twakkie 57 Posted September 21, 2016 Hi ACE 3. Just a question, is the ACE 3 on the Steam Workshop official? Last night one of the fng's used Steam Workshop to download ACE and couldnt join the server. Now we are trying to find the issue but just wanted to know if the SW version is your official version? 1 Share this post Link to post Share on other sites
jonpas 294 Posted September 21, 2016 Hi ACE 3. Just a question, is the ACE 3 on the Steam Workshop official? Last night one of the fng's used Steam Workshop to download ACE and couldnt join the server. Now we are trying to find the issue but just wanted to know if the SW version is your official version? This one is official: https://steamcommunity.com/sharedfiles/filedetails/?id=463939057(everything from "acemod" account is official). 1 Share this post Link to post Share on other sites
twakkie 57 Posted September 21, 2016 This one is official: https://steamcommunity.com/sharedfiles/filedetails/?id=463939057(everything from "acemod" account is official). Thank you. You can never be sure with SW :) Must be another reason why he couldnt join the. Will look into it. Share this post Link to post Share on other sites
ineptaphid 6413 Posted September 21, 2016 Hi guys. I love the new feature of tanks catching fire and then the ammo cooking off and pooping after the initial explosion. It seems though, that the cooking ammo never stops-is that intentional or a bug on my end? Even something small like a mortar tube I destroyed will continue popping for a long time. Share this post Link to post Share on other sites
Bamse 223 Posted September 22, 2016 Question regarding IV's when using the advanced medical system. I've found some rather old guides saying that blood bags (not saline or plasma) spoil and/or decays when not kept in ammo boxes or vehicles. I did a quick (emphasis on quick tho :D) search through the functions in ace_medical and could not find anything regarding this. So, 1). Can someone confirm or deny that blood bags spoil? 2). Has this ever been in? The reason for me asking is that we've quite recently switched to advanced medical so I have no prior knowledge regarding this. This has never happened for us when using basic since the launch of ACE3 at least :) Thanks in advance! Share this post Link to post Share on other sites
GieNkoV 30 Posted September 22, 2016 They only did in CSE. Wysłane z mojego Moto G 2014 przy użyciu Tapatalka 1 Share this post Link to post Share on other sites
Bamse 223 Posted September 22, 2016 Copy, thanks for the quick answer. Much appreciated. Share this post Link to post Share on other sites
commy2 188 Posted September 22, 2016 Hi guys. I love the new feature of tanks catching fire and then the ammo cooking off and pooping after the initial explosion. It seems though, that the cooking ammo never stops-is that intentional or a bug on my end? Even something small like a mortar tube I destroyed will continue popping for a long time. What do you mean by forever? Can you be more specific? What mortar? Share this post Link to post Share on other sites
Jdownward 33 Posted September 22, 2016 He means after a tank or anything that triggers a cook off It will explode periodically to simulat leftover ammo cooking off but it doesn't seem to stop. It happened with me a BMP rushed us in a town and we delt with it quick and I cooked off and then after around 5-10 mins it started the secondary explosions, this carried on for the whole op (about 2 hours) and didn't stop. Sent from my E6653 using Tapatalk 1 Share this post Link to post Share on other sites
commy2 188 Posted September 22, 2016 They do stop, but it depends on the amount and kind of ammo loaded. Idk what kind of ammo RHS vehicles have loaded, but I guess they are just incompatible. Share this post Link to post Share on other sites
mjolnir66 48 Posted September 22, 2016 Has anyone else had the problem f the interaction menu breaking after using it once. Either not coming back up after the first time or the cursor not disappearing depending on ACE settings. Share this post Link to post Share on other sites
Spark23 19 Posted September 22, 2016 Hi, i want know if a uncouncious men can be reanimated/wake up without medi packs, in theory if you apply bandage and after apply epinefrine should work. This in advanced medical. My squad is using medi packs because we think that not is possible reanimated a uncouncious men via ace menu options, but is little arcade to us do this. Thanks. Share this post Link to post Share on other sites
Devastator_cm 434 Posted September 22, 2016 How to use PAK by the way. Yesterday we had issue with it. There was a soldier from squad who had no hearth rate but had blood pressure.All wounds are fixed with surgery kit. PAK didn't show up in menu to bring him back and he died after 8 minutes (which I set for revival).PAK could be used only next to med. vehicles and I had it next to patient. I set the med. vehichle via object attributes for ace 3. Any idea what can be the issue? PAK and surgery kits are usable by medics so I was a medic and used the surgery kit without issue.Patient was also stable otherwise surgery kit would not work.. Share this post Link to post Share on other sites
