ARMA The IKEA A-10


The IKEA A-10

Posted: 03 Mar 2018 12:43 PM PST

St. Vith, Ardennes 1944

Posted: 03 Mar 2018 08:24 AM PST

Securing the building. Taken by our zeus on todays evening.

Posted: 03 Mar 2018 03:05 PM PST

Sneak peek of new Tanks DLC AI driving on dev build!

Posted: 03 Mar 2018 10:31 AM PST

Heeeelp: Confusing behavior with MR radar missiles, and the Shikra in particular.

Posted: 04 Mar 2018 02:04 AM PST

This is a question about dogfighting. I say this because most of the advice on locking has to do with the family of AG missiles, targeting pods, and so on. This is decisively not an AG missile question.

I have about 30-40 hours of sitting in perpetual dogfighting training scenarios, but radar-guided/MR missiles are still giving me problems. Especially in the Shikra. For reference, I am using TrackIR, but that doesn't seem to be the issue after testing. I could be wrong.

I notice that in order to get a lock while flying most aircraft, I have to put the HUD target pip in the dead center of the targeting reticle before it will lock. Not somewhere in the lock cone, but dead nuts center. Quite annoying, but fine. Is this expected behavior in ARMA? Is there some other sequence of events that will lock a radar target? Next target and lock target don't do a damn thing unless the pip is dead center and I'm flying straight at whatever it is.

Second, the Shikra in particular. I can't get a radar lock in the Shikra at all. I managed it a total of two times in about ten hours flying the Shikra. It seems like the Shikra wants to lock in a very particular spot outside the lock cone, low and to the left. It will not radar lock outside 4 km, either - but this could be because there's no way to accurately find that little locking spot on the HUD. As a result, despite preferring the Shikra's performance, I've been flying the Wasp a lot since I can just look at the pip and lock it from any angle. I've also tried moving my head around in TrackIR and that doesn't seem to affect it.

Is this normal? Is there a setting somewhere I've missed, or something I've screwed up but don't know I'm doing? It seems a little absurd to have targets show up on radar and not be able to lock them without flying straight at them.

submitted by /u/toastydeath
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Box indicating squad leader's position cannot be removed from map, even after changing difficulty settings

Posted: 03 Mar 2018 04:31 PM PST

No matter what settings I change, I can always see the squad leader on the map. How do I remove this?

submitted by /u/Jesus-chan
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Zargabad Down - A TVT/PVE scenario based on Blackhawk Down

Posted: 03 Mar 2018 04:18 AM PST

Double rainbow, full moon, red clouds

Posted: 03 Mar 2018 07:06 AM PST

Objects not loading after couple hundred meters

Posted: 03 Mar 2018 04:26 PM PST

For example if there is a tank 300-400 meters away my teammates can see and fire at it while I can only see empty terrain. Why might this be happening, is it something to do with my settings or GPU heating up etc?

submitted by /u/woahdudee2a
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There's Danger Close and then there's ...

Posted: 03 Mar 2018 02:04 PM PST

Is there any particular reason why the graphics behave like this?

Posted: 03 Mar 2018 03:37 PM PST

As in this screenshot:

https://steamuserimages-a.akamaihd.net/ugc/915792362108705229/5D4C850D3E6586AF881341EBBD581BB2513AACC0/

Why does it look like first arma past ~50 meters? I've got all the settings set on ultra. Is it supposed to look like this?

submitted by /u/Maichin_Civire
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Before I even knew to say bad nade..

Posted: 03 Mar 2018 07:37 AM PST

A (belated) 2017 year in review video!

Posted: 03 Mar 2018 02:45 AM PST

So trying to figure out headtracking with Xbox Kinect. This is code that will aperently allow tracknoir to use the depth sensors on the Kinect for very accurate tracking. I've got tracknoir working fine but don't know how to implement the code into it. Any ideas?

Posted: 03 Mar 2018 10:43 AM PST

put some music over some Jet flying ... tips for improvement are appreciated

Posted: 03 Mar 2018 02:45 PM PST

Best mods that go best with ACE3 and ALiVE?

Posted: 03 Mar 2018 02:39 PM PST

I'm gonna set up a basic insurgency type thing in ALiVE, and ACE3? Which mods go best with the two, if they even work together in the first place. Can AI use ACE medical, or will that not work? Will Vcom work with ACE?

submitted by /u/DoYouEvenMaxRank
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Dynamic Civil War System - Generic vs Specific scenario?

