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Found 146 results

  1. So I play Arma 3 on my Mac and love flying Helis, so I am interested in getting head tracking to work for me, even though options are sadly very limited on Mac. While OpenTrack is kind of available for Mac, I could not get it to build myself and prebuilt applications do not seem to work for Mac. (Available outputs are only FlightGear, UDP over Network, Virtual Joystick (Does not work) and X-Plane). I am not able to get any of those to interact with Arma 3 in any way. Because of this my only real option seems to be making my own custom solution. While I can get the actual head tracking figured out, my main issue is the interaction in Arma. I see three main approaches, however I still have questions on all of them: 1. Try to make some kind of existing head-tracking protocol work with my own custom solution and make it work on Mac. This seems basically impossible, firstly because I cannot find any information on how headtracking-applications actually communicate with Arma and secondly because these solutions are most likely Windows specific. Does anyone here have any pointers as to where I could find more information about head tracking protocols? 2. Make a Arma 3 Mod for a custom head tracking interface. While I do have experience making Missions and Scripting for that purpose, I have no experience in making mods. Are there any resources on or easyish ways to manipulate the payer view? How does interaction to the outside work? 3. Simulate Joysticks. This seems like the easiest solution, the actual Joystick part should be fairly easy. The main question with this is whether it is possible to make joysticks independently control the view of a player, ideally both rotation and translation? I would be very happy if I could get any answers or tips on any single one of my questions. Please also feel free to reply even if your answer might be windows specific. Any help would be welcome.
  2. Found out that there was a new Arma game out -- having 2,000 hours in Arma 2, 3 DayZ, etc, the first thing I did was get into a chopper. Imagine my surprise when the chopper tilted not just the opposite way of where I'd moved my mouse vertically, but horizontally as well. Okay, it happens. I know that Arma always has 5,000 different fully customizable controls, so I begin moving through the menus. ... where are the inverted flight control options? I can't find them anywhere. There's no way that inverted flight controls weren't included in a sim game, right? ... right?
  3. Hi folks. First time opening a topic here. I successfully managed to import a helicopter with some help. Now my problem is the shadows casted when the rotor blur motion appears. It looks like the triangles from the proxies cast weird shadows alongside weird elongated ones. In the proxy models there are no shadow lods and i gave the lodnoshadow 1 property to the resolution lods of them. Even tried in thicking and unthicking the "enable shadows" property within the proxy models selecton in object builder, but no success is reached. Here is a pic of the issue https://imgur.com/a/zOJvtgl
  4. I can't figure out what's going on here, and it's basically making it impossible to learn to fly(or not kill myself if I just go for it outside of training) in ARMA3, as soon as it happens. Normal View View after dying a few times Above screenshots are all in "VR Training: Helicopter - Weapon Systems" Below are in "VR Training: Helicopter - Basics" Before the issue happens After the issue happens (Note the cockpit texture resolution. You can actually see that in the first images too, just noticed; the geometry textures or whatever ARMA3 renders the knobs on the panels in the cockpit with also go away.) I've got the following DLC: Jets, Helicopters, Karts, Marksmen, Apex, laws of War, Malden, Zeus, Tac-Ops Mission Pack, Tanks, Contact, Art of War Charity Pack I have uninstalled Contact and still have the issue. I have one mod installed: Antistasi I've disabled Antistasi and still have the issue. My Helicopter flight model is Standard. I'm using Keyboard+Mouse. Windows 11, Geforce RTX 2060. Driver version: 532.03 (latest, updating hasn't mattered) I do have dual monitors and run in fullscreen on one. Most settings are on high/ultra. 1920x1080. This seems to happen from simply dying a few(unclear on more specific circumstances or how many times) times, and nothing recovers it beyond restarting the entire game.
