Tsark
Member-
Content Count
235 -
Joined
-
Last visited
-
Medals
Everything posted by Tsark
-
Hi Siege-A, many thanks for the update, the French patches and especially including the patch that i specially requested! You' ve done a great job man. In a future update i would be very happy if you could add patches for the following French units: Armée de Terre: 1er RPIMa, 3ème RPIMa, 21ème RIMa, 92ème RI, 1er RHP, 27ème BCA, 17ème RGP Armée de l' Air: CPA10, CPA20, CPA30 Marine nationale: Commando Hubert, Commando Jaubert, Commando Trepel, Commando Monfort, Commando Penfentenyo, Commando Kieffer Légion étrangère: 1er REC, 2ème REP Yeah i know, that' s a lot, i' m of course not asking you to add at least one patch from every unit or anything like that, I' m only suggesting you some units from whom i think that it would be cool to have patches of, if you find some that you' d like to recreate. Or maybe you prefer if i submit direct requests for specific patches, with a picture of the patch? Oh and something completely unrelated, any chance to see a CCT patch in the ID category? Anyway thanks again for this great pack man.
-
Just to clarify, i meant that it wouldn' t fit as a replacement texture for the ta31rmr tan for example since from what i understood it is supposed to be an out of the factory FDE variant, and not an out of the factory black model that would' ve been spray painted tan or desert. Now if RobertHammer wishes to include a third variant so it looks like this: TA31 rmr/Ta31rmr tan/ TA31rmr desert i completely agree with you. I fully understand what you mean about having a unified camo on the weapon and the accessories, and completely agree about replacing the tan version of the ta01, and eventually using it as a third variant on the ta31rmr if the addon makers wish to undergo the extra work. BTW i' m gonna use this post as an opportunity to thank SpeedyGonzales for giving us endusers nice new camos, thanks man.
-
Updating the Arma2 weapons to Arma3, and then continually updating them? The CUP team. Releasing the edited mlods to the community? The CUP team. Carrying on the work of AllinArma regarding the terrains? The CUP team. Making Arma3 bug free? Some things in life can' t be bought. For all the rest, there is the CUP team.
-
[Terrain] Kandahar Province - WIP
Tsark replied to anthariel's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Looks very interresting.:cool: -
Pictures of Australia Island (soon to be released)
Tsark replied to Aus's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Looks absolutely incredible man, absolutely incredible. The size of the map really makes the difference. How is the fps in general? -
Rainey Gear Modification (RGM)
Tsark replied to J. Rainey's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hi, not a bad start at all! There has been quite a few promessing gear mod announced from which all in all very little content has come out, i hope that this won' t be the fate of this mod, individual gear is one of the areas where Arma3 is sorely lacking even with the mods that have came out as of yet. So i wish you the best of luck and a lot of courage to carry on with this mod. -
Hi, just passing by to say well done on an awesome mod. Thank you very much.
-
I believe that some of the acogs are actually "Flat Dark Earth" variants, the ta31rmr specifically, so the new tan which is actualy painted desert camo wouldn' t fit. I agree with you about the ta01 though. RH, when i first saw that the update was released the topic for mrt accessory functions was right above this topic so for a second i hoped that this was the update that would bring MRT usage, so i was a bit dissapointed to see that it wasn' t the case.:p Still thanks for the update of course. Btw did you take the a look at the PEQ15s sizing and did you evaluate them as fine or is it that you didn' t have the time to check these yet?
