EricJ 759 Posted August 10, 2014 Server IP: 108.174.54.250:2302 I went on the J-SERE server and it worked with no issues, flew around with no kick and it was hosted by FPS Hosting, not Gamservers.com, our Ops server is so jacked up so I don't think it even works (or the server itself) Share this post Link to post Share on other sites
kimi_uy 135 Posted August 10, 2014 Server IP: 108.174.54.250:2302I went on the J-SERE server and it worked with no issues, flew around with no kick and it was hosted by FPS Hosting, not Gamservers.com, our Ops server is so jacked up so I don't think it even works (or the server itself) Are you running key check on those servers? Cause the problem are the keys. I'm going crazy trying to figure out how to sign properly these files, evne though i think im doing it the proper way :( Share this post Link to post Share on other sites
EricJ 759 Posted August 10, 2014 No it doesn't, which is probably why it works. I mean I've gotten errors for A3MP (yours may have been included, but don't know) mostly but otherwise no not really. I flew it on (as said before) on UK-FRG's server for a bit but the kickoff was from high ping, not your mod. I figure if you're using Addon Builder it should be kosher, since that's what I use. Share this post Link to post Share on other sites
lawndartleo 109 Posted August 11, 2014 Hi Eric, its not a matter of running a mod on the server without a proper key, its that the bisign and the key are not jiving. When mods are disallowed you get the message about adding keys to the server or removing mods from the client. This is just an instaboot for an incorrect key sig. The key and the sig are comparing notes and they disagree for whatever reason. Very puzzling and frustrating because this really is a great mod. Share this post Link to post Share on other sites
EricJ 759 Posted August 11, 2014 Hi Eric,its not a matter of running a mod on the server without a proper key, its that the bisign and the key are not jiving. When mods are disallowed you get the message about adding keys to the server or removing mods from the client. This is just an instaboot for an incorrect key sig. The key and the sig are comparing notes and they disagree for whatever reason. Very puzzling and frustrating because this really is a great mod. And roger... Anyway... it is a great mod though, I love it too :) Share this post Link to post Share on other sites
Guest Posted August 11, 2014 Thanks again for informing us about the updated release :cool: Release frontpaged on the Armaholic homepage. Helmet Mounted Displays Mod v1.2.88 ================================================ 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
kecharles28 197 Posted August 12, 2014 New update v1.2.88 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
probad 44 Posted August 14, 2014 Contact markers follow the HUD in freelook instead of staying on the target, that doesn't seem right. Share this post Link to post Share on other sites
kimi_uy 135 Posted August 14, 2014 Contact markers follow the HUD in freelook instead of staying on the target, that doesn't seem right. With the tools I have at my disposal, that's the only solution to recreate how the IHADSS on the apache works. When u try to target stuff, just look forward ;) Share this post Link to post Share on other sites
probad 44 Posted August 14, 2014 I really appreciate your effort but will you release the option in the future without the IHADSS boxes (and instead just default radar boxes like on the previous version)? Some of us would rather do without a feature than be reminded of a flawed feature. Share this post Link to post Share on other sites
kecske 46 Posted August 19, 2014 I think the mod breaks the unarmed Hellcat, could anyone verify? Share this post Link to post Share on other sites
kimi_uy 135 Posted August 19, 2014 (edited) I think the mod breaks the unarmed Hellcat, could anyone verify? Can u be more specific? What does it break? Post your modset!!!! It's not about seeing who finds the most errors, in order for me to make it a lil better I need more consistent feedback. EDIT: I saw what u mean, there's no pilot/ride in back positions :s. Gonna be fixing! Edited August 19, 2014 by geraldbolso1899 Share this post Link to post Share on other sites
kecske 46 Posted August 19, 2014 Can u be more specific? What does it break? Post your modset!!!! It's not about seeing who finds the most errors, in order for me to make it a lil better I need more consistent feedback. EDIT: I saw what u mean, there's no pilot/ride in back positions :s. Gonna be fixing! -was about to post a picture- It's definitely your mod, I've disabled everything else. And there are no sounds for me either. But on others it works like a charm :) Share this post Link to post Share on other sites
