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Everything posted by arkhir
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Veteran mod (VTN) - announcement and WIP
arkhir replied to dead kennedy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Agreed, so unless you're playing the game in 4k VR goggles the zoom remains a necessity as a close-gap measure that actually contributes towards realism, rather than diminishing it. I'm highly skeptical towards this mod for this exact reason; I'd be more than happy to try its content itself, but instead it comes with a "package" of features I'd rather avoid using. -
RHS Escalation (AFRF and USAF)
arkhir replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yup. I'm definitely gonna jump on this hype train. Keep it up guys, proud of you. Such a tease. My friend was really skeptical about armored gameplay in ArmA series, but after the mission I made with RHS he has definitely changed his mind. Some of the players even got partially wounded after their tanks got hit. Can we also expect a documentation for USAF decals? With this it took me like 5 minutes to create this: But I couldn't find anything specific about American decals here. Any tips on where should I start looking? I'm trying to create Abrams with republican flag on the barrel and the whole chevron marking on the side, no idea how it's called. It sometimes gets generated randomly, but how could I reproduce it manually?- 16577 replies
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ACE3 - A collaborative merger between AGM, CSE, and ACE
arkhir replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Screenshot relevant: -
RHS Escalation (AFRF and USAF)
arkhir replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
How accurate is your armour and projectile simulation and how did you achieve it? I noticed there are multiple different types of rounds for 125mm cannon so I decided do design a mission around armored warfare. I created a scenario based around alternate history "dawn-of-the-cold-war" events, where Russia invades Ukraine. My players were using Russian T80Us with more modern ZBM-46 rounds and Kontakt-5 ERA against Ukrainian T72s and T80s equipped with ZBM-9 / ZBM-12 and ZBM-15 shells. It was really cool to see Kontakt-5 working as intended. ZBM-9 had a really hard time penetrating players tanks, most of the time resulting in partial or minor damage, while ZBM-12 was a little bit more effective. ZBM-15 could easily penetrate the weak spots or the side, being far more deadly, especially below 1km range. Don't even get me started on the visuals. Seeing autoloader eject a casing, and a piece of discarding sabot come out of the barrel is just plain epic. Defensive smoke particle effects, Shtora. Daamn. I didn't expect it to behave so realistically; I'm really surprised with the results. Thanks RHS, appreciate ya. B) Your tanks are really well-rounded and nicely configured I gotta say, that allows us to create scenarios that wouldn't be as attractive as in vanilla arma3, since the vanilla tanks are configured for "1-shot-kill" type of gameplay. You guys should totally reconfigure default tanks for Bohemia. It was a really good experience, especially with ACE3 mod; players could rally up with logistics, rearm their tanks shell-by-shell, repair slightly damaged components and replace tracks they lost after the skirmish. One of the things that could be improved is a tiny detail I mentioned some time earlier — unfortunately there is no "camera shake" effect and almost no sound when players tank gets hit, which makes situational awarness really difficult.- 16577 replies
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They've added some new config params to A3 though, I remember reading something in SITREP, about opacity. Unless it's nothing new. Then nice.
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Nice. Did you configure opacity and other parameters properly, so they could actually help against AI, without being bulletproof, etc?
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ACE3 - A collaborative merger between AGM, CSE, and ACE
arkhir replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Lovely. -
high command HCC - High Command Converter 1.5.5
arkhir replied to Igitur's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This would be absolutely lovely if you would make it Zeus compatible, so that Zeus can connect multiple teams into bigger units using high command.- 164 replies
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- large scale operations
- zeus
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ACE3 - A collaborative merger between AGM, CSE, and ACE
arkhir replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
just shift+delete overpressure.pbo -
DynaSound - A sound mod by LAxemann (Release)
arkhir replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
holy crap you did it dawg -
Gave a brief read to the sections that interested me; really cool approach to the mods. I liked her analysis of SThud. Some misconceptions about game mechanics here and there, but overall it's pretty solid and spot-on. On the other hand it feels like she was just wasting paper on the whole femminist agenda; she could've put something as fascinating as rest of her work there.
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After some testing I have to revisit my opinion on the current system. I still don't think it's better than old fatigue. Nor do I think it's worse; it just is. And it is different. It still restricts your movement and requires you to plan your path. Running or jogging uphill is as tiring as sprinting on flat surface. Dslyexci's video mocking the new system isn't really relevant now (running up the first hill would drain your stamina fully) and it seems like most people base their opinions on how it was, rather than how it actually is. For me it'd be perfect as a complementation to the old system and some changes to running&jogging mechanics, obviously customizable via settings to keep everyone happy - as I suggested in the tracker. But still - after some actual testing is not as bad as I thought it was. I hope they'll tweak it even more, not making it ridiculous in any way, just feeling natural. Another thing I'm glad they've fixed is sprinting w/o weapon which properly drains stamina. Visual GUI elements are splendid, too. Am I happy with the overall changes? Yes and no; hard to tell based on current iteration of stamina system. It certainly is better than what it initially was (unlimited 14 kph running in montainous terrain) Am I disappointed to see the old system gone? Sure I am. I'm still missing impact on prolonged running; for me it seems like only sprinting and running uphill seriously affects your avatar.
