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fludblud

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About fludblud

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    Lance Corporal
  1. Right now the Hong Kong Police and their Special Duties Unit still use NATO standard weaponry and follow British ranks and organisation, the SDU were set up and trained by the British SAS and English is still an official language together with Cantonese and now Mandarin. Funny thing was that after 1997 there was a drive to encourage the use of mother tongue Cantonese and Mandarin in Hong Kong local schools but all it managed to achieve was a disastrous lowering of English proficiency in local schools and made many kids less employable in the international job market today, now they are scrambling to reverse the damage. For camo, the Police officers in the New Territories and the HKSDU still use pattern 68 and pattern 85 DPM, maybe for the future they could use MTP for a distinct identity? In addition, airsoft is a massive industry in Hong Kong with a shitload of uniform shops and tactical gear all over the place, perhaps any informal militia or armed groups could have any number of camo and gear combinations from across the world with varying levels of quality and authenticity. Oh and one more thing, the mere mention of any topic fictional or not relating to the violation of 'One China' literally makes the CCP shit bricks, I wouldnt be surprised if someone in the Chinese government is watching this thread right now.
  2. fludblud

    Arma3 Videos

    My encounter with the epic mortar bug. http://www.youtube.com/watch?v=xlzRNV39XAs&list=UUBnX3xBWDtHQBPCMJNXQQKA&index=1
  3. fludblud

    The Giant Alpha Media Thread

    My encounter with the great and glorious mortar bug. http://www.youtube.com/watch?v=xlzRNV39XAs&feature=youtu.be
  4. fludblud

    Love the new AI firefights

    The irony of this improved AI and animations in regards to military realism is that it might be getting too good to be realistic in some cases. The popping smoke, flanking, effective shouldering of weapons and correct stances is absolutely great for missions involving conventional military and special forces, but what about future missions involving irregular militias and civilians? if Arma 3 Isla Duala got released tomorrow wouldnt it be weird if the African rebels all acted like super high speed low drag operators? in Arma 2 the default AI and animations were always too bad for this to actually be an issue but now it probably will look glaringly obvious. Perhaps somehow link an AI's character animations to his skill setting? For example, an AI with a setting of 0.2 would shoot like this and be reluctant to move, flank or attack when contacted. Whilst one set at 1.0 with mega accuracy would shoot like this, aggressively flank, take cover and change positions quickly. Just throwing it out there.
  5. fludblud

    Visitors for Arma2

    people like you are the reason why sci fi and fantasy mods are no longer made in arma. everytime someone with a single ounce of imagination decides to create something original, hordes of nutjobs like you descend of the topic demanding that their ideal imaginary space alien fetish be recreated to exacting detail. let icebreakr create whatever the hell HE wants, be it dinosauroids/greys/eldar/self replicating nanobots/whatever. in the meantime stop bloody trolling this topic with bullshit conspiracy theories.
  6. exactly how the hell does the mere presence of certain optional units within the editor 'completely ruin the game'? does it really offend you that much? that you must actually physically delete the files in order to remove the taint of something unrealistic within the game? talk about insecurity issues, some people really need to grow a spine and the fact you even made an entire thread instead of posting in the existing isla duala topic is even more sad. just dont use them, pretend the word 'zetaborn' isnt there, imagine they dont exist or just delete the entire addon if your alien phobia is really that bad.
  7. fludblud

    Visitors for Arma2

    what about the UFOs from ryan_d's aliens mod from arma 1? there are tonnes of different types for every situation, porting them shouldnt be too bad (unless he dissapered as well) http://www.armaholic.com/page.php?id=2360
  8. well ive found out that this mod only works for me with ACE disabled so it seems to be a compatibility issue.
  9. fludblud

    VME PLA MOD for ARMA II

    ah it seems you have to register and log in another account for the download site too. quite enjoying the new version, great to see the PLA marines with their trademark bright blue uniforms, would be nice if there were some boats or landing craft to use them with.
  10. same here, autoinit does nothing, CBA is up to date and i havent even touched any ACE modules either stopped working at around 4.5 :(
  11. fludblud

    VME PLA MOD for ARMA II

    i swear, ive seen some pretty bad and nightmarishly confusing download sites and forums in my time but this one takes it to a whole new level, not to mention the download itself is in 7 parts. however, when trying to download part 8 this login message keeps popping up and refusing my username and password :S pleeeeeeeeze have mirrors
  12. fludblud

    Isla Duala

    cant you just install the zetaborn files and not use the units? just because theyre there doesnt mean someone is gonna force you to use them. icebreaker is doing a great service to the arma community by providing such a wide range of maps and units for mission makers to use, just because you want arma to be ultra realistic doesnt mean you have a right to deny options for mission makers that think otherwise.
  13. fludblud

    Isla Duala

    few problems with the zetaborn right now: - pulse rifles are extremely inaccurate, dunno if this was deliberate or not but shots go extremely wide even though my crosshairs are dead on target - tanks function well but flip very easily, most zetaborn tanks are not lost to enemy fire but flip over at high speed, also the heavy tank could use a damage boost as it cannot stand up to the M1 - 07 and 09 spaceships dont seem to be able to fly Ai controllled and crash almost immediately, mothership works fine though more of a suggestion than a concern but the zetaborn red tracers are too easily confused when fighting NATO troops, perhaps make then yellow or blue? also i personally think the X09 would work better as a plane than a heli could recreate some ID4 dogfights if the aliens had fighters of their own.
  14. fludblud

    Do you want Laaagdoll Physics in ArmA 3?

    judging by the poll results, i think its abundantly clear where we all stand on ragdolls. sure it takes a bit more CPU time but guess what? this is PC gaming, upgrade or deal with it. ragdolls are pretty much the most realistic death simulation you have of any game aside from euphoria animations used in GTA. whats more realistic? 15 death animations played over and over that clip into walls and hang ramrod straight over buildings or ragdolls that react realistically to basic physics, gravity being one of them? ragdolls would also indicate a full implementation of physX and finally an introduction of immersive realism into the arma series. whilst arma has always excelled in statistical realism such as bullet drop or muzzle velocity, arma has always been absolutely terrible at immersive realism such as building destruction, foliage, dust, grit and simulating the general dirty messy business of war. ragdolls are the way FORWARD, deal with it.
  15. well thats the thing, i would rather play a mod that had outdated muddy textures than not being able to play it at all, things like textures could always be updated later. the battlestar galactica mod is half finished and the models for the vipers were straight from OFP but thats still miles better than nothing. too many modmakers think that moving to a new game requires building it from scratch. it doesnt, porting the main models and gameplay should take priority first, THEN they could begin adding shaders, textures and increasing polygon count. doing that would give the community something to play with earlier and eliminates the horrible possibility that you spend years on a project only to release your masterpiece when a sequel is coming out and nobody would use it. thanks to the six updater, releasing numerous small updates to a mod is far more easier and fixes tonnes more bugs than releasing one or two humongous updates per year where interest would begin to wane.
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