EricJ 759 Posted August 19, 2014 Also with your mod with the Hellcat (Green) it somehow raises the pilot up out of the cockpit (relative position is the same) and when you get out you can't get back in. It more than likely IS a HUD placement issue where it is probably too high therefore "raising" the pilot out of the seat and causing the break as well. I also removed your mod and the helicopter worked fine after that. I don't fly it much but the above made me take some time and check it out. Share this post Link to post Share on other sites
kimi_uy 135 Posted August 19, 2014 Also with your mod with the Hellcat (Green) it somehow raises the pilot up out of the cockpit (relative position is the same) and when you get out you can't get back in. It more than likely IS a HUD placement issue where it is probably too high therefore "raising" the pilot out of the seat and causing the break as well. I also removed your mod and the helicopter worked fine after that. I don't fly it much but the above made me take some time and check it out. It is now fixed, there was a mix up in the classname heritance. gonna Update later Share this post Link to post Share on other sites
kimi_uy 135 Posted August 19, 2014 Update 1.3 Available!!!! https://www.dropbox.com/sh/y9qi4w7kuh4u850/AACmoE2h6wF6Bg0Lmgpr7oX9a Version 1.3 Changelog: - Fixed problems with Unarmed Hellcat. - Changed some symbols on the tapes. - Changed the turret functionality in the WY-55 Hellcats. Share this post Link to post Share on other sites
EricJ 759 Posted August 19, 2014 Cool, and thanks! ---------- Post added at 15:52 ---------- Previous post was at 15:38 ---------- Just tried it, works fine, thanks again :) Share this post Link to post Share on other sites
2rmina2r 10 Posted August 21, 2014 (edited) Hey, love the mod :) Unfortunately your HUD is being overridden by AGM's latest AH-9 hud, and it sucks, and I want yours back! Is there a way for you to overwrite it? Also, the HUD in the Commanche(Blackfoot) is now offset with AGM's fix for the vanilla one. And also, I am missing flares for AH-9 and MH-9 very much, is it possible to make this in a separate PBO if you dont want it in your hud mod? Thanks - 2rmina2r Edited August 21, 2014 by 2rmina2r Share this post Link to post Share on other sites
machineabuse 11 Posted August 21, 2014 To echo 2rmina2r, it would be awesome if this mod could somehow take priority over other mods :) This HUD mod is best in class! Share this post Link to post Share on other sites
kremator 1065 Posted August 21, 2014 Hey, love the mod :)Unfortunately your HUD is being overridden by AGM's latest AH-9 hud, and it sucks, and I want yours back! To echo 2rmina2r, it would be awesome if this mod could somehow take priority over other mods :) This HUD mod is best in class! Surely you can just change the mod load order in the command line to fix that issue. Share this post Link to post Share on other sites
machineabuse 11 Posted August 21, 2014 Surely you can just change the mod load order in the command line to fix that issue. Thought of that already. Didn't work. Share this post Link to post Share on other sites
Guest Posted August 21, 2014 Thanks again for informing us about the updated release :cool: Release frontpaged on the Armaholic homepage. Helmet Mounted Displays Mod v1.3 ================================================ 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
kimi_uy 135 Posted August 21, 2014 Hey, love the mod :)Unfortunately your HUD is being overridden by AGM's latest AH-9 hud, and it sucks, and I want yours back! Is there a way for you to overwrite it? Also, the HUD in the Commanche(Blackfoot) is now offset with AGM's fix for the vanilla one. And also, I am missing flares for AH-9 and MH-9 very much, is it possible to make this in a separate PBO if you dont want it in your hud mod? Thanks - 2rmina2r I've already talked with Koffein about integrating my HMDs to AGM, so it will be fixed soon. About the flares, well yeah, that can be a possibility. No promises though Share this post Link to post Share on other sites
EricJ 759 Posted August 21, 2014 BTW here's a "fan" shot of your mod, doing high-speed low level flying on Altis at night: https://www.dropbox.com/s/czk2gqt2pf0wqbb/arma3%202014-08-18%2002-16-49-63.jpg Share this post Link to post Share on other sites