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Old 06-11-09, 10:06 AM   #196
Tachyon
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Quote:
Originally Posted by Fincuan View Post
Yeah, every mod in the @FIN/Addons-folder will be enabled, and it seems that things under Dta too.

edit:
Here's a good tutorial on Arma vs. addons http://www.armaholic.com/plug.php?e=faq&q=18
It applies as such to Arma2, even though I'm not sure how Armalauncher works with the latter.
Thanks both of you. Now on that mission where you have to find that guy called Lopotev or something , I heard it was quite bugged.
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Old 06-11-09, 10:09 AM   #197
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I think you mean the next one called "Manhattan", which has been reported as quite buggy. I didn't notice anything weird with the one where you have to find Lopotev, the name being "Razor two". That mission is funny because it has so far played out very differently for me, Dowly and Arclight.
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Old 06-11-09, 10:21 AM   #198
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Chernogorsk airdrop


Some C130 fun on the Kelly's Heros Arma2 server. One ArcLight also appears in the vid, although when I questioned him he didn't say anything about Subsim
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Old 06-11-09, 10:23 AM   #199
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Hehe, just watched that one 15min ago, nice.

Just found out about the 3DRT editor, whoa, that makes things abit easier. Especially the ready built bases are nice.
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Old 06-11-09, 11:13 AM   #200
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Quote:
Originally Posted by Fincuan View Post
Chernogorsk airdrop


Some C130 fun on the Kelly's Heros Arma2 server. One ArcLight also appears in the vid, although when I questioned him he didn't say anything about Subsim
Wasn't me, haven't played online after our little escapade. Did progress through the campaign a bit.


I think enemies not going down with 1 shot is due to ballistics; I noticed the AKM with 7.62mm round is quite effective, especially at shorter range. The 5.56mm NATO/Stanaq looses quite a bit of energy at longer ranges, I think. And just about every soldier is shown to be wearing a bullet"proof" vest.

Manhattan being a bit buggy is no surprise, it's probably the most complex mission in the campaign. Even so, I played through it without problems.
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Old 06-11-09, 12:11 PM   #201
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Old 06-11-09, 12:52 PM   #202
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Quote:
Originally Posted by Arclight View Post
I think enemies not going down with 1 shot is due to ballistics; I noticed the AKM with 7.62mm round is quite effective, especially at shorter range. The 5.56mm NATO/Stanaq looses quite a bit of energy at longer ranges, I think. And just about every soldier is shown to be wearing a bullet"proof" vest.
Nah, I did my range tests with a civilian, so it's not the armor. Nor the ballistics, Dragunov's RL effective range is 800m.
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Old 06-11-09, 02:02 PM   #203
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Effective range just means you can hit what you're aiming at at that range, says nothing about penetration or stopping power. Maybe civies have the same "armor" values as other units?

Point blank shot with SVD on rifleman takes him down with 1 shot. Still think it's ballistics at play.

* I'm dropping targets at 700m with 1 shot with the SVD. Not sure what the problem is.
**Was getting headshots Yeah, torso hits at longer ranges take more hits, still think ballistics is a proper explanation though.
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Last edited by Arclight; 06-11-09 at 02:19 PM.
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Old 06-11-09, 02:13 PM   #204
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Quote:
Originally Posted by Arclight View Post
Effective range just means you can hit what you're aiming at at that range, says nothing about penetration or stopping power. Maybe civies have the same "armor" values as other units?

Point blank shot with SVD on rifleman takes him down with 1 shot. Still think it's ballistics at play.
Oh for crying out loud!

Finnish wikipedia (wasnt arsed to check the english, but I'm sure it says the same) says the effective range is 800m.

Finnish Defence Force's website says the effective range is 800m.

And lastly, Dragunov.net says:

Quote:
BOB:
How does it shoot at 500m? 800m? sounds real nice at 100!


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Bob, At 800 meters you're dead.....nuff said. I get a 6" group @ 600yds with 175 BTHP Moly Black Hills in the Orange.


So, it's not the ballistics (well, it shouldnt be, but then again, I dont know how they've set them up in ArmA).

But I do know it can be changed, as ACE sniper rifles are deadly (or enough to bring the guy down) at greater ranges than in stock ArmA 1.
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Old 06-11-09, 02:22 PM   #205
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Quote:
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I want it now Strange thing is I can't see it as upcoming in any of the big on-line shops in Sweden. I thought it would be released in Europe the 19 June, right?

cheers porphy
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Old 06-11-09, 02:32 PM   #206
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so does arma 2 have a demo?
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Old 06-11-09, 02:33 PM   #207
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Quote:
Originally Posted by Arclight View Post
**Was getting headshots Yeah, torso hits at longer ranges take more hits, still think ballistics is a proper explanation though.
Yeh, well that explains it.
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Old 06-11-09, 02:34 PM   #208
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Quote:
Originally Posted by Task Force View Post
so does arma 2 have a demo?
Not atm, cant recall seeing anything about an demo being released either (tho, I usually just browse editing/scripting related forums, so I might've missed it).
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Old 06-11-09, 02:34 PM   #209
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http://firearmspedia.com/maximum-effective-range/
Quote:
Gun manufacturers and military analysts give each weapon a length in yards (or meters, if they’re so inclined). This distance is supposed to be the farthest that an averagely-trained soldier using that weapon is supposed to be able to hit a man-sized target consistently. But this number is rather controversial.

Why would that be? Mainly because the way that people find that number is different. For example, Jane’s Defence rates handguns and rifles by finding out how far an averagely trained soldier can hit the target once using the entire magazine. That means that a match-grade .357 revolver (with 6 rounds in the cylinder) would have the same number as a standard 9mm autoloader (with 15 rounds in the magazine).

The Russians are the worst at this. They measure how far the bullet will travel under absolutely favorable conditions and they then assign that number to their guns (they call this the “killing range”). What’s wrong with this? Well, the bullet would have lost most of it’s velocity by the time it reaches the end of it’s flight, so it certainly can’t be expected to kill anyone if it’s just kisses your T-shirt and drops to the ground. In fact, most bullets would have slowed down below killing speed before they reach the mid-way point.

Another factor is that most russian arms just aren’t that accurate. Sure, they’re very robust and easy to maintain, but it’s rather problematic to actually hit anything at even half the distance that Western arms can easily perform.
Again, I think it's accurate.
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Old 06-11-09, 03:09 PM   #210
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Naaah.
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