kklownboy 43 Posted June 10, 2013 ...It also has a kill radius of 150m... Where do you get the killRad?---------- Post added at 09:25 ---------- Previous post was at 09:20 ---------- ...Those warheads are quite lightweight (2kg) and have stabilisator fins. Their official maximum range is around 950m, reports from Afghanistan claim that they even reach out to 1100m. That makes me think that they should perform similiar to the PG-7V and be aimed in the same way. In Afgan it was the thin air at higher elev. that produced the "with tail wind downhill at over 3k altitude~" 1k+ shot. Share this post Link to post Share on other sites
Harzach 2517 Posted June 10, 2013 Just to be clear, maximum range is only achieved through indirect fire, and is typically far beyond the effective range. Share this post Link to post Share on other sites
Tonci87 163 Posted June 10, 2013 ПринÑÑ‚ на вооружение в 1988 году. Предназначен Ð´Ð»Ñ Ð¿Ð¾Ð´Ð°Ð²Ð»ÐµÐ½Ð¸Ñ Ð¶Ð¸Ð²Ð¾Ð¹ Ñилы, в том чиÑле имеющей индивидуальные ÑредÑтва защиты (бронежилет), раÑположенной на открытой меÑтноÑти, в укрытиÑÑ… полевого типа, зданиÑÑ… и Ð´Ð»Ñ Ð¿Ð¾Ñ€Ð°Ð¶ÐµÐ½Ð¸Ñ Ð½ÐµÐ±Ñ€Ð¾Ð½Ð¸Ñ€Ð¾Ð²Ð°Ð½Ð½Ð¾Ð¹ техники. Создаёт около 1000 оÑколков оптимальной маÑÑÑ‹, Ð¾Ð±Ñ‰Ð°Ñ Ð¿Ð»Ð¾Ñ‰Ð°Ð´ÑŒ Ð¿Ð¾Ñ€Ð°Ð¶ÐµÐ½Ð¸Ñ - 150 кв.м. Отличительной оÑобенноÑтью ÑвлÑетÑÑ Ð¾Ñ‚ÑутÑтвие реактивного двигателÑ. Ведущий конÑтруктор Ðœ.Ðœ. Коноваев.Калибр: 40мм ДальноÑÑ‚ÑŒ прÑмого выÑтрела: 170м МакÑÐ¸Ð¼Ð°Ð»ÑŒÐ½Ð°Ñ Ð´Ð°Ð»ÑŒÐ½Ð¾ÑÑ‚ÑŒ: 700 м Ð Ð°Ð´Ð¸ÑƒÑ Ð¿Ð¾Ñ€Ð°Ð¶ÐµÐ½Ð¸Ñ: 70м Тип БЧ: оÑÐºÐ¾Ð»Ð¾Ñ‡Ð½Ð°Ñ Ð¡ÐºÐ¾Ñ€Ð¾ÑÑ‚ÑŒ полета: Ð½Ð°Ñ‡Ð°Ð»ÑŒÐ½Ð°Ñ â€” 150 м/Ñ Ð’ÐµÑ: выÑтрела — 2кг, гранаты — 1,7кг Длина: гранаты — 595мм What I got from skimming: The OG-7 lacks a rocket motor like the other warheads, relying on the first stage booster. This gives it a lower maximum velocity and 'range of direct fire' (aka, point-blank range or lowest zero point, I think) than the AT warheads. The max velocity is that same as the overweight PG-7VR and Thermobaric variant, while its point blank rank is only slightly higher. The maximum range is stated as 700m versus 500m for the PG-7V, but I think this is because of its use as an area weapon. Anyways, the low velocity and zeroing, combined with the lack of propulsion, suggest a shitty ballistic profile. You probably lob the thing around and the PGO sight probably lacks reticules for it (especially as the OG-7 is only 16 years old). Explosion radius 70m. Finally some nice information, so I guess the OG-7Vs balistic profile might be correct after all. Now we need a way to make AI use them^^ Share this post Link to post Share on other sites
Riserburn504 0 Posted June 10, 2013 (edited) Question about "jump out". I have searched and can't seem to locate a similar issue.. although I'm positive it is addressed somewhere. I have made a trigger to teleport the player into the cargo of a flying aircraft. I use the moveInCargo and assignAsCargo just to cover the bases (I have tried both with and without assignascargo). The problem is that there is no "jump out" in the scroll menu when i teleport into the aircraft. I have also tried mapping the keys.. but still nothing. The funny thing is, if i am in the aircraft when it takes off the "jump out" remains in the scroll menu and i can jump out fine. Is there a solution? *Edit* I solved my issue by adding an action to the aircraft and I pathed it to the ace jump out script. Edited June 13, 2013 by Riserburn504 Share this post Link to post Share on other sites
Tonci87 163 Posted June 11, 2013 (edited) I think I discovered a problem, this gets written into the RPT whenever I get shaken by an explosion close by (some unguided rocket for example). When this happens then this is written into the RPT over and over again until I end the mission. Needless to say that this wrecks the performance. Error in expression <tPos = +_pos;_testPos set[2, (_testPos select 2)+1];_count = (count lineInters> Error position: <select 2)+1];_count = (count lineInters> Error select: Typ Zahl, erwartet Array,Config entry File x\ace\addons\sys_camshake\fnc_trigger.sqf, line 53 I made a ticket https://dev-heaven.net/issues/72043 Edited June 11, 2013 by Tonci87 Share this post Link to post Share on other sites
username455 1 Posted June 13, 2013 How do we activate group markers now? I gave members of different groups a GPS and DAGR, but still couldnt get it. What am I missing? Share this post Link to post Share on other sites
username455 1 Posted June 15, 2013 Also, with the newest update (build 594) we cant seem to use ace interaction on other players. We tried on multiple missions just to be sure.. anything else we might have missed? Share this post Link to post Share on other sites
cptdavo 10 Posted June 15, 2013 (edited) Also, with the newest update (build 594) we cant seem to use ace interaction on other players. We tried on multiple missions just to be sure.. anything else we might have missed? Same here. More specifically I forgot to mention I cannot heal/other players can't heal me. Edited June 16, 2013 by CptDavo Share this post Link to post Share on other sites
Flo 1 Posted June 15, 2013 we don't have problems with "interaction on other" players !! it worked... tested 5 minutes ago !! ;) Share this post Link to post Share on other sites
