Peregrine1987 9 Posted December 23, 2015 Peregrine1987, maybe you know... Is PSO optical sight compatible with NVG? Can TWS be zeroed? pzvi, was this bug before? TWS can be easily zeroed with the press of a button on the side of it. It's just as easy as the turrets on a traditional rifle. The PSO1 as far as I know, cannot be used with NVG, at least not the old PSO 1 as shown in game. (There is nowhere to mount an NVG in front or rear of the PSO and the eye relief required by the PSO doesn't really allow you to sight down the tube with a helmet mounted NOD as you'd lose your chin wield for aiming. HOWEVER, it does have an illuminated reticule for twilight engagements. Without the illuminator turned on, you cannot see the crosshairs or aiming cheveron in the scope at night, also, trying to look down the scope with NOD mounted, (besides being REALLY HARD and awkward) could be harmful to the NOD if the light bulb in there is bright enough. (I'd have to check with my buddies who are still in any of them know if it is.) Besides all that, There is a model in game with a night scope, it mounts 1PN34 scope. In addition to the the 1PN34, the SVD can mount the 1PN58 or the newer (2nd Gen vs 1st Gen) 1PN51 Night sight. On that note, the RPG 7, the RPK and the PKM can mount the 1PN51 as well. I received some training on the SVD during Threat Weapons classes, and the ones we shot only had the fixed 4 power PSO 1 Scope. In my personal firearms collection, I have a Romanian PSL Rifle, she had an PSO1 at first, but when it was broken by an idiot I let shoot her at the range, I replaced the PSO1 with a 1P21 Mintua 3 to 9 Varible power automatic ranging scope, and she shoots fine with that. I'm hopeful to find a 1PN51 for use with her one day. From Wikipedia Several other models of the PSO sight are available with varying levels of magnification and alternative aiming reticules.[9] Rifles designated SVDN come equipped with a night sight, such as the NSP-3, NSPU, PGN-1, NSPUM or the Polish passive PCS-5. Rifles designated SVDN-1 can use the multi-model night scope NSPU-3 (1PN51)[10] and rifles designated SVDN2 can use the multi-model night scope NSPUM (1PN58).[11] Non military issue commercially available adaptor mounts that attach to the Warsaw Pact side rail allow use of Picatinny rail-mounted aiming optics.[12] http://russianoptics.net/1pn34.html http://www.dra gunovnet/optic_1pn51.html (Several Pictures of the various night optics in use with SVD) 2 Share this post Link to post Share on other sites
Schatten 290 Posted December 23, 2015 Peregrine1987, thanks for detailed answer! TWS can be easily zeroed with the press of a button on the side of it. It's just as easy as the turrets on a traditional rifle. Can you provide any evidence because I saw only switching of aiming reticles? Share this post Link to post Share on other sites
Schatten 290 Posted December 23, 2015 call BIS_fnc_spawnGroup does not work, it is because Corepack? As far as I know we didn't fix BIS functions. Can you provide more info? RPT-log? Share this post Link to post Share on other sites
Schatten 290 Posted December 23, 2015 the average damage is 1/3rd of a 7.62 NATO. Why? M134 uses B_762x51_3RndBurst bullet that has 25 points of hit, 2x vs B_762x51_Ball (12 points). What you say about my fix of YakB (https://forums.bistudio.com/topic/186695-a2a2oa-patch-18122015/page-11#entry2954476)? Share this post Link to post Share on other sites
