giorgygr 61 Posted October 4, 2013 @Tao i stumbled across a strange incident yesterday. While playing a very "busy" mission (Whole Lotta Altis) sometime in a heavy fight my FPS got really low. As a result there was a substantial delay of your 2D optics to rise and changing back to CQC optics view. *Funny thing was you could run/sprint/turn to combat pace even 3rd person view while still have the 2D reticule on screen _for 3-4 seconds_ (!!) Even worse..when eventually battle reached an outcome and FPS returned to an "affordable state"..this issue with optics remained as it was. :/ Share this post Link to post Share on other sites
artemas 1 Posted October 4, 2013 How difficult would it be to allow flashlights (or even some optics) to be attached to pistols? Share this post Link to post Share on other sites
Von Quest 1159 Posted October 5, 2013 How difficult would it be to allow flashlights (or even some optics) to be attached to pistols? Try RH Pistol Pack. Its awesome! Share this post Link to post Share on other sites
frederf 0 Posted October 5, 2013 I've just made a small internal config patch so that the bipodded R3F weapons have TMR bipods. It was a complete pain. Can TMR please have a userconfig file where a user can define additional weapons which have this feature? The requirement that the other mod authors know to include this value when making their weapon configs is too much it seems. Share this post Link to post Share on other sites
Arissani 11 Posted October 6, 2013 I've just made a small internal config patch so that the bipodded R3F weapons have TMR bipods.It was a complete pain. Can TMR please have a userconfig file where a user can define additional weapons which have this feature? The requirement that the other mod authors know to include this value when making their weapon configs is too much it seems. ^^ +1!!!!!! please please!!! it would be so much of a help! love your mod but it doesn't work with our weapons :( Share this post Link to post Share on other sites
ZimZamFlimFlam 10 Posted October 6, 2013 Is anyone else now able to fire the bolt action rifles like they're semi-auto? Share this post Link to post Share on other sites
heavygunner 179 Posted October 6, 2013 What about a weapon overheating system? What do you think about this suggestion? Share this post Link to post Share on other sites
ZimZamFlimFlam 10 Posted October 7, 2013 Is anyone else now able to fire the bolt action rifles like they're semi-auto? My mistake, problem caused by another addon Share this post Link to post Share on other sites
Taosenai 11 Posted October 7, 2013 @Tao i stumbled across a strange incident yesterday.While playing a very "busy" mission (Whole Lotta Altis) sometime in a heavy fight my FPS got really low. As a result there was a substantial delay of your 2D optics to rise and changing back to CQC optics view. *Funny thing was you could run/sprint/turn to combat pace even 3rd person view while still have the 2D reticule on screen _for 3-4 seconds_ (!!) Even worse..when eventually battle reached an outcome and FPS returned to an "affordable state"..this issue with optics remained as it was. :/ This is likely to happen when the mission has some script that is running out of control. TMR's optics system is efficient and should remain responsive -- unless another script is on a rampage. How difficult would it be to allow flashlights (or even some optics) to be attached to pistols? Has to be done with custom models I believe. I've just made a small internal config patch so that the bipodded R3F weapons have TMR bipods.It was a complete pain. Can TMR please have a userconfig file where a user can define additional weapons which have this feature? The requirement that the other mod authors know to include this value when making their weapon configs is too much it seems. Unfortunately this is not an option. Users could then define any weapon they'd like in the userconfig and deploy bipods at will without the server being able to regulate it. For now config integration is the only way to go about it unless BI replaces the weapon attachment 'system.' What about a weapon overheating system? What do you think about this suggestion? cambam47 has already written up such a system and it's sitting in Git waiting for me to pull and integrate it. You should see the first implementation in 0.4. Share this post Link to post Share on other sites
antoineflemming 14 Posted October 7, 2013 My mistake, problem caused by another addon What mod is that? Share this post Link to post Share on other sites
frederf 0 Posted October 7, 2013 Unfortunately this is not an option. Users could then define any weapon they'd like in the userconfig and deploy bipods at will without the server being able to regulate it. What if the script compares the client vs server userconfig and takes the client values only if they match the server values? Share this post Link to post Share on other sites