  5. Project Redline is a mod team that came together to create new, mostly vehicle related mods for Arma Reforger. Initially formed to assemble and curate the first Helicopter in Reforger, the team has begun branching out into other areas of Reforger modding. We will use this thread to update all of our mods, progress pics, and change logs. Currently released mods: Project Redline - CORE. CORE is a dependency of all Project Redline Mods. We include in CORE assets and scripts that are shared between multiple projects. Scripts and assets within CORE can also be used by others to create their own mods by using CORE as a dependency. Changelog: Project Redline - MH60 Black Hawk The Blackhawk is the backbone of the US military's air mobile operations. Currently Project Redline offers an MH-60 Army variant along with reskins for Navy, Coast Guard, PMC, and Fire Rescue. There are armed (M134 or M240) variants as well as unarmed cargo variants available. The Blackhawk mod is still in active development, and will continue to improve as the base helicopter module is matured. Changelog: Project Redline - MD500 Littlebird This MD 500 helicopter is a civilian vehicle modeled after the military OH-6. Using the Take On Helicopters model, we have updated certain aspects while porting the model to work with the Enfusion engine. What came out of that process is a unique vehicle for Arma Reforger. A nimble rotary wing aircraft that's able to pack a punch. The Littlebird variants in the mod pack are capable of firing both Hydra rockets, and thousands of rounds per minute out of it's twin M134 miniguns. As with the original Take On Helicopters version, we include more than a dozen skins, with more to come. With seating anywhere from 2 to 8, the MD500 works as a perfect scout or transport helicopter. As with the other rotary wing aircraft from Project Redline, expect the mod to only get better as the base simulation model matures along with Reforger. Changelog: Project Redline - Mi-24v Hind The first Russian rotary wing aircraft for Reforger. Project Redline is proud to release our Mi-24V Hind helicopter. This armored combat helicopter serves multiple roles as it not only brings ample weapons to the table, but can also transport a team to the front. With room in the cargo compartment for 6 soldiers along with 2 door gunners, the Hind can fill any role your scenario may require. Armed with up to 4 rocket pods, and a front mounted 12.7mm Yak-B Gatling gun, the Hind is more than capable of dealing with threats.
  6. Hello everyone! I'm trying to set up my mouse to control the cyclic for flying helicopters but I am having some trouble. I want "mouse up" to be cyclic forward and so on, but when I drag and drop "mouse up" I keep getting a red error that reads "Duplicate: Cyclic aft". I have cleared out ALL, I repeat ALL of the controls and I keep getting this error. Whatever I assign with the mouse I get a duplicate error. I have even gone into all of the other categories and cleared out ALL of the mouse controls (even ground vehicles, infantry, view) to try and fix this error and nothing works. How do I fly helicopters in this game with the mouse? I kinda want my money back at this point.
  7. Hello, I am trying to start my mission with an init.sqf that is a black screen with text that then fades out. This works fine if I put my player on the ground and click play but when started in a helicopter seat, the init.sqf doesn't work. How would I use this and start in the helicopter seat? Thanks in advance, I'm somewhat new to all this so I'm assuming it's something small I'm just overlooking. my init.sqf - titleCut ["", "BLACK FADED", 999]; [] Spawn { titleText ["This line here should take you about five seconds to read.","PLAIN DOWN"]; titleFadeOut 7; sleep 5; titleText ["This line should take five seconds as well, if you read slowly.","PLAIN"]; titleFadeOut 7; sleep 5; titleText ["This line however is important. It should take you ten seconds to read it. That's how much time you have to read this line completely.","PLAIN DOWN"]; titleFadeOut 12; sleep 10; titleText ["You don't have as much time with this line, but it is still quite lengthy and ever so informative.","PLAIN"]; titleFadeOut 9; sleep 7; titleText ["But this line.\n\nThis line will make you pause. This line will give you time to...\n\nthink.","PLAIN"]; titleFadeOut 12; sleep 10; // Info text [str ("Not so far away..."), str("Not so long ago..."), str(date select 1) + "." + str(date select 2) + "." + str(date select 0)] spawn BIS_fnc_infoText; sleep 3; "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [6]; "dynamicBlur" ppEffectCommit 0; "dynamicBlur" ppEffectAdjust [0.0]; "dynamicBlur" ppEffectCommit 5; titleCut ["", "BLACK IN", 5]; };
  8. Hello! im trying to make a script that spawns 1-3 helicopters on a random location on a map and they starts to patroling. what i have so far is this : _vehicle = createVehicle [ "B_Heli_Light_01_F", player getPos[ 100, getDir player ], [], 0, "FLY" ]; createVehicleCrew _vehicle; this is spawning it in the air but i cant seem to find anything that makes it spawn random, this makes it spawn over the player head. i know that BIS_fnc_randomPos exists but cant seem to get it to work. i also need the script to add " [group _unit, getPos _unit, 1000] call BIS_fnc_taskPatrol; " to the helicopters init field to make it start patroling. and maybe if we are pushing it, maybe having to loiter a little around each waypoint i feel like i got almost all the pieces to the puzzle but have lost my glasses so i cant put it together... i hope you guys can help.
