Laid3acK 79 Posted September 11, 2016 I have a ballistic calculator app for android. there is a editing function (create new bulllet class and e t.c). https://github.com/acemod/ACE3/blob/master/extras/CfgAmmoReference.hpp Can I use this data to import in my app( in metrical) or it is only in game ace3 data? For the vanilla Arma3's rifles, the Advanced Ballistics module enabled and Strelok Pro, you have many informations for each bullet (caliber, mass, temperature muzzle velocity shifts) and the rifles' twist rate if you open the range card in game. You have the ballistic coefficient, his drag model and the bullet length for each vanilla bullet here : https://github.com/acemod/ACE3/blob/master/addons/ballistics/CfgAmmo.hpp Please, respect the units in Strelok Pro, grains is grains, not grams, same for inches (not millimeters), Strelok Pro includes a unit converter if necessary. EDIT : with the Advanced Ballistics module enabled, don't forget the correct latitude for each map here : https://github.com/acemod/ACE3/blob/master/addons/common/functions/fnc_getMapData.sqf Have a nice day and a good game. :) Share this post Link to post Share on other sites
Devastator_cm 434 Posted September 11, 2016 As written in the documentation: But I am doing that already. When I do export from editor it creates already pbo file. So the images should be already inside the file aren't they? Vanilla export is not working in that way? Do I need a new tool to create PBOs or how? Share this post Link to post Share on other sites
jonpas 294 Posted September 11, 2016 But I am doing that already. When I do export from editor it creates already pbo file. So the images should be already inside the file aren't they? Vanilla export is not working in that way? Do I need a new tool to create PBOs or how? Can you provide a screenshot of your module settings? Share this post Link to post Share on other sites
easyeb 137 Posted September 11, 2016 Official Horus AtragMx manuel, page 32 and 33 :https://github.com/acemod/ACE3/blob/master/extras/manual_Horus_ATrag-v385.pdf Degrees in-game with the protractor, a laser designator or the Vector. :)[/quoteThanks! Share this post Link to post Share on other sites
Devastator_cm 434 Posted September 11, 2016 can someone tell me how to put a box inside c130?I tried this in the init section but getting errorloadcargo [box, c130, false]; Share this post Link to post Share on other sites
robert31178 100 Posted September 12, 2016 I need help - I asked before and didn't see a response. When using RHS and also the ace compatibility files how exactly do I set them up? I have both mods and both are activated but I still get errors. Is there some .pbo shuffling that I need to be doing ebtween the mods? ~S Share this post Link to post Share on other sites
Devastator_cm 434 Posted September 12, 2016 I need help - I asked before and didn't see a response. When using RHS and also the ace compatibility files how exactly do I set them up? I have both mods and both are activated but I still get errors. Is there some .pbo shuffling that I need to be doing ebtween the mods? ~S I had the same issue at the beginning. Did you download the rhs from armaholic? I think the zip there has a problem. Download the RHS from their website and then create a new folder, i.e. @ace3_RHS then create a subfolder under that called addons. When it is ready copy the optional ace 3 rhs files inside that addons folder (ace_compat_rhs_afrf3.pbo, ace_compat_rhs_afrf3.pbo.ace_3.6.2.0-2f73271d.bisign,ace_compat_rhs_usf3.pbo, ace_compat_rhs_usf3.pbo.ace_3.6.2.0-2f73271d.bisign) When you start the game also activate this new @ace3_rhs and all should work. At least works by me in that way :) Share this post Link to post Share on other sites
Devastator_cm 434 Posted September 12, 2016 Can you provide a screenshot of your module settings? Share this post Link to post Share on other sites
jonpas 294 Posted September 13, 2016 I assume your images are placed in root of the mission folder? Send me the mission folder and pbo over PM, I can take a look at it. Share this post Link to post Share on other sites
easyeb 137 Posted September 13, 2016 Yo dudes. Is it possible to have ir strobes attached to AI units at mission start? Cheers Share this post Link to post Share on other sites