eggbeast 3684 Posted December 23, 2015 multiplier = 3 so 3 rounds are depleted per shot 25/3 =8 approx. normal 762x51 has 12 hit, so BIS minigun has 2/3 damage, like a 556x54 HOWEVER BIS twin m134 inherits like this class TwinM134: M134 it does not add any damage for the twin weapon rounds BIS twin minigun damage = 25 also. so it hits for 25/(3x2) = 4 approx = 1/3 damage of 762x51 so 2 guns firing same should rate do 12 x 2 = 24 damage x BIS multiplier 3 = 72. then take some off for dispersion but the multiplier of 3 is bad on the twinm134, as you should really double it to keep ROF same as M134, and sound effect! my minigun config: https://forums.bistudio.com/topic/186695-a2a2oa-patch-18122015/page-11#entry2954448 my minigun does 30/3 = 10 damage (allows a little dispersion reduction) my twin minigun does 50 damage with multiplier 6 = 50/6 = 8.5 damage BUT i add on small explosive damage across 1 or 2m to simulate saturation of rounds. it also depletes rounds at same rate as two single miniguns here are some vids of our modified realistic twinm134 and yakB note particularly tracers, dispersion and damage saturation twin_m134 Share this post Link to post Share on other sites
eggbeast 3684 Posted December 23, 2015 yakb bis yakb does 24 damage / multiplier 3 = 8 damage for a 50cal bullet!!! and 1SLT rounds are DUPLEX (2 bullets per cartridge), so it should really be double damage to simulate this B_127x108_APHE hit = 24; indirectHit = 5; indirectHitRange = 0.1; caliber = 2.07; class YakB: MGun { scope = 2; displayName = "$STR_DN_YAKB"; showAimCursorInternal = 1; magazines[] = {"1470Rnd_127x108_YakB"}; canLock = 2; soundContinuous = 0; flash = "gunfire"; flashSize = 0.1; recoil = "Empty"; aiDispersionCoefX = 15; aiDispersionCoefY = 15; ffMagnitude = 0.5; ffFrequency = 11; ffCount = 6; cursorAim = "Air_Dot"; cursor = "Air_E_MG"; cursorSize = 1; modes[] = {"manual","close","short","medium","far"}; class manual: MGun { displayName = "$STR_DN_YAKB"; autoFire = 1; sound[] = {"\Ca\sounds\Weapons\cannon\m134loop4_end",10,1,1200}; multiplier = 3; reloadTime = 0.04; dispersion = 0.0006; soundContinuous = 0; showToPlayer = 1; burst = 1; aiRateOfFire = 0.5; aiRateOfFireDistance = 50; minRange = 1; minRangeProbab = 0.01; midRange = 2; midRangeProbab = 0.01; maxRange = 3; maxRangeProbab = 0.01; ffMagnitude = 0.5; ffFrequency = 11; ffCount = 6; }; my yakb config https://forums.bistudio.com/topic/186695-a2a2oa-patch-18122015/page-12#entry2954713 my yakb round hits for 48 / multiplier 2 = 24 damage per bullet, which is comparable with a 50cal round. so again my rounds do 3x the damage of the faulty BIS ones. some vids Share this post Link to post Share on other sites
OMAC 254 Posted December 23, 2015 Note that A3 CUP Weapons Pack 1.3.1 has zeroing for the DMR (now called M14 DMR). Share this post Link to post Share on other sites
OMAC 254 Posted December 23, 2015 I have played with the Shilka before, last time maybe about three or four months ago. Don't recall encountering it. I also don't recall encountering the issue before, but it's something I may have ignored if I had seen it. i imagine they changed the max elevation to a real world value, and it now elevates higher, therefore causing this obstruction to the view. without moving the memorypointgunner in the model the only fix is to revert the maxelev in the turret Did corepatch change the maxelev on the Shilka turret? I did a quick search of changelog, but found nothing about Shilka, so I thought that it hasn't been tweaked recently. If the maxelev was increased, then reverting the change or reducing it would most likely fix the problem. I reverted to OA 1.62, and the problem was still there. I couldn't find a way to revert A2, however. I selected "legacy" but nothing happened. Did CCP change the maxelev of the Shilka turret at some point? -- Edit: W0lle, who uses old non-Steam OA 1.62, said the problem was there also. He just fixed the problem with CWR2 Shilkas (derived from BI model) by restricting the gun movement to the point just before the view turns black. Edit2: Here is the fixed Shilka config from W0lle (he kindly gave permission for posting). Important line is 439 (maxElev = 57; //85). class CfgPatches { class cwr2_ZSU { ammo[] = {}; author = "CWR² Modification"; magazines[] = {}; mail = "cwrmod@gmail.com"; requiredAddons[] = {"cwr2","cwr2_weaponcfg","cwr2_soldiers_rus","catracked","catracked_e"}; requiredVersion = 1.62; units[] = {}; url = "http://cwr2.arma2.fr"; version = "23-12-2015"; weapons[] = {}; }; }; class CfgVehicles { class All; class AllVehicles : All { class AnimationSources; class HeadLimits; class NewTurret { class ViewGunner; class ViewOptics; }; class Sounds { class Engine; class Movement; }; class ViewOptics; class ViewPilot; }; class Land : AllVehicles {}; class LandVehicle : Land {}; class Tank : LandVehicle { class HitPoints { class HitEngine; class HitHull; class HitLTrack; class HitRTrack; }; class Sounds : Sounds { class Engine : Engine {}; class Movement : Movement {}; }; class CargoLight; class Eventhandlers; class SpeechVariants; class Turrets { class MainTurret : NewTurret { class Turrets { class CommanderOptics : NewTurret { class ViewOptics; class ViewGunner; }; }; class HitPoints { class HitTurret; class HitGun; }; }; }; }; class cwr2_ZSU : Tank { accuracy = 0.25; afMax = 200; armor = 160; armorCrash0[] = {"\ca\sounds\vehicles\crash\tank_vehicle_01",0.71,1,200}; armorCrash1[] = {"\ca\sounds\vehicles\crash\tank_vehicle_02",0.71,1,200}; armorCrash2[] = {"\ca\sounds\vehicles\crash\tank_vehicle_03",0.71,1,200}; armorCrash3[] = {"\ca\sounds\vehicles\crash\tank_vehicle_04",0.71,1,200}; armorStructural = 4; brakeDistance = 9.0; buildCrash0[] = {"\ca\sounds\vehicles\crash\tank_building_01",0.71,1,200}; buildCrash1[] = {"\ca\sounds\vehicles\crash\tank_building_02",0.71,1,200}; buildCrash2[] = {"\ca\sounds\vehicles\crash\tank_building_03",0.71,1,200}; buildCrash3[] = {"\ca\sounds\vehicles\crash\tank_building_04",0.71,1,200}; commanderCanSee = "1+2+4+16"; cost = 150000; crew = "cwr2_SoldierE_Crew"; damageResistance = 0.02711; displayname = "ZSU-23-4"; driverAction = "ManActTestDriver"; driverCanSee = "2+4+16"; driverForceOptics = 1; driverInAction = "ManActTestDriver"; driverOpticsModel = "\ca\tracked\optika_tank_driver_west.p3d"; faction = "cwr2_ru"; forceHideDriver = 1; fuelCapacity = 520; gunnerCanSee = "1+4+16"; hiddenSelections[] = {"camo1","camo2","camo3"}; hiddenSelectionsTextures[] = {"\cwr2\tanks\cwr2_zsu\data\zsu_01_co.paa","\cwr2\tanks\cwr2_zsu\data\zsu_02_co.paa","\cwr2\tanks\cwr2_zsu\data\zsu_03_co.paa"}; htMax = 1800; htMin = 60; icon = "\cwr2\general\cwr2\ui\icon_tank_zsu_ca.paa"; incommingMisslieDetectionSystem = 0; insideSoundCoef = 0.8; irScanGround = 0; irScanRangeMax = 10000; irScanRangeMin = 4000; irScanToEyeFactor = 5; lockDetectionSystem = 0; mapSize = 7; maxSpeed = 44; mFact = 1; mfMax = 100; model = "\cwr2\tanks\cwr2_zsu\cwr2_zsu.p3d"; nameSound = "veh_Tank"; picture = "\cwr2\general\cwr2\ui\picture_zsu_ca.paa"; radarType = 4; scope = 2; side = 0; soundArmorCrash[] = {"ArmorCrash0",0.25,"ArmorCrash1",0.25,"ArmorCrash2",0.25,"ArmorCrash3",0.25}; soundBuildingCrash[] = {"buildCrash0",0.25,"buildCrash1",0.25,"buildCrash2",0.25,"buildCrash3",0.25}; soundEngineOffExt[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\ext_off",1,1,250}; soundEngineOffInt[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\int_off",1,1}; soundEngineOnExt[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\ext_start",1,1,300}; soundEngineOnInt[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\int_start",1,1}; soundGear[] = {"",5.6234134e-005,1}; soundGetIn[] = {"ca\SOUNDS\Vehicles\Tracked\Other\int\int-tracked-getin-01",0.56234133,1}; soundGetOut[] = {"ca\SOUNDS\Vehicles\Tracked\Other\ext\ext-tracked-getout-01",0.56234133,1,50}; soundWoodCrash[] = {"woodCrash0",0.25,"woodCrash1",0.25,"woodCrash2",0.25,"woodCrash3",0.25}; tBody = 250; textPlural = "$STR_DN_Tanks"; textSingular = "$STR_DN_Tank"; threat[] = {1.0,0.5,1.0}; type = 