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ACE3 - A collaborative merger between AGM, CSE, and ACE

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Bearing in mind this IS just a game, ended up taking the ace night vision PBO out of my ace folder already. Realism sometimes takes second place to playability.

 

This method doesn't negate the great efforts by the ACE modders or those who want that edge of uber-realism;)

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23 minutes ago, Strike_NOR said:

 

So, NVG goggles are actually not always ideal in dark conditions, sometimes you are better off using flares and flashlights.


As flares tend to fall very quickly and fade when they touch the ground, they are pretty much useless unless you spam it. 

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20 minutes ago, jonpas said:

What @Strike_NOR said, additionally there are settings to tweak it (as has been said MANY MANY times before), with which you can basically make it look like old NVGs by dropping them all completely.

Well... technically you can't. You can have a fullscreen nvg or the new one, there's no actual middle ground without completely removing ace_nightvision.pbo.

"ACE_NVG_Wide" is currently the only nvg object that offers a playable experience for those who disagree with the idea behind dslyecxi's nvg concept.

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47 minutes ago, Strike_NOR said:

 I assume you mean you want to vanilla arma 3 nightvision back?

 

Nightvision is often hyped to be some amazing device that turns pitch black into green, crisp daybright conditions.


This is false.

 

A much better and accurate description is "Light amplification goggles", because that is in fact what they do. They use available light and amplify it. 

 

If you are in pitch black conditions (no nearby cities, no moonlight, etc), it will not have any light to amplify. Also, having used military NVG equipment myself, I can confirm that the image is often very grainy and depending on gogglet type, you lose depth perception completely.

 

A way to mitigate this issue is to use IR strobes, or flashlights. If the enemy are "low tech", they cannot see the IR light, but your NVG goggles can see it. Therefore you can illuminate an area with IR light, and see that through NVG (don't think this is simulated beyond IR strobes and Lasers in ArmA3 though).

 

So, NVG goggles are actually not always ideal in dark conditions, sometimes you are better off using flares and flashlights.

 

An IR flashlight would be awesome. Something for Ace to add maybe? :)

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33 minutes ago, solentis said:

unless you spam it. 

 

Which is pretty much the standard procedure during night time engagements. The officers need something to do, right?

Flares also disturb anyone who are equipped with NVG as the goggles may become over-exposed to light. 

 

NVG are therefore excellent tools to stay hidden as long as possible, while keeping some degree of situational awareness in the dark. 

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2 hours ago, Strike_NOR said:

 A way to mitigate this issue is to use IR strobes, or flashlights. If the enemy are "low tech", they cannot see the IR light, but your NVG goggles can see it. Therefore you can illuminate an area with IR light, and see that through NVG (don't think this is simulated beyond IR strobes and Lasers in ArmA3 though).

 

I remember in Arma 3 Alpha there was class names mentioned that referenced a visible light laser attachment and an IR illuminator. Sadly, none of that made it into the game. IR Flashlights would be very helpful with the new ACE NVG's. 

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2 hours ago, Rich_R said:

Bearing in mind this IS just a game, ended up taking the ace night vision PBO out of my ace folder already. Realism sometimes takes second place to playability.

 

You can simply rolls the effect scale back to 0 to get basically the same effect without having to mess around with the pbo's. The most pressing issue with the new NVG's is that the AI doesn't suffer their consequences. We have mitigated that by dependently cutting off AI detection range, however, since Arma AI has superhuman hearing, that has its limits :(

Still, game or not, I like the new NVG's a lot.

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Press and hold Ctrl + ⊞ Win (ACE3 default). is not working for me anymore any diea why tryed all kinds of stuff interaction menu just dont work for me in the new update help plz

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3 hours ago, Alwarren said:

The most pressing issue with the new NVG's is that the AI doesn't suffer their consequences.

That won't change and is by design, unless people want their AI mods broken. ¯\_(ツ)_/¯

 

5 hours ago, Belbo said:

Well... technically you can't. You can have a fullscreen nvg or the new one, there's no actual middle ground without completely removing ace_nightvision.pbo.

"ACE_NVG_Wide" is currently the only nvg object that offers a playable experience for those who disagree with the idea behind dslyecxi's nvg concept.

Wide is not full-screen though. And isn't one type enough for those people? What sort of differences can you even make at that point. Either way, everyone will never agree to the same thing, you can only go to the extent of majority, further is pointless, after-all, no one is forced to use it.

