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Advanced Combat Radio Environment 2 (ACRE2)

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16 hours ago, jonpas said:

Not through SQF, but you can via server, either have a static settings addon or use userconfig together with "cba_auto_load_settings_file.pbo" (found in userconfig).

We will not be reintroducing the modules for those settings as they are harder to manage and maintain. Additionally, CBA Settings are actually much easier to setup for the mission, you have a variety of options; next to the above 2 you can save it directly to server profile (logging in as admin and setting it in server tab), setting it per-mission (saved in mission.sqm) and save and load presets. Fundamentally, using a module is equivalent to setting it per-mission inside Eden, therefore we have no reason to use modules due to more needed maintenance for less gain.

CBA wiki lacks a bit on all the features of CBA Settings, but there are some quality of life changes coming soon around that which will hopefully clear some things up. :)

 

Thanks for the heads up. If there is a way to hard code it to the server using CBA so we don't have to adjust the settings each time then that is perfect.

 

 

 

Ok, another question about mission logistics and ACRE. As you can probably tell myself and my group are pretty new to ACRE. Slowly I'm bringing all my members around to prefer using ACRE over TFAR as we work on straightening the teething problems we had at the start (hence the million questions I'm posting on here as I learn as much about ACRE as I can).

 

Anyway, I am building a custom version of Dark  Business for our server to play one weekend. I won't go into the details of how Dark Business is played I'm sure most of you on here have seen Dslyecxi's Youtube channel and other ShackTac members play it.


What I would like to know is how to logistically use ACRE for this mission. Normally with TFAR since the different radios are unrealistically attached per-factions rather than by frequency, each faction would would have their own radio and the two communications specialists in charge of setting up the meeting point to make the prisoner and ammo truck trade would have the same long range radio. This would mean Indi and Opfor could communicate but comms wouldn't overlap with the short range radio.

 

Now since ACRE shares the same radios across all factions I am at a loss as to how to achieve this.

 

Initially I thought just give indi a 343, give opfor a 148, give Blue for a 152 and give the two communications specialist a 77 analog long range. But then I realized all the frequencies over lap. Now I know in the basic mission set up I can set it so each side has their own frequencies but then how would the two communications specialists communicate? If I give them a 77 analog radio each can they both set it to 50 and communicate with each other even though all other radios are on their own side specific frequencies?

 

Secondly I thought I could enable babble and it wouldn't matter what the frequencies were, but at the end of the day you are going to have to employ one or translators it still leaves room for exploits and kind of makes the communication between the 4 factions less enjoyable.

 

 

So after all of that I'm really not sure what would be the ideal way to implement ACRE into this mission, can I have anyone thoughts on the best way to set it up for some exciting TVT action?

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15 minutes ago, rekkless said:

 

Thanks for the heads up. If there is a way to hard code it to the server using CBA so we don't have to adjust the settings each time then that is perfect.

 

 

 

Ok, another question about mission logistics and ACRE. As you can probably tell myself and my group are pretty new to ACRE. Slowly I'm bringing all my members around to prefer using ACRE over TFAR as we work on straightening the teething problems we had at the start (hence the million questions I'm posting on here as I learn as much about ACRE as I can).

 

Anyway, I am building a custom version of Dark  Business for our server to play one weekend. I won't go into the details of how Dark Business is played I'm sure most of you on here have seen Dslyecxi's Youtube channel and other ShackTac members play it.


What I would like to know is how to logistically use ACRE for this mission. Normally with TFAR since the different radios are unrealistically attached per-factions rather than by frequency, each faction would would have their own radio and the two communications specialists in charge of setting up the meeting point to make the prisoner and ammo truck trade would have the same long range radio. This would mean Indi and Opfor could communicate but comms wouldn't overlap with the short range radio.

 

Now since ACRE shares the same radios across all factions I am at a loss as to how to achieve this.

 

Initially I thought just give indi a 343, give opfor a 148, give Blue for a 152 and give the two communications specialist a 77 analog long range. But then I realized all the frequencies over lap. Now I know in the basic mission set up I can set it so each side has their own frequencies but then how would the two communications specialists communicate? If I give them a 77 analog radio each can they both set it to 50 and communicate with each other even though all other radios are on their own side specific frequencies?

 

Secondly I thought I could enable babble and it wouldn't matter what the frequencies were, but at the end of the day you are going to have to employ one or translators it still leaves room for exploits and kind of makes the communication between the 4 factions less enjoyable.

 

 

So after all of that I'm really not sure what would be the ideal way to implement ACRE into this mission, can I have anyone thoughts on the best way to set it up for some exciting TVT action?