-
Thank you for the update RobertHammer. The 14.5 inches 416 barrel look better now, and i was a bit sceptical at first about completely removing the front sight on the d10rs when mounting an optic but turns out that it was the right solution. The desert camos looks good, can' t wait to see it applied to the 416s and i like the new suppressed sounds. Here are a few more suggestions about the 416: Do you plan on keeping the crane stock on the HK416s? Imo the E1 stock would fit more, and once again make them more international, especially since you already have what appears to be the right model on the M27. I would also suggest replacing the hk diopter rear sight with the flip 416 rear sight, like this one :http://www.hkparts.net/shop/pc/HK-416-417-Flip-Up-Rear-Sight-3mm-p1405.htm I see those way more often on military 416s than the diopter sights, plus with those ones the rear sight could stay on the weapon folded when you mount an optic, which looks cool, so if you can get your hands on a model of one of those i think that it would be a nice touch, at least for the d145rs. Lastly, the 416 sounds. I actually liked the old ones better. These one (they' re from the JSRS config for the Arma2 version of the 416 pack iirc right?) don' t really fit in the new audio context of the game, both if we' re talking about JSRS3 or the upcoming vanilla changes, for the following reasons: They lack "punch" or "bang", and they have a built in tail or echo, which is a bit problematic since this is something that is nowadays handled dynamically, both if we' re talking JSRS3 or upcoming vanilla. So for these 2 reasons, i' m not too sure about the sounds. And of course, i can' t help but repeat how much of a sucker for the GL version of the 416 i am. I am sorry to insist, but i' ve seen the other day that the PKM model in the latest RHS version was actually ported to the Arma engine by yourself, which means that if it' s not cooperation, there is at least some kind of an "entente cordiale" between RHS and you, so isn' t there a possibility that they could share their m320 model? Anyway, thanks again for a quick update to this great weapon pack.
-
Glad to see you went with the one crane option, providing more gameplay opportunities while keeping it true to life. About a medical version, i can see it being of some use when combining things such as the AGM medevac module and the Alive combat transport module, it allows to make quite believable Medevacs with AI flewn choppers, and then of course you have the large groups who can afford to have one guy flying the medevac chopper for the whole operation. And a version with FFV slots on the sides would be awesome of course! But seriously Aplion, if you need to take some rest please do man. Don' t feel no pressure in delivering updates as quickly as possible or anything.
-
Hello Alwarren, nice release. For what it' s worth, i too find the sounds on the ACR to be lacking punch a bit, but otherwise i really like it. Any chance for a 5.56 variant in the future?
-
RHS Escalation (AFRF and USAF)
Tsark replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just saw the pictures of the M203 grenade launchers, look fantastic. But it made me realize, isn' t the exposed part of the m16 barrel a bit too short? I' m not too sure about this one but since you guys adjusted the barrel lenght on the m4s (an enormous thank you for that), i figured out you' d be obsessive enough to take a look at the m16' s barrel and see if it' s fine or if it' s a bit too short. (I' m not opening an issue on the tracker because i' m really not sure of myself on that one, the lenght might be absolutely fine.)- 16574 replies
-
- Weapons
- Accessories
-
(and 1 more)
Tagged with:
-
cTab - Commander's Tablet - FBCB2, Bluforce Tracker, UAV, and Helmetcam Interface
Tsark replied to riouken's topic in ARMA 3 - ADDONS & MODS: COMPLETE
A great update to a great mod, thank you. -
As usual, thank you for the update Robalo.
-
Yayy! You have no idea how happy that makes me. About the PEQ15, i just compared it to some reference pictures and i can confirm that it wasn' t just a feeling, it is indeed a bit too small.
-
Well the thing is, the "noRED1" marker is already set as blacklist for all enemy modules, yet sometimes enemy troops still come inside it. The other day it was a BMP that came right at the end of the runway and destroyed all of our vehicles. (The "noRED1" marker is set as square, since from what i understood this is the shape that worked best for Alive).