Bamse 223 Posted September 22, 2016 IIRC you need to load the patient into the vehicle to be able to PAK when you use the setting vehicles only on PAK. Share this post Link to post Share on other sites
Devastator_cm 434 Posted September 22, 2016 hmm I thought he just need to be in vicinity of the vehichle. I will try loading and PAKing :)Thank! Share this post Link to post Share on other sites
ineptaphid 6413 Posted September 22, 2016 They do stop, but it depends on the amount and kind of ammo loaded. Idk what kind of ammo RHS vehicles have loaded, but I guess they are just incompatible. They do stop? Oh okay-I didnt notice. I blew up a vanilla CSAT mortar tube and it was still popping at least 30 minutes later. Anyway-it doesnt really matter :) Great feature by the way. I used to use blastcore for the same thing-but I really like the ACE version. Share this post Link to post Share on other sites
Spark23 19 Posted September 23, 2016 How to use PAK by the way. Yesterday we had issue with it. There was a soldier from squad who had no hearth rate but had blood pressure. All wounds are fixed with surgery kit. PAK didn't show up in menu to bring him back and he died after 8 minutes (which I set for revival). PAK could be used only next to med. vehicles and I had it next to patient. I set the med. vehichle via object attributes for ace 3. Any idea what can be the issue? PAK and surgery kits are usable by medics so I was a medic and used the surgery kit without issue. Patient was also stable otherwise surgery kit would not work.. Then is necessary apply PAK? you can't start hearth rate with rcp and epinefrine? 1 Share this post Link to post Share on other sites
Devastator_cm 434 Posted September 23, 2016 As far as I understand CPR only extends the time a person can stay in revive mode. In order to bring hearth rate back you need PAKThis is what I understood Share this post Link to post Share on other sites
irving_mainway 105 Posted September 23, 2016 As far as I understand CPR only extends the time a person can stay in revive mode. In order to bring hearth rate back you need PAK This is what I understood We run with revive turned off and I've seen CPR bring back someone with 0 pulse. Doesn't always work though and obviously isn't going to overcome other injuries (or the fact that this person may be out of blood). Share this post Link to post Share on other sites
Devastator_cm 434 Posted September 23, 2016 2.2.5 Revive (Advanced Medical) For the following procedure to work revive needs to be enabled. A unit in the revive state will be unconscious and will stay unconscious until it is either woken up or the revive timer runs out. A unit in the revive state can’t die from any source of damage, only the timer reaching 0 can kill it. Each successful CPR will increase the time the unit can stay in the revive state. To wake up a patient the use of a PAK is required. Each successful revive removes a life from the unit, once the lives run out the next time the unit will take fatal damage it will not enter the revive state and will die. Each successful round of CPR (filled up completion bar) increases the time left in the revive state. 3 Share this post Link to post Share on other sites
dragonfire43560 27 Posted September 24, 2016 So I noticed if you throw a grenade in a confined space (Like a hanger), there is a delay between the explosion and then you see bullet style impacts hitting the ground. Is this a feature or a bug? It just looks weird because the impacts are like 1 second after the explosion. You guys should try it to see exactly what I mean. Throw a grenade in a hanger Share this post Link to post Share on other sites
CameronMcDonald 146 Posted September 24, 2016 So I noticed if you throw a grenade in a confined space (Like a hanger), there is a delay between the explosion and then you see bullet style impacts hitting the ground. Is this a feature or a bug? It just looks weird because the impacts are like 1 second after the explosion. You guys should try it to see exactly what I mean. Throw a grenade in a hanger Sounds like ACE's fragmentation. Share this post Link to post Share on other sites
dragonfire43560 27 Posted September 24, 2016 Sounds like ACE's fragmentation. Yeah i thought it was a bug with RHS because it looked odd, but i noticed it happening with CUP now too. It looks like a large caliber bullet impact which is why it looks odd. Share this post Link to post Share on other sites
sammael 366 Posted September 24, 2016 I think it is necessary (realistically) to make basic AI auto medic can`t heal player or other AI if they are seriously injured. More than 0.80(1 - full health ) Share this post Link to post Share on other sites
mh25 10 Posted September 24, 2016 Anyone got the fast roping out of RHS helicopters to work? As far as I've understood it this should be possible from the UH-60 and quite a few others but we never got it to work, the option to attach the FRIES isn't showing up (it does on vanilla helicopters and works well). The compatibility pbos are where they're supposed to. Share this post Link to post Share on other sites