 

Babel seems perfect for your problem :) http://acre2.idi-systems.com/wiki/frameworks/mission-making-intro#babel

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2 hours ago, rekkless said:

Initially I thought just give indi a 343, give opfor a 148, give Blue for a 152 and give the two communications specialist a 77 analog long range. But then I realized all the frequencies over lap. Now I know in the basic mission set up I can set it so each side has their own frequencies but then how would the two communications specialists communicate? If I give them a 77 analog radio each can they both set it to 50 and communicate with each other even though all other radios are on their own side specific frequencies?

 

Secondly I thought I could enable babble and it wouldn't matter what the frequencies were, but at the end of the day you are going to have to employ one or translators it still leaves room for exploits and kind of makes the communication between the 4 factions less enjoyable.

 

Only the 148, 152 and 117 are compatible, which leaves you with this compatability matrix ;)

 

  AN/PRC 343 PRR SEM 52 SL AN/PRC 148 AN/PRC 152 AN/PRC 117F AN/PRC 77
AN/PRC 343 PRR x          
SEM 52 SL   x        
AN/PRC 148     x x x  
AN/PRC 152     x x x  
AN/PRC 117F     x x x  
AN/PRC 77           x

 

Lots of possibilites to choose for your requirements, especially if you throw Babel in the mix.

 

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I've got a intresting Feature/Bug today, yesterday i was play with People using ACRE without problems. But today i want to give some advice, my buddy was only hear my Voice like a Robotic when i was activate the Plugin. I was understand him clearly (We was use direct Speech no Radio). I was try several things, restart TS, Restart Server, Reaktivate Plugin but nothing was help to resolve the Problem.

 

TS 3.1.1.1

CBA 3.21

ACRE 2.4.0

 

Edit

 

We've found the Problem, it was dedicated to the Channel Codec Setup. My Buddy was use Opus Music instead of Opus Voice, after switchting back the Channel from Opus Music to Voice, he was hear me normally.

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2 hours ago, raspu86 said:

 

Only the 148, 152 and 117 are compatible, which leaves you with this compatability matrix ;)

 

  AN/PRC 343 PRR SEM 52 SL AN/PRC 148 AN/PRC 152 AN/PRC 117F AN/PRC 77
AN/PRC 343 PRR x          
SEM 52 SL   x        
AN/PRC 148     x x x  
AN/PRC 152     x x x  
AN/PRC 117F     x x x  
AN/PRC 77           x

 

Lots of possibilites to choose for your requirements, especially if you throw Babel in the mix.

 


That looks great, so if I give Indi 343, Opfor 52SL and Blufor 152 and the communications specialists a 77 no ones channels will overlap?

I've never used the 52SL what is its range and power like? I'm guessing it is stronger than the 343 but shorter than 148?

 

Also what is the distance on the 77 in comparison to the 117?

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Hey Guys,

 

just a short question. Has the Radio Antenna already a function and works? I mean the one you can place in the Editor.

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22 minutes ago, frostie12345 said:

Hey Guys,

 

just a short question. Has the Radio Antenna already a function and works? I mean the one you can place in the Editor.

Nope, just a static object at the moment.

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Really love the mod, the switch from TFAR to ACRE was almost seamless for my unit.
It's nice having something we can almost literally plug-n-play, and from the standpoint of a mission maker, I've found it so much more user friendly to implement into missions.
Plus, the new install method is like a dream come true.
The only pitfall we've come across with the mod, is the lack of vehicle racks.
I'm sure it's been requested again and again, though.
Is there, or will there be, at any point even something like a script I can put into a vehicle's init field to simulate a rack?

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Vehicle racks are in development last time I checked, obviously no ETA.

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2 minutes ago, Max255 said:

Vehicle racks are in development last time I checked, obviously no ETA.

 

That's great news, thanks :)

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Sad to report that the combination of the latest ACRE2 (2.4.0.942) and latest TF (3.1.1.1) seem to crash on 1.68 RC.

If anyone has any ideas on how to resolve this, I'd much appreciate it.

 

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8 minutes ago, domokun said:

Sad to report that the combination of the latest ACRE2 (2.4.0.942) and latest TF (3.1.1.1) seem to crash on 1.68 RC.

If anyone has any ideas on how to resolve this, I'd much appreciate it.

 

 

If you can provide the RPTs it would be helpful. Also post them into the github in order to keep track of them. It is a mess to keep track of issues in the forums :)

 

https://github.com/idi-systems/acre2/issues

 

Please make sure that the issue is reproducible with CBA + ACRE2 only. Mod combinations are difficult to debug since we do not have control over them.

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1 hour ago, magnetar said:

 

If you can provide the RPTs it would be helpful. Also post them into the github in order to keep track of them. It is a mess to keep track of issues in the forums :)

 

https://github.com/idi-systems/acre2/issues

 

Please make sure that the issue is reproducible with CBA + ACRE2 only. Mod combinations are difficult to debug since we do not have control over them.

