MrSanchez 243 Posted September 18, 2015 Yeah, on my end too. Especially the AAF troops are affected by this. It's not as bad as with 3.3.0 now, but it's still too much. I haven't changed any settings since 3.2.1 but the damage is quite terrible now yeah..It would sometimes take more than 30 bullets to kill a person.... This highlight shows the problem most clearly: http://www.twitch.tv/phonicgameshd/v/16679578 Another: http://www.twitch.tv/phonicgameshd/v/16679184 Quite funny and frustrating at the same time. Will post it on github if no-one has done so tomorrow morning. Kind regards, Sanchez Share this post Link to post Share on other sites
toiletguy 1 Posted September 19, 2015 Has ACE mod did anything to the vanilla mines in editor? I couldn't get them to blow up at all unless i shot them off. Any ideas? Share this post Link to post Share on other sites
serjames 357 Posted September 19, 2015 I haven't changed any settings since 3.2.1 but the damage is quite terrible now yeah..It would sometimes take more than 30 bullets to kill a person.... This highlight shows the problem most clearly: http://www.twitch.tv/phonicgameshd/v/16679578 Another: http://www.twitch.tv/phonicgameshd/v/16679184 Quite funny and frustrating at the same time. Will post it on github if no-one has done so tomorrow morning. Kind regards, Sanchez Have you isolated this down to be ACE causing it ? We too are having issues with our modset - got RHS in the mix too.. Interested to hear your feedback J Share this post Link to post Share on other sites
Belbo 462 Posted September 19, 2015 Have you isolated this down to be ACE causing it ? We too are having issues with our modset - got RHS in the mix too.. Interested to hear your feedback J For me this happens with ACE only. Share this post Link to post Share on other sites
MrSanchez 243 Posted September 19, 2015 Have you isolated this down to be ACE causing it ? We too are having issues with our modset - got RHS in the mix too.. Interested to hear your feedback J RHS did update around the same time as ACE...and they do fancy to do their own damage handling/body armour values - but in this particular op the enemies were not RHS ones (they were Molatians from Isla Duala)...however I'll have to do some more testing if I want to narrow it down Share this post Link to post Share on other sites
Gudsawn 93 Posted September 19, 2015 We're getting sporadic server crashes, and clients reporting crash-to-desktop when firing certain launchers (since the update). Anyone else getting this issue? We haven't isolated ACE as the cause yet (as we do run a fair number of mods), but would be interesting to know if anyone else is experiencing these issues since the update. Share this post Link to post Share on other sites
SilentSpike 84 Posted September 19, 2015 We're getting sporadic server crashes, and clients reporting crash-to-desktop when firing certain launchers (since the update). Anyone else getting this issue? We haven't isolated ACE as the cause yet (as we do run a fair number of mods), but would be interesting to know if anyone else is experiencing these issues since the update. This is a known issue: https://github.com/acemod/ACE3/pull/2521 We'll be releasing a fix for it 1 Share this post Link to post Share on other sites
scottb613 285 Posted September 19, 2015 Hi Folks, Pretty new at this... Question: I'm using the BASIC medical system - how do I get my medic to treat squad members ? How do I bandage up a squad member ( I can get it to work on myself - however the ACE menu to interact with others doesn't seem to allow me to actually select my choices) ? Thanks, Scott Share this post Link to post Share on other sites
dakaodo 52 Posted September 20, 2015 Question: I'm using the BASIC medical system - how do I get my medic to treat squad members ? How do I bandage up a squad member ( I can get it to work on myself - however the ACE menu to interact with others doesn't seem to allow me to actually select my choices) ? Hi, Scott. You may be interested in following davidoss' progress on this other thread using bardosy's automedic script. You may have seen my post earlier in this ACE thread, asking the knowledgeable folks here about the variables that are used to register ACE damage. davidoss is thinking we need to know what they are, to be able to edit the script to detect when a medic needs to get to work. https://forums.bistudio.com/topic/165907-automated-medic/page-3#entry2899886 Share this post Link to post Share on other sites
davidoss 552 Posted September 20, 2015 New script version https://forums.bistudio.com/topic/165907-automated-medic/?p=2914793 1 Share this post Link to post Share on other sites
officeramr 269 Posted September 20, 2015 How do you use the medical menu, i'm pressing the key and nothings happening NM its set to off by default for some reason Share this post Link to post Share on other sites
