flax_

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About flax_

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    Staff Sergeant

core_pfieldgroups_3

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    IT Projects Analyst

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    alec_hs
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    Flax991
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    alec-heron-smith-3232a863
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    Flax0

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  1. Personally I think BI's maps are some of the highest quality out there. The detail on the terrain itself is often great and you only have to look back to 2012 to see the length's the dev's have gone to get it right. Admittedly it is a shame to see a lack of furniture and enterable buildings but BI have given a reason for this - performance. Taunus is a lovely map but it cannot hold up to the performance of Altis and Tanoa in my experience. 100% on this, getting vehicles stuck in mud because its raining would be amazing. Although that could quickly descend into feature creep and a lot more work than just a map.
  2. I'd love to see an African map, there is such a wide range of terrain in African countries. I'd also like to see another non-island map like Chernarus was. An African savannah with some towns and villages, maybe a single city with the whole map surrounded by desert and maybe a coastline on one side.
  3. Yes it's frustrating but as far as I'm aware there isn't another way to do this. Another example of a mod that does this is ALiVE, which I'm sure you will have seen but that is not in real time and again already has pre-exisiting map images. If anyone does know another way I'd love to know.
  4. Ah ok well the basics of it would be to take the data from in-game and write it either to a file or a database, the latter probably being the preferable as it is more versatile. Once you have the data you would need to find a way to read and translate that data into an external map. You would have to do this on a map by map basis as there is no real way to capture the map "picture" in real time in game: To summarise: Prior to Game: Capture image of clean map and create grid system on second display program. Create second display program that can pull data from DB. In Game: Capture and write player location to DB. Capture and write marker location/ type/ colour etc and write to DB. After Game: Clear DB so it doesn't interfere with future games. I can go ingot more detail if you wanted as there is a fair bit of technicality missing form the description above.
  5. Hey Terox this is definitely possible and has been done in the form of the Athena Mod - http://www.athenamod.com/ The forum thread can be found here:
  6. What would be nice is to have different texture layers show up over time as they get more dirt on them (like FS17). Different textures different maps/ ground surfaces. It's possible to script it but would be nice to have as an engine feature.
  7. Hi Guys, looking forward to the Land Rover release but do you think you could get these new Army 2020 weapon setups in for that release? They came from a legit army source.
  8. On the Dev Branch changelog it said a new OPREP would be coming soon. On another note, initial testing from myself and others is that there is no FPS gain just a more stable FPS rate and access to more memory.
  9. Try editing you CfgPatches to this: class CfgPatches { class CSQN_Insignia_Units { requiredVersion = 1; requiredAddons[] = {"A3_Weapons_F", "A3_Characters_F_BLUFOR"}; units[] = {}; weapons[] = {}; }; };
  10. Any idea what mods/ settings were used for that last picture? Looks really nice.
  11. That wouldn't happen to be a hint to a upcoming 3CB Vehicle release would it?? ;)
  12. On Charge 0 you can hit 200m which admittedly is above the spec'd 70m minimum range but still makes an awesome light fire support weapon.
  13. Sure thing, will do asap once I get home from work.
  14. Hey guys really nice work on the update love the smocks and old school camo patterns. One small thing is there seems to be differences in the tones on the MTP depending on which uniform model. For example the t-shirt trousers are much lighter than the rest of the MTP uniforms.
  15. Wow... well that makes me feel bad. Fixed