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axelius

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Everything posted by axelius

  1. axelius

    [DA3] The Congo Crisis

    Looks good, exciting with an often overseen time period and region.
  2. Excited about this, hope for a playable version soon.
  3. Bornholm seems good, even though I haven't run a game on there yet, only problem with it might be that it is a bit too demanding for weaker systems. Has a nice mix of forests, urban areas and farmlands with a good amount of elevation difference without being hilly. Of what exists of Kunduz is really nice and seems to be going forward nicely. I think when it is at around 60-70% done I'm going to start making missions for it. It can defenitely replace parts of Takistan. Imrali and Wake island are pretty small and well made, but limited in size and scope.
  4. I'm glad to hear that you are continuing on this project, be it standalone or expanding to SMD_AiA. Perhaps might be an idea to do separate packs for each map or map family (Chernarus/Utes, Takistan/Zargabad) if there aren't too many shared objects to reduce general size and increase modularity (of course, this will just lead to people complaining about the lack of a single unified mod, but people will bitch no matter what). Keep up the great work!
  5. The AUG A2 Carbine and standard version seem to have the same barrel length.
  6. axelius

    SFP: Islands

    I still had two SFP errors on Sturkö, one calling for a Mi-24 of some description and one calling for a 12cm coastal artillery piece. I like Wamako generally, however, in the northernmost village along the main road I found several buildings, walls and objects clipping into each other. Furthermore the road in and out from that village twists and turns a lot (especially down towards the coast) without any visible reason. I like the city down at the coast (I presume the new one, since I haven't explored wamako before), very nice stuff. As a suggestion for improvement would be a "downtown" area with higher and newer buildings such as the hospital, office buildings and Chernarus hotel. Looking at modern African capitals they are often characterized by large high-rise buildings, and I think an area reminiscent of that would be nice. Otherwise the terrian seems at times a bit samey at times, a lot of gently sloping grasslands with good visibility and little clutter. While probably accurate to some degree it doesn't seem particularly interesting, and I think it would do well to break up the monotony with a number of farms and ranches, with slight changes to the terrain around them.
  7. axelius

    Leights OPFOR Pack

    Well, consider me informed. With that information in mind I can agree with removing them from the IS faction.
  8. axelius

    Leights OPFOR Pack

    IS have procured pretty much all of their vehicle fleet by capturing them from enemy forces. While they don't have any M1 Abrams at this point of the conflict, it is not beyond the realm of reason that they may in the future capture them from the Iraqi Army that has been, ehm, less than stellar in performance. As for why it is OPFOR, it is most likely that since it is considered a direct enemy of the US/NATO (BLUFOR) and Iraqi Army (Indfor). That said, I wouldn't mind seeing Iraq as BLUFOR and IS as optionally Indfor.
  9. Wait, which one is it? 5kmx5km is 25km squared.
  10. So far very nice stuff here. Waiting in anticipation for when it is done.
  11. axelius

    Leights OPFOR Pack

    You know, you are absolutely right, my judgement was clouded by my misconception that CAF was still not at all supported and certain aspects of how OHally handled things when he dropped the mod following Bootcamp. His choice to have done so was, of course, understandable although disappointing at the time. I have time and time again been frustrated over being "forced" to use the mod as it has been the one easy decent militia OPFOR mod that has not had heavy requirements out there. Keyword there should be "decent" and not "forced", but alas my perception these last weeks have been on the first, especially due to the mix of elation and frustration over the work that I now have to put in to reverse engineer missions to allow for use with LOP and not CAF_Aggressors. Now, I do see that OHally has returned to make a new version of CAF using CUP, although I am unsure if I will use it anytime soon, since our community made the choice long ago to go with RHS and including CUP as well will be redundant. Nonetheless, CAF has provided a lot of fun, but I do think that this mod does look a lot better and contains many superior qualities. I have edited my previous post to remove that comment, as it was unnecessary and uncalled for.
  12. axelius

    RHS Escalation (AFRF and USAF)

    It's really more of a clan wide PWS thing, we're trying to keep it easy and keeping to one repository and no additional downloads, so having it as a separate release would be helpful. I understand if that isn't a priority or anything you feel like going out of your way to do, though.
  13. axelius

    RHS Escalation (AFRF and USAF)

    First off, thanks a lot for this mod. Our clan primarily plays with US stuff, but I myself have always had an eye for Russian tech. This is easily one of the best content mods out there for ARMA 3 and is one that really makes the game worth playing. I do have one request though, I noticed that you have added a couple of weapons in the RHS/CAF compatibility mod, but as Leight's OPFOR pack is becoming more and more of a replacement for CAF, I would love if you could either add the weapons included to the main RHS mod, or make a separate additional weapons pack that does not require CAF. I would really like to be able to use the AKS-74 and AKS-74u as well as the additonal AKM variants without having to include CAF.
  14. axelius

    Leights OPFOR Pack

    Finally something that can replace CAF for me. Love this so far, some extra side options would be nice (primarily Afghan and Iraq army and Police on BLUFOR and the OPFOR ones on INDFOR), but I'm not gonna sweat it since I personally tend to use loadout scripts for player units anyway. As someone who likes custom loadouts I would also love to see the Afghan and Iraq uniforms in versions without flag patches. Also, LOP_U_AFR_Fatigue_03 currently displays as basic AAF fatigues for me, is this intended or not? EDIT: I also noticed that the weapons you have ported from ARMA 2 to use have somewhat weird stats, primarily their almost non-existant weight. If that would be balanced to be on par with the weapons from RHS that would be just awesome.
  15. Awesome, can't wait to play with it.
  16. The HLC AK pack is in my eyes pure weapon-porn and I would love to see a faction using them. And Peshmerga would be awesome. I wonder why you chose to use the MX rifles for the guerilla though, that feels like an immerison breaker more than using lackluster weapons in some cases.
  17. axelius

    Arma3 - AGGRESSORS

    I would give him some unique gear, primarily another uniform. The vanilla "Guerilla Uniform" could probably work to make him look more commanderish, while still looking like a rebel.
  18. I spent a significant chunk of this week tearing my hair out trying to get the similar Unload to work and came to the following conclusion after reading about something similar in another thread. The order you're giving is not given to a chopper, it is given to an infantryman, who just happens to sit in the pilot seat of a chopper. That's why the spawned pilot doesn't understand the "land" command and for it to remotely get close to work you need to give the order to the chopper, which you can't do if it spawns empty. Why Load doesn't work for choppers, I don't know though. For my mission (where I wanted separate units because I wanted the crew to have a different loadout) I decided to use the chopper and then run my loadout code in the init line picking out the different crew members instead of "this" in each crew member's own init line.
  19. axelius

    Tactical AK-74 With Magpul Gear

    This is a problem since the Bootcamp update about a month back, which changed how weapon sounds work. This mod has not been updated since to work.
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