Kalkhin 0 Posted January 11, 2016 Let's talk about Vintorez. Now we can switch from optical to mechanical sight. Zeroing on optics made good, but zeroing in the mechanical sights is not good. For example: Zeroing AK-74: 100,200,300,400,500 etc. Zeroing Vintorez: 100,150,200,220,250,270,300,320,350,370 etc. The iron sight is used for infighting and there speed is everything. If there is a need to switch the range from 200 to 300, you must press the button four times. This is extremely inconvenient !!! Also, Arma2 have wrong metric system and the difference of 20-30 meters is minor. Maybe this zeronig used in life, but in the game it is not convenient and meaningless. It is not necessary to complicate the game, for this is the modification ACE2 and others. Please, review the zeroing on Vintorez for simplicity. Share this post Link to post Share on other sites
Schatten 287 Posted January 11, 2016 Kalkhin, here is photo of Vintorez ironsight: http://spec-naz.org/armory/sniper_rifles/vss_special_sniper_rifle_quot_vintorez_quot/.Also in the game is quite difficult to hit target from 150-200m, so not all distances will be used. 1 Share this post Link to post Share on other sites
Kalkhin 0 Posted January 11, 2016 But the default zeroing on the guns was 300 meters. All fired from 300 meters and more... for example AK-74 has no opticalsight, but it does not limit the range of the shoоt. If not all distances will be used, why zeroing AK-74 is from 100 to 1000 meters? This means that people are shooting at 1000 meters too. You made zeroing from real life, but they are not suitable for gameplay. The arguments I have given in the report before. Share this post Link to post Share on other sites
Schatten 287 Posted January 11, 2016 But the default zeroing on the guns was 300 meters. All fired from 300 meters and more...Default zeroing for silenced weapons is 100m (e. g. Mk 17 Sniper SD). If not all distances will be used, why zeroing AK-74 is from 100 to 1000 meters? This means that people are shooting at 1000 meters too. You made zeroing from real life, but they are not suitable for gameplay. Yes, I did. I think that it's not much impact on gameplay since hit target at that distance is extremely difficult. 1 Share this post Link to post Share on other sites
eggbeast 3673 Posted January 12, 2016 in Rangemaster mod we made these zeroing standards, in case it helps: We do not set zeroing to 100m just because it has a subsonic round! 9x19mm e.g. mp5/M9 zeroing fixed at 50m shotguns zeroing fixed at 50m 9x39mm e.g. vintorez zeroing set at 200m, ranges 100,200,300,400 (400m is max for this weapon) 5.56x45mm e.g. M4 zeroing set at 200m, ranges 100,200,300,400,500, 600, 700, 800 (800m is max effective range for this weapon) 5.45x39mm e.g. AK74 zeroing set at 200m, ranges 100,200,300,400,500, 600, 700, 800 (800m is max effective range for this weapon) 7.62x39mm e.g. AKM/ SKS zeroing set at 200m, ranges 100,200,300,400,500, 600, 700, 800 (800m is max effective range for this weapon) 7.62x51mm e.g. DMR/M240 zeroing set at 300m, ranges 100,200,300,400,500, 600, 700, 800, 900, 1000, 1100, 1200 (1000m is max effective range for this weapon, but MGs can shoot CONSIDERABLY further in fire support role) 7.62x54mm e.g. SVD/PKM zeroing set at 300m, ranges 100,200,300,400,500, 600, 700, 800, 900, 1000, 1100, 1200 (1000m is max effective range for this weapon, but MGs can shoot further in fire support role) 8.58x71mm e.g. L115A3 zeroing set at 300m, ranges 100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200,1300 ,1400, 1500, 1600 (despite extreme example of shooting out to 2.4km! ) (.338 lapua) 127x99mm e.g. M107/M2 zeroing set at 300m, ranges 100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200,1300 ,1400, 1500, 1600, 1700, 1800, 1900, 2000, 2100, 2200 (many examples of shooting 50cal out to 2km+) 127x108mm e.g. KSVK/Dshk zeroing set at 300m, ranges 100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200,1300 ,1400, 1500, 1600, 1700, 1800, 1900, 2000, 2100, 2200 (many examples of shooting 50cal out to 2km+) 1 Share this post Link to post Share on other sites
Horus 83 Posted January 12, 2016 Error in A2 SP missions Share this post Link to post Share on other sites
Dwarden 1125 Posted January 12, 2016 @Horus is that on the beta version of OA CP or stable ? (I mean A2CO or pure A2 ?) Share this post Link to post Share on other sites
Horus 83 Posted January 12, 2016 A2CO beta with all DLC. Share this post Link to post Share on other sites