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Is it just me, or is anyone else having major problems after the latest update?  It’s like ace thinks it’s loaded but all the ace item, modules, and functions have disappeared.

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6 hours ago, JerkinMerkin said:

Is it just me, or is anyone else having major problems after the latest update?  It’s like ace thinks it’s loaded but all the ace item, modules, and functions have disappeared.

 

ACE doesn't use modules since the last update.

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7 hours ago, kMaN175 said:

 

ACE doesn't use modules since the last update.

No, ace still has several modules.  The update that removed most of them was two updates ago.  My issues started last update.

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Is there any way to filter the Arsenal like in vanilla without having to find every item's classname to add it?

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Is there anyway to sync vehicle keys with a vehicle and an empty box? Instead of spawning the vehicle specific key on a person I'd like to spawn the key in an empty box that is hidden and protected in a compound. However when I use the ACE 3 Vehicle Key Assign module and sync the box and vehicle the key doesn't spawn in the box.

Is there any way around this?

 

Also does anyone know how to disable the automatic refueling when players park next to a fuel pump. I've made a custom gas station with ACE compatible fuel pumps (so players have to use the nozzle and hose etc.) but as soon as the vehicle pulls up next to the pump before the players have a chance to use the ACE Refuel feature the vehicle is already refueled and ready to go.

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On 1/17/2018 at 9:40 AM, ice_age0815 said:

Press and hold Ctrl + ⊞ Win (ACE3 default). is not working for me anymore any diea why tryed all kinds of stuff interaction menu just dont work for me in the new update help plz

 I've been getting this too, looking through the addon options thing I can't see where or how its would be turned on or off, it just doesn't work anymore since the most recent update, the most recent update also doesn't seem to recognize the version # of the latest steam version of cba, though using the version from armaholic seems to be recognized

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3 hours ago, Contrarian said:

 I've been getting this too, looking through the addon options thing I can't see where or how its would be turned on or off, it just doesn't work anymore since the most recent update, the most recent update also doesn't seem to recognize the version # of the latest steam version of cba, though using the version from armaholic seems to be recognized

funny my ace 3 is woring again lol but you can see if you did anything to you keybord or have game mode active in windows settings if windows is in game mode windows key is not working or if you have a G19 keybord make sure you unlock the joystick lock

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On 1/17/2018 at 8:01 PM, jonpas said:

That won't change and is by design, unless people want their AI mods broken. ¯\_(ツ)_/¯

 

Yeah, I know. I run a mod on our server that adjusts the spotDistance accordingly. I just wish all of that stuff was in Vanilla, so no "hacking" would be needed - the ultra-clear NVG's have always been an annoyance.

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How do I fix the ACE TRACER PBO is outdated error ?

 

I also got a Game Logic warner about having an older version and needing a newer one?

 

I get everything off of Steam. 

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G'day ACE Devs,

 

I was wondering since the release of Apex, have you considered adding any of the new medical rubbish items into the items left behind following the use of Medical items?

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1 hour ago, wansec_6 said:

G'day ACE Devs,

 

I was wondering since the release of Apex, have you considered adding any of the new medical rubbish items into the items left behind following the use of Medical items?

 

Yes. That was considered. Tested. And failed the test. Because these new items are higher resolution than the ACE Items. Higher resolution than they need to be. And thinking about the performance of hundreds of garbage items laying around it's better to use the already existing, cheaper ACE items.

 

21 hours ago, kerozen said:

Is there any way to filter the Arsenal like in vanilla without having to find every item's classname to add it?

Haven't tried it but maybe: https://ace3mod.com/wiki/framework/arsenal-framework.html#12-removing-virtual-items

 

 

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The process of reducing FPS is proportional to the time for continuing one session of the game.
Mods or mission type do not affect the process of reducing FPS, but they can speed up the decline in FPS.

The process of reducing FPS can be limited to a mission with a limited playing space (playing field).

For missions with an open playing space (playing field) and an unlimited time of the game session - the process of reducing FPS is inevitable.

This is very noticeable in game sessions, which last more than 2-4 hours.
In such missions, where the process of the game is built on the progress of events in the mission and the progress of players, a server restart tool is needed, with the progress of the game maintained, as is done on the servers "Life", or as a mission "Zerty beCTI" also has the option to save the progress of the mission.

