sickboy 13 Posted October 25, 2012 I see, ... I'm supposed to know such things :o Thanks, assigned it for ya. Share this post Link to post Share on other sites
NoRailgunner 0 Posted October 25, 2012 _b-wFA2na2Y Isn't there a "handheld mode" for lightweight mortars in ACE2? Of course not that precise but faster to deploy and withdraw. :) Share this post Link to post Share on other sites
delta99 34 Posted October 25, 2012 (edited) Do not quote embedded videos!! Isn't there a "handheld mode" for lightweight mortars in ACE2? Of course not that precise but faster to deploy and withdraw. :) Not that I have seen and don't think so. Edited October 25, 2012 by Foxhound removed quoted video! Share this post Link to post Share on other sites
noubernou 77 Posted October 25, 2012 There is no light weight baseplate for the M224 in ACE. Also its meant entirely for direct firing, and it can't be used with anything higher than charge 1 I believe. The T&E system for that would be very simple, as in what it is like in real life. There is a little scale on the handle/trigger assembly on the tube, and you roughly lay it so its aligned to a range and then you pull the trigger. Also you'd not want to use this for firing dozens of rounds as the tube gets extremely hot. There is no other system like this for mortars of higher calibers, as trying to hold a 81 or 120 would probably result in very bad things happening. Honestly direct firing is easier in the new system than it was in the old system. You just boresight the sight unit on the target, get the range, look that up in the range table and dial it in on the elevation and elevate the tube to level the bubble. Then just start firing rounds. Share this post Link to post Share on other sites
delta99 34 Posted October 25, 2012 There is no light weight baseplate for the M224 in ACE. Also its meant entirely for direct firing, and it can't be used with anything higher than charge 1 I believe.The T&E system for that would be very simple, as in what it is like in real life. There is a little scale on the handle/trigger assembly on the tube, and you roughly lay it so its aligned to a range and then you pull the trigger. Also you'd not want to use this for firing dozens of rounds as the tube gets extremely hot. There is no other system like this for mortars of higher calibers, as trying to hold a 81 or 120 would probably result in very bad things happening. Honestly direct firing is easier in the new system than it was in the old system. You just boresight the sight unit on the target, get the range, look that up in the range table and dial it in on the elevation and elevate the tube to level the bubble. Then just start firing rounds. I agree it isn't TOO bad once you understand the instructions (not that there are any). The problem is nobody has documented it properly anywhere. I followed at least 2-3 sets of documentation put out by clans/squads (not easy to find) and there was always something that was just slightly off in being able to follow properly. The biggest being leveling the bubble. I was able to finally get it right after asking on the forums here and after a bit of back and forth finally figured out what I was doing wrong. It would be nice if someone would put together a PDF manual with screen captures and referring to exactly what buttons and keys to use to line things up. Share this post Link to post Share on other sites
noubernou 77 Posted October 25, 2012 Yea, I apologize for the lack of documentation on it. It really needs it, because it is a fairly complex process. I keep putting documentation off myself though because I am constantly looking to improve things (for example, replacing the dialog on the M119 with a 3D model of the M137 sight and M187 quadrant mount). Share this post Link to post Share on other sites
delta99 34 Posted October 25, 2012 Yea, I apologize for the lack of documentation on it. It really needs it, because it is a fairly complex process. I keep putting documentation off myself though because I am constantly looking to improve things (for example, replacing the dialog on the M119 with a 3D model of the M137 sight and M187 quadrant mount). Understandable. You guys should maybe try recruiting folks to just do documentation or have you tried that. Probably not easy!! Share this post Link to post Share on other sites
noubernou 77 Posted October 25, 2012 No one likes documentation when things are constantly changing. I am always up for helping people with artillery related questions though. PM or find me on skype or over at UO on their TS server (UO loves arty too, so there are also plenty of people there that can help). Share this post Link to post Share on other sites
icebreakr 3157 Posted October 25, 2012 NN: is there a way to quickly operate the cannons, for example M119, when firing directly? We tried bunch of settings, but couldn't lower the cannon to hit a target directly. Also, optics show a certain direction but when you check the cannon its facing into completely different place. We tried toying around with base, but couldn't lower the tube to a wanted level. Share this post Link to post Share on other sites
-fg- 10 Posted October 26, 2012 Thanks, here you go; https://dev-heaven.net/issues/61450 Here's demo mission. How to reproduce the error: http://rolegame.ru/arma/missions/mine-mass-spam-2rpt.Desert_E.zip Share this post Link to post Share on other sites
MrSanchez 243 Posted October 26, 2012 As asked, a few pages below. What is wrong with the knockback feature? Has it been removed? Is it bugged? All I know it's still on ace settings -> keys, but the key is not working.. Share this post Link to post Share on other sites