acemod 312 Posted September 13, 2016 ACE3 Version 3.7.0 releasedRequires CBA Version 3.0.0 or later.Download: GithubChange Log Summary ADDED: Add Advanced Throwing (#3477, #4318, #4313) Add ACE_isBelt for DLC/Expansion magazines (#4246) Add Advanced Fatigue (#4321) Add BlueForceTracking filtering via an object variable (#4196) Add Chemlight Enhancements (#3921) Add Hiddenselection camo to bodybag for Retexturing (#4276) Add Medical AI (#4311) Add Tripflare (#4152) Add UI framework and update feature documentation (#4251) Add additional cargo and dragging for crates (#4129) Add definable classname for Spare Barrel (#4121) Add dogtags $PBOPREFIX$ and Improve function headers (#4221) Add explosive devices to missing units, close #4181 (#4191) Add interaction action on demand (#4079) Add log file and line numbers for warnings/errors/debug msgs (#4172) Add make hearing component compatible with glasses (#4166) Add missing semi-colon (#4180) Add option for fade nametags towards screen border (#4316) Add paradrop crates from helicopter or plane cargo (#2468) Add port ACE2 incendiary grenades (#4109) Add port AGM cook off (#4116) Add realistic weights (#3868) Add rearm, refuel and repair actions for RHS vehicles (#4230) Add spare barrel to VA in 1.64 (#4328) CHANGED: Change Allow inheritance for addActionToClass (#4272) Change Bundle fire damage into larger chunks (#4223) Change Cache config UI (#4234) Change Convert common to CBA hashes (#4188) Change Convert finger to CBA hashes (#4183) Change Convert laser to CBA hashes (#4186) Change Convert map-gestures to CBA hashes (#4187) Change clear reviveState when calling setUnconscious (#4258) Change deprecate ACE hash functions in favor of CBA versions (#4171) Change deprecate sort function (#4169) Change lower wirecutter item mass (#4209) Change reenable pickup action, because related bug has been fixed (#4175) Change skip DLL check on non-windows machines (#4254) Change Increase blood bag flow rate for basic medical (#4306) Change Increase defuse range for underwater mines (#4195) Update RHS compat for 0.4.1.1 (#4142) Update compat_rhs_usf3 (Weapons/Ammo) (#4028) Tagging Framework and Improves (#4146) IMPROVED: Improve SSN hash (#4089) Improve createVehicle(Local) performance consideration description (#4212) Improve creation time of house actions dummy (#4159) Improve interaction position for air units. (#4285) Improve stringRemoveWhitespace function header (#4218) Improve use GVAR Macro Where Applicable (#4137) Improve use createSimpleObject for medical litter (#4197) Improve use pushBackUnique in Tags cache (#4249) Improve Minor cleanup of fired EH listeners (#4155) Improve Minor optimizations using private, params, and isEqualType (#4323) Improve Minor private variable fixes (#4300) Improve Minor tweaks to medical (#4202) FIXED: Fix bug which would cause unecessary echo network traffic (#4242) Fix disable frag for shells that end in water (#4136) Fix don't run animChanged event on all units in dragging (#4203) Fix javelin fire block not being removed (#4228) Fix missing zeroing UI on vehicles without FCS (#4232) Fix null ace_player from early call to addPlayerEH (#4289) Fix objectEvent method (#4267) Fix refuel not respecting time acceleration and pause (#4140) Fix repair cargo not added to zeus created objects (#4201) Fix spectator map click not changing cam pos (#4151) Fix static weapons not being loadable in cargo (#4205) Fix tagging cstring (#4226) Fix terrain LOS check for vehicles with low getPos (#4130) Fix the captive module from creating attributes when not needed (#4213) Fix track repair selection placement (#4198) Fix wrong config path in FUNC(calculateMass) (#4225) Fix Heal hitpoint after bandage sets bodyPartStatus (#4216) REMOVED: Remove deprecated functions (#4185) Remove some broken functions (#4170) Remove superfluous requiredAddons in hearing (#4277) DOCUMENTATION: Fix Cargo Framework title numbering (#4149) Fix Events Framework documentation 3.1 section (#4266) Remove never-merged rearm feature and framework documentation (#4263) Streamline closing points on wiki pages (#4269) Update coding guidelines (#4139) Update dragging framework wiki (#4143) Update medical feature doc (#3731) Add Tagging documentation (new location) (#4260) Add advanced example for interaction menu framework (#4257) Add createVehicle(Local) performance consideration to coding guidelines (#4211) Add documentation for tagging to event wiki (#4252) Add note about no settings class for serverconfig (#4292) Add version information to most wiki feature and framework pages (#4303) Add version to frontmatter and display it in the wiki (#4291) Fix list in interaction menu framework documentation (#4264) Fix typos and code brackets in coding guidelines (#4133) Known Issues Destroying a vehicle with vehicle cook off enabled will not increase score 18 Share this post Link to post Share on other sites
