesome update, but are there any plans to update BWMod's armored vehicles to Tanks DLC standards? They recently announced fully modeled interiors for all vanilla armored vehicles. It would be incredible to see something like that from the BWMod. Thanks in advance.