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Tsark

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Everything posted by Tsark

  1. Tsark

    EricJ Release thread

    Hello EricJ, the SCAR request was mine, it is on post 1909 of this thread, and about the exact model it is indeed a SCAR H STD with EGLM. Thank you very much for considering to include my request!
  2. Tsark

    RHS Escalation (AFRF and USAF)

    Hello, i would just like to mention that the M4 carry handle has the part behind the front sight of the m16 (can' t remember the name of that part), impacting the general barrel length of the model and making it too short compared to the other M4s. It is also missing a part on the stock tube. And on all the m4, the shape of the stock in weird near the part that you press to adjust the stock' s length, it kind of looks like a mix between the military m4' s "LE" stocks, on the ones found on civilian ar15s. Regarding the problems when using RHS and AiA TP together, i already mentioned a crouching bug when using the two mods together, maybe it is related?
  3. Tsark

    ASDG Joint Rails

    Same here gatordev. Robalo, many thanks for your continued work on Joint Rails. I think that i can safely say that it is one of the addons that saved Arma3.
  4. Hi, and nice work SpartanVI. I' ve also been following this thread since the beginning, and you have skills, no doubt. Seeing Cunico' s post, i couldn' t help but post to show my support for this idea. If you guys could team up, maybe also with TheMisterCat, and create the ultimate gear mod, it would be an invaluable contribution to the community. Plus it would avoid the duplication of assets, ie different people working on the same plate carrier model on their own side, wasting effort and time, and allow for some kind of standardization of config values...etc. I know that many people are growing dead tired of the default body armour reskins, and can' t wait for some variety in this aspect, so i really hope that you will consider this idea!:rolleyes:
  5. Well i think that it' s up to them to upload it to their servers anyway, i think the best way would be to PM them to let them know. I' ll PM somebody of the PWS team to be fixed about that and to let them know that you agree about your files being uploaded to PWS. Edit: I pmed Sonsalt6.
  6. Tsark

    Arma3 - AGGRESSORS

    I used to have a similar problem, where some aggressors would spawn with the bug helmets from csat, weird things like that, which was quite hilarious btw. It was because i had set the faction to "dominant" in one of the modules. So i suggest staying away from dominant and only using the "static" faction parameter, and typing in the faction classname. And yes, ALIVE does spawn technicals, i believe that they' re under the motorized groups.
  7. Hello, Since apparently RHS is officially working with HLC now, i' m upping the idea of using the HLC weapons instead of the Arma2 ports, that look really dated. I' ve been using HLC weapons along with ALIVE in a few missions and have no issues to report on my end, even with the cqb module.
  8. Nice work, but same interrogation for me, will it be included in AIA TP? I believe that you already answered that question in the wip thread by saying that it' s meant to be used with AIA TP, but will it eventually be integrated into it? In my case for example, i' d have a hard time convincing the people i play with to download another Sahrani with a quite large filesize, despite all the improvements, when there' s already a version of Sahrani in AIATP.:)
  9. Thank you for the compatibility patch and bisign, any chance it will be uploaded to Play with six? And DarkGiver, nice addon.
  10. Hello Toadie, will the Colt Carbine and Colt Carbine GL from the AR15 pack will eventually be updated to use the same sound as the RHS M4s and M4A1s with your patch? They use almost the same sound, except that the one in the RHS patch seem to have been reworked to have a bit more "oomph", making it sound much better, especially when firing full auto.
  11. Just gave it a go, and it feels just as good as it did a few years back. We will surely use it. Thank you IceBreakr for your continuous work since all those years.
  12. Effing nice work guys! This is something much needed that will surely bring some of the oldtimers who are still reluctant to make the switch to Arma3. I second Corporal_Lib in suggesting to use the HLC animations where they will fit.
  13. Nice, and as usual nice vids LJ.
  14. Hehe, thanks daveygary, if i wanted to be a real pain in the ass i' d say that the rail still looks a bit thick or chunky, but that would be serious nitpicking. If it' s a bitch to modify then i' m fine with it staying as it is, it' s already looking much, much better that in the previous screens. Keep up the good work!
  15. Tsark

    EricJ Release thread

    Thanks! About the FOV, yeah i wasn' t sure if it was a bug or it was intended, personally i prefer the vanilla method but since it' s your pack it' s your call obviously.:D
  16. Tsark

