Lasse Blutström 10 Posted October 16, 2013 Is there a way to get back the gps coordinates? Been searching for a while - but found nothing helpful... Share this post Link to post Share on other sites
Fonzie 2 Posted October 16, 2013 Unable to get in slingloaded vehicles any more, any particular reason for this? You could do it just fine before. Also, if a Chinook can slingload a C-130, an Osprey or an Su-34 for example, why can it not slingload other helicopters? It's done in real life and it would provide quite cool evacuation scenarios for downed helicopters. Nice to see it's still being worked on. Share this post Link to post Share on other sites
PaperPlane 1 Posted October 16, 2013 I haven't updated but I'm getting a Bad vehicle type error. I know I've done the exact same thing before and I got it to work this time aswell. But the second time I clicked preview I got an error. What's wrong with: this addBackpackCargo ["ACE_Backpack_US",2]; in the init line of a vehicle or a ammobox? AddWeaponCargo works fine... Share this post Link to post Share on other sites
Whimsykiller 10 Posted October 17, 2013 Is there a way to get back the gps coordinates?Been searching for a while - but found nothing helpful... Please, nobody ever answers these questions. I would really like GPS back and have no idea how to get it back. Share this post Link to post Share on other sites
[TS]Djmitri 18 Posted October 18, 2013 (edited) Is there a way to get back the gps coordinates?Been searching for a while - but found nothing helpful... I have same problem...:j: And anybody know, how can i have back group markers on map? Like 1-1-A, 1-1-B, 1-1-C... In stable version there was a module that you can "turn off" them, but on last version i don't know how i can do it to turn on... :confused::confused::confused: Edited October 18, 2013 by Djmitri Share this post Link to post Share on other sites
LoupVrt 14 Posted October 19, 2013 From Build 593's Readme: * DAGR is no longer a GPS item (will get it's own GPS map, probably) [rocko] * Possessing a GPS device does not automatically enable a map [rocko] * Reworked Group Tracking: Previous group tracking modules are inactive and therefore obsolete [rocko] * Reworked Group Tracking: Tracking markers are now only visible while in FBCB2 compliant vehicles (aka have a GPS) as gunner or commander [rocko] * Reworked Group Tracking: Tracking markers no longer appear on the map of infantry units, instead markers are shown on GPS/DAGR map only (GPS functionality WIP) [rocko] * Reworked Group Tracking: Units will show up only if the respective device is turned on (Automatically if carrying DAGR) [rocko] Share this post Link to post Share on other sites
[TS]Djmitri 18 Posted October 19, 2013 Ah ok thanks, i didn't see all the readme. So the Teamleader and the rest of the squad need to carry a DAGR? :cool: Share this post Link to post Share on other sites
LoupVrt 14 Posted October 19, 2013 I didn't paid much attention but I think so Dimitri. Give it a try (this addWeapon "ACE_DAGR";). Cheers Share this post Link to post Share on other sites
batchlahawk 10 Posted October 20, 2013 Is there anyway to disable the jet blackouts when doing fast maneuvers? Share this post Link to post Share on other sites
zio sam 77 Posted October 20, 2013 remove ace_sys_g_effects pbo Share this post Link to post Share on other sites
Whimsykiller 10 Posted October 20, 2013 From Build 593's Readme: * DAGR is no longer a GPS item (will get it's own GPS map, probably) [rocko] * Possessing a GPS device does not automatically enable a map [rocko] * Reworked Group Tracking: Previous group tracking modules are inactive and therefore obsolete [rocko] * Reworked Group Tracking: Tracking markers are now only visible while in FBCB2 compliant vehicles (aka have a GPS) as gunner or commander [rocko] * Reworked Group Tracking: Tracking markers no longer appear on the map of infantry units, instead markers are shown on GPS/DAGR map only (GPS functionality WIP) [rocko] * Reworked Group Tracking: Units will show up only if the respective device is turned on (Automatically if carrying DAGR) [rocko] So essentially they fucked it all up with no way to go back to the old method? Is there rolled back version of ACE out there you could get with six? kinda like what Shacktac has. I find knowing where your subordinates are without these markers is much more of a chore. Share this post Link to post Share on other sites
LoupVrt 14 Posted October 20, 2013 There's probably a smarter way to roll back (as getting older files from some sources) but what would I do if I would like to get rid of a change would to go on DevHeaven, find the file(s) that have changed and rebuild a version that fits my tastes. https://dev-heaven.net/projects/ace-mod2/repository By the way, while using the #ACE_Ballistics.Desert_E mission, would anybody know what is the TolerX field for? Share this post Link to post Share on other sites
sickboy 14 Posted October 21, 2013 (edited) To rollback use Play withSIX 1.5 or later, and hit 'change version' at the @ace modfolder, but ideally things'll get fixed - moving forward instead of sideways or backwards ;P http://dev-heaven.net/projects/ace-mod2/issues/new Edited October 21, 2013 by Sickboy Share this post Link to post Share on other sites
LoupVrt 14 Posted October 21, 2013 Hey, that's way too easy Sickboy, why not make it complicated when one can? :p Thanks for the tip, I didn't knew that. Share this post Link to post Share on other sites
Whimsykiller 10 Posted October 21, 2013 To rollback use Play withSIX 1.5 or later, and hit 'change version' at the @ace modfolder, but ideally things'll get fixed - moving forward instead of sideways or backwards ;Phttp://dev-heaven.net/projects/ace-mod2/issues/new Well it doesn't seem broken, it looks to be an intentional direction. I wish there would be an option as to which you'd like to use. I really like the current version of ACE. If anything the only thing I'd like back is the old GPS system, where you could view it on the map. Which files would I replace to get that, while keeping everything else as it is? Share this post Link to post Share on other sites
pulstar 55 Posted October 23, 2013 (edited) Nvm, turns out slx_t72_destroyed.pbo was responsible for the irregular animation. Edited October 23, 2013 by Pulstar Share this post Link to post Share on other sites
