CameronMcDonald 146 Posted February 10, 2012 1. Yes, with good effect. There might be some rare problems (namely with explosives). 2. No, Zeus AI is obsolete and actually hampers the AI, if memory serves. 3. Yes. :) Share this post Link to post Share on other sites
b00ce 160 Posted February 10, 2012 In fact, and feel free to correct me if I'm wrong, the beta is required. ACE also has its own Ai enhancements in it anyway. ;) Share this post Link to post Share on other sites
bill2505 1 Posted February 10, 2012 1. Yes, with good effect. There might be some rare problems (namely with explosives).2. No, Zeus AI is obsolete and actually hampers the AI, if memory serves. 3. Yes. :) thanks for the answer about singliplayer will those problems be game breaking .when you mean with explisives you mean that they dont work or they may be some small glitches also all those features the mod has apply to sp as well? Share this post Link to post Share on other sites
Tonci87 163 Posted February 10, 2012 Some SP Missions that are not designed with ACE in Mind can be indeed unplayable with ACE. Happened only once for me with a custom Mission where you have to stop a armored column with Javelins (Javelins are quite different in ACE compared to vanilla). But something like this can be solved with very basic editing knowledge. Generally you should be fine in SP. ACE Features do apply to SP, so if you are going to shoot an AT Launcher, make sure that nobody is behind you!. YOu might consider giving ASR AI Skills a try. Its an AI Mod that further enchances the ACE AI Share this post Link to post Share on other sites
MavericK96 0 Posted February 10, 2012 So, with ArmA 3 likely being pushed back to Q4, is ACE still going to stay in maintenance mode, or is there a chance for new features? Share this post Link to post Share on other sites
Tonci87 163 Posted February 10, 2012 So, with ArmA 3 likely being pushed back to Q4, is ACE still going to stay in maintenance mode, or is there a chance for new features? Valid Question, you guys must stay in training after all^^ Share this post Link to post Share on other sites
xeno 230 Posted February 10, 2012 (edited) So, with ArmA 3 likely being pushed back to Q4, is ACE still going to stay in maintenance mode, or is there a chance for new features? Nothing will change, means we won't add new features to the ACE OA version anymore. (Sickboy always wants to write long novels therefore I'm faster :D) Xeno Edited February 10, 2012 by Xeno Share this post Link to post Share on other sites
sickboy 13 Posted February 10, 2012 (edited) For now our plans still stand, the delay came not really unexpected - initial targets are hardly ever met :-), but let's see how things develop. Only hotfix commitments means we have time to breath, plan, and focus on working on solid foundations for the future. Some may already bleed through to current ACE, like the recent version situation improvements. Also we are eagerly anticipating the introduction of Java to Take on Helicopters, and a better compatibility of A2/OA addons with TOH. If anything, we would probably release an update to support ACE in TOH - making use of the new TOH features, and at the same time start experimenting with the Java features. For myself, I will need all the time I can get to work on Six Updater and the major plans I have for it for 2012 and beyond (ARMA 3 etc). The recent significant performance improvements are only the tip of the ice-berg ;-) Edited February 10, 2012 by Sickboy Share this post Link to post Share on other sites
bill2505 1 Posted February 10, 2012 (edited) Some SP Missions that are not designed with ACE in Mind can be indeed unplayable with ACE. Happened only once for me with a custom Mission where you have to stop a armored column with Javelins (Javelins are quite different in ACE compared to vanilla). But something like this can be solved with very basic editing knowledge. Generally you should be fine in SP. ACE Features do apply to SP, so if you are going to shoot an AT Launcher, make sure that nobody is behind you!.YOu might consider giving ASR AI Skills a try. Its an AI Mod that further enchances the ACE AI ok thanks for the answers. i will download it imedietly. about asr ai mod i try to install it but it doesnt have info about installing in ace mod only in arma 2 vanillia . from what i understand i should do this 1 install the asr ai addon folder to ace addons 2 install the user config to ArmA 2\userconfig\ace am i right . also in the asr ai folder there is a folder named keys . what i do with this Edited February 10, 2012 by bill2505 Share this post Link to post Share on other sites
Robalo 465 Posted February 10, 2012 ok thanks for the answers. i will download it imedietly.about asr ai mod i try to install it but it doesnt have info about installing in ace mod only in arma 2 vanillia . from what i understand i should do this 1 install the asr ai addon folder to ace addons 2 install the user config to ArmA 2\userconfig\ace am i right . also in the asr ai folder there is a folder named keys . what i do with this Replied in correct thread. Note that step 2 is wrong. Share this post Link to post Share on other sites