1; typicalCargo[] = {}; vehicleClass = "cwr2_group_armor"; wheelCircumference = 2.249; woodCrash0[] = {"\ca\sounds\vehicles\crash\tank_wood_01",0.71,1,200}; woodCrash1[] = {"\ca\sounds\vehicles\crash\tank_wood_02",0.71,1,200}; woodCrash2[] = {"\ca\sounds\vehicles\crash\tank_wood_03",0.71,1,200}; woodCrash3[] = {"\ca\sounds\vehicles\crash\tank_wood_04",0.71,1,200}; weapons[] = {}; magazines[] = {}; class Damage { tex[] = {}; mat[] = { "cwr2\tanks\cwr2_zsu\data\rvmats\zsu_01.rvmat","cwr2\tanks\cwr2_zsu\data\rvmats\zsu_01_damage.rvmat","cwr2\tanks\cwr2_zsu\data\rvmats\zsu_01_destruct.rvmat", "cwr2\tanks\cwr2_zsu\data\rvmats\zsu_02.rvmat","cwr2\tanks\cwr2_zsu\data\rvmats\zsu_02_damage.rvmat","cwr2\tanks\cwr2_zsu\data\rvmats\zsu_02_destruct.rvmat", "cwr2\tanks\cwr2_zsu\data\rvmats\zsu_03.rvmat","cwr2\tanks\cwr2_zsu\data\rvmats\zsu_03_damage.rvmat","cwr2\tanks\cwr2_zsu\data\rvmats\zsu_03_destruct.rvmat" }; }; class Exhausts { class Exhaust1 { position = "vyfuk start"; direction = "vyfuk konec"; effect = "ExhaustsEffectBig"; }; class Exhaust2 { position = "vyfuk start_2"; direction = "vyfuk konec_2"; effect = "ExhaustsEffectBig"; }; }; class HitPoints : HitPoints { class HitLTrack { armor = 0.3; material = -1; name = "pas_L"; passThrough = 0.3; visual = "pas_L"; }; class HitRTrack { armor = 0.3; material = -1; name = "pas_P"; passThrough = 0.3; visual = "pas_P"; }; class HitEngine { armor = 1; material = -1; name = "NEmotor"; passThrough = 0.2; visual = "motor"; }; class HitHull { armor = 0.6; material = -1; name = "telo"; passthrough = 0; visual = "telo"; }; }; class Library { libtextdesc = "The ZSU-23-4 Shilka is a combination of a proven radar system, the chassis of the PT-76 light tank, and four 23 mm cannons. The result of this amalgamation is a vehicle displaying the key assets of mobility, firepower and accuracy."; }; class Sounds { class Engine { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\ext_low",1,1,500}; frequency = "(randomizer*0.05+0.8)*rpm"; volume = "engineOn*camPos*(rpm factor[0.2,1])"; cone[] = {1.75,2,1.5,1.25}; }; class EngineHighOut { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\ext_high",1,1,800}; frequency = "(randomizer*0.15+1.05)*rpm"; volume = "engineOn*camPos*(thrust factor[0.5,1])"; }; class IdleOut { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\ext_idle",1,1,400}; frequency = "1"; volume = "engineOn*camPos*(rpm factor[0.6,0.15])"; }; class NoiseOut { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\ext_noises",1,1,400}; frequency = "1"; volume = "camPos*(angVelocity max 0.04)*(speed factor[4,15])"; }; class ThreadsOutH0 { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\hard",1,1,400}; frequency = "1"; volume = "engineOn*camPos*(1-grass)*((rpm factor[0.3,0.6]) min (rpm factor[0.6,0.3]))"; }; class ThreadsOutH1 { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\hard",1,1,400}; frequency = "1"; volume = "engineOn*camPos*(1-grass)*((rpm factor[0.5,0.8]) min (rpm factor[0.8,0.5]))"; }; class ThreadsOutH2 { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\hard",1,1,400}; frequency = "1"; volume = "engineOn*camPos*(1-grass)*((rpm factor[0.65,0.9]) min (rpm factor[0.9,0.65]))"; }; class ThreadsOutH3 { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\hard",1,1,400}; frequency = "1"; volume = "engineOn*camPos*(1-grass)*((rpm factor[0.8,1.2]) min (rpm factor[1.2,0.8]))"; }; class ThreadsOutH4 { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\hard",1,1,400}; frequency = "1"; volume = "engineOn*camPos*(1-grass)*((rpm factor[1,2]) min (rpm factor[2,1]))"; }; class ThreadsOutS0 { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\soft",1,1,400}; frequency = "1"; volume = "engineOn*camPos*grass*((rpm factor[0.3,0.6]) min (rpm factor[0.6,0.3]))"; }; class ThreadsOutS1 { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\soft",1,1,400}; frequency = "1"; volume = "engineOn*camPos*grass*((rpm factor[0.5,0.8]) min (rpm factor[0.8,0.5]))"; }; class ThreadsOutS2 { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\soft",1,1,400}; frequency = "1"; volume = "engineOn*camPos*grass*((rpm factor[0.65,0.9]) min (rpm factor[0.9,0.65]))"; }; class ThreadsOutS3 { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\soft",1,1,400}; frequency = "1"; volume = "engineOn*camPos*grass*((rpm factor[0.8,1.2]) min (rpm factor[1.2,0.8]))"; }; class ThreadsOutS4 { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\soft",1,1,400}; frequency = "1"; volume = "engineOn*camPos*grass*((rpm factor[1,2.0]) min (rpm factor[2.0,1]))"; }; class Movement { sound[] = {"",1,1}; frequency = "0"; volume = "0"; }; class EngineIn { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\int_high",1,1}; frequency = "0.40+(0.60*rpm)"; volume = "engineOn*(1-camPos)*(rpm factor[0.4,1])"; }; class IdleIn { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\int_idle",1,1}; frequency = "0.70+(0.40*rpm)"; volume = "engineOn*(1-camPos)*(rpm factor[0.6,0.15])"; }; class NoiseIn { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\int_noises",1,1}; frequency = "1"; volume = "(1-camPos)*(angVelocity max 0.04)*(speed factor[4,15])"; }; class ThreadsInH0 { sound[] = {"ca\sounds\Vehicles\Tracked\Other\int\int_diesel_treads_hard_01",1,1}; frequency = "1"; volume = "engineOn*(1-camPos)*(1-grass)*((rpm factor[0.3,0.6]) min (rpm factor[0.6,0.3]))"; }; class ThreadsInH1 { sound[] = {"ca\sounds\Vehicles\Tracked\Other\int\int_diesel_treads_hard_02",1,1}; frequency = "1"; volume = "engineOn*(1-camPos)*(1-grass)*((rpm factor[0.5,0.8]) min (rpm factor[0.8,0.5]))"; }; class ThreadsInH2 { sound[] = {"ca\sounds\Vehicles\Tracked\Other\int\int_diesel_treads_hard_03",1,1}; frequency = "1"; volume = "engineOn*(1-camPos)*(1-grass)*((rpm factor[0.65,0.9]) min (rpm factor[0.9,0.65]))"; }; class ThreadsInH3 { sound[] = {"ca\sounds\Vehicles\Tracked\Other\int\int_diesel_treads_hard_04",1,1}; frequency = "1"; volume = "engineOn*(1-camPos)*(1-grass)*((rpm factor[0.8,1.2]) min (rpm factor[1.2,0.8]))"; }; class ThreadsInH4 { sound[] = {"ca\sounds\Vehicles\Tracked\Other\int\int_diesel_treads_hard_05",1,1}; frequency = "1"; volume = "engineOn*(1-camPos)*(1-grass)*((rpm factor[1,2.0]) min (rpm factor[2.0,1]))"; }; class ThreadsInS0 { sound[] = {"ca\sounds\Vehicles\Tracked\Other\int\int_diesel_treads_soft_01",1,1}; frequency = "1"; volume = "engineOn*(1-camPos)*grass*((rpm factor[0.3,0.6]) min (rpm factor[0.6,0.3]))"; }; class ThreadsInS1 { sound[] = {"ca\sounds\Vehicles\Tracked\Other\int\int_diesel_treads_soft_02",1,1}; frequency = "1"; volume = "engineOn*(1-camPos)*grass*((rpm factor[0.5,0.8]) min (rpm factor[0.8,0.5]))"; }; class ThreadsInS2 { sound[] = {"ca\sounds\Vehicles\Tracked\Other\int\int_diesel_treads_soft_03",1,1}; frequency = "1"; volume = "engineOn*(1-camPos)*grass*((rpm factor[0.65,0.9]) min (rpm factor[0.9,0.65]))"; }; class ThreadsInS3 { sound[] = {"ca\sounds\Vehicles\Tracked\Other\int\int_diesel_treads_soft_04",1,1}; frequency = "1"; volume = "engineOn*(1-camPos)*grass*((rpm factor[0.8,1.2]) min (rpm factor[1.2,0.8]))"; }; class ThreadsInS4 { sound[] = {"ca\sounds\Vehicles\Tracked\Other\int\int_diesel_treads_soft_05",1,1}; frequency = "1"; volume = "engineOn*(1-camPos)*grass*((rpm factor[1,2.0]) min (rpm factor[2.0,1]))"; }; }; class SoundEvents { class AccelerationIn { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\int_acc",1,1}; limit = 0.15; expression = "engineOn*(1-camPos)*2*gmeterZ*((speed factor[0.5,5]) min (speed factor[5,0.5]))"; }; class AccelerationOut { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\ext_acc",1,1,50}; limit = 0.15; expression = "engineOn*camPos*2*gmeterZ*((speed factor[0.5,5]) min (speed factor[5,0.5]))"; }; }; class