goliath86 11 Posted January 12, 2016 Error in A2 SP missions Trial By Fire: crewman: Getting out while IsMoveOutInProgress Error in expression <ssGroup", _objectsPositions, true] call BIS_fnc_sceneSetObjects}; BIS_fitnessg> Error position: <BIS_fnc_sceneSetObjects}; BIS_fitnessg> Error Undefined variable in expression: bis_fnc_scenesetobjects File ca\missions\scenarios\sp_trialbyfire.utes\fitnessgroup.sqf, line 13 Error in expression <; _recompile = (count _this) > 0; if (BIS_fnc_init && !_recompile) exitwith {t> Error position: <BIS_fnc_init && !_recompile) exitwith {t> Error Undefined variable in expression: bis_fnc_init File ca\Modules\Functions\init.sqf, line 28 Eye For Eye: Error in expression <; _recompile = (count _this) > 0; if (BIS_fnc_init && !_recompile) exitwith {t> Error position: <BIS_fnc_init && !_recompile) exitwith {t> Error Undefined variable in expression: bis_fnc_init File ca\Modules\Functions\init.sqf, line 28 Error in expression <_localExec"]; _localExec = false; if ((_targetScript == "loc") || (_targetScrip> Error position: <_targetScript == "loc") || (_targetScrip> Error Undefined variable in expression: _targetscript Error in expression <lExec = false; _persistent = false; if (_targetScript == "loc") then {_localExec> Error position: <_targetScript == "loc") then {_localExec> Error Undefined variable in expression: _targetscript Error in expression <d = random 1; _nic = [objNull, objNull, rSETOVERCAST, 0, _rnd] call RE; }; { _x> Error position: <rSETOVERCAST, 0, _rnd] call RE; }; { _x> Error Undefined variable in expression: rsetovercast File ca\missions\scenarios\SP_EyeForEye.Chernarus\initJIPcompatible.sqf, line 31 Error in expression <> 1} count units mainGrp > 0 || {damage _x > 0} count (units group reinf01) + (u> Error position: <_x > 0} count (units group reinf01) + (u> Error Undefined variable in expression: _x File ca\missions\scenarios\SP_EyeForEye.Chernarus\missionFlow.sqf, line 273 Error in expression <units group reinf02) + [car02, truck02, truck03] > 0}; {unAssignVehicle _x; [_x]> Error position: <truck03] > 0}; {unAssignVehicle _x; [_x]>File ca\missions\scenarios\SP_EyeForEye.Chernarus\missionFlow.sqf, line 273 Error in expression <> 1} count units mainGrp > 0 || {damage _x > 0} count (units group reinf01) + (u> Error position: <_x > 0} count (units group reinf01) + (u> Error Undefined variable in expression: _x File ca\missions\scenarios\SP_EyeForEye.Chernarus\missionFlow.sqf, line 273 Error in expression <units group reinf02) + [car02, truck02, truck03] > 0}; {unAssignVehicle _x; [_x]> Error position: <truck03] > 0}; {unAssignVehicle _x; [_x]> Error Undefined variable in expression: truck03 File ca\missions\scenarios\SP_EyeForEye.Chernarus\missionFlow.sqf, line 273 Error in expression <tIn FALSE} forEach (crew truck02 + crew truck03 - [driver truck02, driver truck0> Error position: <truck03 - [driver truck02, driver truck0> Error Undefined variable in expression: truck03 File ca\missions\scenarios\SP_EyeForEye.Chernarus\missionFlow.sqf, line 274 Those errors have been fixed time ago. Are you on beta branch of A2:OA AND EVEN A2? Share this post Link to post Share on other sites
Horus 83 Posted January 12, 2016 @goliath86 yes .. I use beta for both Counterattack error: Village sweep errors: Share this post Link to post Share on other sites
OMAC 254 Posted January 13, 2016 Village Sweep is completely clean for me after about 2-3 minutes playing mission. Nothing in RPT whatsoever. Using A2CO with OA and A2 on stable branch. ----- But I am getting this error (again) with Bear Rising, which I reported earlier, and had thought no longer occurred. I guess I was mistaken. The error pops up on-screen during briefing. Warning Message: Script CorePatch\CorePatch_WF\Scripts\Server\Server_UpdateAirport.sqf not found Besides that, Bear Rising is clean after a few minutes playing mission. ------ Eye For An Eye and Trial By Fire are both completely clean for me. God those are awesome missions. Share this post Link to post Share on other sites
opusfmspol 280 Posted January 13, 2016 The "Bear Rising" mission.sqm has an airport object which is attempting to execVM the CorePatch_WF\Scripts\Server\Server_UpdateAirport.sqf. But the WF updates are in the WF module now. The mission's airport object needs to be set to execVM on the WF module script again. Share this post Link to post Share on other sites