sickboy 13 Posted October 26, 2012 (edited) As promised, after nearly a year since last official release, here's ACE 1.14 RC1 release! http://wiki.ace-mod.net/ACE_1_14_RC1 Enjoy! (Changelog formatting is being improved, and a SIX Config Browser update is also planned soon) Edited October 26, 2012 by Sickboy Share this post Link to post Share on other sites
maturin 12 Posted October 26, 2012 Can anyone share any insight on the experimental grass viewblock feature? The grass already blocks AI vision in a flawed sort of way, and it may be hard to test what the ACE feature adds. What improvements should we look for? Share this post Link to post Share on other sites
jsmuk 13 Posted October 26, 2012 As promised, after nearly a year since last official release, here's ACE 1.14 RC1 release! http://wiki.ace-mod.net/ACE_1_14_RC1Enjoy! (Changelog formatting is being improved, and a SIX Config Browser update is also planned soon) Is this the update mentioned a few pages back by Xeno? Share this post Link to post Share on other sites
nimrod_z 8 Posted October 26, 2012 anyone else getting a lot of "error in expression errors from a lot of the ace functions with newest beta (98443)? File x\ace\addons\sys_destruction\fnc_airdestruction.sqf, line 90Error in expression <_v,[0,0,0], "destructionEffect1"]; }; while {_int > 3 && {(_v getVariable "ace> Error position: <while {_int > 3 && {(_v getVariable "ace> Error Generic error in expression File x\ace\addons\sys_wounds\fnc_burnmen.sqf, line 34 Error in expression <_v,[0,0,0], "destructionEffect1"]; }; while {_int > 3 && {(_v getVariable "ace> Error position: <while {_int > 3 && {(_v getVariable "ace> Error Generic error in expression File x\ace\addons\sys_wounds\fnc_burnmen.sqf, line 34 this is just from an a10 placed on shapur map shooting at enemy group on runway, thats it. just thought i'de ask before opening an issue ticket. Share this post Link to post Share on other sites
Meatball0311 79 Posted October 26, 2012 I am also having a problem with ACE Fast-Roping. I am working on a helo addon and for some reason in multi-player we cannot fast-rope successfully. The units start to fast-rope and then get transported onto the top of the aircraft. I can fast-rope successfully in single-player with me and another grouped unit, but not multi-player. Any ideas? Thanks. Share this post Link to post Share on other sites
metalcraze 290 Posted October 26, 2012 Can anyone explain how a new AI grass viewblock works? How exactly does it determine whether AI vision is obscured and by how much? Share this post Link to post Share on other sites
burneddi 4 Posted October 27, 2012 In the new version, it seems that putting magazines into your rucksack causes other magazines that remain in your inventory lose about a third of their current bullets (or sometimes all except one of their bullets). Can anyone verify that this is caused by the new patch, and not the server? I think everyone on the server I played on was affected. Share this post Link to post Share on other sites
jaynus 10 Posted October 27, 2012 You must be running the latest beta's for this release. Share this post Link to post Share on other sites
kylania 568 Posted October 27, 2012 (edited) You must be running the latest beta's for this release. When you say "latest beta" do you mean the "latest that's available on Six Updater 98220" or "latest period which is 98443"? Because even with 98220 I'm seeing the same thing Burneddi is. Place a unit on the map with a backpack (ACR SF Des Scout) enter Gear, Pack your current mags, unpack some mags, pack them again, then unpack them and some will go from 30 rounds to 17 rounds without ever having fired a shot. More packing and unpacking will affect even more mags. Actually, the same thing is happening with 98443, 30 round mags turning into 17 after packing/unpacking. The whole exploit that this was meant to fix is still possible if you drop your ruck then take (via action menu) mags from it. Nearly empty mags will end up full when you take them from the dropped ruck. Issue has been reported on the ticket system. Edited October 27, 2012 by kylania Share this post Link to post Share on other sites
stupidwhitekid75 11 Posted October 27, 2012 Is there any way to fix the way that backpacks sit on models? Like possibly the ability to disable them or something? It's not really a huge deal, it just annoys me sometimes when I see units running (or even myself) and there bags look all tilted and half on . Share this post Link to post Share on other sites
kylania 568 Posted October 27, 2012 You can move it to On Back when oddly enough it disappears. :) Share this post Link to post Share on other sites
-fg- 10 Posted October 27, 2012 ACE 1.14 RC1 Beta 98443 when mi-8 hip is down Error in expression <s;_expl setPosASL getPosASL _v; }; }; while {_i < 1200 && {((velocity _v selec> Error position: <while {_i < 1200 && {((velocity _v selec> Error Generic error in expression File x\ace\addons\sys_destruction\fnc_airdestruction.sqf, line 90 http://img21.imageshack.us/img21/9365/hip8down.jpg Share this post Link to post Share on other sites
friznit2 350 Posted October 27, 2012 You must be running the latest beta's for this release. You might want to put that on the Wiki. At the moment it just says 1.62 required. It'll save you repeating yourself a thousand times (well, probably not but still) Meanwhile, rollin' back the repo! :) Share this post Link to post Share on other sites
sickboy 13 Posted October 27, 2012 Thanks for the headsup guys. The Beta requirement was an unintended side-effect, sadly we weren't fully aware until just an hour ago. The Beta requirement and other bugs, like the expression errors, have been solved in the meantime and released on SIX Updater. Again a new key+bisigns, apologies for the hassle. Server admins please upgrade asap. Players please be patient while servers are being updated :) Share this post Link to post Share on other sites