  9. Combat Helicopter Transport Missions - Collection on steam https://steamcommunity.com/workshop/filedetails/?id=2905502852
  10. Take back the oil drilling location that is currently captured by ISIS forces. This should be a quick operation. They will not see it coming. I wanted to create a scenario that would be fun to play once or twice and without minimal frustrations. It's not the hardest mission if you time the attack correctly. You have to start the operation with radio Alpha. You will hear a radio message and a feed when they are moving in. You have time to choose the M14 rifle with scope instead of the HK416 you start with. Some more goodies can be accessed at the supply crate near the spawn. Have fun! The Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2799008687 All my scenarios are made with gear and weapon packs to make them stand out and increase the fun factor. Previous scenario (In And Out - Night Operation): https://steamcommunity.com/sharedfiles/filedetails/?id=2797835392
  11. Hi all i have this script i use to spawn a heli, and it land at my location like planed But how do i make so that a trigger fires when i get inside the heli. i have tried with COND: BOB in P3REndHeli. also COND: BOB in EndHeli. but no joy, anyone got some ideas. Cheers Play3r private _P3REndHeli = createVehicle ["B_Heli_Transport_03_F", getMarkerPos "HeliSpawn", [], 0, "FLY"]; createVehicleCrew _P3REndHeli; _P3REndHeli setVehicleVarName "EndHeli"; systemChat str _P3REndHeli; private _LandingPad = "Land_HelipadEmpty_F" createVehicle position player; _waypointPickup = group driver _P3REndHeli addWaypoint [position _LandingPad,0]; _waypointPickup setWaypointType "SCRIPTED"; _waypointPickup setWaypointScript "A3\functions_f\waypoints\fn_wpLand.sqf";
  12. Does it work in multiplayer? Yes, MultiPlayer and SinglePlayer. What does this script/function do? This script requests a standard vehicle (unarmed) airdrop for moving purposes on player position. If there is enough space on the airdrop plane, it parachutes 2 vehicles. Supported factions and vehicles BLUFOR NATO (Blackfish NATO Apex Expansion, this place can only fit 1 Hunter or 2 Prowlers as unarmed vehicles) BLU_F BLU_T_F BLU_W_F → 1 Hunter or 2 Prowlers (random) BLUFOR RHS FACTIONS (cargo comes in a C-130 of RHS USAF mod) rhs_faction_usarmy_d rhs_faction_usmc_d rhs_faction_usarmy_wd rhs_faction_usmc_wd → 2 Unarmed Humvee INDEPENDENT (Blackfish NATO Apex Expansion) IND_F IND_E_F → 1 Strider OPFOR CSAT (Y-32 Xi'an Apex Expansion, this plane it only fits one vehicle) OPF_F OPF_T_F OPF_R_F → 1 Qilin (unarmed) OPFOR RHS FACTIONS (cargo comes in a Blackfish NATO Apex Expansion as there is no RHS AFRF plane for cargo (Y-32 Xi'an did not fit GAZ vehicle)) rhs_faction_msv rhs_faction_vdv → 1 GAZ (unarmed, green) How do I call the script? [player] execVM "vehicleDrop.sqf"; vehicleDrop.sqf //Uncomment following if used as function //_unit = param[0]; //Uncomment following if used as script _unit = _this select 0; _unitPos = position _unit; _randomTransportPos = [[_unitPos select 0, _unitPos select 1, 800], 3000, random 360] call BIS_fnc_relPos; _sideUnit = side _unit; _factionUnit = faction _unit; _vehicleType = 0; _transportType = "B_T_VTOL_01_vehicle_F"; switch(_factionUnit) do { //Vanilla units case "BLU_F": { _vehicleType = ["B_MRAP_01_F","B_LSV_01_unarmed_F"] call BIS_fnc_selectRandom; }; case "BLU_T_F"; case "BLU_W_F": { _vehicleType = ["B_T_MRAP_01_F","B_T_LSV_01_unarmed_F"] call BIS_fnc_selectRandom; }; case "OPF_F": { _vehicleType = "O_LSV_02_unarmed_F"; _transportType = "O_T_VTOL_02_vehicle_dynamicLoadout_F"; }; case "OPF_T_F"; case "OPF_R_F": { _vehicleType = "O_T_LSV_02_unarmed_F"; _transportType = "O_T_VTOL_02_vehicle_dynamicLoadout_F"; }; case "IND_F ": { _vehicleType = "I_MRAP_03_F"; }; case "IND_E_F": { _vehicleType = "I_E_Van_02_vehicle_F"; }; //RHS units case "rhs_faction_usarmy_d"; case "rhs_faction_usmc_d": { _vehicleType = "rhsusf_m1043_d"; _transportType = "RHS_C130J_Cargo"; }; case "rhs_faction_usarmy_wd"; case "rhs_faction_usmc_wd": { _vehicleType = "rhsusf_m1043_w"; _transportType = "RHS_C130J_Cargo"; }; case "rhs_faction_msv"; case "rhs_faction_vdv": { _vehicleType = "rhs_tigr_msv"; }; }; //Creating transport for cargo drop _transportArray = [_randomTransportPos, random 360, _transportType, _sideUnit] call BIS_fnc_spawnVehicle; _transportVeh = _transportArray select 0; _transportGrp = _transportArray select 2; //Support call _unit sideChat format["Crossroad this is %1 requesting vehicle drop at grid %2. Over.", name _unit, mapGridPosition _unitPos]; sleep 5; [_sideUnit, "HQ"] sideChat format["Solid copy %1, Buzzard it's 1 click out. ETA 1 minute.", name _unit]; //Spawning cargo and loading _cargoVehicle = _vehicleType createVehicle [0,0,1000]; _transportVeh setVehicleCargo _cargoVehicle; _cargoVehicle2 = _vehicleType createVehicle [20,20,1000]; if ((_transportVeh canVehicleCargo _cargoVehicle2) select 1) then { _transportVeh setVehicleCargo _cargoVehicle2; } else { deleteVehicle _cargoVehicle2; }; //Setting waypoints _waypoint = _transportGrp addWaypoint [_unitPos, 0]; _waypoint setWaypointBehaviour "CARELESS"; _waypoint setWaypointCombatMode "NOCHANGE"; _waypoint setWaypointSpeed "FULL"; _waypoint setWaypointType "MOVE"; _waypoint setWaypointStatements ["_transportVeh flyInHeight 200",""]; //Go to drop zone _transportGrp setCurrentWaypoint [_transportGrp, 0]; waitUntil { (_transportVeh distance _unitPos) < 200 }; //Drop cargo _transportVeh sideChat "Buzzard is making the drop. Code is purple, Good luck guys."; _transportVeh setVehicleCargo objNull; _transportVeh setVehicleCargo objNull; //Go away _waypoint2 = _transportGrp addWaypoint [[0,0,1000], 1]; _waypoint2 setWaypointBehaviour "CARELESS"; _waypoint2 setWaypointCombatMode "NOCHANGE"; _waypoint2 setWaypointSpeed "FULL"; _waypoint2 setWaypointType "MOVE"; _waypoint2 setWaypointStatements ["true",""]; _transportGrp setCurrentWaypoint [_transportGrp, 1]; waitUntil { (getPosATL _cargoVehicle) select 2 < 10 }; Signal = "SmokeShellPurple" createVehicle position _cargoVehicle; Signal = "SmokeShellPurple" createVehicle position _cargoVehicle2; sleep 30; //Cleanup {deleteVehicle _x} forEach (crew _transportVeh) + [_transportVeh];