    EricJ Release thread

    Good to hear about the m249. Sure i understand about the clipping issues, which is why i was suggesting moving the proxy for all the scars between where it is right now on the scar l short barrel black (away from the shooter' s face, looks great with the reflex sights, not so much with acogs, elcan specters...etc and some long range scopes), and where it is right now with the rest of the scars (much closer to the shooter' s face, looks great with low magnification scopes such as acogs, specters...etc and some long range scopes, but causes clipping issues with some optics such as some other long range scopes, the eotech/magnifier combo...etc and looks stupid with the reflex sights. I think that it would be a middle ground that would look decent with the vast majority of the available optics. And since everybody is pulling requests or so it seems, i' ll throw in mine just in case: Would it please be possible to include a SCAR H STD with EGLM? I assume that it shouldn' t be too hard to make since you have all the needed parts ready. Just some more bugs(?) i noticed: -The reddot sights in your pack have their FOV fixed. -When looking through the reddot on top of your acog, it zoom in slighly as was the case in Arma2, instead of keeping the same fov wether looking trough the sight or not as is the case in Arma3. -The PEQ15/Flashlight/bipod attachment isn' t showing up again. I' m pretty sure that this has already been mentioned. Thanks for all the work you' ve put in this pack and continue to do.
  17. Tsark

    EricJ Release thread

    Hello EricJ, big user of your SCARs here, and thank you for including a SCAR H with a standard barrel length, it always struck me as odd that everybody in the world of gaming seemed to think that the "normal" barrel length for the 7.62mm SCAR H was 12inches... Here are a two things that i noticed: -When firing the m249, sometimes the muzzle flash is where it should be, and sometimes it is way under the barrel, maybe 25 centimeters lower. The rate of fire seems too slow too. -When mounting optics on the short barreled black SCAR L, the optics are much further on the rail than with the other SCARs, including the very same scar in tan. I don' t know if it' s done on purpose of if it' s a bug. It looks great for reflex sights and some sights that are often clipping through the BUIS on many weapons such as the Eotech/magnifier combo from the FHQ attachments pack, not so much with many scopes. I believe that a sweet spot that would suit most optics would be inbeetween the way they are on the SCAR L black Short barrel right now and on the other SCARs. Hope that that was of some help to you.
  18. I don' t think so, i remember that with the BAS blackhawks you could see the map on the MFDs in the cockpit and that was at the time of OFP thus well before PIP was introduced in the engine. In that case that you wouldn' t even have to see the map as i believe that the model would look way too small in game to make proper use of it, only the gps grid numbers.
  19. Great video Jarhead, when that unsupressed weapon opened up amid all the sd guns it sounded so menacing. If i understood correctly there has been changes recently regarding the way the game handle suppresors, i don' t know how deeply it is implemented in the vanilla game but eventually for mods will there be differences between the way suppressed weapons firing subsonic and supersonic ammo are handeld?
  20. http://imgur.com/N891ZEF Here is a picture of what i meant, with the effect obviously overdone on part on purpose and on part due to the magnificence of my paint skills. On left is how the shape of the rail on the picture of the real opscore you posted looks to me, and on right is the way the shape of the rail of your helmet looks to me. This is all nitpicking though. On a sidenote, i believe that i already know the answer, but is there anyway the gps on the armband could be made fonctional? Kind of like the maps on the MFDs on the BAS blackhawks back in OFP?
  21. Best of luck in your endeavour Jarhead,for my teamates and i it has become almost impossible to play without JSRS and now that we have seen (or rather heard) some of the videos, it has become almost impossible to play with the actual version, i' m pretty sure that this is called progress.;)
  22. Awesome vid. On topic, i' d like to request some (or at least one) big BLACK beard. I tried the beards by Interbred, but the one supposedly black has blond/light spots, and thus looks completely out of place on a black face. The reason i' m asking this is because i' d like to approximate a few african jihadists through the arsenal by putting a big black beard on the vanilla black faces for some missions. I hope that somebody will take my request, many thanks in advance.
  23. Rest assured that i have no doubt about that mate, one only need to take a quick glance at this thread to get an idea of the amount of work that you' re pulling.
  24. I for one am thrilled to play with your work in Arma3 IceBreakr, and at the risk of going slightly offtopic, absolutely can' t wait to see what the Tonal remake looks like.:)
  25. Hello, i tried the first release and despite all the crashes it seemed very promising but the zoom turn off feature was a huge no go for me, i realize that this is the way that you want it to be but still i hoped that with the patch there might be an optional pbo to bring it back, but apparently there is not, except an unofficial one that you are very much against, too bad...
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