Posted: 03 Mar 2018 02:06 PM PST

Hey all. I've got a little experience making just-for-me custom versions of DUWS, but I was thinking about posting one or two and letting people tell me what they think.

Right now I'm working on the title piece, a Civil War setting. What I've been using on my personal version is a highly modified version of the Dynamic Isis War mod, with the US forces swapped out for generic INDFOR or BLU_G guys, with the High Command units being a mix of the same and BLUFOR (rationalized as the UN giving some support to one side of the conflict, while CSAT backs the other, but really I was just too lazy to replace EVERYTHING). Honestly, on Isla Duala, it gives a very good ethnically mixed, North African feeling since I didn't replace ANF or ISIS themselves. But I'm looking to go a few steps further. I just can't decide if I want to stay with a generic, any-island scenario, or do what the Isis War team did and make a specific one that CAN be applied to any island, whether it fits or not.

No matter what I do, I'm going to include Enigma's civilians, and exclude IEDs. Civvies are cool, and having them randomly attack you is great. IEDs are more frustrating than fun unless you're SPEICIFCALLY looking for that, like in the IS War version. I want this to be a resistance vs. government, or militia vs. militia game mode, though, and not straight up counterterrorism. So no rando boomies.

Option A is a generic scenario. Ideally dependent on NO mods at all, it would be largely BLU_G/INDFOR/ (maybe some BLUFOR for specops action) against generic OPFOR. This is the easiest one to make by far, and I've done some experimenting with it. (I still have to toss in Enigma's civilians and figure out a way to implement them as something other than furniture. Maybe include a third faction a la IS War's Nusra Front if I can figure out how they did that, exactly.) Only issues I have here is that vanilla OPFOR is goddamn boring, and I hate the style of them.

Option B is significantly more work, if not necessarily harder: the Ukrainian conflict. Would be more dependent on RHS, since I'd be implementing their RU units as the primary enemy. I really, really HATE CUP units (mostly for how mutually exclusive all the weapons are), but they do have some nice Partizan/Russian-looking militia, though that I could use as either BLUFOR or a third faction. The other option is using AAF or vanilla's INDFOR as the 'good guys.' I wanted to avoid the 'formal military' feel, though, and make it feel more like a resistance.

Option C is either a really good idea or a really bad idea: BLU_G vs INDFOR's Para units. Similarly generic to Option A, it's easy to implement on any non-winter climate. Awesome militia-vs-militia feel of a real unstructured civil war. Unfortunately, given the... we'll call it ethnically charged nature of the Para units (the only ones visually distinctive enough from BLU_G), could easily be seen or exploited as a racial war. I don't want my civil war to be political. But it would allow me to use entirely BIS assets and no mods... hence the dilemma.

Option D is what I'm hoping none of you pick, even though it sounds KIND OF fun, but also like way more work than I can/want to put in: Defining my own factions. Yes, it would allow me to use RHS assets (and maybe TRYK?) to create customized militias with their own themes and loadouts. Yes, it would save me the trouble of using CUP. Yes, it would make the scenario both more open to other locales than Option B and more thematically specific to Option A. Yes, I do like customizing and creating loadouts for specific purposes that I never really use myself. Yes, it would mean that my stated goal of minimizing mod dependency would be ironically moot by my inclusion of YET ANOTHER FACTION MOD DEPENDENT ON OTHER FACTION MODS. But... I have a headache just thinking about it... Mostly because I have no idea how to even start. Never made a mod from scratch before.

What are your thoughts? Which would you prefer to play? Do you even play DUWS as SP or COOP?

submitted by /u/MrGenerik
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Achilles mod help

Posted: 03 Mar 2018 04:22 AM PST

Hi there, I've recently been messing around with scenarios and the achilles mod however I've noticed that when I save and exit after using achilles, the next time I open Zeus in that scenario all the added functions from achilles/mcc etc are no longer showing. Just wondering if this is a bug or if there is a way to prevent this from happening?

submitted by /u/Brianl92
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Spawn a unit with a primary weapon in his backpack

Posted: 03 Mar 2018 02:04 PM PST

This is a really basic question, but none of the solutions I've found online actually work.

I've made sure that the weapon will actually fit in the backpack.

Can someone help me out please?

submitted by /u/JoshwaarBee
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