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Kyle_K_ski

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Kyle_K_ski last won the day on April 23

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About Kyle_K_ski

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  1. I'm just very happy to hear that you're fine, and that nothing unfortunate occurred. Real Life can be a mega butt-kicker. I should know, as I'm currently crushed with work and Real Life concerns as well. Let's hope that Life soon gives us a well deserved and looooooooooong break! If Life ever gives you a break, and you're so inclined, I would love to see you return to STALKER, Call of Chernobyl. Those mutants you converted were/remain a major boon to the entire community. Before I go, I strongly advise you to try out RadioPhobia 2 for STALKER Shadow of Chernobyl. The graphics are just stunning. STUNNING! Gameplay is BRUTAL. I've never been shot in real life, but I'd imagine that if I were, it'd look as awful and terrible as I see it in Radiophobia 2. Very, VERY immersive. The AI is cunning as well. Gun, and RUN. Okay bud. I wish you All The Best.
  2. Kyle_K_ski

    Blood Oil Remastered?

    I'm very excited to see this. Having tried out your superb Cloak and Dagger addition to Heroes Unleashed, I anticipate only greatness. Thank you again for all of your very generous hard work. By the way, the videos you post are a real treat. I enjoy watching them.
  3. Kyle_K_ski

    HU Addon: Cloak-and-Dagger

    Wachter, I stumbled across this GREAT addon mod of yours for HU the other day, and have to say that it adds pretty much everything I was hoping for. Far more and different kits (I really appreciate using Soviet/Russian theatre kits), terrific new skins, and an AI that just keeps kicking my butt. The AI that you've supplied - very VERY believable use of tactics. Once they're on you - watch out! I was a little worried that all of my teammates had every stat set to the absolute maximum of 250, but with the AI in this mod, I'm finding it extremely challenging to get all of my men out alive. I can only imagine just how much more wiped out my squad would be if the stats were below 250. Yeah, those numbers need to stay in place. I've restarted the GR campaign, and the differences are enormous, and deeply satisfying. I'm loading it up with your Bullet Crack sound effects merged over the top of some of Kaffee sounds, and this mod makes GR nearly perfect now. All we need is the ability to lean as we move. Thank you for all of your hard work on this. I very much look forward to seeing your next release after Apex updates HU. This is just The Perfect frosting on HU's cake.
  4. Hello, I'm hoping that someone here can assist me on getting some information on thales100. It didn't dawn on me till very late last night that the "thales100" I've seen references must be the same thales100 who I was interacting with extensively for STALKER Call of Chernobyl. He was in the midst of releasing some really amazing mutants for the game, and he just "disappeared." Through ModDB, I sent him numerous inquiries, asking him how he was doing, to which I never received a reply. We last communicated with each other in Nov. 2016. Needless to say, I'm very concerned, and would be happy to hear that he's doing well from someone here who might still be in contact with him. Yeah, I'm worried. Here's one of his uploads to ModDB, with comments being exchanged between the two of us listed below.
  5. Kyle_K_ski

    Playing with some sounds...

    Love this mod Wachter - THANK YOU for your hard work and being awesome enough to share it freely with all of us. It really does ratchet up the sense of terrible danger enormously, and is well worth using. Please see my response to trying your sound effects mod out in the Heroes Unleashed thread. I have a question that I ask you there.
  6. Kyle_K_ski

    Ghost Recon: Heroes Unleashed

    AMAZING work Wachter! Your sound pack is VERY well put together. The sense of menace is overwhelming once one starts hearing those supersonic cracks - just "heart in your throat" stuff! THANK YOU! I did numerous keyword searches for thales100's sound effects mod, but have had no luck in locating it. I found a very large package of "raw" weapon sound effects, but as far as I can tell, these are source files, to be used in any mod, and are not yet setup to properly run in GR. Am I correct on this? If anyone does have access to a working download link to the sound effects package of thale100's I keep getting referred to, I'd greatly appreciate it being posted below so that I can try it out. In the meantime, I'm happily using Wachter's superb work. Wachter, would you mind if I directed the AR6 development team to your fantastic work? They might want to incorporate your far superior sound effects into their huge upgrading of Raven Shield.
  7. Kyle_K_ski

    Ghost Recon: Heroes Unleashed

    Wachter! What I heard in the YouTube video was wunderbar! I'm still going to try your "supersonic crack-heavy" sound effects pack. I'm going to try that first, and then try thales100's (which I've even to download yet). It certainly looks like you did what I suggested to AR6's development team: add the supersonic crack to struck objects effects. I'm eager to experience it in-game. And Raven Shield doesn't have supersonic cracks, which is why I suggested to them what I wrote here. I'm pretty certain that both GR and RS use the Unreal Engine. The sound effects limitation in multiplayer is the same exact issue they have in RS. Okay, I'm off to download thales100's work, and then I'm trying a firefight mission. Then job-related work to do. I have to keep my priorities straight!
  8. Kyle_K_ski