Hork 2 Posted January 13, 2016 Hi Lot of my clanmembers and members of our alied clan, started to have one really annoing issue lately and iam not sure if it couldnt be caused by the patch. The issue is that they cannot join any servers including my, because theyr battle eye failed to instal (or something like that) the temporary solution is, to uninstall battleeye remove all traces of battleeye from the computer and then verify gamechache from steam and instal battleeye again. Worst thing is, they have to go trough this procedure almost every time they try to connect to a server. Reinstalling battleye four times a day becomes tiresome after some time. Iam not having the issue, so i cant get more detail. Were they using a launcher? I had the same problems when launching the game using PlayWith6.. It was like BattleEye tried to update or cant launch from there and also caused an issue where I cannot connect to any server with any method. ANY method LOL. I believe it could be a mod or launcher related problem, perhaps ACE mod? or the PlayWith6 launcher? The reason I think it could be the issue is because deselecting the mods in the menu did nothing and also many were not showing up. I wanted to disable them all and see if any servers showed up with no mods enabled, no luck there but I did find a quicker fix than reinstalling battleeye. If I used a shortcut with a parameter that only launched a single different mod, the other mods appeared in the list and deselecting them now worked. After all that garbage, launching the game from steam allowed battleeye to do an update and launch, and then servers reappeared. Share this post Link to post Share on other sites
Mirek 166 Posted January 13, 2016 As far as know PWS is completely broken after last week´s update. For testing the patch launch from Steam, or rolback to earlier version of PWS. That worked for me, and my Clan. Share this post Link to post Share on other sites
eggbeast 3673 Posted January 13, 2016 us too mirek this is my older pws in case anyone here needs it http://server.elite-warriors.co.uk/eggbeast/docs/PwS-Setup.exe Share this post Link to post Share on other sites
eggbeast 3673 Posted January 13, 2016 ^ ^ I have wondered about those optics differences as well. It would be great if fine zooming was made possible for those vehicles, unless the "hold button" zooming is intended for some reason. The wheeled_apc base class appears to have something set in the core config that forces the gun zoom to have no memory, whereas the tracked_apc class has memory, so you can let go of the key and it stays where it is. I have looked into all of the released materials from BIS and there is nothing available in their content that we can change to affect this. I imagine if we inherited the brdm2 vehicle from wheeled_apc (which would then break everything else) the optics would have the memory! there is some undocumented entry in the wheeled_apc vs tracked_apc mainturret config that affects this - only BIS devs can answer the question. the vodnik_hmg even uses the same modeloptics, viewoptics and turret movement values of the bmp2! Share this post Link to post Share on other sites
Schatten 287 Posted January 13, 2016 there is some undocumented entry in the wheeled_apc vs tracked_apc mainturret config that affects this - only BIS devs can answer the question.It is sadly. BTW, thanks for investigation! Share this post Link to post Share on other sites
Hork 2 Posted January 13, 2016 As far as know PWS is completely broken after last week´s update. For testing the patch launch from Steam, or rolback to earlier version of PWS. That worked for me, and my Clan. us too mirek this is my older pws in case anyone here needs it http://server.elite-warriors.co.uk/eggbeast/docs/PwS-Setup.exe Thank you very much for the information, and the link.. I was still using PWS to download a few mods but yeah it seems broken for launching. For me it caused battleeye to not initialize even after changing to steam or other shortcut or launcher. Also for some reason not all my mods were displaying in the menu, ones that were enabled and could not disable LOL. For example when I went to uncheck all of them, CBA showed in the list but not all the ACE mods, disabling CBA but not ACE or ACEX caused game crash issues so it really gave me a headache. I do have one suggestion to the core patch team, I am new so forgive me if it has been suggested many times. I had errors about missing config scripts until Mirek pointed out some mods and even missions like Takistan Life often use some ACR files. Downloading the ACR lite helped, I just think that should be included with combined ops like BAF and PMC lite are added by default or automatically. Thanks again, this community is very helpful.. Share this post Link to post Share on other sites
Horus 83 Posted January 13, 2016 I delete corepatch.pbo, corepatch2.pbo, modules_e.pbo and corepatch2.pbo then re-download, verified game cashe and all previous errors have disappeared :) @Core Patch team sorry for false alarm and thanks for your dedication :icon_eek: Share this post Link to post Share on other sites
