Rydygier 1309 Posted September 2, 2014 I'm fine, thanks. :) Indeed, see post 46. Nothing, I can do on my end, I'm affraid. As for AiA, I'm not familiar enough with it to be certain, if you should use with A2's assests FAW of FFE, depends, what AiA changes in the config of these, and what stays same. Perhaps try with FAW first, and if not working - FFE. Share this post Link to post Share on other sites
LDU30 5 Posted September 2, 2014 (edited) Edit: Edited January 7, 2015 by LDU30 Share this post Link to post Share on other sites
zyg0tic 12 Posted March 5, 2015 When using the script version (to enable server side) and adding the execVM code to the init.sqf, do I have to enclose it in 'if (IsServer)'? Share this post Link to post Share on other sites
Rydygier 1309 Posted March 5, 2015 I think so. For sure it shouldn't execute per each client, only on the server. Note however, It wasn't tested nor designed for MP - can't guarantee anything. Share this post Link to post Share on other sites
zyg0tic 12 Posted March 5, 2015 Oh. Has anyone managed to get in working in MP? Share this post Link to post Share on other sites
Rydygier 1309 Posted March 5, 2015 There is a hope - nearly same code is used as part of Hetman and Hetman is used in MP by some people. Share this post Link to post Share on other sites
Rydygier 1309 Posted March 9, 2015 FFE 1.13 released. Changelog: - removed RPT spam for arty groups consisting members not manning artillery pieces. Share this post Link to post Share on other sites
Guest Posted March 9, 2015 Thanks for sending us the updated release mate :cool: Release frontpaged on the Armaholic homepage. Fire For Effect: The God Of War v1.13 ================================================ 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
orcinus 121 Posted March 9, 2015 Thanks for the update, Ryd. Share this post Link to post Share on other sites
SavageCDN 231 Posted March 9, 2015 Nice to see this updated...thanks Share this post Link to post Share on other sites
kecharles28 197 Posted March 10, 2015 Updated mod v1.13 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
serjames 357 Posted March 10, 2015 thinking of trying this out... Any experiences of running this on the Opfor... Are they uber accurate ? by setting individual Arty operators skill levels can we adjust that ? I'm looking for environmental enhancement not wiping out an entire patrol - if you know what I mean. Which of RDS' pack weapons do work, which don't ? Cheers for any advice - was hoping to get some African rebel mortar and M119 crews hammering our ops on Isla Duala :) SJ Share this post Link to post Share on other sites
Rydygier 1309 Posted March 10, 2015 I'm using it mostly for opfor. Accuracy is widely adjustable. In short factors affecting accuracy of the whole salvo are: - distance; - weather; - battery leader aimingAccuracy skill; - condition of the gun, he is manning; - if that was subsequent try at a row for the same target; - if it was second phase of two phased mode (adjust/for effect). Accuracy is calculated refering to predicted target's position at impact (FO job, while he predicting that basing on actual AI knowledge about target positions, which also may be not accurate). Prediction may be wrong, which also affects final accuracy. Single shell dispersion is vanilla calculated by A3. and we have: RydFFE_Acc (2 by default) – multiplier of whole salvo drift radius. The bigger value, the biggerradius; RydFFE_FOAccGain (1) – additional accuracy multiplier in second, FFE step of fire mission due to adjustments after first step. The lesser value, the greater accuracy, must be not negative. It is multiplied by spotter adjustments factor for FFE stage: (0.2 + (random 0.2)) that changes salvo drift radius; However no matter, how low accuracy, there is always at least minimal chance of perfect hit, it's pure probabilistic dispersion. RDS' IIRC last time, when it was checked rebelled against cooperation with A3's arty commands, thus wasn't working. It was few game versions back though, don't know, how it is now. Before that they worked. Anyway check manual, how to configure non-vanilla arty pieces for FFE. Share this post Link to post Share on other sites
serjames 357 Posted March 10, 2015 Great feedback. Thanks Rydygier ! Will test it out Share this post Link to post Share on other sites