    Ghost Recon: Heroes Unleashed

    Sound Effects This game, like Raven Shield, desperately needs supersonic bullet cracks. Their total absence is glaring after years' worth of playing other titles that correctly implement their very terrifying and super immersive presence. It raises the tension in games to a whole higher level. Last night, I ended up on a couple of "war rekt" threads on 4Chan. There is a sizeable quantity of those recordings that demonstrate that one hears the bullet crack even as rounds impact nearby objects. The bullet crack is significantly louder than the sound of the impact, and, needless to say, always slightly precedes it. What I'm about to suggest/advise, is something that I've already posted on All Rainbow Six's (AR6) forums. AR6 is an AMAZING group of modders trying to push Raven Shield into the stratosphere. Raven Shield's community has some hardworking and generous members. Akpin comes up with some of the best operative/tango skins I've seen. Is it possible to integrate some of the work that the Raven Shield modding community has created into GR...? A basic question: can GR's engine assign a sound effect to a MOVING round? If so, then the most likely "easiest" solution is to assign a recording of a bullet crack to every supersonic round that's fired. If GR's engine canNOT have a sound effect assigned to traveling rounds, then the only viable option that seems left is to create new recordings of all impact sounds, and have them preceded by, and slightly "overlapped with" significantly louder bullet cracks. We'd thus hear bullet cracks whenever an incoming round strikes a material on the map. Much more of Akpin's great skins can be found HERE.
  9. Kyle_K_ski

    Ghost Recon: Heroes Unleashed

    Apex, Is there any way of giving the player more control over the tandem-mounted scope/Holosights system? What I mean by this, is that as it currently works, a player has no choice but to click once to aim with the Holosight, click once more to get to the magnifying scope, and then click once more to get back to the "from the hip" view. This "hardwired loop" is dangerous. There have been times where I wanted to immediately zoom out, and I couldn't. In fact, I was forced to zoom into a greater magnification before I could attain the less-magnified view. Could a quantity of clicks be assigned to trigger a particular aiming mode? One click to go transition from "low-ready," with the next one click transitioning back to "low-ready." Two rapid clicks goes from "low-ready" to the magnifying scope. From there, one could either choose two rapid clicks to go back to "low-ready," or one click to go to the Holosight. This is a pattern that could be quickly learned, and allow the player a much more believable range of timely tactical responses.
  10. Kyle_K_ski

    Ghost Recon: Heroes Unleashed

    Hello Apex, I've been thinking about the setting up of weaponry, and its displaying by kit-order. Here are my thoughts for your consideration... (1.) Whenever possible, supply camo-versions of the firearms. Don't drive yourself crazy by offering a ton of different skins. Just come up with one camouflage pattern, a "universal" one, dominated by a range of grays, with hints of coyote brown and olive greens. (2.) Setup versions of each weapons system, and order them by the likelihood of their usage. This will save the players clicks, give them more play time, and reduce their frustrations. Hopefully! Something like this... I. Super-Macro-Sort: By Class' Primary Needs A. Sniper Class= 1. Sniper rifle 2. Marksman rifle 3. Anti-material rifle 4. Assault rifle B. Rifleman Class= 1. Assault rifle 2. Carbine 3. SMG 4. PDF <---All of these with/without drum magazine variants C. Support= 1. Machinegun 2. Light Machinegun 3. Heavy Machinegun 4. Assault rifle with drum magazine 5. SMG with drum magazine D. Demolitions= 1. Carbine 2. SMG 3. PDF 4. Assault rifle II. Macro-sort: Suppressed weapons listed first. A. Sniper-scoped version (ex. large and heavy scope) A.2. With an underbelly grenade launcher B. Marksman-scoped version (ACOG with a tandem-mounted red dot Holosight; preferably Reflex-styled & mounted to ACOG's roof) B.2. With an underbelly grenade launcher C. Just a red dot Holosight C.2. With an underbelly grenade launcher D. Iron sight D.2. With an underbelly grenade launcher III. Macro-sort: Non-suppressed weapons listed second. A. Sniper-scoped version (ex. large and heavy scope) A.2. With an underbelly grenade launcher B. Marksman-scoped super-tactical version (ex. an ACOG with a tandem-mounted red dot Holosight; preferably Reflex-styled & mounted to ACOG's roof) B.2. With an underbelly grenade launcher C. Just a red dot Holosight C.2. With an underbelly grenade launcher D. Iron sight D.2. With an underbelly grenade launcher (3.) Ideally, we'd also get a boost in the quantity of ammunition that was carried as well. x7 30-round magazines, x4-6 hand grenades, etc. I don't know what SF typically carry for a mission, but the light infantry veterans I know spoke of carrying nothing less than x7; typically x10 magazines. (4.) Also, is it possible to "trick" the system to allowing for sidearms while carrying grenades? Here's an example of what I mean... We'd rotate through weapon-system options like this: 1. The regular weapon 2. The weapon with an UBGL 3. The weapon that APPEARS regular, but is setup in CODE as if it has an UBGL, and when the "invisible-UBGL" is activated a sidearm is used. The sidearm would be VISIBLE and the main weapon put away. It's important that the sidearm be visible, for those of us who use the mod that supplies a first-person-view of one's body or the third-person-view. It'd look silly if it couldn't be seen in video replays as well. I hope that one gets what I'm trying to convey here. Keep up the great work Apex. I'm enjoying it thoroughly. I can't say "Thank you!" enough!
  11. Kyle_K_ski