BelgarionNL 10 Posted February 11, 2012 For now our plans still stand, the delay came not really unexpected - initial targets are hardly ever met :-), but let's see how things develop.Only hotfix commitments means we have time to breath, plan, and focus on working on solid foundations for the future. Some may already bleed through to current ACE, like the recent version situation improvements. Also we are eagerly anticipating the introduction of Java to Take on Helicopters, and a better compatibility of A2/OA addons with TOH. If anything, we would probably release an update to support ACE in TOH - making use of the new TOH features, and at the same time start experimenting with the Java features. For myself, I will need all the time I can get to work on Six Updater and the major plans I have for it for 2012 and beyond (ARMA 3 etc). The recent significant performance improvements are only the tip of the ice-berg ;-) I like where you are going! its better to have a solid foundation! and perhaps make ace more modular so people can choose how they want to set up ACE instead of: we MADE ace and this is how WE want you to play it! I thing that I would have liked in ACE are some more bluefor air assets! F16/f22/something more! to sort of balance all the su's on the russian side! overall 9-/10 ! I enjoy ACE alot! Share this post Link to post Share on other sites
sickboy 13 Posted February 11, 2012 (edited) Thanks, glad you enjoy it! But ACE is like any other mod; a product of people, free time, and the lot; you can provide feedback, but at the end of the day we'll do how we see fit :) http://ace.dev-heaven.net/wagn/Goals_and_Scope Anyone has the right to do the same ;-) And nobody is forced to play it, there are also quite some settings available for SP, MP, settings dialog, mission makers (modules etc). Re the assets you mention; those are available already throughout the community, and should work fine along side ACE. Also adding more assets seems somewhat contradictive to more modularity ;-) If anything i'd vote for more OPFOR assets :) Additionally, many great community addons are available alongside ACE on Six Updater, or any other community download site. Edited February 11, 2012 by Sickboy Share this post Link to post Share on other sites
galzohar 31 Posted February 11, 2012 Made a ticket on DH because ACE stamina is wrong.https://dev-heaven.net/issues/28538 Basically I dropped a US Soldier light down, removed his weapons (Had 1 kg worth of items; map, compass, watch & radio) and could only run 1 1/4 mile (2km) before my character went prone. The Army Personal Fitness Test requires the individual to run 2 miles (3.22km). Suffice to say, the person shouldn't be falling on his face, let alone blacking out, at 2 or even 4 miles without any gear. Does that test include running at a speed of 20km/h? I think not... :( Share this post Link to post Share on other sites
maturin 12 Posted February 11, 2012 We can't run at anything less than 20 kmh. Share this post Link to post Share on other sites
kklownboy 43 Posted February 12, 2012 (edited) On the Stamina issue, its changed allot. That being said (who cares..) you can "manage" around 39kg with the current stamina. But will be hard pressed to walk with 65kg+. And recovery is really really slow. We can't run at anything less than 20 kmh. Which is the root of the problem. Since we can "run" at that speed, somebody in there wisdom thinks that that is real life and we get real life penalty's... This is ARMAverse, not a real life running sim, and should be adjusted to the reality of ARMAverse. I would like a bit more stamina back for the fun of the game. Edited February 12, 2012 by kklownboy Share this post Link to post Share on other sites
BelgarionNL 10 Posted February 12, 2012 how do you change laser designator channels in the A10? the ctrl shift Q is not working! in the apache it works fine! dropping bombs is harder then in the dcs a10c simulator... Share this post Link to post Share on other sites
[evo] dan 79 Posted February 12, 2012 It is much harder in Takistan, but with practice and good methods you should hit the target with LGB's everytime even from 2000m above and 3km away from the target. (we actually hit a target from 4km away with a plane at 6km on Chernarus!) Share this post Link to post Share on other sites
islesfan186 83 Posted February 13, 2012 How? I can't even get an AI A-10 to drop a GBU when I'm painting a target with the SOFLAM. It just flies around and acts as if its going to drop one. I got it to work a few weeks ago but now I can't figure out for the life of me why it's not working anymore Share this post Link to post Share on other sites
b00ce 160 Posted February 13, 2012 Its probably because the pilot cannot get a lock on the laser target, even though the bomb would hit anyways. Ai is weird like that. Share this post Link to post Share on other sites
[evo] dan 79 Posted February 13, 2012 Yeah, its probably the AI, We were doing the test with players only. Share this post Link to post Share on other sites
fruity_rudy 16 Posted February 13, 2012 Sickboy, is the damage model different in ace then in vanilla? Cause somehow i can't seem to destroy targets with mando missile.. Share this post Link to post Share on other sites
sickboy 13 Posted February 13, 2012 Pretty much; http://ace.dev-heaven.net/wagn/Vehicle_Damage_System Share this post Link to post Share on other sites
fruity_rudy 16 Posted February 13, 2012 Thats what i love about you guys, you answer so quick, thx a lot. But shouldn't mando work with that damage system, or do i have to turn it off globally for my mission? Share this post Link to post Share on other sites
nkenny 1051 Posted February 13, 2012 (edited) After running the latest ACE hotfix (r524) and the associated CBA (r177) we've experienced some rather major slowdowns. Low FPS even in the simplest missions. Anyone else? edit: appears to be a memory leak of some sort. FPS drains away, memory usage increases. -k Edited February 13, 2012 by NkEnNy Share this post Link to post Share on other sites
Robalo 465 Posted February 13, 2012 After running the latest ACE hotfix (r524) and the associated CBA (r177) we've experienced some rather major slowdowns. Low FPS even in the simplest missions. Anyone else? edit: appears to be a memory leak of some sort. FPS drains away, memory usage increases. -k Yep: https://dev-heaven.net/issues/28660 Share this post Link to post Share on other sites