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ASDG Joint Rails

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Hey Robalo, just for a headsup, your asdg plugin for RHS Escalation needs a desperate update.... With the latest RHS version (0.3.7), MRT functions are funky and USF rifles doesn´t accept RH bipods =)

cheers!

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Any chance for a better support for ACE day-light laser pointers? Then are great, but only like 2 guns support them...

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Any chance for a better support for ACE day-light laser pointers? Then are great, but only like 2 guns support them...

Which one are those 2 guns? I´ve just missed this feature on the second "unofficial" alpha release! (+1 to that request)

cheers!

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;2923976']Hey Robalo' date=' just for a headsup, your asdg plugin for RHS Escalation needs a desperate update.... With the latest RHS version (0.3.7), MRT functions are funky and USF rifles doesn´t accept RH bipods =)

cheers![/quote']

That bad eh ? :) Wasn't aware 0.3.7 was out, will have to check that out.

---------- Post added at 16:13 ---------- Previous post was at 16:11 ----------

Any chance for a better support for ACE day-light laser pointers? Then are great, but only like 2 guns support them...

Sure, time permitting I will do JR configs for all the mods out there. Should be able to do one for ACE before it reaches version 1.0.

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There is already some code for ASDG + ACE btw https://github.com/acemod/ACE3/pull/485 https://github.com/acemod/ACE3/pull/486

I already built module for it: http://a3.lex.io/repo/@ace-le/Addons/ace_asdg_comp.pbo

Place in @ace/Addons

However, this is completely unofficial and unsupported.

UPD: asdg support now merged in ACE3 master.

Edited by rlex

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FHQ and ASDG joint rails doesn't seem to work with RHS Escalations and the weapons included in the pack, unless I'm missing something.

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FHQ and ASDG joint rails doesn't seem to work with RHS Escalations and the weapons included in the pack, unless I'm missing something.

What exactly isn't working ?

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What exactly isn't working ?

Well the option to use the FHQ sights is completely absent, I can't put them on any weapon from RHS Escalations.

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Well the option to use the FHQ sights is completely absent, I can't put them on any weapon from RHS Escalations.

Just tested in arsenal and works fine (mod list below), must be something on your end. Remove any old files and update to latest versions.

20:25:56                                               name |               modDir |    default |               origin |                                     hash | hashShort | fullPath
20:25:56 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
20:25:56                          RHS: United States Forces |            @RHS_USF3 |      false |             GAME DIR | 0d915aafa39ce9b404b309cdc01a4a9565e5ee95 |  2562fd9f | D:\Games\A3MODS\@RHS_USF3
20:25:56        RHS: Armed Forces of the Russian Federation |           @RHS_AFRF3 |      false |             GAME DIR | ac0ef66d8a35f70a2f39df8476d1659b9c32ab8f |  15d58766 | D:\Games\A3MODS\@RHS_AFRF3
20:25:56                                   @fhq_accessories |     @fhq_accessories |      false |             GAME DIR | dbe7f3f2f59a4c1a8a7bd4e42473cd56511bfc49 |  f121be09 | D:\Games\A3MODS\@fhq_accessories
20:25:56                                           @asdg_jr |             @asdg_jr |      false |             GAME DIR | 2d8798b2c693898deb29b1384709c0fce414e514 |  3c655a45 | D:\Games\A3MODS\@asdg_jr
20:25:56                                  Arma 3 DLC Bundle |            dlcbundle |       true |            NOT FOUND |                                          |           | 
20:25:56                                    Arma 3 Marksmen |                 mark |       true |             GAME DIR | 6dd39c5107ca313a7532333ecc26c1b57211bb2b |  29cd1833 | D:\Games\SteamApps\common\Arma 3\mark
20:25:56                                 Arma 3 Helicopters |                 heli |       true |             GAME DIR | 7c11a2536045433486d788011197e174644922d8 |  ce993be6 | D:\Games\SteamApps\common\Arma 3\heli
20:25:56                                       Arma 3 Karts |                 kart |       true |             GAME DIR | c0c8a3c29bec719ef5244616e5514a1fda9b1d37 |  993f3073 | D:\Games\SteamApps\common\Arma 3\kart
20:25:56                                        Arma 3 Zeus |              curator |       true |             GAME DIR | 5ea3160ee79b92b03f96e3bf483fb823c3bdd8da |  fad5d129 | D:\Games\SteamApps\common\Arma 3\curator
20:25:56                                             Arma 3 |                   A3 |       true |            NOT FOUND |                                          |           | 
20:25:56 ==========================================================================================================================================================================================================

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Just tested in arsenal and works fine (mod list below), must be something on your end. Remove any old files and update to latest versions.

