Guest Posted July 28, 2013 Updated version frontpaged on the Armaholic homepage. Tao Modular Realism (TMR) - Light AT Update [bETA] v0.1.1Community Base addons A3 =================================================== We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
Taosenai 11 Posted July 28, 2013 (edited) Good job on the addon ! it's great !However I am on dev build and your RPG42 is actually broken as BIS actually implement a new ballistic system for it (red tracer round instead of rocket, etc.) Just for that you know... :) Oh, this is interesting! Maybe I won't need to do any of this! Though I hope they aren't finished with the RPG-42 yet. Update on the PCML: I couldn't resist working on this right away, and I have it working with a true intercept/range independent flight path now. It's fantastic, really. SSPK is waaaay up at all ranges, and I'm getting probably 70% hits with good tracking even beyond 600m if I manually compensate for the drop (the flattened trajectory flight behavior cuts off at about 600m). Makes the PCML into a much more formidable AT weapon! Thanks so much to da12thMonkey for making the theory behind this approach crystal clear to me. I'll include in the 0.2 release. Edited July 29, 2013 by Taosenai Share this post Link to post Share on other sites
Artyom 10 Posted July 29, 2013 I'm using the DEV build as well, and the RPG fires above the reticle, making it impossible to aim properly :( Only tested using the tutorial scenario btw. Share this post Link to post Share on other sites
Taosenai 11 Posted July 29, 2013 Because BI is reworking the RPG-42 themselves, my version is thoroughly messed up on the 'dev' branch. I can't fix it and maintain compatibility with the stable branch. I added a note to the original post that TMR is meant for the stable build of Arma 3 Beta. In time I will release a beta of TMR that runs on the dev branch. Share this post Link to post Share on other sites
mantls 2 Posted July 29, 2013 Are you planning to make the PCML actually disposable and already loaded like Ohally did with his M72? Already loving this mod, can't wait for mot TMR :D Share this post Link to post Share on other sites
Trauma.au 10 Posted July 29, 2013 Awesome work, keen to see 12th's suggested changes in action. I would suggest is trying to find a new sound for the smoke rocket, seems a bit odd when it goes off like an AT round, also it is capable of taking down an already damaged building. Share this post Link to post Share on other sites
SD_BOB 10 Posted July 30, 2013 Has anyone tested and confirmed the PLOS Guidance is working on a dedicated server? I did a quick test earlier, and couldnt hear the "click" you get on the test Scenario. Loving the mod so far, if only the bloody animation didnt reset back to rifle when crouching/standing (comon BI you fixed it in ArmA2). Share this post Link to post Share on other sites
rocksy 11 Posted July 30, 2013 What do the range marks on the RPG reticle represent? maybe its conflicting with another mod for me but If i'm firing at anything under 300 meters i'm aiming way north of the top aiming mark, in the top third of the scope. Share this post Link to post Share on other sites
Taosenai 11 Posted July 30, 2013 Are you planning to make the PCML actually disposable and already loaded like Ohally did with his M72?Already loving this mod, can't wait for mot TMR :D Yes, in time. Awesome work, keen to see 12th's suggested changes in action. I would suggest is trying to find a new sound for the smoke rocket, seems a bit odd when it goes off like an AT round, also it is capable of taking down an already damaged building. I would like to have a new sound, but I don't know much about making sounds. I'll see if BI has a sound in for their smoke arty shells. It does do damage -- after all smoke/marker rounds that disperse instantly are something like white phosphorus, which isn't nice stuff. Killing buildings is a side effect of the hit point system, probably. I'll see if it's too high. Has anyone tested and confirmed the PLOS Guidance is working on a dedicated server?I did a quick test earlier, and couldnt hear the "click" you get on the test Scenario. I just loaded up my test dedicated server and connected and it's working fine for me. I believe that both the client and server will need to have CBA and TMR loaded. I develop with dedicated servers in mind. What do the range marks on the RPG reticle represent? maybe its conflicting with another mod for me but If i'm firing at anything under 300 meters i'm aiming way north of the top aiming mark, in the top third of the scope. Sounds like you are using the dev build, in which BI added a new reticle and drop system for the RPG-42 which clobbers TMR's config somehow. Do the RPG-42 tutorial under scenarios. If the reticle doesn't look like the one it shows you, revert to the stable version of Arma 3. Share this post Link to post Share on other sites