eggbeast 3673 Posted January 14, 2016 ACR Lite is a patch for both Arma 2 and Operation Arrowhead. This is why it was never included in the game patch before. because always there was a a2 and a a2oa patch separately, for people who own one but not the other. Share this post Link to post Share on other sites
Peregrine1987 9 Posted January 15, 2016 Sorry for being gone for so long, I was struck by the Drama Llama over the holidays (family stuff)I want to say to everyone who has helped update and keep ArmA 2 alive, thanks!I have a quick request / question though.Would it be possible to make the Towing Tractor actually tow aircraft? I know there is a script out there that allows this, but it's not a stock option as far as I know. (I've tried to use that thing, and it' can't tow aircraft, but I've seen Youtube video of people doing it with scripts.)On that note, would be also nice to know if we could be able to open the C130's rear hatch and HALO out of it. (You can walk up to the Mi-24 and open her troop compartment hatches, and do it on the Merlin for the BAF) I know it can be done, but again, that's in scripts, and until I'm better at that stuff, I don't mess with it. (Don't want to break things until I know what I'm looking at.)Anyway, I'm back around, and I'll get to work on those messages I received. Have a great week everyone! Share this post Link to post Share on other sites
Hork 2 Posted January 18, 2016 Great ideas! I also had a request or idea that I know is possible with scripting, it would be much more realistic if we could shoot from vehicles.. Something like this video.. Share this post Link to post Share on other sites
dreadpirate 173 Posted January 19, 2016 Great ideas! I also had a request or idea that I know is possible with scripting, it would be much more realistic if we could shoot from vehicles.. Something like this video.. Sorry for being gone for so long, I was struck by the Drama Llama over the holidays (family stuff) I want to say to everyone who has helped update and keep ArmA 2 alive, thanks! I have a quick request / question though. Would it be possible to make the Towing Tractor actually tow aircraft? I know there is a script out there that allows this, but it's not a stock option as far as I know. (I've tried to use that thing, and it' can't tow aircraft, but I've seen Youtube video of people doing it with scripts.) On that note, would be also nice to know if we could be able to open the C130's rear hatch and HALO out of it. (You can walk up to the Mi-24 and open her troop compartment hatches, and do it on the Merlin for the BAF) I know it can be done, but again, that's in scripts, and until I'm better at that stuff, I don't mess with it. (Don't want to break things until I know what I'm looking at.) Anyway, I'm back around, and I'll get to work on those messages I received. Have a great week everyone! As I understand it, the purpose of these patches is to fix config and scripting errors with A2 & OA, not to add new features that didn't exist in the original games..... Share this post Link to post Share on other sites
Hork 2 Posted January 19, 2016 As I understand it, the purpose of these patches is to fix config and scripting errors with A2 & OA, not to add new features that didn't exist in the original games..... They attempted to fix some things and make the game more realistic, like adding zeroing to more rifles and adjusting the firing radius on mounted guns. Being able to tow aircraft and do airborne operations from the C-130 would be realistic, as well as being able to shoot from passenger vehicles that dont have windows.. For example a well known military tactic is to employ snipers from helicopters. It is even an event at the annual warrior competition. Share this post Link to post Share on other sites
dreadpirate 173 Posted January 19, 2016 They attempted to fix some things and make the game more realistic, like adding zeroing to more rifles and adjusting the firing radius on mounted guns. Being able to tow aircraft and do airborne operations from the C-130 would be realistic, as well as being able to shoot from passenger vehicles that dont have windows.. For example a well known military tactic is to employ snipers from helicopters. It is even an event at the annual warrior competition. I'm not saying these ideas are bad or wrong, I'm just saying they go beyond the scope of what these patches are meant to achieve. Adding zeroing to guns requires modifying a few lines of a config file, adding towing or firing from vehicles requires hundreds of lines of code, new animations, etc. 1 Share this post Link to post Share on other sites