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ACPL Jon

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Everything posted by ACPL Jon

  1. "PSZ: POLISH ARMED FORCES" SITREP PSZ: Polish Armed Forces is a mod project focusing on adding a high quality, realistic modern Polish Army faction. This means we plan to recreate in-game most of the currently used Polish Army equipment, including of course most of the signature weapons, vehicles and units, like Beryl, MSBS and Tor rifles, Rosomak APCs, Leopard and Twardy tanks, Sokol helicopters, etc. The SECOND version just got released, so why won't you give it a try? THE FUTURE The general idea is to release the mod as soon as the base is ready, then build upon it, until we have everything one could ask for in terms of realistic Polish Armed Forces faction(s). Initial plan includes PKW 2010 faction with weapons, infantry and some vehicles, which then should be supported by following Special Forces, PKW "Motorpool" and also the 2020-ish PKW faction updates. 2020(-ish) faction will be there to include the newest weaponry polish military industry is trying to incorporate, like MSBS Radon assault rifle, Negev LMG and possibly more, like ATGM Rosomak APC variant. Mod requires CBA (for ASDG Joint Rails, for example) and at this moment we are thinking about incorporating MRT Accessory Functions and Weapon EventHandler Framework for greatest possible immersion and level of realism. Also because we want everything to depict real-life counterparts and their behaviour as much as possible, while keeping the best possible visual and technical quality. SECOND RELEASE Happy Easter, eh? Please bear in mind that it's STILL an ALPHA release, which means there's tons of stuff missing and that the stuff that IS present may need further polishing, not everything (or rather, nothing) might be final. Realistic expectations are a key to happiness and thus we suggest to take that approach :) Current mod version is ALFA 068.1103; and it contains: For the time being, PSZ: PAF mod REQUIRES CBA 3.2.1 or newer to work. DOWNLOAD - PSZ Mod v0.68.1103 @ ArmACenter.PL- PSZ Mod v0.68.1103 @ ModDB- PSZ Mod v0.68.1103 @ Goggle Drive USEFUL LINKS - ArmACenter.PL (home of the PSZ Team) - ModDB profile of the PSZ project - FaceBook profile of the PSZ project - Official PSZ Gallery on Imgur CREDITS ===PSZ TEAM=== WinteR5 Macko zGuba Istar Jon ===CONTRIBUTORS=== (more to be listed as we'll implement more goodies from our beloved friends!) Dan (former developer) - M97 Zbik Sgt. Pepper (former developer) - textures and layers Smookie (former developer) - animations Keeway (former developer) - developer, config, content porting, scripting Reyhard (M.I.A.) - developer, config, content porting, scripting RHS Team - Leupold scopes, repository Project Reality: Polish Forces Team (Veti, ddeo) - STAR trucks Kamil Nowicki - Alex / Bor, UKM-2000, Negev [ACPL] Ghost - "Steal the Data" scenario PSZ logo by WinteR5, uses great Eagle drawing by Julia Baradziej. Enjoy!
  2. Hello, if I may, I suggest removing "no idle anims" changes from both PBO's, because: - ACE has it's own Idle Anim removal and some crews remove that .pbo (for immersion, so the soldiers aren't lifeless dolls) - not everybody wants those changes (same reason as with ACE one), I suggest making another optional .pbo for the non-ace version that removes the (Player and AI) Idle anims Other changes I'd suggest after watching the video and seeing the changelog on Armaholic: - make Tactical Pace (aka jog with weapon in firing position) speed change an optional .pbo too, because that heavily impacts CQB and gameplay in general, esp. in PvP and also because original is IMO realistic: - keep original "sprint" fastcrawl of ArmA3, it's very realistic in my opinion, such speed is achievable IRL (haven't seen the A2 version yet and I don't really remember how it looked) or make changes optional That's it, otherwise great job
  3. But isn't Dynamic LoadOut by BIS restricted to editor-only, a.k.a. no rearming on the airfield between flights? I know there's GrumpyRhino module to work around that, but You said not every weapon function works properly then. (If I understood correctly) As for the HUD's, AFAIR old (A2's) FA-18's had a switch between Green, Cyan and Red - and it worked great.
  4. Hello. May I ask which loadout module was removed and why?
  5. Apparently the new forum system doesn't seem to have the in-thread post search option, so I'll just ask. Map looks lovely, is there any chance you guys could make a CUP_Terrains (and not JBAD) dependency version?
  6. Thank You Foxhound, just 2 things: - the "Credits and Thanks" section on Armaholic is outdated - isn't the mod release news-worthy? or is there any way we can post one? I've searched before if there's an option for it (as well as uploading), but didn't find it.