Taosenai 11 Posted July 31, 2013 (edited) TMR 0.2.1, 'Rest & Recoil Update,' is released.Changelog- Added: New recoils for all weapons.- Added: Weapon resting and bipod system. Press Tab (Lock Targets key) when the weapon is positioned appropriately to deploy your bipod. Resting happens automatically.- Fixed: PCML guidance now uses superior flight path including all-range intercept curve. Thanks da12thmonkey!- Changed from A3: Suppressors no longer reduce damage or muzzle velocity. Suppressors very slightly increase cyclic rate. Katiba and MX do not share suppressor threads. Pistols and SMGs do not share suppressor threads.- Changed from A3: Weapon and magazine names altered slightly. This isn't final!! See release notes.- Changed from A3: Added single fire mode to MX SW.- Changed from A3: Added single fire mode to Mk200. Zafir and Mk200 now default to full-auto.- Changed from A3: Suppressed Scorpion now has all of its fire modes.- Changed from A3: Vermin (TDI Vector) now properly bursts with 2 rounds, rather than 3.- Changed from A3: LMG and MG boxes now have one tracer per five rounds. Tracer mags are unchanged.- Changed from A3: Final 3 rounds of a rifle magazine are no longer tracer.- Changed from A3: MX rifles now use 6.5x38mm ammunition, as it says on their bolt. This also justifies why the MX can't feed Katiba ammo. (Text change only.)- Changed from A3: All pistols and SMGs chambered in the legal-workaround cartridge 9x21mm IMI have been rechambered into 9x19 Parabellum, because there is absolutely no reason they would not be. (Text change only.)Release NotesIn addition to new features, 0.2 includes some changed names for weapons, magazines, and calibers. This is NOT FINAL in any way. However, in the interest of feedback, I've left some of them in for now. I've tried to make the names of weapons feel more 'real' and to more closely reference their real-life counterparts in some cases. Sometimes this simply involves adding numbers.For now these changes are hard-coded and will ignore your localization. They also can't be removed without pulling the whole tmr_smallarms module. I'm very sorry for this. When BI releases the final localization stringstable.xml, I will move all of these changes into their own optional module.Also note that if you don't like my new recoil profiles, simply remove the tmr_smallarms_recoil module. The autorest and bipod system work just fine as a standalone. (You could just have tmr_core, tmr_autorest, and tmr_aimsway if that's all you want.) I'm open to feedback on recoil too, but 'realism' takes second place to good feeling weapons here. No game can realistically express recoil, because it's a deeply physical phenomenal based on the interaction of your weapon and your particular body. I'm open to feedback, though.This release is dedicated to every game that includes weapon resting and working bipods by default.EDIT: Rushed out 0.2.1 to fix grenade launchers. If your grenade launcher sights aren't working, update to 0.2.1 at once. Sorry about that. Sometimes config inheritance seem unpredictable. Edited August 1, 2013 by Taosenai 0.2.1 Share this post Link to post Share on other sites
Guest Posted August 1, 2013 Updated version frontpaged on the Armaholic homepage. Tao Modular Realism (TMR) - Light AT Update [bETA] v0.2.1Community Base addons A3 =================================================== We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
gliptal 25 Posted August 1, 2013 (edited) Very nice! Is it possible to move the Bipods key from TAB to a user defined one? Also, will this module work on the Development Branch? Does the Mod require CBA? Regarding the name changes, can't you change them directly to the real names? Yay! Edited August 1, 2013 by Gliptal Share this post Link to post Share on other sites
Brain 12 Posted August 1, 2013 Nice one, keep it up! Share this post Link to post Share on other sites
[lb] boggler 10 Posted August 1, 2013 (edited) This mod has what it takes to become a great and indispensable Arma 3 mod. Unfortunately we have still a problem with the tmr.bikey. Did you use the v2 signature? If not, please catch it up. http://forums.bistudio.com/showthread.php?118193-DSutils-v2-release-(signatures) http://i.imgur.com/N350lxd.jpg Edited August 1, 2013 by [LB] boggler Share this post Link to post Share on other sites
samogon 10 Posted August 1, 2013 Good mod.The main ACE features without content... Proper working NLAW and RPG,powerfull LMGs,weapon resting,planned barrel overheating... Well,make stamina and wounds system better that ACE,and you will make me fully happy. But I shall report some bugs and suggestions. 1)Bug - Mk200 missing recoil at single shots. 2)Fire modes -belt feed MGs(mk200 and Zafir) shouldn't have single shot modes IMO. Share this post Link to post Share on other sites