20:25:56                                               name |               modDir |    default |               origin |                                     hash | hashShort | fullPath
20:25:56 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
20:25:56                          RHS: United States Forces |            @RHS_USF3 |      false |             GAME DIR | 0d915aafa39ce9b404b309cdc01a4a9565e5ee95 |  2562fd9f | D:\Games\A3MODS\@RHS_USF3
20:25:56        RHS: Armed Forces of the Russian Federation |           @RHS_AFRF3 |      false |             GAME DIR | ac0ef66d8a35f70a2f39df8476d1659b9c32ab8f |  15d58766 | D:\Games\A3MODS\@RHS_AFRF3
20:25:56                                   @fhq_accessories |     @fhq_accessories |      false |             GAME DIR | dbe7f3f2f59a4c1a8a7bd4e42473cd56511bfc49 |  f121be09 | D:\Games\A3MODS\@fhq_accessories
20:25:56                                           @asdg_jr |             @asdg_jr |      false |             GAME DIR | 2d8798b2c693898deb29b1384709c0fce414e514 |  3c655a45 | D:\Games\A3MODS\@asdg_jr
20:25:56                                  Arma 3 DLC Bundle |            dlcbundle |       true |            NOT FOUND |                                          |           | 
20:25:56                                    Arma 3 Marksmen |                 mark |       true |             GAME DIR | 6dd39c5107ca313a7532333ecc26c1b57211bb2b |  29cd1833 | D:\Games\SteamApps\common\Arma 3\mark
20:25:56                                 Arma 3 Helicopters |                 heli |       true |             GAME DIR | 7c11a2536045433486d788011197e174644922d8 |  ce993be6 | D:\Games\SteamApps\common\Arma 3\heli
20:25:56                                       Arma 3 Karts |                 kart |       true |             GAME DIR | c0c8a3c29bec719ef5244616e5514a1fda9b1d37 |  993f3073 | D:\Games\SteamApps\common\Arma 3\kart
20:25:56                                        Arma 3 Zeus |              curator |       true |             GAME DIR | 5ea3160ee79b92b03f96e3bf483fb823c3bdd8da |  fad5d129 | D:\Games\SteamApps\common\Arma 3\curator
20:25:56                                             Arma 3 |                   A3 |       true |            NOT FOUND |                                          |           | 
20:25:56 ==========================================================================================================================================================================================================

same happening to me with VTN (Veteran mod) i disable it and now it's fine !

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same happening to me with VTN (Veteran mod) i disable it and now it's fine !

Please elaborate.

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Please elaborate.

Well i was added VTN and then no longer i can add any scopes on Rifles from RHS or NATO SF in arsenal !

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Well i was added VTN and then no longer i can add any scopes on Rifles from RHS or NATO SF in arsenal !

That is strange, even if VTN does not have JR support it should not change how JR compatible weapons and mods work.

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That is strange, even if VTN does not have JR support it should not change how JR compatible weapons and mods work.

Well almost everyone has different issues in games caused by addons that they are using i can remember that C-17 mod lost doors and ramp when i was add the Foxhound LPRV or something like that in game !

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Robalo, how about adding a JointMuzzles class entry in CfgPatches so those mods that still have it as a dependency (i.e. 3CB Weapons) will run with the implementation now in JointRails?

---------- Post added at 10:02 ---------- Previous post was at 09:45 ----------

Also, have you ever considered creating an ASDG JointMagazines? Spartan reports that he's close to publishing ballistic data for Soviet rounds which to my mind means his (already popular) calculations are possibly now suitable for use in a total community-wide ammunition revamp. In the same way JointRails saves us from accessory-hell, it'd be great if somebody (ASDG would be ideally placed) were to create a config-only addon that defines every ammunition type in the vanilla game as well as all of the usual magazines used in modern NATO/Warsaw weapons. Instead of having to cobble together cross-mod compatible magazine patches we might reasonably hope that addon makers just adopt these standard types instead. Just a thought.

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Just my .02 on that matter.

Given the amount of various barrel lengths to consider it'd be a nightmare. I've done 16.5, 16.1, 9.25, 14.5, 14, 12, 10.5, 20, 24-inch, etc. lengths for my public mod and for other people it's just a HUGE wait for the updates and for him to collate the data. We gun modders have our own ideas on how it should work, and there was back in OFP days, JAM which did what you suggested, and for a while worked. These days we're on so many different schedules and always adding "perk" rounds that it'd be nice, but yeah... great initiative but going to be hell on Robalo and the other modders to provide such magazines, etc.