magicool 10 Posted November 4, 2013 hey guys, I have the following issue, ACE seems to restrict Satelte-Map-textures on the ingame Map by default. I have a mission on an early map version and the topographical Map is not finished yet, it's basicly plane white. So I need the Satelitte-Map to navigate which is finished. On the briefing screen right on the beginning of a mission I still can see the Sat.-Map but ingamge using the ingame map it only shows the topographical in this case plane white map. Is there a way to allow Sat.-Map textures in ACE? Help would be much much much appreciated :) Share this post Link to post Share on other sites
Whimsykiller 10 Posted November 4, 2013 So I've been trying and trying to get the group markers back permanently, but even after replacing the tracking file with a file from 1.13, it still doesn't work, when I did that they wouldn't show up at all. Is there something I'm missing? I like most of the features of the latest ACE, and I worry that rolling back would make a lot of our missions unplayable. Share this post Link to post Share on other sites
noubernou 77 Posted November 4, 2013 hey guys, I have the following issue, ACE seems to restrict Satelte-Map-textures on the ingame Map by default.I have a mission on an early map version and the topographical Map is not finished yet, it's basicly plane white. So I need the Satelitte-Map to navigate which is finished. On the briefing screen right on the beginning of a mission I still can see the Sat.-Map but ingamge using the ingame map it only shows the topographical in this case plane white map. Is there a way to allow Sat.-Map textures in ACE? Help would be much much much appreciated :) So you have missions on a map that is entirely flat? The topographic map is generated by the engine based on the height, not anything special in the map itself specifically for the topographic contour lines. Share this post Link to post Share on other sites
maturin 12 Posted November 4, 2013 Has there been some change with maptools controls? I can't rotate or drag them any more, only place and align with the H and J keys. So it's impossible to use the range ruler now, unless something was momentarily messed up. Share this post Link to post Share on other sites
magicool 10 Posted November 4, 2013 (edited) So you have missions on a map that is entirely flat? The topographic map is generated by the engine based on the height, not anything special in the map itself specifically for the topographic contour lines. okay maybe I was not clear enough :) the map is FSF Jungle 0.1 Ingame you only see contour lines and height in meters on the ingame map (only with ACE enabled, when starting ArmA 2 in Vanilla mode it automaticly loads the satellite map on top of the toographical map.) but normaly topograpical maps also depicture vegetation (and roads, cities and so)not in this case though so it's very hard to navigate through the jungle. I guess because it's a very early version of the map. However, my question was if it's possible to enable the satellite map on the ingame map with ACE enabled. What I found in the ACE changelog. Build 187Updated to source:@6c733cbb7b6d1158d83ea894a3ea90fbdf8c693b h3. Changed [...] * Removed the satellite textures on in-game map. [Rommel] [...] so is there maybe a fnc or variable that makes it possible to activate them again? Edited November 4, 2013 by Magicool Share this post Link to post Share on other sites
Whimsykiller 10 Posted November 5, 2013 Attempted to find out what a 'fbcb2' vehicle even was, no single vehicle has it or otherwise ACE is refusing to tell me how to make it work. Was going to consider just using these vehicles an option to rolling back, I grabbed a sys_tracking file from 1.13 but it just turns them off forever now. Can anybody tell me what fbcb2 is and how to activate it? Share this post Link to post Share on other sites
pulstar 55 Posted November 10, 2013 I tried asking in its assorted thread, but why is AMX-56 not effective using its APFSDS round? Is it a bug when ACE is activated?I read the ACE changes the nature of the round? Share this post Link to post Share on other sites
dar 12 Posted November 10, 2013 (edited) Just wanted to ask if there's a way to disable or heavily reduce the Stamina effects/ feature WITHOUT disableing the whole "on back" and Backpack feature? Sure it adds realism. But its just so ridiculous and annoying every time. For example I took couldn't even walk (not sprint, walk) about 700m with A BAF rifleman carrying a rifle, a pistol and some grenades. 17kg. And he was about to die on an heart attack and collapsed every few meters. You wanna know how many MILES i walked with more than 17kg during my military training without collapsing? And i have to admit, I wasn't even a very strong soldier or had years of training behind me. I have no reason to believe this will ever be fixed but maybe theres a way to work around it without destroying the backpack feature. The Stamina multiplier doesn't seem to have a huge effect when I add this to my init: player setVariable ["ACE_SYS_STAMINA_MULTI", 1]; Any ideas? Edited November 10, 2013 by Dar Share this post Link to post Share on other sites
Kerc Kasha 102 Posted November 10, 2013 Just wanted to ask if there's a way to disable or heavily reduce the Stamina effects/ feature WITHOUT disableing the whole "on back" and Backpack feature? Sure it adds realism.But its just so ridiculous and annoying every time. For example I took couldn't even walk (not sprint, walk) about 700m with A BAF rifleman carrying a rifle, a pistol and some grenades. 17kg. And he was about to die on an heart attack and collapsed every few meters. You wanna know how many MILES i walked with more than 17kg during my military training without collapsing? And i have to admit, I wasn't even a very strong soldier or had years of training behind me. I have no reason to believe this will ever be fixed but maybe theres a way to work around it without destroying the backpack feature. The Stamina multiplier doesn't seem to have a huge effect when I add this to my init: player setVariable ["ACE_SYS_STAMINA_MULTI", 1]; Any ideas? It's a multiplier so multplying by 1 isn't going to change anything Share this post Link to post Share on other sites