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Hi im from a new Swedish milsim clan, im writing new documents on how we use ACE3 medical system and i got a few questions on how ACE3 medical system work as the guide is a bit confusing on how it work when it reflect TCCC.

  1. It says that Morphine decreases the blood viscosity, do that affect how much blood a patient looses? And does it increase the risk that wounds open again?https://prnt.sc/i38ulf
  2. I have been thought in other clans that i have played in that CPR should only be performed after the bleeding has been stooped, makes sens but now when i set up guide on how we should work in treating a player i cant find anything to base that fact on, except that it only makes sens to stop the bleeding fast.

Thank you for any answers!

 

//Selkan Medic/Doctor (in ARMA)

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Im having some weird issues with the stamina system. I have filepatching turned on for my server and clients and in my servers userconfig folder I have cba_settings.sqf that contains

 

TFAR_giveLongRangeRadioToGroupLeaders = false;
TFAR_givePersonalRadioToRegularSoldier = false;
force TFAR_giveMicroDagrToSoldier = false;
TFAR_SameSRFrequenciesForSide = false;
TFAR_SameLRFrequenciesForSide = false;
TFAR_fullDuplex = true;
TFAR_enableIntercom = true;
TFAR_objectInterceptionEnabled = true;
TFAR_spectatorCanHearEnemyUnits = true;
TFAR_spectatorCanHearFriendlies = true;
TFAR_default_radioVolume = 7;
TFAR_volumeModifier_forceSpeech = false;
TFAR_intercomVolume = 0.3;
TFAR_pluginTimeout = 4;
TFAR_tangentReleaseDelay = 0;
TFAR_PosUpdateMode = 0.1;
TFAR_ShowVolumeHUD = false;
TFAR_VolumeHudTransparency = 0;
TFAR_oldVolumeHint = false;
TFAR_showTransmittingHint = true;
TFAR_showChannelChangedHint = true;
STHud_Settings_Font = "PuristaSemibold";
STHud_Settings_HUDMode = 3;
STHud_Settings_Occlusion = true;
STHud_Settings_SquadBar = false;
STHud_Settings_RemoveDeadViaProximity = true;
STHud_Settings_TextShadow = 1;
STHud_Settings_ColourBlindMode = "Normal";
L_Immerse_twitch = true;
L_Immerse_exShake = true;
L_Immerse_recoil = true;
L_Immerse_force = true;
ace_medical_blood_enabledFor = 2;
ace_common_checkPBOsAction = 0;
ace_common_checkPBOsCheckAll = false;
ace_common_checkPBOsWhitelist = "[]";
ace_common_settingFeedbackIcons = 1;
ace_common_settingProgressBarLocation = 0;
ace_common_displayTextColor = [0,0,0,0.1];
ace_common_displayTextFontColor = [1,1,1,1];
ace_cookoff_enable = true;
ace_cookoff_enableAmmobox = true;
ace_cookoff_enableAmmoCookoff = true;
ace_cookoff_ammoCookoffDuration = 1;
ace_cookoff_probabilityCoef = 1;
force ace_finger_enabled = true;
ace_finger_maxRange = 4;
ace_finger_indicatorForSelf = true;
ace_finger_indicatorColor = [0.83,0.68,0.21,0.75];
ace_frag_enabled = true;
force ace_frag_spallEnabled = true;
ace_frag_reflectionsEnabled = true;
ace_frag_maxTrack = 10;
ace_frag_maxTrackPerFrame = 10;
ace_gforces_enabledFor = 1;
ace_goggles_effects = 2;
ace_goggles_showInThirdPerson = false;
ace_hitreactions_minDamageToTrigger = 0.1;
ace_interact_menu_alwaysUseCursorSelfInteraction = false;
ace_interact_menu_cursorKeepCentered = false;
ace_interact_menu_alwaysUseCursorInteraction = false;
ace_interact_menu_useListMenu = false;
ace_interact_menu_colorTextMax = [1,1,1,1];