shiznyte 10 Posted October 7, 2013 Great mod Tao. I Love everything except one thing. Is there any way to remove or just move the weapon resting icon? Resting is great but the icon gets in the way at the worst possible times when trying to give friendlies a three digit bearing on compass. I don't know if this has been mentioned yet, sorry if it has. If it is possible to make it like the rest of the HUD and movable that would be an epic win! Peace, Shiz Share this post Link to post Share on other sites
spectrersg 9 Posted October 7, 2013 I disabled the optics, unified loadouts, and RPG/disposable launchers. However, my optics are still changed. Is there something else I have to disable to get my optics to go back to the way they were? Share this post Link to post Share on other sites
Khemitude 10 Posted October 8, 2013 I disabled the optics, unified loadouts, and RPG/disposable launchers. However, my optics are still changed. Is there something else I have to disable to get my optics to go back to the way they were? I find I have to delete the pbo's of each of those for them to actually be removed. Share this post Link to post Share on other sites
zatoichi 10 Posted October 8, 2013 Is this the result of the Enhanced ballistics? http://i.minus.com/iGkOm68nePuMl.gif Share this post Link to post Share on other sites
dayglow 2 Posted October 8, 2013 I disabled the optics, unified loadouts, and RPG/disposable launchers. However, my optics are still changed. Is there something else I have to disable to get my optics to go back to the way they were? Pic you are using the in game list to enable mods you need to manually delete the line from the user config or delete the pbo from the mod folder. Share this post Link to post Share on other sites
maturin 12 Posted October 8, 2013 Is this the result of the Enhanced ballistics?http://i.minus.com/iGkOm68nePuMl.gif Where you shooting a bush in front of your face? Were you in a vehicle with a damaged cannon? Share this post Link to post Share on other sites
zatoichi 10 Posted October 8, 2013 Where you shooting a bush in front of your face? Were you in a vehicle with a damaged cannon? No, some troops 300m out using a rifle. Share this post Link to post Share on other sites
spectrersg 9 Posted October 8, 2013 (edited) Tao, can you confirm that just -disabling- the optics mod isn't enough? I have to delete your pbo for the optics to stop using them? That definitely sounds like a bug. Edited October 8, 2013 by SpectreRSG Share this post Link to post Share on other sites
armyinf 33 Posted October 8, 2013 No, some troops 300m out using a rifle. What rifle? Share this post Link to post Share on other sites
zatoichi 10 Posted October 8, 2013 What rifle? Happens with any kind of assault rifle. Done a bit of testing now and it's not TMR/CBA related. Might be TPW or a conflict between them. When I first saw it happening I thought it was a nice new ballistics feature to account for wind speeds. But then the tracer rounds started doing weird spirals and just going all over the place. Share this post Link to post Share on other sites
gliptal 25 Posted October 8, 2013 "At this distance you'll also have to take the Coriolis Effect into account." [cit.] :D Yay! Share this post Link to post Share on other sites
sorophx 25 Posted October 8, 2013 Tao, can you confirm that just -disabling- the optics mod isn't enough? I have to delete your pbo for the optics to stop using them? That definitely sounds like a bug. to quote his website: TMR is designed to be modular, which means you can remove those parts which you don't like, or which don't suit your playstyle. It's as simple as deleting or moving the relevant .pbo file out of the @tmr\Addons\ folder. looks like it's that way by design Share this post Link to post Share on other sites
shiznyte 10 Posted October 8, 2013 Is this the result of the Enhanced ballistics?http://i.minus.com/iGkOm68nePuMl.gif That is the FFIS doing that. I've never used the FFIS without TMR so it may be okay alone. With TMR though it makes the rounds go bat shit crazy. 300m+ you depend on luck more than skill. All you can do is go into your Arma root > userconfig > Zooloo75 then edit the file with notepad. Set the Bulletwind to "False" instead of "True". Save and exit. Good to go. Peace, Shiz Share this post Link to post Share on other sites
zatoichi 10 Posted October 8, 2013 That is the FFIS doing that. I've never used the FFIS without TMR so it may be okay alone. With TMR though it makes the rounds go bat shit crazy. 300m+ you depend on luck more than skill. All you can do is go into your Arma root > userconfig > Zooloo75 then edit the file with notepad. Set the Bulletwind to "False" instead of "True". Save and exit. Good to go.Peace, Shiz Thanks a lot! Share this post Link to post Share on other sites