  13. TGP Simple Cockpit Slew Control the Camera Pilot cameras, AI gunner turrets, and connected UAV turrets can be controlled from the cockpit view via simple controls: Hold key and use mouse to slew. Keybind to slew camera to HMD target or Waypoint (Shift-click, Group, or ACE MicroDAGR). Toggle stabilization. Keys for Turret zoom Vision mode can be changed with Panel Mode or Vision Mode (Vehicle) HOTAS Compatible Keybinds Take Control - avoid having the scroll menu change Collision Lights CCIP Track Track unguided bomb CCIP (roughly). Calculations are a bit off, most accurate at 35-40 degree pitch up loft/toss trajectory. For other bombing profiles, use Gun Elevation Up/Down to adjust camera. Pilot Camera Zoom control is being requested on the Feature Tracker GitHub Steam Workshop
  14. While flying a helicopter, my character is placed in the wrong position, which means the camera's also in the wrong position as well. This is the same for all helicopters. For the little bird in particular, my character acts as if it's "dead" when it's not. I believe that this issue is not related to files or hardware since I use a streaming platform (GeForce Now) to play. The issue is also not due to a mod. Here's a YouTube clip and screenshot of my pilot in the little bird to give you some visualization. https://youtu.be/Fpi_LnIKlsc
  15. AW101 Merlin for Arma 3. Download: Steam Features: •Advanced Flight Model •Garage Custom •Walkable Interiors •All parts animated •Interior lights •Detailed cockpit •Sling-Loading Variants: •AW 101 TTH Italian Navy; •VH-71 Kestrel Marine One; •Merlin HC3 BAF and AAF; •Merlin HC3 Armed for BAF and AAF; •CH-101 Civilian variant; •AW 101 VIP Luxury Civilian variant; Future Variants: •CH-149 Cormorant Search and rescue •EH-101A AEW variant •HH-101A CSAR variant •MH-101A Amphibious Support Helicopter (ASH) variant Credit joker006 BIS - Arma 2/Take On Helicopters sample model, texture. License / Disclaimer: You are permitted to install and use this software for personal entertainment purposes only. This add-on is meant for ARMA 3 game platform by Bohemia Interactive only. Any commercial or military use is strictly forbidden without permission from the author. Its strictly forbidden to use on any monetized server This addon for Arma 3 is released under APL The authors of this addon give no warranty DO NOT UPLOAD TO STEAM WORKSHOP: NO Steam Workshop reuploads. We will remove any re-uploaded content. If you don't know there is a tool that crawls the Steam Workshop and matches files so even if you upload it for "Private/clan use" we will find it and we will issue a DMCA Take down request. Instead, Just create a Collection and save us all the trouble. Screenshot:
  16. I have recently gotten myself into Arma 3 and I only fly helicopters, I am using the Thrustmaster TCA Sidestick which is basically a T16000M but with Airbus stuff. I am using the integrated slider for the collective(analog). I noticed am only flying level like 150kmh with max throttle and if I push the nose down I will lose altitude. But when I am holding shift which is binded to the collective, I can fly a lot faster without losing the altitude. I do not want to hold shift when flying. Is there a work around?