metalcraze 290 Posted August 1, 2013 You've removed recoil too much. Now there's no need to counter the climb at all and is very easy to hit targets even 200m+ away Share this post Link to post Share on other sites
mantls 2 Posted August 1, 2013 Good mod.The main ACE features without content...Proper working NLAW and RPG,powerfull LMGs,weapon resting,planned barrel overheating... Well,make stamina and wounds system better that ACE,and you will make me fully happy. But I shall report some bugs and suggestions. 1)Bug - Mk200 missing recoil at single shots. 2)Fire modes -belt feed MGs(mk200 and Zafir) shouldn't have single shot modes IMO. They should, atleast the Zafir, which's real life counterpart is the negev and that has Single Shot and Full auto modes. Share this post Link to post Share on other sites
rangerpl 13 Posted August 1, 2013 2. No frustrating or tedious mechanics. Someone make this man an ACE team member! Share this post Link to post Share on other sites
watarimono 0 Posted August 1, 2013 How would I go about adding weapons to this? We use Swedish Force Pack on our server and those LMGs are not affected by your really good addon. Share this post Link to post Share on other sites
Rolling 1 Posted August 1, 2013 Is there a way to kinda have your recoil "reset" a bit after you have stopped firing? IRL your body doesn't move up with the gun and leaving you pointing at the sky after you are done firing. Not that I want recoil to be eliminated automatically, but I would think after you fire a gun full auto the barrel would naturally drop back down afterwards. Someone make this man an ACE team member! Somone make him an ArmA dev! :D Share this post Link to post Share on other sites
Taosenai 11 Posted August 1, 2013 (edited) Very nice!Is it possible to move the Bipods key from TAB to a user defined one? Also, will this module work on the Development Branch? Does the Mod require CBA? Regarding the name changes, can't you change them directly to the real names? Yay! It's not hard-coded to the Tab key; it uses your "Lock Targets" key, which is usually Tab. I thought this was a good metaphor. You can remap that as needed. (In time, TMR will eliminate all tab lock weapons, and this key will belong to TMR.) Down the road I would like to have user-definable keys for special functions. But editing Userconfig files is not very player-friendly, and the Clippi approach is a little awkward. I am thinking about using something like the mod inidb, which adds DLL extensions to allow mods to write out config files, but I'm concerned about security. (What if some bad script kiddie called it and used it to write a 900 GB text file to your hard drive, or something stupid like that?) Still thinking about it. The coolest thing would be if BI allowed modders to add keybinds into their own menu on the Controls screen and save them in the profile. That would fantastic. But probably not easy. I have not tested it on the dev branch, but I know the TMR RPG-42 is messed up. Based on BI's roadmap, when they release the final patch to stable, I will make a TMR release that supports it, then all subsequent releases will track the dev build only. The autorest and recoil system should work though. I can't imagine why it wouldn't. (I am tracking only the stable for now because I am focused on developing critical features, not chasing transient bugs. Can't wait for Arma 3 final!) CBA is required. Truly, who can do anything without its great Extended Event Handlers? Real names: I really wanted to, and I still may. But I'm deeply frustrated by the distribution of weapons, which is made even worse when they have their real names. The bad guys use the IMI Negev (Zafir), while the good guys have the Namer and the Tavor TAR-21 (TRG-21) (Did Israel get split in half?) OPFOR using an American M14 variant (Mk18 ABR)? Both sides using the Kel-tec RFB? Any actual military organization using the Kel-tec RFB, ever? Some weapons are also just made up versions, like the caseless KAC LMG (Mk200). So I think I prefer the fictional names, plus it reduces confusion between the names in TMR and the names in BI's documentation. I do want to hear more feedback on this. boggler;2454585']This mod has what it takes to become a great and indispensable Arma 3 mod. Unfortunately we have still a problem with the tmr.bikey. Did you use the v2 signature? If not' date=' please catch it up. [url']http://forums.bistudio.com/showthread.php?118193-DSutils-v2-release-(signatures)[/url]http://i.imgur.com/N350lxd.jpg You're quite right. The 0.2.2 release will happen soon and include v2 signatures. I used the version of DSUtils included in the BITools package, which is evidently outdated. Still learning. But I shall report some bugs and suggestions. 