  7. SECOND RELEASE OF PSZ MOD Hello and Happy Easter! Due to some problems with our last release after ArmA3 v1.68 patch, we've decided to release a hotfix. Currently releasing ALFA 0.68.1103 version - here's what's new: Along with new content, there's some new features we included, like enhanced range adjusting, optional keyboard presets and registration \ side numbers for vehicles. For more info on those features, please rely on the readme and other documentation packed into release. Mod REQUIRES CBA w wersji 3.2.1 or newer. DOWNLOAD - PSZ Mod v0.68.1103 @ ArmACenter.PL - PSZ Mod v0.68.1103 @ ModDB - PSZ Mod v0.68.1103 @ Goggle Drive Enjoy!
  8. So, yeah. That seems to be the problem. DO NOT REINSTALL THE GAME, DO NOT DELETE ANYTHING, DO NOT THROW YOUR SYSTEM OUT OF THE WINDOW. It can be fixed. Sadly - not by us, as least not in the short run. Don't remember in which game, but I heard of something similiar. Rather rare. Happened to only a few people in A3 as well, before - that way I figured out it might be the problem. As You can find out here or especially at the Steam A3 discussion hub, many people are experiencing the same problem. Basically it doesn't depend whether You run any mods or not, tho it can determine how far You get - the logo or the menu, just before it freezes. Symptoms: - The game doesn't fully load or "stops" @ main menu - The game stops loading after filling ~200 mb's of memory - The CPU utilization is stuck @ 50 % (or maybe 25 % if You run 4 Cores) And here we get to the last two symptoms, which helps determine it's a Workshop problem: - You can't get into the "subscribed items" section of the Steam Workshop (When the game will work again, You'll be able to access it) - The game will unscrew by itself. Wait a few hours and the problem should be gone, as it showed up: without any help from the user. It may also depend on one extra thing... - Did You disable the "Steam Community In-Game" option? Solution: - See if You have "Steam Community In-Game" option enabled, it does need to be enabled - Wait 'till the game works again or launch Steam in Offline mode to play Single Player - When it works again, unsubscribe from all A3 Workshop Content - Don't subscribe to it ever again - Get missions from ArmAholic site or from the forums Dear BI, please do something about it.
  9. ...continuing: You mean like these? It will be fixed, thanks. True, thanks. Somehow it decided it's time to stop working between last 2 versions... About the magazine - TBH I'm pretty confused, it seems like it's some newer version of the mentioned green mag, yet I think I still saw the more transparent version not that long ago on the MSPO Expo. Current version also fits what could be found in the older photos of the Beryl rifles, but after all, it seems You're right. Then again, considering we had fair problems with making transparent mags look how they should, I can't really make promises as to what can be achieved here. (Prawdopodobnie ma to jakiś związek z faktem, że - z tego mówił mój znajomy z "syfu" - starsza wersja przeźroczystych magazynków była za słaba \ za cienka i potrafiła się rozkleić \ rozpaść w polu. W konstrukcji tych "nowych" widać, że materiał jest dużo grubszy, w obu przypadkach, może o to chodzi) We'll look into it. AFAIK real Beryl's barrel isn't compatible with any custom devices (AFAIR due to the fact it was built to have a "rifle-grenade" launching compatibility) and that's also a reason why it doesn't have a suppressor variant, both IRL and thus, in-game. Thanks to You, we will. We'll probably strap it on some extra variants of some newer Beryl(s). Once again guys, thanks for all the feedback. We'll do our best to make the mod AAAP - as amazing as possible ;) Cheers!
  10. Thank You guys very much for all the kind words :) and for all the reports. Now onto Your feedback guys: Smoke Launchers on Zbik will be working "soon", same with RPG-7 zeroing. AFAIK there'll be some upgrades in that aspect, but can't really give an ETA on that (and don't expect it too soon). Crewman as in Driver? Driver is rather a car driver (lightly armed with no extra load on the vest), also because we don't have crew helmets done yet. ACE3 support (tires, advanced ballistics and zeroing, and whatever else it needs) will come with time, probably after we're done with basic mechanized infantry assets (as in: most of the GI units and their weapons \ equipment), tho don't hold my word on that ETA. AFAIR the mod is not yet ready to be used with ALiVE. Uhhh, what? Exchange? What? Why? There's still plenty of PKM's in the field and it was widely used in Afghanistan and Iraq. Not to mention our OPFOR units will use those. The UKM-2k of course will be there, it's one of the things with top(pest) priority as of now. That opening made us chuckle real good :) While You might be right, there's also a fair chance the MOD will get some Negevs anyway, simply because there's a fair chance first LMG MSBS'es would hit the field around 2024. Also, the model is mostly ready, sooo... Not to mention it's simply nice to have some variety and there's no RL constraints against it. Rest of the responses in the next post, due to quote quota in the posts.
  11. Thanks Foxhound & aholic for the mirror, You guys are the best :)
  12. Hello. The mod got released :) Have fun! and please continue the discussion here: https://forums.bistudio.com/topic/186957-psz-polskie-siły-zbrojne-polish-armed-forces/ Happy New Year everybody!
  13. ACPL Jon