- 1935 replies
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- branch
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It'll probably never happen. Source: http://feedback.arma3.com/view.php?id=23872
- 1935 replies
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RHS Escalation (AFRF and USAF)
arkhir replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey - just wondering, did you guys make Tigr FFV animations, or does it somehow use BIS ones? Are you considering updating them when new FFV is out, to make hiding inside possible?- 16577 replies
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War Chronicles WW2 Modification
arkhir replied to n_icomach's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Will Christmas come early this year? :lol:- 594 replies
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- World War 2
- Complete Modification
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RHS Escalation (AFRF and USAF)
arkhir replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
New incendiary effect is impressive indeed. Would it be possible to throw it on a vehicle? Currently it's borderline difficult due to how grenades work in Arma. Is it somehow possible to make it less bouncy or something? BTRs for pretty interiors, ffv and rideability on top. Bradleys for pretty much the same thing. Too bad the glass in BUSK variants is penetrable via small arms fire, still love it nonetheless. Then like pretty much every tank possible, because the armor works better than in vanilla on them and it's possible to sustain multiple non-penetrating hits without any damage. Also — ERA. Having troubles with RHS automatic fcs lead - how do I use it properly? I'm pressing RHS keybind for lasing target in tanks, I hold it over a moving target for a while but when I fire it doesn't hit nowhere near.- 16577 replies
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DynaSound - A sound mod by LAxemann (Release)
arkhir replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I believe Massi's weapons inherit sounds from vanilla. -
DynaSound - A sound mod by LAxemann (Release)
arkhir replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
HYPE Thanks for spending your time and money. -
Cheers, everything works fine when aiming at the sky, not at the ground.
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So wait, everything would be fine if I aimed at the sky?
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Got a big question about your 81mm mortar and ACE mortar rangecard. How to get it to work together? I am familiar with mortar mechanics, and our group is fairly serious with milsim, playing with everything enabled in ACE3 mortar module. It seems like the mortar from BAF is quite far off from Mk 6; is there any other rangecard I should use? I was calculating a solution for adjust fire mission during a training excercise in my own time — terrain was CLafghan. Range - 1250m, deelevation was 350m, with 1mps crosswind. I calculated everything using the mortar range card; solution for 1250m using 1 c-charge would be 1186 mils, but considering the deelevation one needs to add 52 mils (15 mils per 100 meters difference; 15*3.5=52.5) to that, resulting in 1238 as a final solution. Direction was 4800 mils, but I had to adjust to 4802 for the crosswind. I skipped temperature and air density calculations, as they would not make that much difference during this mission. I fired a shot using mortar from the mod. Overshot 300 meters. ... Thinking something must be off with my aim I double checked the calculations; everything was right in place though, so I placed a Mk6 mortar from vanilla ArmA right next to the BAF one, then I've commited exactly the same fire mission - one round with 1238 elevation, one c-charge, at 4802 mils. I fired a shot. Then I fired for effect, seeing a direct hit on the house I was aiming for. On map it looked something like this:
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Appreciate ya, thanks.
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The units work just fine when Zeus places the infantry; unit spawns without headgear, vest and backpack and then it gets added to it after a while, when the script triggers. For us most of the problems started appearing when Zeus has added 3CB loadouts to respawn selection. When the player respawned the script didn't trigger and player spawned just with his weapon and uniform; without his vest, backpack or helmet. Can I get it to work with zeus spawn preset somehow?
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[this, "leg_l", 0, objNull, "stab", 0, 0.30] call ace_medical_fnc_handleDamage_advanced; Creates a small cut on the leg of "this" using advanced medical. There's no API for adv medical for now so I did some experiments on my own, play with it and see if you can make your mod adv. medical compatible :P
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Keep in mind dopes will be different for most shooting scenarios, especially if things like temperature or air density change. @up You still have to zero in your vanilla scopes, because the "100m" zero is inaccurate for most weapon and ammo settings. Don't trust BIS zeroing, it doesn't really work when advanced ballistics are involved. Sure it will be around 100m, but it will not be 100m exactly. It can and will lead to quite tremendous mistakes over range.
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- scope sniper
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