1)Bug - Mk200 missing recoil at single shots. 2)Fire modes -belt feed MGs(mk200 and Zafir) shouldn't have single shot modes IMO. Good catch on 1. I have fixed this and it will be included in 0.2.2. On 2, the Zafir is the IMI Negev, which has both semi and full auto modes selectable. The Mk200 is the KAC LMG/Stoner 86 cross-bred with the caseless LSAT (I think). The KAC LMG is full-auto only, but the LSAT has a semi-auto mode to improve room clearing (says Wikipedia). I like that idea, so I threw it in. You've removed recoil too much. Now there's no need to counter the climb at all and is very easy to hit targets even 200m+ away Can you post a video of how the recoil makes engaging targets at mid-range easier? My experience is that it is sway, not recoil, which makes that difficult. And TMR actually increases sway in unsupported positions to promote firefights. Now, if you prone out with your Zafir and deploy the bipod in a supported position, you're going to be an absolute terror on the battlefield and a priority target. They might even have to call in an air strike to take out your machine gun position, because it is preventing soldiers from advancing. Working as intended. How would I go about adding weapons to this?We use Swedish Force Pack on our server and those LMGs are not affected by your really good addon. The new recoils are designed by hand for each weapon after hours and hours and hours of testing, so there's no way for addons to use them without either 1) depending on TMR and using its recoil profiles, or 2) simply copying and tweaking my recoil profiles, which they're free to do. Bipods can be added to weapons by adding tmr_autorest_deployable = 1; to their configs, like so: class arifle_MX_SW_F : arifle_MX_Base_F { tmr_autorest_deployable = 1; }; I will release an addon compatibility guide for developers soon. Sorry tha internal documentation is scant right now. When 1.0 comes, it will have good docs. For now, there are extensive and readable comments in the source. Devs can check it out in the Github. Is there a way to kinda have your recoil "reset" a bit after you have stopped firing? IRL your body doesn't move up with the gun and leaving you pointing at the sky after you are done firing. Not that I want recoil to be eliminated automatically, but I would think after you fire a gun full auto the barrel would naturally drop back down afterwards. Unfortunately this seems to be impossible. I implemented what I can. If you fire single shots and watch closely, you'll see that the muzzle climbs then settles after each shot, like it should. However, in full auto each animation cuts off the previous one, so you'll see climb-climb-climb-climb-climb-small drop when you stop firing. I'm okay with how it feels now, and it's good for gameplay and for long-term player skill growth. I think of controlling the mouse in full auto as something like 'consciously maintaining a proper stance under recoil' in real life or something. It's a metaphor. Edited August 1, 2013 by Taosenai Share this post Link to post Share on other sites
samogon 10 Posted August 1, 2013 (edited) Another bug - when you respawn,you can't autorest weapon,as well as use of bipod. Edited August 1, 2013 by samogon Share this post Link to post Share on other sites
antoineflemming 14 Posted August 1, 2013 Well, Tao, to be fair, the default Zahir recoil is the lowest of the MGs anyway. The Mk 200 has a whole lot of recoil, and actually is pretty useless at ranges greater than 200m. I love this addon though. It's great. Weapons are much more controlled, yet there still is recoil on the weapons. Share this post Link to post Share on other sites
Predator.v2 10 Posted August 1, 2013 Uploaded your server key to our server. Still getting kicked. Are you sure your sigs are v2? Share this post Link to post Share on other sites
SD_BOB 10 Posted August 1, 2013 (edited) ^^ Quote Originally Posted by [LB] boggler View PostThis mod has what it takes to become a great and indispensable Arma 3 mod. Unfortunately we have still a problem with the tmr.bikey. Did you use the v2 signature? If not, please catch it up. http://forums.bistudio.com/showthrea...e-(signatures) http://i.imgur.com/N350lxd.jpg You're quite right. The 0.2.2 release will happen soon and include v2 signatures. I used the version of DSUtils included in the BITools package, which is evidently outdated. Still learning. I have to say, brilliant job thus far. I can even support my weapon on a used PCML laucher lol, brilliant. Edited August 1, 2013 by Shadow.D. ^BOB^ Share this post Link to post Share on other sites