-ghost-tf 12 Posted September 13, 2016 You guys are awesome :) Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted September 13, 2016 AI Healing!!!! Oh hell yes!!! So will human squad leaders still need to issue the command like in vanilla (i.e. Medic Fkey + 6, etc) or is it automatic healing? The github page seems to imply some sort of auto-medic based on certain conditions (not having fired in for 30 seconds, basic medical only, etc) so I was wondering if you could clarify? Share this post Link to post Share on other sites
autigergrad 2034 Posted September 13, 2016 I didn't see it listed in the fixed section..,, Are the Titan launchers working again? Currently, they lock on, fire....then go straight up in the air and never strike the target. Share this post Link to post Share on other sites
serjames 357 Posted September 13, 2016 Good question mate... that's knackered our Mod too as we inherit from the Titan... Share this post Link to post Share on other sites
domokun 515 Posted September 13, 2016 Ah yes the long-awaited advanced grenade throwing. Every game will be enhanced from Life, KotH, Survival, Unsung, IFA3, etc. Kinda makes me wonder why BIS didn't focus on this instead of other improvements (moonlight, cough). We salute you! Share this post Link to post Share on other sites
serjames 357 Posted September 13, 2016 Titan / Jav Looks like it works... Thanks guys :-) 1 Share this post Link to post Share on other sites
khaosmatical 237 Posted September 13, 2016 My scroll wheel functionality isn't working for the grenades, is that a CBA version issue?Also I've just realised that the 'point finger' function has never worked for me or a mate of mine. Could that be a file/keys problem problem? Share this post Link to post Share on other sites
jonpas 294 Posted September 13, 2016 My scroll wheel functionality isn't working for the grenades, is that a CBA version issue? Are you using ACRE2? If so, make sure you are on latest stable (2.2.0.904), as older versions had a bug with that. Share this post Link to post Share on other sites
khaosmatical 237 Posted September 13, 2016 Are you using ACRE2? If so, make sure you are on latest stable (2.2.0.904), as older versions had a bug with that. It seems ACRE was the problem for the scroll wheel. Share this post Link to post Share on other sites
DieselJC 196 Posted September 13, 2016 Question about the Advanced Fatigue Module..are the default values in that Module the same as BI Vanilla Fatigue? And what range of numbers is that allowable to? All the updates look great..thanks for all the hard work! Diesel Share this post Link to post Share on other sites
kecharles28 197 Posted September 13, 2016 Updated mod v3.7.0 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
robert31178 100 Posted September 13, 2016 Dev, So I am doing everything through PlayWithSix. I have the updated mods in my collection, also updated ace and cba. I guess I am wondering if pws is gonna move the file it needs to for me, or is just hang the mod active going to be the right way. Same for running with the laumcher, just so I know if I go back to manual installs - which I may, it was always headache free for me!! I honestly think my unit's server isn't running it. The mods guy assures me he has the ace compatibility mods for RF and USF, but we all get the errors even though we have the compatibility mods in our pws collections....same for the BAF compatibility mods. The reason I think they aren't installed correctly or at all is because I did move the .pbO from the ace compatibility mod to rhs back when I still did it manually, and when I tried to connect to the server I actually got booted for having extra mods....guess which ones???? I'm just trying to understand how installing is supposed to go, or how it needs to be, for both stock launcher and pws applications. Thanks y'all, and Dev especially for the bit back earlier!! ~Rob Share this post Link to post Share on other sites
ski2060 167 Posted September 14, 2016 Looking at the New Medical Bandage matrix on the wiki. It seems that Field Bandages and Packing Bandages have the exact same efficiency down the line. Also, Packing bandages show a lower efficiency versus Elastic regarding avulsions, when historically they had a higher rating. IS this a mistake on the new numbers? 1 Share this post Link to post Share on other sites
jonpas 294 Posted September 14, 2016 Question about the Advanced Fatigue Module..are the default values in that Module the same as BI Vanilla Fatigue? And what range of numbers is that allowable to? No, it is a lot less forgiving as it simulates actual energy usage, read more about it in the pull request comment, documentation is coming. 1 Share this post Link to post Share on other sites