ace_interact_menu_colorTextMin = [1,1,1,0.25];
ace_interact_menu_colorShadowMax = [0,0,0,1];
ace_interact_menu_colorShadowMin = [0,0,0,0.25];
ace_interact_menu_textSize = 2;
ace_interact_menu_shadowSetting = 2;
ace_interact_menu_actionOnKeyRelease = true;
ace_interact_menu_menuBackground = 0;
ace_interact_menu_addBuildingActions = false;
ace_interact_menu_menuAnimationSpeed = 0;
ace_interaction_enableTeamManagement = true;
ace_interaction_enableMagazinePassing = true;
force ace_interaction_disableNegativeRating = true;
ace_inventory_inventoryDisplaySize = 0;
ace_laser_dispersionCount = 2;
ace_laserpointer_enabled = true;
ace_magazinerepack_timePerAmmo = 1.5;
ace_magazinerepack_timePerMagazine = 2;
ace_magazinerepack_timePerBeltLink = 8;
ace_map_BFT_Interval = 1;
ace_map_BFT_Enabled = false;
ace_map_BFT_HideAiGroups = false;
ace_map_BFT_ShowPlayerNames = false;
ace_map_mapIllumination = true;
ace_map_mapGlow = true;
ace_map_mapShake = true;
ace_map_mapLimitZoom = false;
ace_map_mapShowCursorCoordinates = false;
ace_map_defaultChannel = -1;
ace_map_gestures_enabled = true;
ace_map_gestures_maxRange = 7;
ace_map_gestures_interval = 0.03;
ace_map_gestures_nameTextColor = [0.2,0.2,0.2,0.3];
ace_map_gestures_defaultLeadColor = [1,0.88,0,0.95];
ace_map_gestures_defaultColor = [1,0.88,0,0.7];
ace_maptools_rotateModifierKey = 1;
ace_maptools_drawStraightLines = true;
ace_markers_movableMarkersEnabled = false;
ace_markers_moveRestriction = 0;
ace_medical_level = 2;
ace_medical_medicSetting = 0;
ace_medical_increaseTrainingInLocations = false;
ace_medical_enableFor = 0;
ace_medical_enableOverdosing = true;
ace_medical_bleedingCoefficient = 1;
ace_medical_painCoefficient = 1;
ace_medical_enableAdvancedWounds = true;
ace_medical_enableVehicleCrashes = true;
ace_medical_enableScreams = true;
ace_medical_playerDamageThreshold = 1;
ace_medical_AIDamageThreshold = 1;
ace_medical_enableUnconsciousnessAI = 1;
ace_medical_remoteControlledAI = false;
ace_medical_preventInstaDeath = true;
ace_medical_enableRevive = 1;
ace_medical_maxReviveTime = 120;
ace_medical_amountOfReviveLives = 3;
ace_medical_allowDeadBodyMovement = true;
ace_medical_allowLitterCreation = true;
ace_medical_litterSimulationDetail = 3;
ace_medical_litterCleanUpDelay = 0;
ace_medical_medicSetting_basicEpi = 0;
ace_medical_medicSetting_PAK = 2;
ace_medical_medicSetting_SurgicalKit = 0;
ace_medical_consumeItem_PAK = 0;
ace_medical_consumeItem_SurgicalKit = 0;
ace_medical_useLocation_basicEpi = 0;
ace_medical_useLocation_PAK = 4;
ace_medical_useLocation_SurgicalKit = 0;
ace_medical_useCondition_PAK = 0;
ace_medical_useCondition_SurgicalKit = 1;
ace_medical_keepLocalSettingsSynced = true;
ace_medical_healHitPointAfterAdvBandage = true;
ace_medical_painIsOnlySuppressed = true;
ace_medical_painEffectType = 1;
ace_medical_allowUnconsciousAnimationOnTreatment = true;
ace_medical_moveUnitsFromGroupOnUnconscious = false;
ace_medical_menuTypeStyle = 0;
ace_medical_delayUnconCaptive = 3;
ace_medical_ai_enabledFor = 2;
ace_medical_menu_allow = 1;
ace_medical_menu_useMenu = 1;
ace_medical_menu_openAfterTreatment = true;
ace_medical_menu_maxRange = 3;
ace_microdagr_mapDataAvailable = 2;
ace_mk6mortar_airResistanceEnabled = false;
ace_mk6mortar_allowComputerRangefinder = true;
ace_mk6mortar_allowCompass = true;
ace_mk6mortar_useAmmoHandling = false;
