Fennistil 10 Posted December 12, 2014 Looks like my internet connection has problems uploading the mod properly :S @TFdagger For me they do not appear in the arsenal. Share this post Link to post Share on other sites
jcae2798 132 Posted December 12, 2014 cAN CONFIRM WITH LATEST PATCH THE AMMO CRATES ARE WORKING NOW. tHANKS Share this post Link to post Share on other sites
jcae2798 132 Posted December 13, 2014 (edited) Suggestion if i may?: Maybe its planned, maybe not. Probably focused more on SP mode; -Can you expand on group management? For example, love the fact that i can join groups and lead groups, however i cannot ask others (AI) to join my group once i have one already. Advantages: This can improve gameplay on world map scenarios where you may be running low on squad mates and can have others join you that are on the battle field. Also having zues to be able to add units on the fly and then have them join your group. Just ideas. Awesome work so far guys. Playing with it, i like it more and more. Also anyone can point me to good video tuts of the advance ballistics? Tried viewing some Arma 2 videos, but just not the same. Edited December 13, 2014 by JCae2798 Share this post Link to post Share on other sites
MFG4Ever 13 Posted December 14, 2014 I have a question regarding the field rations. I'm trying to find that sweet spot between hunger and thirst values in my server config, however I'm a bit puzzled by the way the numerical values are set up. 0.5= 48 hrs and 1=24 hours. Might just be me being stupid, there's a good chance of that, but finding the value for water at 3 hours and food at 6 seems to be hard, unless you're using the modules and their dropdown menu. Correct me if I'm wrong here, but setting the value at 1.5 would equal 0 hrs right? Thereby making you thirsty or hungry immediately. Where as setting the value at 1.25 would equal 12 hrs? Share this post Link to post Share on other sites
1para{god-father} 105 Posted December 14, 2014 Anyone got the Ambient Civ Module working as it spawns nothing for me ? I presume it is just a placed Module that's it ? Share this post Link to post Share on other sites
Magirot 14 Posted December 14, 2014 Stiching is still missing the text for me. Though it works, it's just an empty box in the advanced menu. Anyone else have this? One of our players also managed to load themselves into a vehicle (as in he was attachTo'd 100m above the vehicle with hideObject) with the action menu, but I'm not sure if that happened due to desync. Share this post Link to post Share on other sites
glowbal 13 Posted December 14, 2014 (edited) Facebook | YouTube | Google+Combat Space Enhancement UpdatedVersion 0.10.1 ALPHA This is the public release for version 0.10.1 alpha of CSE. Download You can download CSE here: csemod.com (Direct link: Download) If there are any issues with downloading CSE, please contact us on our forums or via our website Requirements NONE Changelog: Added: Option to disallow the use of the DLL extension (Advanced Ballistics). Added: Option to turn on system chat information messages. Added: Option to disable AB by default. Improved: Made basicBallistics fully compatible with AdvancedBallistics. Fixed: Bug in fn_advanced_ballistics_extension.sqf. Fixed: Bug #75827: Heart rate and Blood pressure not working. Fixed: Bug #75828: Stitching button label is Missing. Fixed: Field Rations parameters weren't correct. Make Arma Not War If you like CSE and would like to show your support, please go to our MANW entry and click the support button! Edited December 14, 2014 by Glowbal Share this post Link to post Share on other sites
Guest Posted December 14, 2014 New version frontpaged on the Armaholic homepage. Combat Space Enhancement v0.10.1 ALPHA ** the CSE Server Config is also available seperatly on Armaholic! ================================================ We have also "connected" these pages to your account (Glowbal) on Armaholic. This means soon 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! ** Note: since this is a project on which more people are working we will contact you in the future to discuss how you want this to be setup on Armaholic. Share this post Link to post Share on other sites
kecharles28 197 Posted December 14, 2014 Updated mod 0.10.1.1 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
glowbal 13 Posted December 14, 2014 Thank you both, Foxhound and Kecharles28. :) ---- Coming soon.. Share this post Link to post Share on other sites
tsean 11 Posted December 15, 2014 Hey, I love CSE, especially the advanced ballistics and Combat Medical System. I also really like the combat deafness thing, but in my unit, we have a slight issue with it. A couple guys in my unit suffer from actual tinnitus, and the continuous ringing in-game sometimes tends to trigger their actual tinnitus to start acting up. I know this can be prevented with earplugs, but is there a possibility of a client-side option to turn of the combat deafness? I really like it, so I want the module enabled for those without actual tinnitus, but I don't want to risk it messing with the members with tinnitus' hearing if they forget earplugs once. Share this post Link to post Share on other sites