scottb613 285 Posted September 20, 2015 Hi D... Thanks so much for taking the time - I took a look at the thread you mentioned and it sounds promising... That said - how does ACE3 work today ? If I'm wounded - will a medic in my squad ever help me ? Do I have to request it someway ? I'd like to setup a mission where I can call in a "Dust Off" flight when my guys get wounded - with medics to treat them... I've been working with "Alive" for the past few weeks and I have most of the features figured out ( amazing mod )- I can call a med-evac flight on demand - just don't know how to get the medics to pick up the injured to remove them from the battle... Is something like this possible ? Thanks... Regards, Scott Share this post Link to post Share on other sites
davidoss 552 Posted September 20, 2015 Yes it is you can script this in. But if there are no other players there are no possibility to get healed because ACE 3 treatment is unavailable for AI medic units. For that you need Bardosy script edited by me. Share this post Link to post Share on other sites
cman1337 20 Posted September 20, 2015 Since the update I can't use Ammo or Repair Trucks/Containers. Anybody else have problems with that or know how to fix it? Share this post Link to post Share on other sites
invisibull 0 Posted September 21, 2015 Hi all. I've just started using the latest version of ACE 3 on my server and have noticed that if i remove any PBO's from the add-on folder (ace_advanced_ballistics.pbo for instance), none of my friends can join unless they too remove the exact same PBO's. Is there a way around this via whitelisting or PBO checking? If so, could someone please give me a step by step on how to accomplish this? Thanks. Thanks also to all the ACE devs for really taking realism to a new level. Invisibull Share this post Link to post Share on other sites
serjames 357 Posted September 21, 2015 You could fork the mod and create your own version.... otherwise the only way is to tell people what to remove. You definitely don't want people joining with Slightly different builds. That's a recipe for disaster. Worth noting that most of the functions are configurable now in mission using modules, Ballistics for instance - what benefit do you get from stripping PBOs out ? Share this post Link to post Share on other sites
invisibull 0 Posted September 21, 2015 Serjames, thanks for your quick response. I use the bcombat script and I've noticed that I get an awful lot of lag during a firefight unless i remove certain PBO's related to ai behavior and ballistics. As my experimentation is in a very preliminary stage, I don't know for sure which ones exactly are causing the issue, but I do know that after removing about 5, lag is no longer an issue during firefights. Share this post Link to post Share on other sites
serjames 357 Posted September 21, 2015 hmmm. Ai might be interesting one as uniquely I don't believe that is modular.... I think the request was made, But I'm not sure it was actioned yet.... out of interest - We've just stopped using bCombat as it seems to have become slightly un-balanced since all the Ai changes in 1.49 - I'm interested to hear it's improved FPS for you... I've not specifically noticed the same - though was not looking for it. I would consider re-applying bCombat but it does need to be updated - I think Fab has RL issues in the way. Share this post Link to post Share on other sites
TWRoach 15 Posted September 21, 2015 Hi ACETeam! good work!Just Ask 1.I've put a module for spectator , And it isn't working . How to make it work? 2.When should I use CPR on other players? Share this post Link to post Share on other sites
jonpas 294 Posted September 21, 2015 Hi ACETeam! good work! Just Ask 1.I've put a module for spectator , And it isn't working . How to make it work? 2.When should I use CPR on other players? 1. http://ace3mod.com/wiki/feature/spectator.html 2. http://ace3mod.com/wiki/feature/medical-system.html 1 Share this post Link to post Share on other sites
TWRoach 15 Posted September 21, 2015 I mean CPR In basic medical How to work? Share this post Link to post Share on other sites
alganthe 74 Posted September 22, 2015 in basic CPR is only available when revive is enabled and it reset the revive timer, that way you can CPR the unit until the medic get to you and the patient and fixes him. 1 Share this post Link to post Share on other sites
neodyn 14 Posted September 22, 2015 There is no download link for 3.3.2 on Github https://github.com/acemod/ACE3/releases! Share this post Link to post Share on other sites
jonpas 294 Posted September 22, 2015 Uhm, 3.3.1 is the latest version. :p Share this post Link to post Share on other sites
stu81 45 Posted September 22, 2015 Is it just me or is the take prisoner option gone in 3.3.1? Also I take damage to every body part from a small fall. Did the new update do I anything to ai behaviour? Having some nice new suprises with them climbing up on towers etc? Oh and walking across bridges for the first time ever instead of swiming lol. Share this post Link to post Share on other sites