  17. *** Fixed *** I changed this: _wp1 = _heliGroup addWaypoint [_heliLz,0]; to this: _wp1 = _heliGroup addWaypoint [_heliLz,-1]; Totally missed it in the biki *************** Hi, I'm new to scripting in Arma and I have been trying to create a script to spawn a helicopter, load it with other group and unload them in a position. The problem comes when their landing zones are close and they start to fight between each other for them, however I have tried to do it with the eden editor and if you attach each waypoint to each helipad they seem to respect it. I have tried to attach the waypoint to the helipad with waypointAttachObject but I don't get the same result. I have also read in the forum that the helicopter AI claims the lz when flying over them but even if I assign them routes without hovering other landing zones there is no change. The code: (it's supposed to be executed in a dedicated server) This is what happens when I execute the script: And here you can see how one of the helis didn't like his assigned lz Here is the behaviour with the eden created waypoints:
  18. Greetings! I wanted HMDs for the West German helicopters from Global Mobilization, so I've made a small compatibility patch for Kimi's HMDs Mod. I was going to keep this as an in-house mod for my group, but I figured there's more than a few people that might find this useful. Adds HMDs for the following GM helicopters: West Germany, - CH-53G - CH-53GS - VBH-1 - VBH-1A1 - VBH-1A1 Swooper - PAH-1 - PAH-1A1 I don't intend on adding the East German or Polish helicopters, but I may if it is requested. This is my first mod release for ArmA 3, so please if anything isn't working correctly (especially MP functionality, as I haven't been able to test that yet) let me know! Thanks to, - Kimi, HMDs Mod - Vertexmacht, Global Mobilization - Bohemia Interactive, for obvious reasons... Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2446018592
  19. Hey, I recently watched the Seal Team series. At the end of Season 2, Episode 21, they were evacuated by helicopter. But not normal. they were hanging on a rope. Have a look at it from minute 2:05: https://youtu.be/Sq6iQxhXtkQ is something like that in Arma too? In vanilla or with mods? Because that would be epic!
  20. Hello! I'm trying to make a script that will create a helicopter that will fly to the player, land and transport the player back to base when the player throws orange smoke. Most of the script is working fine, but if the player wants to extract a second time after getting back to base, two helicopters will spawn. If done one more time a third will spawn etc. Here is the code that I'm currently using: player addAction ["Request transport", {[] execVM "Scripts\extract.sqf"}, nil, 0.1, false]; // This is in another file to the rest of the script systemChat "Mark your position with orange smoke!"; player addItem "SmokeShellOrange"; player addEventHandler ["Fired", { if ((_this select 4) == "SmokeShellOrange") then { (_this select 6) spawn //spawn will create 1 extra helo every time smoke is thrown { waitUntil {sleep 1, (speed _this <= 0) || (!alive _this)}; _smoke = getPos _this; _pickup = createSimpleObject ["Headgear_H_WirelessEarpiece_F", _smoke]; hideObject _pickup; _marker = 1; waitUntil { sleep 1, _marker == 1}; _radius = getPos player; _helo = createVehicle ["B_Heli_Transport_01_F", _radius, [], 2500, "FLY"]; createVehicleCrew _helo; systemChat "A helicopter is en-route to extract you!"; _zone = getPos _pickup; _helo move _zone; waitUntil {sleep 1, ((_helo distance _zone) < 150)}; doStop _helo; _helo land "GET IN"; {_helo animateDoor [_x, 1]} forEach ["door_back_L","door_back_R","door_L","door_R"]; waitUntil {sleep 1, player in _helo}; {_helo animateDoor [_x, 0]} forEach ["door_back_L","door_back_R","door_L","door_R"]; _helo move (getMarkerPos "start"); sleep 11; [0, "BLACK", 3] spawn BIS_fnc_fadeEffect; sleep 3; player setPos (getMarkerPos "service"); player setDamage 0; deleteVehicle _helo; skipTime 2; [1, "BLACK", 2] spawn BIS_fnc_fadeEffect; sleep 2; curobj allowDamage true; curobj enableSimulation true; deleteVehicle curobj; deleteVehicle veh; [] execVM "startupgui_fnc.sqf"; // Allows the player to set new mission parameters and usually only runs on mission start }; }; }]; Not only does this spawn two helicopters, it also broadcasts the chat message one time for every helicopter that spawns. This leads me to believe that the script is somehow running twice (?). Can anyone tell me what I am doing wrong and how to fix it?
