Guest Posted January 25, 2014 Updated version frontpaged on the Armaholic homepage. TMR Modular Realism - Alternate v0.1.3Community 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
XilentDude 1 Posted January 25, 2014 (edited) Hey cambam, sorry but since I haven't found any fix for it I'm going to post here. Do you know why my reticle disappears after I revert to a save ? I can use the scope but I have no reticle. It happens only for the 2D scopes (the ones that are actually 3D without this mod). I really like the 2D scopes and I don't want to disable them. I have the latest version of the mod and CBA. Picture here. Edited January 25, 2014 by XilentDude Share this post Link to post Share on other sites
GDent 10 Posted January 25, 2014 will the hotfix appear on the SIX repository? this is how my group updates. thanks so much for the fix, btw Share this post Link to post Share on other sites
concinnity 10 Posted January 26, 2014 v0.1.3If anyone has any bug reports I've missed or any updates on the "ref to non-network object" issue, please reply as soon as you can. I'm hoping to get TMR_Alt completely stable by the end of the weekend. For now, I'm not adding any new features until everything that's currently in the addon is bug-free, but feel free to post suggestions anyway (I'm curious to hear opinions on the current aim-sway values, I feel like hard-rest should be more effective, but I don't want to unbalance TvTs). I agree with you on the hard rest. I think it should feel more like the level of "VTS Simple Rest", which is somewhat substantial. As it stands right now I can hardly ever tell that resting does anything. Share this post Link to post Share on other sites
wipman 1 Posted January 26, 2014 Hi, i also have that issue with the dissapearing reticles after load a saved game or just respawn after die, i think that's the same issue with the STHUD, that only loads one time at the mission start, but the loaded games don't check if this are running as at the beginning or not; im not sure if this is the case, but is the same case that with the STHUD and AFAIK.. he didn't solved it on the ArmA2 as it happens the same on the ArmA3. Let's C ya Share this post Link to post Share on other sites
Jackson Snow 10 Posted January 26, 2014 Hrm, I'm not sure why that would be. I'll take a look and see if I can figure out why it's doing that, but I have no idea off the top of my head. Regarding the crosshairs. It happened to all three of us in my group last night, nothing to do with reverting a save, nor did it happen immediately after respawning. Just at random while in a firefight, all three of us said at the same time that our crosshairs had vanished. Swapping to a different scope , trying it, then swapping back again fixed it (but removing scope and reattaching did not). Made for a fun few minutes while we were trying to battle our way to the only guy with a spare scope though haha. I dunno if this helps identify the problem, but thought I'd let you know it isn't just limited to saving or respawning. Share this post Link to post Share on other sites
SD_BOB 10 Posted January 27, 2014 Just to confirm the vanishing reticle problem is also present on the normal version of TMR, we have removed the tmr_optics.pbo from the mod, which reverts back to 3d, but it works. Share this post Link to post Share on other sites
antoineflemming 14 Posted January 27, 2014 Yeah, what I noticed about that was that, for me, it disappears when going to the camera and then leaving the splendid camera. Not sure why though. Share this post Link to post Share on other sites
oktyabr 12 Posted January 27, 2014 I really like the way the 2D optics look but on a mission that has other things running in loops, like ALiVE's profile system, etc., the animation of the optic "recoiling" can lag or get out of sync. Share this post Link to post Share on other sites
GDent 10 Posted January 27, 2014 hey, thanks a lot for the hotfix. my guys played today and we had no problems with TMR at all Share this post Link to post Share on other sites
Jackson Snow 10 Posted January 27, 2014 Just to confirm the vanishing reticle problem is also present on the normal version of TMR, we have removed the tmr_optics.pbo from the mod, which reverts back to 3d, but it works. Actually yeah good point, this was the first week of using the new TMR but not the first time we'd seen the invisible crosshairs. Just stuck in my head more that all three of us had it at the same time. Share this post Link to post Share on other sites
legio4777 12 Posted January 27, 2014 Hey Guys I want to not use anymore this addon. When I teka it out... All the time is saying me that the tmr_initAotrest is not found... How I can get this out!!! Is pretty annoying! Thanks in advance Share this post Link to post Share on other sites
