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blablabla, ten guys hate it, thirty love it. swallow it and get over with it

Its more the other way around. Everyone in our community is unsure about this change, not a single one welcomed it.

But I guess it needs a little more testing until they get used to it.

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Its more the other way around. Everyone in our community is unsure about this change, not a single one welcomed it.

But I guess it needs a little more testing until they get used to it.

What hint? You cannot check yourself for injuries unless this is something new and I haven't noticed it yet. So, there is no way to tell if you are injured yourself and need morphine and/or epi. If the indicators worked reliably then this wouldn't be much of an issue.

I don't mind it for forcing one to read the hints when performing on others. But even then that wasn't reliable in the past (maybe fixed now). Every good ACE medic knows that you stop the bleeding first then regardless of what the hints say a shot of epi and then morphine will get the player up the quickest (99 out of a 100 times).

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Yeah I meant for others. The major problem is when healing yourself, yes.

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Hello, I'm quite new to Arma II, and i appreciate the immense job that modders do to add incredible content to this amazing game.

But when it comes to problems, i'm an specialist :P

When I'm in the Editor and i place a MagicBox, it does not appear in the game later on.

All other ammo boxes appear in the game, only MagicBox doesn't.

Is there a way to solve it?

Thanks!

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Diagnosing bandaging is easy. Bleeding or not? You can see in 5 seconds.

Morphine is different. Knowing whether someone is in pain you need to ask them.

Maybe this could be removed from SELF until you need it, but for other people I fully support this.

+1 to this change

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Diagnosing bandaging is easy. Bleeding or not? You can see in 5 seconds.

Morphine is different. Knowing whether someone is in pain you need to ask them.

Maybe this could be removed from SELF until you need it, but for other people I fully support this.

+1 to this change

That is what we are talking about. The change affected self not what was already there for healing others. So you are contradicting yourself by +1'ing the change.

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@Nou and other ACE devs

Since you are going to be adding working on the arty/mortar system more, I think there are 3 things that still need to be finished with the mortars.

1. Mortar Ballistic Computer

This is the main one. Right now with indirect mortar fire you have to do some hefty calculations if you're under pressure. Also, the fact that the DAGR will only give bearing to a waypoint in degrees (not mils) means you need to convert that before you can do anything.

Having the MBC, which could be basically the same interface as the AN/GYK-37 for the M109 (but for the 60mm, 81mm + 120mm), would make mortars so much better to work with.

I really hope this can be done :)

2. CARDOM (Or Similar) System for the Stryker MC

Couple of steps to this one, for mechanised mortars :cool:

> Have the Stryker MC loaded through the ACE interaction with the same shells as the 120mm fixed mortar

> Although it has an artillery computer, the BIS one is too ridiculous. Have the MC use basically the same dialog as the M109 Paladin mod

3. 60mm Handheld Fire on Load

------

If these 3 are done, ACE mortars will be complete.

As for M109, for me it is already complete, except for cleaning the barrel.

---------- Post added at 01:04 ---------- Previous post was at 01:03 ----------

what was already there for healing others

It was not. These were both added in the same series of commits.

Edited by Heaney

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What do you think ACE devs?

aGt8QbK61aE

Edited by kllrt

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Hey nou / anyone else working on the CCIP/CCRP system,

Any chance we will ever get CCRP on LGBs? Taking all of the guess work out of dropping them would be such an awesome thing. No idea if it could work in ArmA but in DCS it makes life so much easier. Also GPS guided JDAMs would be equally cool, a mod I tried ages ago attempted it but not in a way that was nice to actually use.

I honestly think the CCIP/CCRP system is probably the most useful thing added for pilots in a long time, people actually hit stuff now!

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Its actually mostly done for LGB, I just need to finish a few things on the HUD in terms of symbology.

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Sickboy, I'm trying to contact you but cant as you have disabled Private Messaging. Can you shoot a PM my way please.

Thanks.

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Sickboy, I'm trying to contact you but cant as you have disabled Private Messaging. Can you shoot a PM my way please.

Thanks.

Hi mate,

I'm not really a PM guy :) Instead, contact achieved through the projects support sections / issue trackers etc is preferred :)

Are you looking to get that amazing MH-47E onto SIX Updater?

Otherwise if something else (personal) I could abide :)

Cheers

Edited by Sickboy

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I'm still trying to find a way to make a vehicle empty of all fuel - can anyone give some advice on how to remove the ACE Jerrycan from the cargo at mission start so players who come across an empty vehicle can't just get the jerrycan out and fuel it please?