jocko-flocko 13 Posted April 23, 2015 This is a great addon. I am having no issues making the RDS artillery and mortars work with the example code you provided in the manual, however I am unable to add Red Hammer Studio's rocket artillery in any way that works... Could you perhaps give me an example what the code would look like for an init.sqf entry? The below names are from the specific RHS unit: Class name: rhs_bm21_msv_01 Weapon: 122mm rockets Weapon Class: rhs_weap_grad Magazine Class: rhs_mag_40rnd_122mm_rockets The above info was taken from http://doc.rhsmods.org/index.php/BM-21 Any help with this would be fantastic, this is such an easy to use module and very easy to configure for quick skirmishes in the editor. Thanks! :) Share this post Link to post Share on other sites
Rydygier 1309 Posted April 23, 2015 Hi. At the moment no free time, but I'll try to check this, when possible. May take some days though... :) Share this post Link to post Share on other sites
Rydygier 1309 Posted April 23, 2015 Here's the thing: In general - it works. But sometimes despite beeing theoretically in range etc. just refuses to respond on doArtilleryFire command, depending on exact distance to the target. IMO it's due to , that you can see, when you act like a gunner and enter artillery computer. Then set some range mode and try to choose different positions. You may note, despite beeing between shown min/max range boundries, computer indicates "cannot fire", so typically only about half of theoretical range is actually reachable, while "check if in range" script would return true for whole this range. Observed same thing for vanilla artillery, so it's A3 bug. IMO the cause of problems here. But after few distance changes I saw RHS BM-21 firing at the target under FFE. Share this post Link to post Share on other sites
jocko-flocko 13 Posted April 23, 2015 Thanks for replying Rydgier, it's greatly appreciated. Just thought I would see if I was missing anything in terms of adding the correct script in my init.sqf file. I'll keep up to date with this thread and look for any updates when/if you get a chance. If you could, could you show me the code that would be used to add the RHS artillery and rocket addons? Btw, your Hetman artificial leader is absolutely awesome, it is far and above the easiest modification for creating large scale battles with any addons. Thanks for your mods. :) Share this post Link to post Share on other sites
Rydygier 1309 Posted April 23, 2015 I used such init.sqf during the test: RydFFE_Debug = true; RydFFE_ShellView = true; RydFFE_FO = []; RydFFE_Add_Other = [ [["rhs_bm21_msv_01"],["rhs_mag_40Rnd_122mm_rockets","rhs_mag_40Rnd_122mm_rockets","rhs_mag_40Rnd_122mm_rockets","",""]] ]; [] execVM "RYD_FFE\FFE.sqf"; Other RHS artillery pieces IMO would be added analogously, as consequtive elements of RydFFE_Add_Other array. BTW I have to update FFE with the variation of the code used already in Hetman, that should add any vanilla or custom arty piece without any manual configuration. Only need more free time, than I have currently. :) Share this post Link to post Share on other sites
Rydygier 1309 Posted April 26, 2015 FFE 1.14 released. Changelog: - added auto-detection of arty assets, that should grab and utilize also any custom made artillery without any manual config. Manual config left as an option/backup; - Compatibility with Iowa battleship mod with following init variable to force this mode manually (check manual); - minor code improvements; - manual updated. Share this post Link to post Share on other sites
Guest Posted April 26, 2015 Thanks for sending us the updated release again :cool: Release frontpaged on the Armaholic homepage. Fire For Effect: The God Of War v1.14 Share this post Link to post Share on other sites
jocko-flocko 13 Posted April 26, 2015 Outstanding! Thanks for the update Ryd, it's a fantastic mod. :) Share this post Link to post Share on other sites
kecharles28 197 Posted April 28, 2015 Updated mod v1.14 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
LDU30 5 Posted September 14, 2015 Thanks for the update Master!.... Share this post Link to post Share on other sites
ElectroEsper 14 Posted December 12, 2015 You need to make a version that uses CAS. Share this post Link to post Share on other sites