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Posted: Thu Feb 02, 2017 7:47 am     Super secret spam barrier
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Apollo Chickenhawk v18 Feedback

Bugs:
  • Teleport flagpole to both FOB's do not work. However, addAction to both base and firing range does not work. Teleport.sqf does not have a switch case for either FOB, just for the MHQ like on Triglav.
Suggestions:
At base, there are a range of different vehicles such as a Warrior, Ridgebacks, Coyotes and HEMTT's. However, there is no land exit off the island, and you can't airlift them with a chinook, so it basically becomes redundant. Maybe it would be worth moving these to the FOB. Finally, there appears to be a fixed wing aircraft marker on map, I go there and there's nothing, made me cry slightly...jk. 


Posted: Thu Feb 02, 2017 11:41 am     Super secret spam barrier
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Melonfish wrote:
When chickenhawk was created we had in rotation that bloody MK10 LCU thing, which was a bit buggy but hilariously slow.
took determination to get vehicles to the mainland only to have them catapult 200ft into the air when you tried to get them on the beach... :D
this would explain the vehicles at the main island i guess.

I can imagine xD 


Posted: Fri Feb 03, 2017 5:21 pm     Super secret spam barrier
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Melonfish wrote:
Sanders wrote:
Confusing the Scimitar for the Warrior, I think Mefirst mate.

Would be good to see a modder make some actual light British armour. A Bulldog, Scimitar or Scorpion would be fantastic.
Bugger that, Give me the pig! I'd also accept the Saracen.

A Chieftain would be nice ...

COUGH BURNES GET TO IT COUGH


Posted: Fri Feb 03, 2017 7:22 pm     Super secret spam barrier
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Sanders wrote:
A Challenger 2 would be nice ...

COUGH BURNES GET TO IT COUGH


Corrected. :)


Posted: Fri Feb 03, 2017 8:39 pm     Super secret spam barrier
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Nah... Chieftain for the win...

Image

P.S. the LCU is STILL on chickenhawk..... Harrison nearly crashed the wildcat into it this afternoon....


Posted: Sat Feb 04, 2017 11:12 am     Super secret spam barrier
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Jdownward wrote:
What is wrong with the Challie that burnes made??
Not even kryptonite rounds can dent it.


Posted: Sat Feb 04, 2017 11:39 am     Super secret spam barrier
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He's created a config that makes it almost impossible to destroy.

I think he was trying to model the fact that it's pretty much impervious to damaging fire from certain angles (which is true to some extend, dependant on the weapons used) but ended up just giving it so many hit points it's effectively bullet proof.

Out of interest do all the clever RHS tank protection systems work on the T72 's T80's and 90's on the server ? I.e. STORA (or whatever it's called) and the Anti - heat plates ? or do you need to be shooting RHS configured weapons at them e.g. RHS's javelin etc to get it to work.... ?

NINJA'd by JD:Tap would it be possible to create a config for the chally that overwrites the existing one, to for instance adopt the RHS M1A2 TUSK damage config for instance ? Probably not dissimilar


Posted: Sat Feb 04, 2017 11:56 am     Super secret spam barrier
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Wasn't there another issue that the tanks were not compatible with ACE3 and he manages to loose his files somehow? I recall something like he lost his base files and said that he wants to do them completely new again.

There is no war to end all wars.


Posted: Sat Feb 04, 2017 12:18 pm     Super secret spam barrier
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Burnes lost a lot of his source files. We were in-line to receive some of them - with the Challenger being one of them - but his SSD fried. Unlike a HDD the data was unrecoverable. Speaking to some of the guys at 4th Infantry, since then he has taken a step back from Arma and I believe emigrated to Australia. I'd spoken to him a few times before then, and I am still hopeful of chatting to him again in the future once he is settled.

"Never turn down an ale, who knows if it may be your last."


Posted: Sat Feb 04, 2017 12:28 pm     Super secret spam barrier
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SJ, armour and hitpoints are a combination of the model and the config.  With only access to the config there is only a limited number of things we can do.  The starting point with hitpoints is placing their centres on the model.  If there are too few, too many or they're in the wrong place then we're screwed.  Placement of them is critical, think of them as a series of overlapping balls within the model.  If they push through the armour, then the tank is vulnerable.  Again with the armour, its location and thickness is defined in the model.  So without the model there is very little we can do.  It's probably why no one has fixed it.


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