ace_nametags_defaultNametagColor = [0.77,0.51,0.08,1];
ace_nametags_showPlayerNames = 1;
ace_nametags_showPlayerRanks = true;
ace_nametags_showVehicleCrewInfo = true;
ace_nametags_showNamesForAI = false;
ace_nametags_showCursorTagForVehicles = false;
ace_nametags_showSoundWaves = 1;
ace_nametags_playerNamesViewDistance = 5;
ace_nametags_playerNamesMaxAlpha = 0.8;
ace_nametags_tagSize = 2;
ace_nightvision_disableNVGsWithSights = true;
ace_nightvision_fogScaling = 1;
ace_nightvision_effectScaling = 1;
ace_nightvision_aimDownSightsBlur = 1;
ace_optionsmenu_showNewsOnMainMenu = true;
ace_overheating_displayTextOnJam = true;
ace_overheating_showParticleEffects = true;
ace_overheating_showParticleEffectsForEveryone = true;
ace_overheating_overheatingDispersion = true;
ace_overheating_unJamOnreload = false;
ace_overheating_unJamFailChance = 0.1;
ace_overheating_enabled = true;
ace_overpressure_distanceCoefficient = 1;
ace_pylons_enabled = true;
ace_pylons_rearmNewPylons = false;
ace_pylons_searchDistance = 15;
ace_pylons_timePerPylon = 5;
ace_pylons_requireEngineer = false;
ace_pylons_requireToolkit = true;
ace_quickmount_enabled = true;
ace_quickmount_distance = 3;
ace_quickmount_speed = 18;
ace_quickmount_priority = 0;
ace_rearm_level = 2;
ace_rearm_supply = 1;
ace_refuel_rate = 1;
ace_refuel_hoseLength = 12;
ace_reload_displayText = true;
ace_repair_displayTextOnRepair = true;
force ace_repair_engineerSetting_repair = 0;
ace_repair_engineerSetting_wheel = 0;
ace_repair_repairDamageThreshold = 0.6;
ace_repair_repairDamageThreshold_engineer = 0.4;
ace_repair_consumeItem_toolKit = 0;
ace_repair_fullRepairLocation = 2;
force ace_repair_engineerSetting_fullRepair = 0;
ace_repair_addSpareParts = true;
ace_repair_wheelRepairRequiredItems = 0;
ace_repair_autoShutOffEngineWhenStartingRepair = false;
ace_respawn_savePreDeathGear = false;
ace_respawn_removeDeadBodiesDisconnected = true;
ace_scopes_enabled = true;
ace_scopes_forceUseOfAdjustmentTurrets = true;
ace_scopes_correctZeroing = true;
ace_scopes_overwriteZeroRange = true;
ace_scopes_defaultZeroRange = 100;
ace_scopes_zeroReferenceTemperature = 15;
ace_scopes_zeroReferenceBarometricPressure = 1013.25;
ace_scopes_zeroReferenceHumidity = 0;
ace_scopes_deduceBarometricPressureFromTerrainAltitude = true;
ace_scopes_useLegacyUI = false;
ace_scopes_simplifiedZeroing = false;
ace_spectator_enableAI = false;
ace_spectator_restrictModes = 0;
ace_spectator_restrictVisions = 0;
ace_switchunits_enableSwitchUnits = false;
ace_switchunits_switchToWest = false;
ace_switchunits_switchToEast = false;
ace_switchunits_switchToIndependent = false;
ace_switchunits_switchToCivilian = false;
ace_switchunits_enableSafeZone = true;
ace_switchunits_safeZoneRadius = 100;
ace_tagging_quickTag = 1;
ace_ui_allowSelectiveUI = true;
ace_ui_soldierVehicleWeaponInfo = true;
force ace_ui_vehicleRadar = false;
force ace_ui_vehicleCompass = true;
ace_ui_commandMenu = true;
ace_ui_groupBar = false;
ace_ui_weaponName = true;
ace_ui_weaponNameBackground = true;
ace_ui_firingMode = true;
ace_ui_ammoType = true;
ace_ui_ammoCount = false;
ace_ui_magCount = true;
ace_ui_throwableName = true;
ace_ui_throwableCount = true;
ace_ui_zeroing = true;
ace_ui_weaponLowerInfoBackground = true;
ace_ui_stance = true;
ace_ui_staminaBar = true;
ace_ui_gunnerWeaponName = true;
