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-BAKE-

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Everything posted by -BAKE-

  1. On the last version of the mod Was there a Ship called the Antec FG or something similar? Was playing in an exile server. And I found one floating in the ocean. Admin blew it up on accident and tried to replace it but couldnt find it in his list. I cant find it in editor We have no idea where it came from or how it got there lol.
  2. Totally digging the update. The broke a$$ server I play on makes it so I have unlimited cruise missiles. Or rather, at least over 50, cuz that's when I stopped counting.
  3. These were 500lb JDAMS. But yes, The ship exploding was expected, especially with 4 of them. It was a "HE NEEDS TO DIE RIGHT NOW BEFORE HE FIRES AT ME" vs an experiment of "I wonder if a JDAM will kill it"
  4. In server? no. The armor is listed as a value very similar to some APCs. Which can only take 1 titan rocket. I havnt been driven to blow up a ship that takes me roughly 30-40 hours of playtime to afford. And The only other person on the server with a ship lost it to a couple of JDAMS a team mate dropped on it. In Editor, it seems to be more durable. But yes, its mostly conjecture at this point.
  5. Since the ship armor is so low, and there doesn't seem to be "hitboxes" persay. A Rpg or titan killing the biggest ship seems unbalanced.
  6. I tried searching to no luck and was brought here. Awesome mod. Using it on exile server. Is there a way to add AMS to be available on the stock Arma 3 aircraft? Also the targeting pod on the A10 is very limited (no zoom, vision modes or laser) is that on purpose? Thanks
  7. @Devastator_cm How can the server owner adjust the armor of the ships ? Right now, the biggest ship has 468 armor. Just slightly more then something like the hunter. please and thank you. Also, The server owner is Beshire#2130 on discord. He has invited open conversation between you two to try and figure out these issues.
  8. https://imgur.com/Po17w8t
  9. read your document many many times. Radar fires, but i dont have anything bigger then the Rhib to test on. And they never impact. So thats still unknown. and no, the torpedoes when fired, knock the ship sideways. like it was hit with a battering ram. Not from explosion.
  10. Harpoons, to shoot down planes, yes. Quite nicely I haven't quite figured out anti ship missiles with the admiral ship. In radar they fire. but wont seek rhib boats (only targets i can produce). And GPS mode I cant get to fire most of the time, when i pick a target cord within 45 degrees of the nose. Torpedoes, I only fired once. Shooting them knocked the ship sideways about 20 feet. So i never tried again.
  11. Here's the video. Couple things: - Ignore the chittering idiots. -in editor, the CM will arc to around 200-500m up and 200-500m out before doing a sharp dive to seaskim and heading to it's waypoints. In this server, the CM will do a slow, wide, arc to around 1500m up, and 3000m out. Spent couple hours trying to figure out where it was going when I placed a waypoint to close. It will go up and out super high and far. Then back track to the first way point. The view distance is capped at 3500?. So this was harder to show case then I thought. But the server is RGP Tanoa PVP Feel free to stop in and use my ship for any testing you need to gather more data. I'm sure I could convince an admin to come help us out. They are also struggling to get the subs to work. But since they Arnt in the server yet, I can't investigate those. EDIT: Also, how would one (such as the server owner) adjust the armor levels of the ship? He is telling me that the armor level and fuel level of the ship (500 armor, and 12l fuel) are coded into the mod and he cant edit them.
  12. Uploading video showing that cruise missiles will impact the first way-point. Not the last. Also, second. The OpFor Corvette, the Igla launchers don't rotate. They only fire straight ahead. That a bug or a feature?
  13. Ill try and record something tonight. that video was more to show me having fun with it. (trying to kill that player) then it was showcasing the bug. But yeah, should be simple enough to show I think.
  14. After many days of trying to test in a live exile server (without dying), iv discovered the issues with the cruise missile not working for me is because they always impact at waypoint 1. So at least I can use them now, but picking a ideal route isn't possible. But having fun with them in any case.
  15. Yey updates. Will the new defense logic attempt to stop shoulder fired missiles like RPG and titan?
  16. Yes I have read the manual a few times. I didnt mean lock on to specific targets persay, I was just wondering on the programming or mod end of things. Do the missiles only seek ships or missiles once fired? Or for example, if there is a vehicle all by its self in grid 142090 (on land) and I sent a anti-ship GPS missile to those coordinates will it ignore that vehicle and explode after its timer is up because it didnt find object classed as "Ship". Anyway. Thanks for the replies. Im having a lot of fun with your mod on the server now that everything is functional.
  17. In the previous version of this mod. One could lock on to ground vehicles with weapons officer and fire the anti ship missiles. I assume that was a place holder? Is there any way to use the ships missiles against ground targets? For example, if my team mate see a vehicle and gives me its coordinates. And I fire a missile in GPS mode. Will it seek that vehicle. Or does that feature only work against ships.
  18. Mod was updated today and everything works! (I Think) trying to learn the limitations on the cruise missiles on Tanoa map. Fired a few and seemed like if they leave the map (into the black space) they blow up. I tried to fire some across the map but my buddy said they never arrived. The missiles try to do like 50m AGL correct? but wont be able to like, fly over a mountain?
  19. I am not sure no. I know it relies heavily on A3 launcher. Which isn't updated too often. I'll have to look at the mod list again. But it seems like it's just ruining HAMF core
  20. Hello. I'm new to the forums but fell in love with your mod after being introduced to it in an exile server. However, I discovered that very few of the ship features actually worked in game like they do in the editor. I was wondering if you had any insights from running intro them your self? Pretty much only the direct use weapons work. Such as the main artillery gun/ artillery computer. Player controlled cwis /igla. And using weapons officers seat to lock and fire seasparrows at aircraft. None of the custom panels you made function in the server. For example, anti ship missile consol. You can fire missiles, but can't change gps/radar, seaskim/ fly high, pop up/seaskim modes. So missiles fire straight up and come down and kill the crew if stationary. It also seems like weapons officer/sonar both have laser degs. But can't be activated nor locked on to. I'll try to record a video to better show what I mean later. But was just wondering if you had gotten this question before and knew a starting point. The server admin says the ships "work" and any issues are on the mod or EXILE side of things Forgot to mention the server is RadierGamingPlay Tanoa Exile. Since It runs a bunch of mods, maybe something is conflicting. However, will all those mods loaded, everything still seems to work in editor when I play around. The only thing I think I am missing is infistar anti cheat the server runs.
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