legio4777 12 Posted January 27, 2014 It has somehting to do with th ErciJ Weapons... Soes anyone know why! Share this post Link to post Share on other sites
doblejota 10 Posted January 28, 2014 Hi, is there any way to use the option of the bipod with the French arms? r3F_armes? Share this post Link to post Share on other sites
Brisse 78 Posted January 31, 2014 (edited) Hi! I just found a ballistics issue. This is something that works properly in vanilla Arma3 but is broken in TMR alternate. The problem: I tested bullet velocity at 500m 6.5mm vs 7.62mm. IRL the 7.62 has more speed and energy at point blank but at longer ranges it is not that simple. At 500m it is in fact the 6.5mm which has the most speed, becouse of it's much lower ballistics coefficient. This is not reflected in TMR and at 500m the 7.62 is the fastest in TMR. Thats wrong. Should be easy to fix, since it is correct in vanilla Arma3. Please consider this :) Edited January 31, 2014 by Brisse Spelling error Share this post Link to post Share on other sites
johnny-o-rama 34 Posted January 31, 2014 are you planning on making a TOP attack option for the Titan AT launcher ? Share this post Link to post Share on other sites
hlfritz 1 Posted February 1, 2014 (edited) Hi! I just found a ballistics issue. This is something that works properly in vanilla Arma3 but is broken in TMR alternate. The problem: I tested bullet velocity at 500m 6.5mm vs 7.62mm. IRL the 7.62 has more speed and energy at point blank but at longer ranges it is not that simple. At 500m it is in fact the 6.5mm which has the most speed, becouse of it's much lower ballistics coefficient. This is not reflected in TMR and at 500m the 7.62 is the fastest in TMR. Thats wrong. Should be easy to fix, since it is correct in vanilla Arma3. Please consider this :) how could anyone actually know? the 6.5mm caseless does not yet exist? which 7.62? x54R? x51? (I would figure these are the only 7.62 rounds considered here, but there is also the x45 -not really used any more - and x39) is there an assumption as to which bullet is actually represented in game? now, you could say the 6mm series of bullets do in fact have a very good ballistic coefficient but not necessarily true for 6.5mm - especially one that does not yet exist? Edited February 1, 2014 by hlfritz Share this post Link to post Share on other sites
Brisse 78 Posted February 1, 2014 how could anyone actually know? the 6.5mm caseless does not yet exist? which 7.62? x54R? x51? (I would figure these are the only 7.62 rounds considered here, but there is also the x45 -not really used any more - and x39) is there an assumption as to which bullet is actually represented in game? now, you could say the 6mm series of bullets do in fact have a very good ballistic coefficient but not necessarily true for 6.5mm - especially one that does not yet exist? Good questions there. I just assume that the ballistics of the 6.5×39mm is based on 6.5mm Grendel. If you look at the vanilla ballistics, it looks very close to the Grendel. When I say 7.62 I meant 7.62×51mm NATO. Share this post Link to post Share on other sites
kklownboy 43 Posted February 1, 2014 just some info on the 6.5. From a Google cache ; http://webcache.googleusercontent.com/search?q=cache:NYKAiAJk3wwJ:www.gdiengineering.com/wordpress/why-most-6-5mm-cartridges-are-great-but-6-5-grendel-is-just-okay Share this post Link to post Share on other sites
GDent 10 Posted February 17, 2014 hello are there any more plans to update this mod? there seems to be a glitch that changes modded launchers into PCML/NLAWs, such as the MAAWS, and makes them disposable I might just run a modified version on my server that doesn't have any modifications to the launchers Share this post Link to post Share on other sites
MavericK96 0 Posted February 17, 2014 You can just run the mod without the tmr_disposable.pbo. Share this post Link to post Share on other sites
GDent 10 Posted February 17, 2014 true, but I was wondering if there were plans to fix this. I'll probably self-host the mod and remove the disposable .pbo like you said Share this post Link to post Share on other sites
MavericK96 0 Posted February 18, 2014 Well, we haven't heard anything from the author for almost a month so I couldn't say. Share this post Link to post Share on other sites
Frankdatank1218 39 Posted February 19, 2014 When I use this in multiplayer, as soon as otherp layers join the 2D scopes are blank, it's a zoomed in view with no reticule. I use a custom FoV, is that the issue? Share this post Link to post Share on other sites