And then you have the magazines in themselves...

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Just my .02 on that matter.

Given the amount of various barrel lengths to consider it'd be a nightmare. I've done 16.5, 16.1, 9.25, 14.5, 14, 12, 10.5, 20, 24-inch, etc. lengths for my public mod and for other people it's just a HUGE wait for the updates and for him to collate the data. We gun modders have our own ideas on how it should work, and there was back in OFP days, JAM which did what you suggested, and for a while worked. These days we're on so many different schedules and always adding "perk" rounds that it'd be nice, but yeah... great initiative but going to be hell on Robalo and the other modders to provide such magazines, etc.

And then you have the magazines in themselves...

I'm not quite experienced with that, but don't we have initSpeed modifier now? That should take care of barrel lengths. Not sure about magazines.

Edited by DarkWanderer

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Also, have you ever considered creating an ASDG JointMagazines? Spartan reports that he's close to publishing ballistic data for Soviet rounds which to my mind means his (already popular) calculations are possibly now suitable for use in a total community-wide ammunition revamp. In the same way JointRails saves us from accessory-hell, it'd be great if somebody (ASDG would be ideally placed) were to create a config-only addon that defines every ammunition type in the vanilla game as well as all of the usual magazines used in modern NATO/Warsaw weapons. Instead of having to cobble together cross-mod compatible magazine patches we might reasonably hope that addon makers just adopt these standard types instead. Just a thought.

Errm..."magazineGroups" anybody? There's no longer any need to manually create compatibility mods/mess around with large magazine[] arrays. All we need is a naming convention and we'd be good to go.

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well and in this case is asdg joint magazines good start, it could define the basic magazines groups and declare naming convention. And then everybody can start using the group class names in their weapon mods.

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Also, have you ever considered creating an ASDG JointMagazines? Spartan reports that he's close to publishing ballistic data for Soviet rounds which to my mind means his (already popular) calculations are possibly now suitable for use in a total community-wide ammunition revamp. In the same way JointRails saves us from accessory-hell, it'd be great if somebody (ASDG would be ideally placed) were to create a config-only addon that defines every ammunition type in the vanilla game as well as all of the usual magazines used in modern NATO/Warsaw weapons. Instead of having to cobble together cross-mod compatible magazine patches we might reasonably hope that addon makers just adopt these standard types instead. Just a thought.

this would be a very smart move. especially wiht all the expetionallly top quality mods around right now.

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Errm..."magazineGroups" anybody? There's no longer any need to manually create compatibility mods/mess around with large magazine[] arrays. All we need is a naming convention and we'd be good to go.

Ideally it isn't just about being able use magazines across mods, it's also about consistent ballistic performance (ideally backed up by real-world data).

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Robalo, how about adding a JointMuzzles class entry in CfgPatches so those mods that still have it as a dependency (i.e. 3CB Weapons) will run with the implementation now in JointRails?

Good idea, will do.

Also, have you ever considered creating an ASDG JointMagazines? Spartan reports that he's close to publishing ballistic data for Soviet rounds which to my mind means his (already popular) calculations are possibly now suitable for use in a total community-wide ammunition revamp. In the same way JointRails saves us from accessory-hell, it'd be great if somebody (ASDG would be ideally placed) were to create a config-only addon that defines every ammunition type in the vanilla game as well as all of the usual magazines used in modern NATO/Warsaw weapons. Instead of having to cobble together cross-mod compatible magazine patches we might reasonably hope that addon makers just adopt these standard types instead. Just a thought.

This is something I'd maintain at config level, provided I get the values handed over by someone who has done the research already. I could put provided data into CfgAmmo and CfgMagazines classes and define magazine group names (do they work already ?).

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There are magazineGroups in vanilla since Marskmen (or before?), but they are currently broken afaik.

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I'm not quite experienced with that, but don't we have initSpeed modifier now? That should take care of barrel lengths. Not sure about magazines.

True but I don't use that for most weapons (weapons that use vanilla ammo or doesn't really have special ammo with varying InitSpeeds I do use that modifier) as some bullets have varying InitSpeeds but yes it can be "generically" set on the weapon itself.

And mind you I'm not saying it's a bad idea (it is a good one that's for sure) just that getting set values on Robalo's end will play hell, but given his work so far I'd probably support it, remove my relevant magazines, and run with that.

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