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Everything posted by lifetap
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They're in the BAF Unit optionals, as they require RHS as a dependency
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The issue is the reason why we avoid 3D optics in our pack. They generally work ok for lower magnifcation optics, but as soon as the magnification increases, so does the eye position from the end of the scope. The larger the distance, the more chance there is of clipping part of the other equipment. This is exactly what you are experiencing. 2D scopes avoid this issue entirely.
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Neither RHS nor 3CB currently use magazineGroups. In our next release we'll include an optional mod that provides two-way magazine compatibility between the standard RHS US weapons and the 3CB weapons. Basically any weapons that use the 5.56 STANAG, 5.56 box or 7.62 belt.
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Thanks for the feedback. Do you have a reference source for your quoted top speed and the stabilised gun ?
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The Chinook and Hercules are BAF reskins of the excellent RHS models. They're free for anyone to use. They're in the optional folder, as we don't wish to make a BAF vehicles dependent on RHS by default.
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Initially we had the x4 acog on the HMG, but it was virtually unusable as a close support system for the Jackal. The current version is a compromise between close and long range. Since the original release of the Jackals, there have been some additions to Arma that may make it possible to get iron sights and the scope working. At some point we'll revisit the Jackal and Coyote and hopefully find a better solution.
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Thanks. The Apache is fixed in our dev build. I've not see the other error before, so will investigate.
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@Dostojetski The weapons pack is modular so you should be able to run with just the Ammo and Static pbos
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roastedporkchops, thanks for the suggestion. I'll add it to the backlog to investigate other uniform possibilities, based on newer content
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@autigergrad I'll look into adding an option to the loadout module. It's on the backlog.
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@ineptaphid We deliberately restrict the attachments on our weapons to just our accessories, for the sake of realism.
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OCAP - Op Capture And Playback (AAR/Replay)
lifetap replied to Gudsawn's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Would definitely like to see this return. It was invaluable during mission debriefs and as a training tool. -
I'd also recommend paa, not jpg. The other point to consider is the size of the image. If using paa, the dimensions have to be in powers of 2. e.g. 128, 256, 512, etc
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AI are unaffected by the safety. Its the same tech we and others have used in the helicopters
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@ruff That is on the backlog for a future update
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@BlueNexus You can remove the other faction pbos to get your desired behaviour.
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@soldiermanIt looks as though the M6 now has freelook enabled by default, as of 1.76. Just right click and enter the gunner camera to get your range table, charge and pointer to display. We'll clean this up for the next release.
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I'm not sure I understand the question? There are no heavy vehicles in the 3CB mod packs. Only lightly armoured Jackals, etc.
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@Lugi I'll add flechettes to the backlog, but it's currently not a priority for us
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We already have some simpler webbing. In all likelihood this will be expanded at some stage
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The missing smoke is confirmed as a bug. It's been fixed in dev, so will be in the next update.
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soundmod DynaSound 2.0 by LAxemann and Jokoho482
lifetap replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This may be a known issue, we're experiencing script errors since the last update: 20:05:53 Error in expression < (alive _projectile) then {_projectile say3d [(selectRandom _sound), ((position> 20:05:53 Error position: <say3d [(selectRandom _sound), ((position> 20:05:53 Error Type Any, expected String 20:05:53 File LAxemann\DynaSound\addons\DS_sys\scripts\Rocket\RocketEngine.sqf, line 20 -
@Royal Eagles Yes, that is fixed in the latest dev build 1.1.0.245. Also Zeus can use their original LR radios when remoting a unit
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We've never experienced any key mismatch across our mods. If you're downloading from Steam its worth checking you have only one copy of each mod installed. I'd suggest adding just a few mods to your server and checking it works, then add more in small batches.
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@BlueNexus there are no plans to at present. We focus on BAF mods that would be most useful to small scale infantry combat.