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Everything posted by jone_kone
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Came across a LAV-25 derivative. The LAV-AD (air defence) version (with stingers or without). That could maybe be something to look into. 🙂 https://www.globalsecurity.org/military/systems/ground/images/lav25ad6.jpg https://en.wikipedia.org/wiki/LAV-25
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Thanks for the update! Getting a lot of joy out this mod! 🙂 With the Tunguska now added for redfor any plans on bringing in the M163 VADS? Would suit the blufor factions nicely and complement many of those factions.
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Desert maps should also perform better on bigger scales as less objects to deal with. Perfect for combined arms with air support and long viewing distances. A Desert map in Altis 32x32 km size would rock!
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Hey! What is the appropriate channel for a bug report? Don't know if this is reported already but LAV-25 HE resistance values seems off.
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Virolahti released. https://steamcommunity.com/sharedfiles/filedetails/?id=1926513010 Maybe compatibility for it?
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Mine Clearing DetCord
jone_kone replied to INF_MIke64's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry for necro, but could this be modified somehow to use a backpack and a smaller rocket somehow (and maybe a shorter detcord too). Something for infantry use only? Like this one: https://en.wikipedia.org/wiki/Anti-personnel_obstacle_breaching_system . -
Yup! finally!
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Does anyone know if it is possible to preview the new Livonia map without switching to dev branch?
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Is there a way to mute players waiting in respawn? Currently all respawning players (vanilla respawn screen) are able to communicate with each other while waiting to respawn. This causes issues as players may freely share information that the other players should not know (enemy locations etc.).
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This is what I like about Temppas terrains also. They are pretty, but also functional and tweaked for playability and performance also (within Arma 3 context of course). I might be a bit biased as I occasionally get a sneak peak on what he is working on, but there are not many maps that consider all aspects as good.
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It is ofcourse up to Temppa to say, but from a technical standpoint big city maps usually dont work well in Arma.
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Yup, as simple positive / negative number is enough. I´ll do some more testing and try to locate the issue so I don´t lead you down the wrong path. Just good to know that it is not something that should be expected under certain circumstances or identified mods that causes issues. It´s your mod so you work on it when you feel like it. 🙂 Thanks for sharing your work with the community!
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@fat_lurch Been playing around with this mod now for a while. A few findings: * It´s awesome! * In the TGP mode a pitch number would be higly appriciated as currently it is occasionally pretty hard to guess the attitude of the aircraft while in TGP mode. Just a number in the down left corner would be enough, no fancy animations needed. 🙂 * I found a small issue while testing this mod with my communitys repo where the Action Menu options disappeared when switching from pilot to tgp view. It reset after a few tries switching back and forth but is this a know issue? We do have an inhouse mod that restricts players from putting down markers on the map so that could cause conflicts. Also running ACE and a bunch of other mods.
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This (very) old thread popped up while searching for updated arty range tables. ruPal had range tables for the D-30A and M119A2 but they are not accurate anymore. Would it be how difficult to calculate a similar document for the RHS D-30A and M119A2?
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This is perfect! Opens up so much possibilities! Thank you for your hard work!
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Hmmm. Well 8 digit is 10 m accuracy and 10 digit is 1 m. From a personal perspective. Since i mostly play TVT. 10 digit is basically always directly on target. Hence 6 or 8 digit forces the pilot to work a bit more and is in my opinion better (especially 6). 8 digit is however directly compatible with ACE microdagr. Best way to ensure that a mod can be used in any scenario is probably to make it as modular as possible and let the mission maker then choose what features to use.
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Depends pretty much on how its implemented imho. Could easily be pretty op? It would help if some of the features were toggable in the editor. Then a mission maker can activate and balance the assets for sp, coop or tvt missions? e.g. the slew to map click feature is easily op in a tvt scenario, but a very nice feature to have in a sp or coop scenario.
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Just an idea. Please disregard if stupid... :) How about a separate version for CAS planes and Jets? That way no workaround needed within the mod for the pilot/gunner issue and you could make mod specific changes? Mission makers could then choose if they want to use both mods or not? Dowside is ofcourse double the work. That is ofcourse if you want to pursue the CAS option at all. :)
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@fat_lurch Wow, that was quick! :) It is as you said. The North indicator seems to work on airplanes but not the other features yet. But now when I´ve been fidling around with the UAV:s this mod is basically exactly the features what have been missing from the vanilla TGP:s. Very light and clean too. Inputting target grids manually will pretty much make it perfect from a CAS perspective.
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Very nice! Arma has always been lacking a simple enough but still interesting gameplay enabling targeting system for its air units. You mentioned planes. Any ideas on making it available for the vanilla CAS/Jets planes too? or making it customizable in the editor addon options? (E.g. Enable/disable slew to mapclick). I think the most interesting feature would be the manual grid entry and then be able to slew to that. It would make the pilot have to work a bit more in cooperation with the JTAC, without being just point and click.
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A CSAT, black and OD retex of AAF uniform and helmet would add some more options for missionmakers.
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Same goes for the mint green "OD" MX version. A better green would be OD on the Tavor.
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player suppression mod Suppress by Jokoho482 and LAxemann - An unforgiving player suppression mod
jone_kone replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Pretty much perfect now! :) Really handy that anyone can tune it to his/her liking. I found that just having the "flyby" effect is good enough for me. The "blinkig" effect is annoying enough to keep your head down...and now you finally know if there is actually a bullet passing right by your head! Is there any possibility to consider that explosions would also have a suppressing effect? it would nicely simulate the overpressure + dust and debries flying. From a gameplay perspective grenades and mortars would then have a "concussive" effect which again would make everything more interesting and realistic to some extent. Thanks for your hard work! :) -
~ ArmA 3 Sound Modding 101 ~
jone_kone replied to megagoth1702's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I´m trying to figure out if it would be possible to connect the super sonic "bullet crack" sound effect to a visual effect for the player. i.e. bullet passes head at 1-2 m distance and the sonic crack produces a very light blackening or similar suitable effect for the player. The idea is to make the player more aware of that he is being shot at but not add any too impairing effects. Can anyone say if this is even feasible if I just find the correct sounds? -
Weapon Resting & Deployment Feedback
jone_kone replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
This would be the best solution. And also solve the problem of shooting over clutter when no rocks or walls available to seek support from.