Harzach 2517 Posted June 15, 2013 Definitely had issues with ACE interaction today. It was only player-to-player interaction that was broken (interacting with vehicles/statics/etc was fine), and it was only for some people. All players were on build 594, as was the server. Share this post Link to post Share on other sites
Flo 1 Posted June 16, 2013 we tested all interactions on other players yesterday and we don't have any issues... anyone opened a ticket at devheaven for this ?? maybe it should... greets, flo Share this post Link to post Share on other sites
Tonci87 163 Posted June 16, 2013 We didn´t have any problems either. One little request: I really like the new function to execute handsignals with the Numpad. Great work on that! But could we please get an additional hand signal background that replaces the old one if the numpad method is activated and where we see wich number represents wich gesture? Share this post Link to post Share on other sites
Sakai 1 Posted June 16, 2013 Seems like I might have the player-to-player interaction problem or actually ANYTHING that has a pulse interaction does not work, cant even interact with civilian's Share this post Link to post Share on other sites
username455 1 Posted June 16, 2013 Ok, oddly the problem went away in singleplayer. I was trying to play Nkenny's fireforce takistan mission pack with a friend and thats when I noticed we couldnt use ace interaction on other players. But when I tried on AI in singleplayer it worked. Then I tried it on AI in multiplayer and again, it didnt work. I dont know enough about mission making to understand why that would be.. It also didnt work on the ace mission operation red dragon, but did work on one of the ace training missions (dont remember the name.. training grounds?) Share this post Link to post Share on other sites
Sakai 1 Posted June 17, 2013 Well so I tried updating server's ACE but it seems like that did not work to fix the problem as I thought it could of be because of older version of ACE installed on the server... But it seems to be something in script then. Share this post Link to post Share on other sites
cptdavo 10 Posted June 17, 2013 (edited) Just tested works fine will all other mods. Clashes with STHUD....(AKA shacktac hud) Edited June 17, 2013 by CptDavo Share this post Link to post Share on other sites
Harzach 2517 Posted June 17, 2013 Ahh, great work CptDavo. Thanks for the information. Share this post Link to post Share on other sites
Sakai 1 Posted June 17, 2013 my one seems to be fixed after installing new game beta patch ((six updater)) Share this post Link to post Share on other sites
gatordev 219 Posted June 18, 2013 It appears that two updates ago, Robert Hammer's P226 can't use his own P226 mags. When I equip a unit with ACE p226 mags, it works. Anyone else seeing that? Share this post Link to post Share on other sites
giallustio 770 Posted June 18, 2013 (edited) A need a little help. How can i check via script how much time i have to revive an injured player? (i set ace_wounds_prevtime = 600) Could I add seconds or remove them via script as i can do with the cpr? Never mind! I found out! Edited June 18, 2013 by Giallustio Share this post Link to post Share on other sites
Riserburn504 0 Posted June 18, 2013 Just tested works fine will all other mods. Clashes with STHUD....(AKA shacktac hud) I can confirm this. I hosted a session today and using the SThud, we weren't able to interact with other players, ie to patch up or drag a wounded player. Once we relaunched without it, everything was fine. Also I noticed that the ace medical mods placed in the editor which make it so that only medics are allowed to use first aid kits and epi/morph dont seem to be working. I and everyone else could use all the medical supplies without limitation even when not playing a medic role. Maybe I have missed something but I swear it worked fine in 592. Is there something I need to do extra in the editor? And can anyone confirm? Share this post Link to post Share on other sites
Kerc Kasha 102 Posted June 19, 2013 I'm using STHud with the latest version of ace and have no interaction issues. STHud uses it's own cba menu so I don't see how it could effect the ace one Share this post Link to post Share on other sites
Riserburn504 0 Posted June 19, 2013 I'm using STHud with the latest version of ace and have no interaction issues. STHud uses it's own cba menu so I don't see how it could effect the ace one Myself and 4 others playing on a dedicated server could not interact with each other for medical issues. When we removed the SThud from our presets, the medical interaction worked fine. We love the STHud and would love to know how to get it to work with this. For the record, there was no issue with the SThud and the ace interact before the update for us. We also tried with and without the arma beta. Share this post Link to post Share on other sites
username455 1 Posted June 19, 2013 I also get issues with sthud and ace interaction, but it is only on certain missions. Im not sure why only some missions have issues with ACE + sthud Share this post Link to post Share on other sites
Harzach 2517 Posted June 19, 2013 I also get issues with sthud and ace interaction, but it is only on certain missions. Im not sure why only some missions have issues with ACE + sthud I'd take a look at what modules are placed in the missions that work and those that don't. Share this post Link to post Share on other sites