    US Military Mod

    DeltaHawk, I'll be frank - we (PSZ Team) offered to fix them for You, in exchange for a "little" favor. So, can we speak about it in private if You're interested?
  14. ACPL Jon

    US Military Mod

    Hello DeltaHawk, regarding the mentioned vest armour, sorry to bother you here, but could you please respond to the private message I sent you? One could say it's relevant on topic of the vest armour.
  15. ACPL Jon

    System Shock 3

    Amazing news.
  16. Good job on the mod, thanks; Yet - is there any chance for some stamina \ fatigue system fix? I mean... so it's not as drastic? With barely over 30 kg's my soldier can't sprint for 50 meters - and that's not realistic in any goddamn way...
  17. Would be grand, thanks.
  18. Vintorez, that's why many consider ArmA basically a Coop game :) AI friendlies even with the best radio protocol and DSAI won't give you even 1/100 of the atmosphere and fun you can get while playing in a milsim unit. It's really worth it, give it a try sometime if you haven't yet :) It's a whole new world. Thanks for kind words, Wordy!
  19. ACPL Jon

    RHS Escalation (AFRF and USAF)

    I don't think telekinesis is a word you're looking for, bro.
  20. Well, DSAI wasn't really that greatly received amongst BI titles. It always seemed... too off and fake. So we'll pass on that. The radio protocol on the other hand... we would like to. But that's a hell lot of work to do and it would be hard to get it right due to the diffrences between english and polish syntax. How would I know? Well, I did it. Full radio protocol, back in OFP times. 250 voicelines + full translation. Too bad these were lost. Now imagine recording like 5 full sets of those... my throat hurts just from the very idea. But hey, it's something that'd be great to have - and an idea that comes back and back again. We'll most likely try.
  21. Thank You very much guys and sorry for late answers. @Flippy_Rage - thanks for info about these. I remember some vehicles in A2 acting the same (ACPL's favourite, amazing M109 Paladin... good times). We're certainly gonna look into it, but I can't promise anything at this stage. @NemesisXGS - TBH we didn't have any plans for extra NVG's at the moment. But we'll think about it in the future. @-Poet- - hehe, we would love it as well. We'll do our best to do these guys justice in ArmA. @TheGhostOfDefi - we do plan few more optics, but mostly polish ones and... well, let's say a few other surprises :) but for now, ASDG support will make sure You have something to use it with (apart those few optics the mod will ship with), provided You use excellent accessories mods by Robert Hammer or Alwarren \ FHQ. Anyway, some new treats for Ya fellas (made by Macko for Independence Day, we'll get some more fresh shots for Ya soon).
  22. IMO pretty rough words for someone's FREE work. It's one thing to state it's broken, it's the other to call it garbage. Knowing how ArmA addonmaking looks like, someone overlooked one .pbo or hell, even one bracket in the code and bam, the patch is a disaster. Things like that happen and IMO there's really no need to bash someone about it unless he purposely lie, or something like that, I guess? You mean where? Weren't You the only guy who has access to it, currently? Also, please - put the patch anywhere so other addonmakers could check the code and see what could be broken. Other thing is - does earlier patches fixed missing sounds and recoils from pre-v1.24 A3 versions of IFA3? (as I've heard v1.24 broke IFA3) If so - where \ what should I download, coz' I've been out from the loop for a while?
  23. Hello, did anyone test this in multiplayer? if so, what was the outcome? Does it collide with TFAR or ACE?
  24. Great news. Since I44 isn't that active IF'44 was a blessing. Can't wait for the fixed version!
  25. ACPL Jon

    MAFIA 3

    Source? Soundtrack will be the best since it's the '60. I hate when people diss Mafia 2. It's been a while, but AFAIR Mafia 2 was way more realistic when it came to character's story, behaviour and development than any portion of Mafia 1. Mafia 1 was a good game, but a really clunky one, too. Mafia 2 was... well, a lot less clunky, it also had hands down 2 best characters ever in the gangster game: Vito and Joe and a twist like no other gangster story had - Caution: MASSIVE SPOILER AHEAD These things, plus great design made Mafia 2 a great game, even with all the cut-out content, weak DLC and the ending that left many in awe (it was a very good ending in my opinion, the game just needed more extra quests and the freeride option earlier). A game that gave me a lot more fun than Mafia 1. 2K has a record of bad decisions, but I'm pretty sure there HAS to be some QA and testers who won't let this kind of Mafia-1-clunkyness show up in Mafia 3. You know, the one we see in the gameplay portions seen in some IGN footage and stuff. Because yes, the gameplay looks kinda dull, but still, dissing the Mafia 3 just because it isn't the Mafia 1 or just because You're not playing as Italian (AFAIR there was supposed to be 2 main protagonists? 1 being Italian?) doesn't make this game bad or any kind less of a Mafia game, just like it went down with Max Payne 3, which was almost as good and definetly as dark as the first one. So far, I think the story has a potential to be great and I find the trailer promoting the game to be really good. So I'm kinda chill about the game's story... ...it's the gameplay and execution I'm worried about. I don't want this game to end up like The Cartel (good story that died under the chunks of poor design decisions). Let's hope for the best.
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