Bohemia Interactive Forums  

Go Back   Bohemia Interactive Forums > BI MILITARY GAMES FORUMS > ARMA 2 & Operation Arrowhead > ArmA 2 & OA - ADDONS & MODS: COMPLETE

ArmA 2 & OA - ADDONS & MODS: COMPLETE This forum is for the release and subsequent discussion of addons/mods.

Only addons/mods which have content freely available for download should have threads in here.

Addons that are released in alpha/beta/final state are covered by this "Complete" forum.

Reply
 
Thread Tools Display Modes
Old 07-29-2010, 02:41 AM   #381
slay0rwr4th
Private First Class
 
Join Date: Mar 2010
Location: Australia, Victoria
Posts: 25
this mod rocks!, how much am I going to have to change in my mission when 1.4 comes out to implement it? or will it be the same just updated files? - Not that I'm worried, the tutorial last time was easy too
__________________
Vista Home Premium.
Core 2 Duo E8400 @ 3.0ghz (2 CPU's).
3070MB RAM.
Nvidia Geforce 8600 GT (512mb Ram - 1777MB Shared)
slay0rwr4th is offline   Reply With Quote
Old 07-29-2010, 05:27 AM   #382
Winchester Delta_1
Corporal
 
Join Date: Mar 2007
Posts: 96
Awsome work again on the new comming update. But please dont bring it out before the MLRS and the GRAD are working. Oww and don't forget the Striker with the big gun. If you could have those 3 vehicels to work... It will be heaven.
Winchester Delta_1 is offline   Reply With Quote
Old 07-29-2010, 01:53 PM   #383
=7Cav=S2
Private
 
Join Date: Jul 2010
Posts: 10
The mgs stryker is not an artillery piece....
=7Cav=S2 is online now   Reply With Quote
Old Yesterday, 03:43 AM   #384
gunterlund21
Staff Sergeant
 
Join Date: Apr 2009
Location: Napa, Ca
Posts: 289
Quote:
Originally Posted by =7Cav=S2 View Post
The mgs stryker is not an artillery piece....
Probably referring to the mortar carrier.
__________________
My System
Motherboard - Asus Striker II Extreme 790i
CPU - Intel E8500 Duo 3.16GHz overclocked to 3.8
Memory - OCZ Gold DDR3 SDRAM 1600 2Gig
Drive - Western Digital Caviar RE2 500Gig Sata
Drive - Kingston 128Gig SSD
Video -BFG 285GTX
Drivers - Nvidia 195.
Artic Cooling Freezer 7 Pro CPU Fan
Power - Antec TPQ-850 850 Watt
Microsoft Windows 7 64-Bit
gunterlund21 is online now   Reply With Quote
Old Yesterday, 04:28 AM   #385
Winchester Delta_1
Corporal
 
Join Date: Mar 2007
Posts: 96
Quote:
Originally Posted by =7Cav=S2 View Post
The mgs stryker is not an artillery piece....
Hmm it isn't?? Than what is it for.. cause i could find no other application than shooting buildings with it. It's totally useless against tanks and gets shot really quick by RPG fire. I rather don't have this thing close where the battle is. And its pretty weird that it can put it's gun almost 80% up if it ain't some kind of arty piece?

But if it's not a arty piece than forget about it.
Winchester Delta_1 is offline   Reply With Quote
Old Yesterday, 06:40 AM   #386
Darkhorse 1-6
Master Gunnery Sergeant
 
Darkhorse 1-6's Avatar
 
Join Date: Apr 2009
Location: SoCal, but from Texas.
Posts: 1,378
Quote:
Originally Posted by Winchester Delta_1 View Post
Hmm it isn't?? Than what is it for.. cause i could find no other application than shooting buildings with it. It's totally useless against tanks and gets shot really quick by RPG fire. I rather don't have this thing close where the battle is. And its pretty weird that it can put it's gun almost 80% up if it ain't some kind of arty piece?

But if it's not a arty piece than forget about it.

Quote:
he Stryker Mobile Gun System carries a 105mm cannon, the same gun tube as the one on the original M-1 Abrams tank. This is not a tank replacement, but it gives a direct fire capability to support the infantry elements. The principal function of the Mobile Gun System (MGS) is to provide rapid and lethal direct fires to support assaulting infantry. The MGS is a key weapons overmatch platform to ensure mission success and survivability of the Combined Arms Company.
Quote:
The Stryker Mobile Gun System [MGS] will employ four types of 105mm tactical ammunition. High explosive/high explosive plastic (HE/HEP) ammunition will destroy hardened enemy bunkers, machinegun and sniper positions, and create openings in walls through which infantry can pass. Kinetic energy (KE) ammunition will be employed to destroy a variety of Level II armored vehicles. High explosive, anti-tank (HEAT) ammunition is well suited to defeat a variety ofthin-skinned vehicles and provide fragmentation effects. Finally, anti-personnel (canister) ammunition will defeat attacking dismounted infantry in the open. HE/HEP, KE and HEAT each have or will have complementary training ammunition.
I think it's meant to be a simple infantry support weapon. Rather than call in artillery on a sniper, the MGS can deal with it, or if a light vehicle comes up on you, the MGS can swivel and fire. It's basically meant to be a heavy fire support unit inside of a Stryker Brigade, so that they can have a punch that can keep up with them, and is a part of their unit, instead of having to detail some M2A2s or M1A2s.
__________________

"Dulce et decorum est pro patria mori, sed dulcius pro patria vivere, et dulcissimum pro patria bibere. Ergo, bibamus pro salute patriae"

Task Force Lion - The Official Clan and Beta Testers of Project RACS
Darkhorse 1-6 is offline   Reply With Quote
Old Today, 02:27 AM   #387
gonk
Gunnery Sergeant
 
Join Date: Jul 2001
Location: Australia
Posts: 493
Fantasic mod.... .. thanks for the hard work..

Question... is it possible to easily turn logistic off and leave arty fully functioning ?

I commented out #include "R3F_LOG\init.sqf"... and the arty controls did not work.... will check again.. maybe a typo

Last edited by gonk; Today at 02:42 AM.
gonk is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 04:30 AM.


Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.