    Ghost Recon: Heroes Unleashed

    Yeah Wachter, I hear you! The ACUs that Apex is using are significantly darker than the real thing, which is an improvement, as the real life ACU practically glowed in the dark! Terrible ######. Any of the more recent skins that I'm seeing would be a major step up, in my opinion. Going with a more mixed up "civilian" look isn't a bad idea, although the operatives could run the gambit, from the hardcore "pure futuristic tactical" look (with baclavas that cover the mouth), to a somewhat "friendlier" looking civilian type, tactical colored and equipped clothing. Having camouflaged weapons would also be The Bomb. If you ever release those skins, please also do so in a version that's totally compatible with Heroes Unleashed. That would ensure a ton of downloads. Out of all of the "Extras" kits that Apex so kindly included, my favorite, easily, is the one customized for Navy SEALs. Most of the firearms include scopes, which is always a big bonus for me. I think that the HKs also include a "two-stage" magnification filter, which is REALLY nice, and would be great to see featured on at least one of every weapon that's included with HU. Love this stuff!
  12. Kyle_K_ski

    Ghost Recon: Heroes Unleashed

    Cruising through various threads here, as it's been a while... OMG! The QUALITY of skins that are available are ASTOUNDING! Hard to believe that after SO much time that this community is still rocking out fantastic contributions on this scale. Humbling to see! Apex, these skins I'm talking about - I'd seriously consider having them integrated into HU. Wachter's and MrMoon's work just takes my breath away.
  13. Kyle_K_ski

    Ghost Recon: Heroes Unleashed

    I'm very happy to report that the GR Campaign, Mission 1 fix that Wombat supplied DOES work. You might want to consider folding it into the next release.
  14. Kyle_K_ski

    Ghost Recon: Heroes Unleashed

    THANK YOU once more for all of your hard work Apex! Supplying additional and alternate mods that work with HU is a very thoughtful bonus. I'm having issues with reloading Saves from the GR campaign, Mission 1. I'm hoping that a potential workaround from half a year ago will work for me. Possible fix here... Is there any way to improve the range of body movement in the game into something far more natural? I play Raven Shield a lot, and not being able to lean while moving is very frustrating. Fighting inside structures is already very hard in the game, to not be able to lean while moving through a structure - it amplifies the difficulty in immersion-breaking ways. So, can leaning be enabled while one's body is moving? I'm not a fan of the default camouflage. While I understand the reasoning for its presence (timed for 2008), for a multitude of very valid reasons, it's a camo that's been/being rightfully abandoned, and going with Multicam, particularly the one developed by Wombat50, would be far more ideal. I'd also seriously consider creating a customized and fictional camouflage, something unique to this elite group of warriors that doesn't deviate too far what's worn today, perhaps a blending of two well tested and PROVEN to be truly effective Multicam-type with Crye-type camouflages. Continuing to supply different types of helmets/head-gear based on the class type would also be appreciated (baseball hats for a sniper in urban environments, Ghillie suit for flora, etc.). Is there any way to organize the weapon kits by type? And to list them in an order that helps ensure the fewest number of clicks? As it stands right now, clicking through there'll be carbines, then SMGs, the full length rifles, then back to more carbines, then some marksmen rifles, then more SMGs. It doesn't stay true to a predictable pattern. For example, for Riflemen one could start out with a full-length and suppressed assault rifle, one that has a magnifying scope and tandem-mounted holosight attached to it. The most effective rifle would be the default listing, and then alter from there. So, for Riflemen it would be: full length assault rifles (all of them listed in one cluster and not broken up into micro-clusters), carbines, SMGs, marksmen rifles, and finally LMGs. Demolitions would start out with a carbine, then SMGs, full length assault rifles, etc. Keep up the great work. Again, thank you SO much!
  15. Kyle_K_ski

    Ghost Recon: Heroes Unleashed

    Wombat - you ROCK for making this uniform-mission-vegetation pack! Burner, ACU works well in environments that produce a light sheen - as it then more closely matches the more "reflective" nature of the ACU. But put it in an environment where that "sheen" is reduced, and its massive shortcomings come shining through (pun intended!). Some examples... All I know is that when the Zombie Apocalypse occurs, I'll be rushing for the Multicam, and hope that every cannibal I'll ever encounter is wearing ACU.
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