SpeechVariants { class Default { speechSingular[] = {"veh_Tank"}; speechPlural[] = {"veh_Tanks"}; }; class EN: Default{}; class CZ { speechSingular[] = {"veh_Tank_CZ"}; speechPlural[] = {"veh_Tanks_CZ"}; }; class CZ_Akuzativ { speechSingular[] = {"veh_Tank_CZ4P"}; speechPlural[] = {"veh_Tanks_CZ4P"}; }; class RU { speechSingular[] = {"veh_Tank_RU"}; speechPlural[] = {"veh_Tanks_RU"}; }; }; class Turrets : Turrets { class MainTurret : MainTurret { discreteDistance[] = {100,200,300,400,500,600,700,800,900,1000}; discreteDistanceInitIndex = 5; forceHideGunner = 0; gunnerAction = "ZSU_GunnerOut"; gunnerInAction = "ZSU_Gunner"; gunnerOpticsEffect[] = {"TankGunnerOptics1","OpticsBlur2","OpticsCHAbera2"}; gunnerOpticsModel = "\ca\weapons\2dscope_ruaa8"; gunnerOutOpticsModel = ""; maxElev = 57; //85 maxTurn = 360; memoryPointGun[] = {"chase01","chase02","chase03","chase04"}; minElev = -4.5; minTurn = -360; soundServo[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\turret",1,1,100}; turretInfoType = "RscWeaponRangeZeroing"; weapons[] = {"cwr2_AZP85"}; magazines[] = {"cwr2_2000Rnd_23mm_AA","2000Rnd_23mm_AZP85"}; class ViewOptics { initAngleX = 0; initAngleY = 0; initFov = 0.2; maxAngleX = 30; maxAngleY = 100; maxFov = 0.2; minAngleX = -30; minAngleY = -100; minFov = 0.058; visionMode[] = {"Normal","NVG"}; }; class Turrets : Turrets { class CommanderOptics : CommanderOptics { body = "ObsTurret"; gun = "ObsGun"; gunBeg = "gun_muzzle"; gunEnd = "gun_chamber"; gunnerAction = "ZSU_CommanderOut"; gunnerInAction = "ZSU_Commander"; gunnerOpticsEffect[] = {"TankCommanderOptics1"}; gunnerOpticsModel = "\ca\weapons\2dscope_com1"; gunnerOutOpticsModel = ""; initElev = 0; initTurn = 0; maxElev = 60; maxHorizontalRotSpeed = 2.0; maxTurn = 360; maxVerticalRotSpeed = 2.0; minElev = -10; minTurn = -360; outGunnerMayFire = 0; startEngine = 0; class ViewOptics : ViewOptics { initFov = 0.111; minFov = 0.111; maxFov = 0.111; visionMode[] = {"Normal","NVG"}; }; }; }; }; }; #include "\cwr2\_templates\transportmagazines_apc_east.h" }; }; class CfgNonAIVehicles { class ProxyCrew; class ProxyCommander; class ProxyDriver; class ProxyGunner; class ProxyCargo; class ProxyZSUCommander : ProxyCommander {}; class ProxyZSUDriver : ProxyDriver {}; class ProxyZSUGunner : ProxyGunner {}; class ProxyZSUCommanderOut : ProxyCommander {}; class ProxyZSUDriverOut : ProxyDriver {}; class ProxyZSUGunnerOut : ProxyGunner {}; }; 1 Share this post Link to post Share on other sites
Kalkhin 0 Posted December 23, 2015 Units from British Armed Forses can be repainted by setObjectTexture. Is it possible to do it with units from the original Arma2 ( USMC, RU, CDF, INS) ? Share this post Link to post Share on other sites
himikus 0 Posted December 23, 2015 After the update in the Dayz mod Epoch not operate correctly guided hellfire missiles and other. The shooter dont can lock a target for aiming. Correct this problem Share this post Link to post Share on other sites
PiZZADOX 47 Posted December 23, 2015 call BIS_fnc_spawnGroup does not work, It is failure Corepack? Are you defining a type of group as set out in the defines, or are you randomizing unit count or alternatively using an array of unit classnames? neither of the two latter options work, this is a well known reported error on the tracker. For now only use the group configfile define. It works with this version of corepatch and the latest beta. Share this post Link to post Share on other sites