ace_ui_gunnerWeaponNameBackground = true;
ace_ui_gunnerFiringMode = true;
ace_ui_gunnerAmmoType = true;
ace_ui_gunnerAmmoCount = true;
ace_ui_gunnerMagCount = true;
ace_ui_gunnerLaunchableName = true;
ace_ui_gunnerLaunchableCount = true;
ace_ui_gunnerZeroing = true;
ace_ui_gunnerWeaponLowerInfoBackground = true;
ace_ui_vehicleName = true;
ace_ui_vehicleNameBackground = true;
ace_ui_vehicleFuelBar = true;
ace_ui_vehicleSpeed = true;
ace_ui_vehicleAltitude = true;
ace_ui_vehicleDamage = true;
ace_ui_vehicleInfoBackground = true;
ace_vehiclelock_defaultLockpickStrength = 10;
ace_vehiclelock_lockVehicleInventory = false;
ace_vehiclelock_vehicleStartingLockState = -1;
ace_viewdistance_enabled = true;
ace_viewdistance_viewDistanceOnFoot = 0;
ace_viewdistance_viewDistanceLandVehicle = 0;
ace_viewdistance_viewDistanceAirVehicle = 0;
ace_viewdistance_limitViewDistance = 10000;
ace_viewdistance_objectViewDistanceCoeff = 0;
ace_weaponselect_displayText = true;
ace_weather_enabled = true;
ace_weather_updateInterval = 60;
ace_weather_windSimulation = true;
ace_winddeflection_enabled = true;
ace_winddeflection_vehicleEnabled = true;
ace_winddeflection_simulationInterval = 0.05;
ace_advanced_fatigue_enabled = true;
ace_advanced_fatigue_enableStaminaBar = true;
ace_advanced_fatigue_performanceFactor = 3;
ace_advanced_fatigue_recoveryFactor = 5;
ace_advanced_fatigue_loadFactor = 1;
ace_advanced_fatigue_terrainGradientFactor = 1;
ace_advanced_throwing_enabled = true;
ace_advanced_throwing_showThrowArc = true;
ace_advanced_throwing_showMouseControls = true;
ace_advanced_throwing_enablePickUp = true;
ace_advanced_throwing_enablePickUpAttached = true;
ace_captives_allowHandcuffOwnSide = true;
ace_captives_requireSurrender = 1;
ace_captives_allowSurrender = true;
ace_captives_requireSurrenderAi = false;
ace_cargo_enable = true;
ace_cargo_paradropTimeCoefficent = 2.5;
ace_explosives_requireSpecialist = false;
force ace_explosives_punishNonSpecialists = false;
force ace_explosives_explodeOnDefuse = false;
ace_gestures_showOnInteractionMenu = 2;
ace_hearing_enableCombatDeafness = true;
ace_hearing_earplugsVolume = 0.5;
ace_hearing_unconsciousnessVolume = 0.4;
ace_hearing_disableEarRinging = false;
ace_hearing_enabledForZeusUnits = true;
force ace_hearing_autoAddEarplugsToUnits = false;
ace_zeus_zeusAscension = false;
ace_zeus_zeusBird = false;
ace_zeus_remoteWind = false;
ace_zeus_radioOrdnance = false;
ace_zeus_revealMines = 0;
ace_zeus_autoAddObjects = false;
ace_advanced_ballistics_enabled = true;
ace_advanced_ballistics_muzzleVelocityVariationEnabled = true;
ace_advanced_ballistics_ammoTemperatureEnabled = true;
ace_advanced_ballistics_barrelLengthInfluenceEnabled = true;
ace_advanced_ballistics_bulletTraceEnabled = true;
ace_advanced_ballistics_simulationInterval = 0.05;
ace_common_persistentLaserEnabled = true;
ace_noradio_enabled = true;
ace_parachute_hideAltimeter = true;
ace_arsenal_camInverted = false;
ace_arsenal_enableModIcons = true;
ace_arsenal_fontHeight = 4.5;
ace_arsenal_allowDefaultLoadouts = true;
ace_arsenal_allowSharedLoadouts = true;
ace_arsenal_EnableRPTLog = false;

 

but it doesnt seem to matter what value I adjust ace_advanced_fatigue_recoveryFactor to stamina regenerates extremely slowly or sometimes not at all?

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