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lionhawk123

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Everything posted by lionhawk123

  1. lionhawk123

    BWMod

    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 😛
  2. lionhawk123

    Redd'n'Tank Vehicles

    Incredible stuff! You guys never disappoint. I forgot if anyone asked, but are any MBT's being considered?
  3. lionhawk123

    BWMod

    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 🙂
  4. lionhawk123

    Redd'n'Tank Vehicles

    You guys are fantastic. Keep up the great work!
  5. lionhawk123

    Redd'n'Tank Vehicles

    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 :(
  6. lionhawk123

    BWMod

    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.
  7. lionhawk123

    BWMod

    I'm using the standard BIS arsenal.
  8. lionhawk123

    BWMod

    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.
  9. lionhawk123

    Panavia Tornado AWS

    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?
  10. lionhawk123

    BWMod

    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.
  11. lionhawk123

    BWMod

    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.
  12. lionhawk123

    BWMod

    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.
  13. lionhawk123

    BWMod

    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.
  14. lionhawk123

    Vehicle Interiors - Feedback

    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.
  15. lionhawk123

    BWMod

    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.
  16. lionhawk123

    FlakPz Gepard [Arma2 Port]

    Hey, so I know this mod is probably dead, but can I ask if it's possible to add a "radar" to it like the vanilla vehicles have? It used to be a really good vehicle but now it's kind of lackluster because it can't identify aircraft except visually. Thanks in advance
  17. lionhawk123

    Redd'n'Tank Vehicles

    I'm a big fan of your vehicles, but there are two major issues that I can't get past, and so I never use them. 1) The vehicles, for some reason, do not show in any sort of vehicle spawn lists, like those in Battlezone or Proving Ground. I'm not sure if I'm just not seeing them, or if they're not in the list at all. 2) The commander of the Marder has no way to open the ramp at all, and has to switch to the driver's seat to let infantry aboard. It would be nice if the commander could also control the ramp, or if he could "order" the driver to open it for him. I hope you will address these issues to make the vehicles more usable for people who aren't in German milsim groups. Thanks for the update! EDIT: I found the Marder. Still can't find the Fuchs though.
  18. Nope, no new updates yet. From what I've seen, kaleun is very good about updating the mod on the workshop when a new update is released, so don't worry about being late to a new version.
  19. lionhawk123

    BWMod

    Awesome update! Slight problem with the camo on the Leopard, for some reason even if I'm parked in a forest, the improvised camo option is not available through ACE interaction. My camo nets are already on. EDIT: Disregard. I tried a different fir tree and it worked fine.
  20. lionhawk123

    BWMod

    Looks like the last update kind of "broke" the Leopard's coaxial MG3. It's incredibly inaccurate now, to the point that an AI gunner hitting anything is highly unlikely, and it takes a bit of spraying for a player to do it. Not sure if this is something you can fix or if BIS totally broke it but just letting you know. I haven't tried the weapons on the Puma, Tiger, or Eagle, but I imagine it's a similar situation there.
  21. lionhawk123

    BWMod

    Glad to hear it! I can't wait for that beautiful new Leopard update.
  22. lionhawk123

    Managing AI's Gear

    Thanks for the reply, but that's not quite what I was asking. Luckily I managed to "find" the solution (it was actually described on Armaholic how to fix my issue, but the section is so small I read right over it when installing).
  23. lionhawk123

    Managing AI's Gear

    When you say "from your own inventory" what do you mean? I have a problem I can't get around because as far as I'm aware Outfit Gear requires an ammo crate to work. If you could tell me how to access it without one that would be amazing.
  24. lionhawk123

    BWMod

    Hey guys, On the topic of vehicle radios when using BWMod in conjunction with Task Force Radio, is there a way to set an additional channel when using vehicle radios? Asking specifically for the Leopard, haven't tried it in other vehicles. Thanks in advance!
  25. I don't want to say you are right or wrong, because I haven't done any of these tests myself. I would assume that the HE-T shell has a lower velocity because it has a higher mass, although this doesn't really include any consideration of the propellant used, how much of it was used, how efficient it is, etc. So, it's best to say we don't really know how much recoil SHOULD be there without more information on how much the chemical reaction of the propellant (and subsequent explosion) changes the momentum of the shell being fired. I can only assume that there would be a marginal difference between the APFSDS-T and the HE-T, but I really can't say for sure without much more information to work with.
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