  21. Sean Newberry

    First Armored Division

    Come join the First Armored Division, we currently have 12 people, but pull in the corp 30-40 in events and drills! We have many mos, everything from motorized rifleman to a helicopter gunner. We primarily focused on land fighting but will have the occasional apache in missions. There is no age limit, only requirement is to have arma 3 and speak ok english. https://discord.gg/NsUyQXjQ4z To join copy and paste this link into your browser and accept the invite.
  22. Group: United Task Force (UNITAF) Branch: Flexible Schedule / Attendance - MILSIM just without the Yes Sir no Sir. Availability: Join on operations as often or as little as you like, including reserve roles if you want to join but aren't sure you'll make it. Language: English Time Zone: Central Europe (but we have plenty of people from the Americas and Pacific and wouldn't say no to more) Our Arma-integrated Website: United task force Discord: discord Operation Times: CEST/GMT/UTC - Flexible schedule (attend by choice from 1 to 20 ops a month) using our dynamic ORBAT deployment application. Operation Type: COOP (from 5-man Special Operations missions to 40-men+ beach assault we have it all) Mods: ACE / TFAR / RHS (Full list: mods) Roles available for:- Marksmen- Snipers- Leadership- Fixed Wing pilot- Rotary pilot and gunner- Tank crew- Autorifleman- Anti-tank/anti-air- Everything, seriously, any role is a potential option. Other Information: United Task Force is a one-of-a-kind session based cooperative MILSIM experience for the Arma series. A unique blend of realism, solid teamwork, just without the yes-sir-no-sir. Our Website: United task force FAQs and more information about UNITAF on the website. - 24/7 Public Server - Just search for UNITAF in the public server list. - Private session based MILSIM operations. - Numerous training sessions so you can become an expert in whatever roles you choose. - Our one-of-a-kind game integrated MILSIM website application. - Full of cool and friendly people from across the world. - Powerful and well maintained servers to reduce frame-drops and keep the game as immersive as possible. Email adress: hq@unitedtaskforce.net Website features: /- Order of Battle: Deploying on our missions looks something like this which makes it super easy to keep track of what team you're in and what your radio frequency is etc ORBAT Snapshot /- Operations Order [OPORD] are written in full for all official operations. To add immersion and let you know exactly what you should be doing on operation. OPORD Snapshot
  23. officialepicpatrickyolo

    Aircraft Banking Randomly

    I recently got into ArmA, and tried out my joystick (T.Flight HOTAS 4) to fly aircraft in this game. While flying the Yak-130, I noticed that my aircraft would randomly bank to the right without any input from me. I noticed the same with helicopters, but it stopped doing it after a couple hours. How do I prevent this from happening? It makes landing and bomb runs extremely difficult for me, and it frustrates me.
  24. Hi, I recently wanted to continue to play to Arma 3, I play this game to pilot helicopters and I wanted to change the piloting mode to the simulation mode but I can't, when I click on settings and then Game, I can't click on the simulation mode, there is the option in the menu but there is no switch button, How can I fix this problem ? Thanks, By the way, I play on the last released MacBook Pro and I think the game is not really optimized for Mac OS.
  25. Hello, I am currently making a helicopter. I don't understand how i can change speed of my helicopter in config. I tried to change all the parameters which seemed to me to be able to modify the speed, without success. I can't find the solution maybe due to the fact that I don't speak perfect English. can someone who has the solution help me
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