lifetap 188 Posted July 27, 2015 Wiggie, we've tested both top and direct attack using ACE and it works fine. We did notice that key bindings sometimes cause issues. Might be worth checking to see if anything is conflicting with your switch mode. We'll look into the L85, but since that's our main weapon I have not had any such reports. We're aware there is a sound bug with the Surefire Flash Hider. I've not heard of the buckshot problem before. We'll investigate. Thanks for the feedback Share this post Link to post Share on other sites
wiggie 24 Posted July 28, 2015 I'll play with it again tonight and see what is messing my attack mode switch up. It probably is something on my end but I'll get to the bottom of it. Yeah the L85 is fine for the most part but when I fire it in fully automatic mode or on semi in quick succesion I become deafened even with earplugs in. The shothun was mainly tested in arsenal but I will try it in the editor tonight and see if it's only the Virtual Entities that are the issue. Share this post Link to post Share on other sites
loopdk 92 Posted July 28, 2015 In the next update can you update the at4 with meter line on the sigth liek on the tf47 launcher?? Like this http://dslyecxi.com/images/bestoftactical/at4_adjustable.jpg Share this post Link to post Share on other sites
lynx450 10 Posted July 28, 2015 what has made you guy go back to the standard mag on the l129a1? the one before looked so much nicer Share this post Link to post Share on other sites
evrik 843 Posted July 28, 2015 @Lynx450. I believe of the 4 variants of the L129a1, two now have the original mag, and two have the new one. It was to add a bit of variety both for the players and the AI load outs in the forthcoming Units mod. Share this post Link to post Share on other sites
Rook Mk1 46 Posted August 1, 2015 An L85a2 with a flash hider will still deafen the player instantly while using ace :( Share this post Link to post Share on other sites
UK_Apollo 476 Posted August 2, 2015 An L85a2 with a flash hider will still deafen the player instantly while using ace :( Thanks, bug already reported (previous page), acknowledged and fixed for next version. Share this post Link to post Share on other sites
gunny24 46 Posted August 2, 2015 could you guys include some L85A2 in camo? that was used in A-Stan? like it is shown here: Share this post Link to post Share on other sites
lifetap 188 Posted August 2, 2015 A camo L85 is on our backlog of items to do for a future release Share this post Link to post Share on other sites
Flax 397 Posted August 2, 2015 Hi guys, will you be adding compatibility for ACE rounds such as the HuntIR and NATO AP 5.56/7.62 rounds? Also is there a reason the N-LAW model you are using is the one from ArmA 2 and not the one from ArmA 3 which is much closer to the real life one? Share this post Link to post Share on other sites
lifetap 188 Posted August 2, 2015 I've added ACE ammo compatibility to our backlog, as its something we're keen to implement. We did consider using the A3 version of the NLAW for this release, but were not able to get it into the pack before our release deadline. We'll investigate for a future release. Thanks for the feedback Share this post Link to post Share on other sites
UK_Apollo 476 Posted August 20, 2015 With the inclusion of ASDG Joint Rails into CBA v2, we have removed the dependency of this Weapons mod on @asdg_jr from PlayWithSix. It now only requires the latest version of @cba_a3. Share this post Link to post Share on other sites
loopdk 92 Posted August 20, 2015 Will The New version make it to armaholic Share this post Link to post Share on other sites
UK_Apollo 476 Posted August 20, 2015 There is no version change. Just it's dependency on @asdg_jr has been removed from PwS. If you're not using PwS, then you can run this mod just with @cba_a3 now, no other change required. Share this post Link to post Share on other sites
loopdk 92 Posted August 20, 2015 Just to be sure... dos that mean we can remove @joint rail from ore repo?? Share this post Link to post Share on other sites
GieNkoV 30 Posted August 20, 2015 Hello, there is mortar included in your addon that seems to be somewhat compatible with ACE3 (you can set charge 0, 1, 2) but there is no rangetable for it. We do not use "artillery computer" from vanilla for shooting mortars and without rangetable you can do almost nothing. Will you consider doing one ? There is already one for Mk6 mortar in ACE3 but not for your mortar. Share this post Link to post Share on other sites
evrik 843 Posted August 20, 2015 Our mortar code is almost entirely based on the Mk6 mortar config, with the only real difference being the manual reloading system. The rangetable provided by ACE3 should have been fine. However, after release it was noted that our mortar ranges slightly differently than the vanilla BIS one. I am certain this will be looked at when we do another pass on the weapon pack (we are currently working on releasing some vehicles at the moment). Chances are, if it is possible, we will try to correct the ranging back to the Mk6 settings and the ACE3 rangetable, rather than producing a new one. Share this post Link to post Share on other sites
ruPal 143 Posted August 20, 2015 Our mortar code is almost entirely based on the Mk6 mortar config, with the only real difference being the manual reloading system. The rangetable provided by ACE3 should have been fine. However, after release it was noted that our mortar ranges slightly differently than the vanilla BIS one. I am certain this will be looked at when we do another pass on the weapon pack (we are currently working on releasing some vehicles at the moment). Chances are, if it is possible, we will try to correct the ranging back to the Mk6 settings and the ACE3 rangetable, rather than producing a new one. It is a pity, but you are wrong. I have already reported about that problem to Lifetap. Rangetable didn't fit. I am nooby, but looks like problem is not in config(((( Share this post Link to post Share on other sites
lifetap 188 Posted August 20, 2015 Kukus, we're aware the issue is not a simple config change, it's something a little more subtle. As Evrik says, this will be looked at during our next pass of the weapons. Share this post Link to post Share on other sites
delta1292 10 Posted August 20, 2015 Hi guys, firstly great mod, we are loving using it in our sessions!! I have a question I would like to ask you, as we run a lot of different mods that use 5.56mm STANAG Magazines we run our own internal compatibility config as this means that we dont end up with 2 players both with magazines that are compatible IRL but not in game (eg RHS M4 mag and a 3CB L85 Mag, or 2 people with different mod 40mm UGL rounds). We normally run this by grabbing the weapon names and inheritances from the mod cfgWeapons as this is easiest, however, I have noticed that all the 3cb pbos won't unpbo with various tools, I presume this is intentional. As such is it possible for you to share the CfgWeapons from your weapons pack? Many Thanks, and keep up the good work! Share this post Link to post Share on other sites
LCpl R.Carter 11 Posted August 23, 2015 hey. Any plans to be able mount a javelin on the static weapon tripod? Share this post Link to post Share on other sites
Baconeo 47 Posted August 30, 2015 Hi guys, just wondering if it would possible for me to get the source for private edits (within unit and not released publicly) to the BFA ammo so I can make it act similarily to the A2 version with the ringing sound when hit and the blood effects etc. Thanks. Share this post Link to post Share on other sites