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blackthorne556

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Posts posted by blackthorne556


  1. Hey SaOk. Thanks for this great mission, I played it almost exclusively when I got the game back last September. It filled the void while we waited for BIS to.. well... finish their f'n story.

    I took a break from A3 for a while and am just getting back into it. I've taken to modding the ever loving hell out of my game this time around. I use some that will certainly have no effect on this mission, like Blastcore and JSRS, but I use others that effect the AI. Is this mission compatible with TPW mods (with skirmish mode off) or bCombat? Or will I need to completely disable them to run this mission?

    I also have several new factions running. Namely Massi's USMC and TheEvanCat's CSAT replacement. Is there a way that I could edit the file myself to use USMC as my BLUFOR rather than the vanilla NATO units? I assume that the game will run the repacement for OPFOR alright as I believe that it is just a simple remodel of their uniforms.

    I'm sorry if these questions have been answered before. You'll forgive me for not scouring through 216 pages in hopes of an answer.


  2. Has anyone been working on a fix for this? I'm not here to take grief from people who think it's "real". I'm mainly concerned about the time a soldier can run before being forced to a slower pace. At the moment, my special forces are running 100-150 meters before being so overcome by fatigue that they slow to a jog. This is just plain BS. I, as a heavy smoker, can run over 100 meters. My father, at age 55, could still pass his annual PT test which involves a 20km run. At 55. And the man was armored corps. Not an infantryman.

    Again, I'm not here to argue with people. I don't care how you like YOUR game to run. Or how you think MY game should be run. I want to know if anyone has found a fix for this that I can use to enjoy the game again.


  3. Yes, I installed it just to give it a try and I am more than impressed. Awestruck in fact. Amazing work Optical. Thanks a million for your mod.

    With all the added smoke though, I need to know; Does smoke effect the accuracy of AI? Like, can I pop smoke and count on it breaking line of sight? And if so, does more smoke provide more cover? Or is the cloud only larger to human eyes, and the effect on accuracy the same size as vanilla for the computer?


  4. Well that's good news. Looking forward to trying it.

    Does anyone have an answer to my second question? I'm using the factions that draw on the weapon pack by Massi, Aggressors, and pending an update, Canadian Forces and China-PLA. Will JSRS effect their sounds as well? Does it change the sounds themselves, or the way that sounds are played overall?


  5. Hi guys, I'm a little new around here, so please forgive if my question is out of place here.

    A lot of the mods I've wanted to use have been waiting on an update to fix them after the BI patch. This mod deals with sound, so I assume it was impacted. Is this mod currently working? I've heard it mentioned ALL OVER the forum, so naturally I want to give it a try.

    As a follow up - Does this mod change a given sound file, or change the way the game handles sounds? I ask because I use several mods that add factions/weapons to the game. I'm curious if I will have half a battlefield in HD audio (the sounds that may be edited by this mod), and the other half in a less rich sound.

    Thanks in advance, and an extra "Thank You" to LordJarhead for his work on the mod.


  6. Hi folks. I'm a little new to the forum, so forgive me if this question is unnecessary - I've noted most of the mods I've been after have been waiting on an update to fix them after the latest Arma patch. I also noted that the frontpage with the file download has not been updated since January. So, my question then; Is this mod good to go? It sounds amazing, and I would love to start using it, but I'm a bit of a dunce with this stuff.

    Thanks in advance, and extra thanks to Optical for the work on the mod :)


  7. Hi,

    there'll be no need to remake the signatures files since I'm releasing an updated version of the weapons soon this week-end, wich will include updated sounds, SCARs and other small fixies (like launchers optics zoom, ecc...) ;)

    thanks to Pepe Hal for the temporary fix again

    best regards

    massi

    This is great news. I want to run both your USMC and USSOCOM mods, and maybe your SPETZNAZ as opfor for a challenge. Of course, all of these draw off of your weapon pack, so I am excited to see the full sound fix drop. Can't wait! Thanks for all your work :)


  8. That's fantastic. As I understand the marines pack from Massi is an overhaul of the Nato faction. So the two will "shake hands" then? I'm not a fan of the future warfare stuff. But with a modern style infantry, like the USMC, the addition of familiar aircraft is exciting me. Looking forward to dropping some Marines with a flight of Blackhawks.

