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JANXOL

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Posts posted by JANXOL

  1. Bring back the GN! I miss them and maybe they can help get people back in. As for modpack, well... I am the kind fo person that mods everything moddable, but I see how it can be a problem for some people. I like mods on AWE and I would rather play modded (equipment, etc.) than enhanced vanilla. With that said, nn my opinion we should:
    - Keep TFAR, ACE, RHS and 3CB - as core mods

    - Keep firewill

    - keep minor stuff like STUI

    - GET RID OF CUP - seriously, it's large, low quality (compared to standard set by rhs and 3cb) and half of it are duplicates of rhs, of which we will always use rhs ones because they are better quality.


     

  2. I'd say it's about issues while closing the game, not your patience. Closing a program for 10 minutes is bad, even if you have a really potato pc.

    Try checking if it's planetside actually not closing, or steam thinking that it didn't close. When steam says its closing and it sits there for that 10 minutes, open task manager, go to processes and check if any process related to planetside is still running and whether it takes up any memory and cpu. Note that even if it says that application isn't running, there might still be some processes running.

    Edit:

    Those processes are also planetside related, so it might look like this:
    planetside1.png.f471f274a8e82150945afdace96dab3a.png

  3. In my case if it says its still running either steam needs a moment to do it's steam things, like synicng savegames and such. If it gets stuck for good (in my case happens when I crash xcom 2 because of long war) what I do is kill steam and xcom process in task manager (process, not application). Never had it happen to the point i had to restart the whole pc.

  4. This doesnt look like GPU problem to me. More of a screen refreshing problem with the browser. How does that look when you try to scroll? Does it stay static or scrolls with the page? Or when you drag browser window around the desktop? Does it move with the window or stays with the desktop? Also try firefox and see if that happens as well.

  5. On 4.02.2018 at 9:33 PM, Noah_Hero said:

    No, they´ve got a bit different stats. Like stated above: different RPM, accuracy, impact and weight. (Just make sure to check them in the virtual arsenal and not on the server because most of the stats on the server are incorrect due to the "fixed arsenal" mod) :)

     

    I meant IRL. I think m249 is the exact same weapon as FN Minimini just manufactured in US.

  6. On 3.02.2018 at 5:11 PM, Noah_Hero said:

    True IRL but the problem in game is that the other MGs do kick way more wich is not only completely stupid but also causes balancing issues without a lot of gear-restrictions.

     

    *EDIT*: Just think of the FN Minimi SPW from APEX that we have blacklisted because it it is a laserbeam. The M249 kicks nearly exactly the same! The only difference is that the FN Minimi SPW has got lower RPM, more weight and a lower impact. So to be totally honest the OP FN Minimi SPW is actually better balanced than the M249...:lol:

    If I am not mistaken, the FN Minimi and M249 is the exact same weapon with a different name. Also the m249 should kick less than other lmgs, since as far as I know that is true IRL. It has a hydraulic system for recoil reduction, so the kick is much less than you would expect from the looks of that thing.

  7. 22 hours ago, BloodInTheSand said:

    I previously used a mod for messing around that had an Anzac class frigate in it. Small hangar and pad for launching helicopters as well as some fairly balanced weapons. It was good fun and perfectly functional.

    There are a couple mods of carious quality with Anzacs in them. I don't suppose you remember which one it was?

  8. Thanks for the reply. I must say Atlas went under my radar. It does look promising, but according to BI mod thread, it currently breakes missiles in-game. From what I;m reading, some file edits would be necessary.

    The sea frame does look good, I wil definitely check this out.

     

    With the FFAA and german military mods i have the same issue as with cup. Downloading a 1.3GB mod while I only need one ship from it. I did check out the FFAA earlier tho and I admit the ship is awesome.

     

    I also looked into HAFM Navy and I have to say that it's very promising (and functional) even though the ships still have that WIP feeling to them.

     

  9. Hello. Doesn anyone know any good naval mods for ArmA3? I already have the landing crafts from burnes, the nimitz and of course the USS Freedom. I'm looking into Ulyanovsk as well, but other than that i cant seem to find any decent mods working with current arma version. Particularly the LHD. Before anyone says there is LHD in CUP - yes, I am aware. But I won't get CUP just for one ship. It would get way too messy while also running RHS (duplicate weapons,etc.) So if anyone know any such mods and could point me in its direction, it would be appreciated.

  10. 38 minutes ago, ansin11 said:

    @JANXOL not with vanilla Arma, so probably just with ShackTac.

    Since I don't do MP, I don't really know, but as far as I can see, there is no way to create a marker via SQF that is only visible within a certain channel (see allMapMarkers: difference between editor placed markers and _USER_DEFINED #<PlayerID>/<MarkerID>/<ChannelID> markers - createMarker doesn't allow for <ChannelID> to be defined). I also tried finding the function that is called when you place a map marker during runtime, but I didn't find anything helpful. What I did find is BIS_fnc_markerPath, so at least I finally know how BIS draws the lines in the Bootcamp triangulation task, had been wondering for years...

    I also agree on the map clutter with markers for every group member, but that probably wouldn't be too bad if the markers are set to a size around 0.1.

    What about createMarkerLocal? Server would call it on clients machine, so that all clients would get markers for their respective squads.

     

  11. Correct me if I'm wrong but don't squad member have numbers next to their map icon? At least with shacktac UI. If so, you can identify them by presence of a number. The only other option would be trying to use a script to attach custom color markers (visible in squad channel) to squadmembers (similarly to ORBAT group markers) but that would probably create a clutter on the map, as markers don't scale while zooming in or out on the map.

  12. Well I don't want to argue as I'm not certain myself. The Mi-24 almost definitely cannot fast rope. I think theres one variant of mi-8 that can. It has a singular rope coming out of the side door (hence it mustn't have a gunner). Again I'm not certain, my memory might be playing tricks on me.

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