-
Hello RobertHammer, since an update is apparently in the work, is there a possibility that you could adjust the lenght on the part of the barrel of the HK416 D145RS that is further the front sight but before the legacy m203 "hook place", in order to make it a bit longer to be true to it' s real life counterpart? This would also help solving the issue that i mentionned earlier that is that the lenght of the barrel of your 416 D145RS ingame is shorter than the lenght of your M4/M4A1s barrels, while they should all be of the same overall lenght of course. Once again, i know that a very slightly smaller portion of the barrel is exposed after the front sight on the 416D145RS compared to an M4/M4A1, but even taking this into account, the part that i mentionned is still sightly too short. Also, it seems to me that your PEQ15s look a tiny bit too small, is there anyway they could be resized? I know close to nil about modelling, so i have no idea if this is the task of a few seconds of if it would involve remaking the model from scratch. If it is the second case you can scratch that of course. This is obviously nitpicking, and i will love this mod anyway.:p
-
Hehe, one more vote for an AGM version ;)
-
Switching weapons on the move
Tsark replied to Sniperwolf572's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you for keeping this mod alive Sniperwolf572, it is an absolute must have for me and my group. Really is one of those things that should' ve been in vanilla, i hope that BIS will implement the possibility in engine with the marksman DLC but i don' t have much faith... -
Fantastic addon BlackPixxel. It really is one of those addons that i don' t know why i waited for so long before trying out, i went like AT4s? Meh i already have tons trough mods xyz...etc, M3 CG? Meh i already have one trough CUP for a few months before a friend told me that it was great and to try it out and oh man i was not dissapointed. Everytime i use the CG airburst HE ammo i have a huge smile on my face, you have AT4s that are disposable and finally, oh finally that you can carry without needing to take a stupid backpack to carry a rocket that' s supposed to already be in the launcher... And of course everything about the launchers looks, sounds and feels great from what i can tell. I have a minor suggestion: What do you think about making the AT4s sit lower on the soldier' s backs when not using them, in the same fashion as RHS did in their latest update? Looks better than the vanilla placement imho. About the bugs we havent tried the new version yet but we probably will tonight and i' ll let you know if we encounter any bug.
-
Thank you very much for deciding to include the fast roping Aplion! And thanks to all those who are helping to implement it. AudioCustoms, many thanks for these files, i' ll show them to a friend and they will certainly be a great help for him and if it doesn' t work out, i' ll let you know. Thanks again.
-
Hello Hazey, Fantastic mission! I' ve ported it on Duala for my group' s use, using Leight' s african rebels and civilians (and islamic terrorists for the military placement modules due to a bug v0.8 of Leights opfor pack but that another story) and it works great. Indeed it is very easy to port so very usefull for people with low Arma skills such as me, thank you very much for that. (Except for the fact that it takes about 20minutes to load on our server lol). To go on about illustrating my previous point, what would be the best way to forbid the AI from entering the bluefor base marker? With the way it is set up right now no enemy AI spawn in the marker covering the bluefor base but the enemy military commander sometimes still send out troops to attack it, what would be the best way to completely forbid that zone for enemy AI? Also, I also encoutered that, we asked for the transport helo to land near the cache (maybe 50 meters from it) and to our great surprise instead of landing on the open field where we threw the smoke he landed right on top of the destroyed crate and the destroyed shack that was housing it, the landing was best described as "funky" as you can guess.:p Anyway great mission once again man, my group and i have been playing for the last 2 days and probably will for quite some time.
-
RHS Escalation (AFRF and USAF)
Tsark replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just realised that i haven' t posted to congratulate you guys about the new version. So, just absolutely amazing work RHS team, amazing. the only thing that can spring to my mind is that i want more of this, even though you' ve already given us so much... There is even a new PKM model, how great is that? Oh, and i hope that we wil have m4/m4a1s and m16s with m203s too, but i' m sure that this is already in your plans. Once again, amazing.- 16574 replies
-
- Weapons
- Accessories
-
(and 1 more)
Tagged with:
-
Hehe sure thing mate.:) Before posting my previous message i looked on the AGM github under the "for addon makers" thing to post it but i couldn' t find it anymore, but i thought i remembered that it didn' t look like some something too difficult. Now omegaspectre found it, thanks man. Edit: Audiocustoms and Tobias Brandt judging from the pics nice looking retextures both of you, would anyone of you be interested in making a quick and dirty French skin for this baby? If you aren' t interested no problem, i believe that you are both German so i' d fully understand if you only did it to represent your country' s armed forces and don' t have the time for other country' s skins.:)
-
Hello Aplion, any chance it could be made compatible with the AGM fast rope in the future?