    Thanks for the mod Gerald, much appreciated.


  9. Ok, so I'm a bit of a noob to this whole modding thing. So this pack COMES WITH the choppers, right? I don't need to get them elsewhere and fix them (flight model etc) with this? And further, are they their own faction? Or do they attach to the existing nato faction? I intend to use a few new factions, like Massi's marines, rangers, and Ohally's Canadian forces. Is it possible to ad the American choppers to the US factions I want to use?

    Sorry if any parts of my question don't belong here. Again, really new to modding Arma.


  10. Looking forward to giving this a try. Thanks for the work!

    Oh, I use Canadian Armed Forces. Are they still incompatible? That would make me sad. I use CF for the JTF2, who would certainly use flashbangs. Was hoping to try this specifically with them.


  11. Hey all. Thanks very much for all the work on the mod.

    It came recommended when I asked elsewhere about fixing the ridiculous fatigue problem. However, I still seem to have soldiers that can't run more than 150 meters without slowing from a run. I, as a heavy smoker, who does no PT at all, can run farther than these wimps. My dad, at 55, could still pass his annual PT test before he retired, which included a 20 some KM run. And he was armored corps, spending much of his day sitting.

    Now, I don't want fatigue to disappear completely - it should still have an effect on weapon sway for example - but is there any way to simply do away with the "slow to a walk" feature entirely? Perhaps I'm missing something in the .jar that might help me?

    Please keep in mind that my programming skills are nil. So spoon feed it to me folks. Small words. :P


  12. Anyways, if you want to do something joint with me (seeing as China and Iran are allies in the same CSAT), maybe we can team up to make some stuff. Let me know if you're interested.

    If that part was directed at me, you are speaking to a hyper-novice. My mission building/scripting skills are laughable at the best of times :P


  13. sounds are working now.Ura!

    Really? I had assumed that they were still out as the last update to main page was July 21, and Sudden's last post stating that a fix was coming was July 23. If they are already up and running though, that's great.


  14. I've solved my problem.

    I was getting an error I didn't notice at 4am last night;

    "Cannot load mipmap C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@A3MP\mod.paa"

    I noticed that the mentioned file (as well as the readme) are 0 bytes. I look in the rar and they are not, I tried to move them again and I get an error with winrar to the tune of "unknown method".

    Something must have gone wrong with the download. I redownloaded it, this time taking the 3 part option. copy paste and all is well. Sorry for the confusion.

    Thanks very much for the pack. Is it possible to delete the maps I won't be using piecemeal? Or will I get errors if parts are missing?


  15. So I'm a little lost. I couldn't possibly read all 142 pages, but I did my due diligence, I read the last 5, the first 5, and 5 in the middle and NOBODY seems to have a problem getting this to work, except a guy in the page 90-something range that was trying to run this on linux, which I am not. So, sorry if this has come up before but here I go;

    I downloaded the whole pack, I made a folder in my A3 directory named @A3MP (like I would for the other mods I am running without issue), I add the ;@A3MP to my Launch Options in Steam, and in game the maps do not exist. They're just not there. I go to make a mission in the editor and my only options are VR, Stratis, and Altis. When I check in the Expansions option in the configure menu, I do see @A3MP though.

    I must be missing something. Granted, it is 4am.

    What am I doing wrong guys?


  16. Arma without Russians would be like summer without mosquitoes. Well, maybe summer without mosquitoes would be ok, but you follow my sentiment. Thanks for the mod, will be downloading this and installing as soon as the sound is fixed. Looking forward to it!

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