Guest Posted December 24, 2015 I want to thankyou BI and the CorePatchTeam. I'm a long time Epoch and DayZ "mod changing" developer, and recently i'm thinking in do my own mod because the mods i worked have overchanged things. My mod will be simple and effective and will use the original game features and behavior allways when possible. Remove Zeroing from the DMR was a wrong step. Good to know it's coming back. The problem with the tiny miniguns angles was reverted, ok, it was needed. I believe this was a problem of information source. If the information is not safe, better not to implement it. But if you have the correct information, why not patch? Arma 2 OA, unlike Arma 3, is based on real world. So it's more the case of consulting real data (A2) than discuss what is better (A3). If mods entered in the danger area of overchange the game, it's not something mandatory for the game DEV and third part DEV's. For sure, if DEVs are kind enough to try to make things mod friendly when possible, this woud be more than marvelous. Mods need to have a big link to the original game. About the SUV with 20000 slots, and the Small Medic Box with thousands slots: If moders uses a broken feature of the game as a feature of their mods need to know this can be fixed on game side someday. Share this post Link to post Share on other sites
helpthedeadwalk 0 Posted December 24, 2015 Thanks for getting the hotfix out so quickly. I run an arma2OA/DayZMod server (with minimal mods) so most of these changes did not affect us. We did immediately see the DMR changes and the huey/mi17 gun changes. All is good now. Right around the same time, we're seeing MedBox0 disappear when players get close. Could this be related to one of the changes done? Share this post Link to post Share on other sites
helpthedeadwalk 0 Posted December 24, 2015 One more thing - When a heli crashes or a vehicle explodes, the people near it see the crash, explosion, whatever. If you come into the area afterward you generally see a wall of fire or smoke. Looks cool, but definitely different. Again, I'm running an arma2oa/dayzmod/mods so I know its a side affect if anything. Share this post Link to post Share on other sites
8LacK5naK3 192 Posted December 24, 2015 I`m thinking the heli mounted door guns could use a limit for the vertical only. Perhaps limiting it to the 1.5 degrees above horizontal. Right now for example - in the chinook, you can clearly see the huge upward angle of the M134 would shear off around 10 feet of the fore blades if you pulled the trigger. Plenty good reasons in a heli why you don`t want to even slightly risk anything "trimming" the blades. Share this post Link to post Share on other sites
OMAC 254 Posted December 25, 2015 ^ ^ I agree, but at least firing with gun at maximum elevation doesn't damage the blades while they're spinning. Share this post Link to post Share on other sites
Hork 2 Posted December 25, 2015 I am totally new here but.... The dev is asking someone here in the forum about the specifications on weapons or equipment? This is a very scary situation to be honest, every single piece of equipment on planet earth has a manual with the exact specifications. Have I entered the Twilight Zone? Please read the damn manual and do not rely on a forum post. Share this post Link to post Share on other sites
opusfmspol 282 Posted December 25, 2015 Today I encountered the issue of no servers appearing, they appeared once but after changing the filter they wouldn't appear at all, even when filters were cleared. I resolved the issue though: 1) Deleted BattlEye files from the A2 and OA steam game files. (I noticed their file dates were before the patch.) 2) Verified integrity of cache on A2. Files downloaded. 3) Launched A2, then closed it. 4) Verified integrity of cache on OA. Files downloaded. 5) Launched OA The servers reappeared and the filter worked fine after that. Still running on Beta. Share this post Link to post Share on other sites