Regards

Zach

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Hey guys, love the new M14 models but wondering if we could get some love for the FN FAL as well? Right now ArmA2 only has the stock FN FAL Para carbine variant used by the Takistani Army. I'd love to see a full length variant and maybe some versions with optics. Dream rifle is the para carbine with the ACOG/holo switchable optic.

Thanks!

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Been trying ACE for a couple of weeks now.

LOVE it. :yay:

THANK YOU! :D

I've used the latest build of LEA to customize my squad's loadouts. I've noticed that the HK416 CCO, and the M4A1 Micro produce muzzleflashes that have a hard-edged black box that surrounds them, as if the transperencies are failing. This isn't always visible, however. If I'm aiming at the backside of the multistory apartment buildings ported over from Operation Flashpoint, they appear, and it doesn't matter how far away I am at the time that I squeeze the trigger, the black box appears. If I shoot at the said structure from any other sides, no black box. These buildings are situated on Lingor.

Is this a known issue with those buildings, with Lingor, with the weapons, or...?

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Weapons from RH sets (mk14, HK41 etc) fires with black box muzzleflashes when weather is rainy.

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Weapons from RH sets (mk14, HK41 etc) fires with black box muzzleflashes when weather is rainy.

Ugh! I'm SO sorry to hear that! Well then, it's probably safe to make a connection then between the black boxes I'm seeing when shooting at the backside of the apartment complexes on Lingor, and the way those weapons were built. It's not raining at any point in the mission that I'm testing on. What a strange bug!

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Hello, I got a quick question...

How would I implement the ACE Designation system (As in SOFLAM/LOBL/LOAL features) into a non-ace vehicle? Or which PBO would I look into to find the code to transfer?

Thank you.

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@Nou and other ACE devs

1. Mortar Ballistic Computer

This is the main one. Right now with indirect mortar fire you have to do some hefty calculations if you're under pressure. Also, the fact that the DAGR will only give bearing to a waypoint in degrees (not mils) means you need to convert that before you can do anything.

Having the MBC, which could be basically the same interface as the AN/GYK-37 for the M109 (but for the 60mm, 81mm + 120mm), would make mortars so much better to work with.

Srsly? All you need to do

1. look at mortar table, pick your basic elevation

2. Calculate difference between basic elevation and elevation for you target distance. ((basic table elevation - (elevation at basic distance +100meters))/100)*(basic table distance - real target distance))

3. Calculate elevation change coused by height difference. ((table elevation change per 100m height)/100)*(height difference)

Sum all and you are done, not that hard.

degrees to mils convert = degrees*6400/360 - so hard..

Anyway after implementing dispersion to ace mortars, you can use bearing in degrees ( wont affect accuracy too much)

And you can use table elevation and elevation change per 100m height only, without super hard calculations, again tnx to dispersion.

distance - 4km, target - crossroad.

http://plasmon.rghost.ru/private/41556586/5f488cb82d34672150429aee03cb5020/image.png

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What is '(AE) CSW Module for AI'? Aside from the fact that it's a module ofcourse, what does it do? Is it some sort of wounding system for the AI? Is it used to enable some sort of thermal optics?

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What is '(AE) CSW Module for AI'? Aside from the fact that it's a module ofcourse, what does it do? Is it some sort of wounding system for the AI? Is it used to enable some sort of thermal optics?

CSW is crew served weapons I believe. So it is probably for AI to be able to use mortars and such.

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Srsly? All you need to do

1. look at mortar table, pick your basic elevation

2. Calculate difference between basic elevation and elevation for you target distance. ((basic table elevation - (elevation at basic distance +100meters))/100)*(basic table distance - real target distance))

3. Calculate elevation change coused by height difference. ((table elevation change per 100m height)/100)*(height difference)

Sum all and you are done, not that hard.

degrees to mils convert = degrees*6400/360 - so hard..

Anyway after implementing dispersion to ace mortars, you can use bearing in degrees ( wont affect accuracy too much)

And you can use table elevation and elevation change per 100m height only, without super hard calculations, again tnx to dispersion.

distance - 4km, target - crossroad.

http://plasmon.rghost.ru/private/41556586/5f488cb82d34672150429aee03cb5020/image.png

Sort of agree with both of you. Once you've gotten a hang of it, calculating the firing solution isn't all that hard, but still, MBCs are issued with every mortar in the US military these days, so it wouldn't hurt if they were implemented in ACE.

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