ruthberg 7 Posted December 15, 2014 We will address this in the next release. Share this post Link to post Share on other sites
tsean 11 Posted December 15, 2014 We will address this in the next release. That's great! Thanks a lot, you guys are doing great work. Share this post Link to post Share on other sites
1para{god-father} 105 Posted December 16, 2014 Hi sorry to repost , but having an issue with the Civ Module it never spawns any Civilians is this Module still WIP ? Share this post Link to post Share on other sites
janus0104 3 Posted December 16, 2014 Hi sorry to repost , but having an issue with the Civ Module it never spawns any Civilians is this Module still WIP ? Very much so, I believe. What map(s) were you trying it on? Share this post Link to post Share on other sites
1para{god-father} 105 Posted December 16, 2014 Just Altis map Share this post Link to post Share on other sites
Fennistil 10 Posted December 16, 2014 Is it right now possible to completly force the new Mil-Ranging stuff on players? Right now it seems that you can use the Mil Stuff but you can still use the normal ArmA 3 ranging. Share this post Link to post Share on other sites
ruthberg 7 Posted December 16, 2014 No, and we don't have a good solution for this problem yet. Share this post Link to post Share on other sites
Fennistil 10 Posted December 17, 2014 I would like to see the option in future updates that the surgical kit can be set as disposable like the personel aid kit. Share this post Link to post Share on other sites
TheConen 78 Posted December 18, 2014 Changelog: Added: Option to disable AB by default. Improved: Made basicBallistics fully compatible with AdvancedBallistics. Does this mean I can have Basic Ballistics and Advanced Ballistics active simultaneously, with Basic Ballistics enabled for everyone and Advanced Ballistics disabled by default and only selectively activated for single units, e.g. Snipers? And if so, what's the init-command for the units I want to enable Advanced Ballistics for? Share this post Link to post Share on other sites
ruthberg 7 Posted December 18, 2014 This is exactly what you can do. The init command is: this setVariable ["cse_enabled_AdvancedBallistics", true, true]; Share this post Link to post Share on other sites
b.a.verrecus 16 Posted December 18, 2014 oh, that opens up new possibilities! i usually have a initplayerlocal.sqf (and there i include hpp files) to set the loadouts for players. as this only runs locally, would it still be possible to include that in the loadout scripts? it would keep my own personal way how to organise stuff and therefor i would prefer it to the way to write it into the init line of the units. Share this post Link to post Share on other sites
ruthberg 7 Posted December 18, 2014 Yes, that should work just fine. // Makes AB active, but other players won't see the correct trajectory _unit setVariable ["cse_enabled_AdvancedBallistics", true, [b]false[/b]]; // Makes AB active and everyone will see the correct trajectory _unit setVariable ["cse_enabled_AdvancedBallistics", true, [b]true[/b]]; You can modify cse_enabled_AdvancedBallistics any time during the mission. Share this post Link to post Share on other sites
TheConen 78 Posted December 18, 2014 I suggest adding those infos to the wiki. Share this post Link to post Share on other sites
TiborasaurusRex 11 Posted December 18, 2014 Basic Ballistics enabled for everyone and Advanced Ballistics disabled by default and only selectively activated for single units, e.g. Snipers? In real battlefield, all soldiers gotta deal with real firearms ballistics. In real life, bullets don't discriminate shooters, whether you're a sniper or just a regular grunt lol XD No matter what unit you're on, you can't just make your projectiles behave against the law of physics....you gotta learn how to compensate for it. Advanced Ballistics has already provided us the most realistic "virtual" projectiles ever created by mankind. It's not just meant for long range shooting (sniping), it's designed for all types of shooting. Thanks to Advanced Ballistics, all firearms in this game have been modified to operate exactly like the real ones :) CSE already did a very good job adding Advanced Ballistics to the mod. Why do you wanna disable it? just for the sake of Playability? :( oww yeah i remember this is just a game, right? sorry my bad... please forgive me for emphasizing too much on the realism :cool: i really wish BI would adopt Advanced Ballistics as official ballistics :bounce3: Share this post Link to post Share on other sites