Peregrine1987 9 Posted December 26, 2015 Hello everyone,I've been busy over the last few days sorting out some of the realistic zero values for weapons. Some in game I know can be zeroed, but I am being really careful due to US ITAR laws. I have to make sure to stay within them, which is why I have been quiet over the last few days, and because I'm working with Shatten on some very diverse gear, some of which hasn't been used by the US Military in over 10 years. (Manuals can be hard to find)Will keep you all updated. 3 Share this post Link to post Share on other sites
opusfmspol 282 Posted December 26, 2015 Hello everyone, I've been busy over the last few days sorting out some of the realistic zero values for weapons. Some in game I know can be zeroed, but I am being really careful due to US ITAR laws. I have to make sure to stay within them, which is why I have been quiet over the last few days, and because I'm working with Shatten on some very diverse gear, some of which hasn't been used by the US Military in over 10 years. (Manuals can be hard to find) Will keep you all updated. This is wisdom and brings up a very, very good point; nobody should risk any country's laws to improve realistic 'realism' for the game. https://en.wikipedia.org/wiki/Bohemia_Interactive#Staff_arrest_on_Lemnos Due to such laws, certain things can only be expected to reach a more 'realistic' WIKI (What I Know Is) level... i.e. real use field experience, and not much more. Share this post Link to post Share on other sites
eggbeast 3684 Posted December 26, 2015 We have the benefit of a whole bunch of ex mil players from both sides of the iron curtain. Much of their knowledge and experience has shaped our mod packs over the years. None of what we put in could not be found in the public domain if u looked hard enough. And this is the acid test for espionage cases. Share this post Link to post Share on other sites
Noma 8 Posted December 27, 2015 Can developers make a .pbo file which disable corepatch or make a standalone patch without him? We need only tech. part for server (it's very hard to rework about 300+ .pbo files for rewriting corepatch changes). Please!!! Share this post Link to post Share on other sites
opusfmspol 282 Posted December 27, 2015 Noma, have you tried the suggestion from this post by eggbeast, or did it not help? https://forums.bistudio.com/topic/186695-a2a2oa-patch-18122015/page-9#entry2953906 Share this post Link to post Share on other sites
Schatten 290 Posted December 27, 2015 Can developers make a .pbo file which disable corepatch or make a standalone patch without him? We need only tech. part for server (it's very hard to rework about 300+ .pbo files for rewriting corepatch changes). Please!!! Let's not cry and will improve the game and mods. Share this post Link to post Share on other sites
theduke77 17 Posted December 27, 2015 Let's not cry and will improve the game and mods. again with the insults. saying players are crying ... are you starting to realize that most of community did not like this update, and because you are "volunteer" devs you don't like the criticism. If thats the case then i suggest you look for another hobby. Have you forgotten that the mods have made arma 2...have you forgotten that 90% of players have never played the arma game itself. Have you forgotten that GTA has better "realism" than arma has in alot of parts. Have you realiszed that Arma 3, has been out for a couple years now. Why Forcefully update a game, the core game, when hundreds if not thousands of mods exist for that game. Those mods were coded based on core variables in arma 2. You changed those core variables.. Why??? for cosmetic and realism "issues" that only a few of you it was actually bothering. The guys you said was crying... is pleading that the "devs" release their so called corepatch to be a option. How is that crying. You really need to step back and think what you guys are really doing to the community. My RPT is full of spam now since this update. GG "devs" Share this post Link to post Share on other sites