I'll see what I can do. The crashes did not occur on my machine but on other members of my squad.

But I can confirm that it occurred with only CBA + ACRE2. Initially there were other mods but I narrowed it down to ACRE2 and managed to reproduce it.

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 I have noticed when running ACRE my map seems to lag. Just scrolling about the map sometimes the cursor will lag behind or get stuck when panning. Anyone else experienced this?

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Hey, just a little report about full duplex transmission. It's disable on our server, and working fine when 2 people speaking with same radio :

 

2 guys with PRC152 can't speak together, normal.

But if 1 guy has a 117F and the other a 152, they can speak in the same time.

 

Just reporting :)

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1 hour ago, domokun said:

I'll see what I can do. The crashes did not occur on my machine but on other members of my squad.

But I can confirm that it occurred with only CBA + ACRE2. Initially there were other mods but I narrowed it down to ACRE2 and managed to reproduce it.

 

Are they using 64bits?

 

11 minutes ago, -ben- said:

 

 I have noticed when running ACRE my map seems to lag. Just scrolling about the map sometimes the cursor will lag behind or get stuck when panning. Anyone else experienced this?

Are you on performance branch?

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12 minutes ago, magnetar said:

 

Are they using 64bits?

 

Are you on performance branch?

Yes we were all using 64-bit from 1.68 RC

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15 hours ago, Kniazzy said:

Really love the mod, the switch from TFAR to ACRE was almost seamless for my unit.
It's nice having something we can almost literally plug-n-play, and from the standpoint of a mission maker, I've found it so much more user friendly to implement into missions.
Plus, the new install method is like a dream come true.
The only pitfall we've come across with the mod, is the lack of vehicle racks.
I'm sure it's been requested again and again, though.
Is there, or will there be, at any point even something like a script I can put into a vehicle's init field to simulate a rack?

Thank you for the kind words! :)

Yes, vehicle racks are in the works, actually pretty close to being done.

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27 minutes ago, jonpas said:

vehicle racks are in the works

 

What is "vehicle racks" ?

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4 hours ago, magnetar said:

 

Are you on performance branch?

 

I have experienced this on both the performance branch and on standard stable.

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2 hours ago, -ben- said:

 

I have experienced this on both the performance branch and on standard stable.

 

It should be fixed in the upcoming dev-built. Thanks for reporting!

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8 hours ago, jonpas said:

Thank you for the kind words! :)

Yes, vehicle racks are in the works, actually pretty close to being done.

 

Can't say it enough, ACRE2 has totally changed how we approach Arma. Can't play it without, now!
Very exciting to hear racks are nearly done, too.

 

8 hours ago, ShiftyFR said:

 

What is "vehicle racks" ?


A radio, usually long range, affixed to the vehicle.
Like a long-range that can be used by the driver, or commander etc etc
Saves units needing to hop into their vehicles with a long range radio in their backpack!

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On 3/7/2017 at 9:18 PM, magnetar said:

 

It should be fixed in the upcoming dev-built. Thanks for reporting!

 

During further testing we have found that there is also an issue with UI elements, bringing up the inventory or enabling the GPS both kill frames from regions of 40-10, in case this turns out to be a separate issue.

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I just ran the first session for some friends of Arma 3 with ACRE2. I know A2/OA fairly well but have never been a hardcore player, and the others are pretty new to the game. We got ACRE2 to work, but in-game the radio functionality was a bit hit and miss - I suspect not because of anything wrong with ACRE2 but because we're newbies and not used to the mod's level of realism. I'd like to keep using ACRE2 (I love the positional audio and like distinguishing between direct chat and radio chat - I find these considerably more immersive than one-size-fits-all VOIP), but I suspect the others might not want to, unless there are 'beginners' settings I can use for now.

 

In that respect, I had some questions about the server-side settings: what do the following do? I've done a Google search for them combined with Arma 3 and ACRE2 but haven't found anything.

 

- Unmute clients

- Model interference
- Terrain loss coefficient

 

I'm suspecting/hoping that some of these server settings might help me set up a sort of 'ACRE2 light' for our sessions.

 

Edit: I have found some info in the documentation in the meantime. Do I understand correctly that by turning down the latter two of the values mentioned above, I can make the radios easier to use and rely on for a bunch of beginners?

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47 minutes ago, thirith said:

I just ran the first session for some friends of Arma 3 with ACRE2. I know A2/OA fairly well but have never been a hardcore player, and the others are pretty new to the game. We got ACRE2 to work, but in-game the radio functionality was a bit hit and miss - I suspect not because of anything wrong with ACRE2 but because we're newbies and not used to the mod's level of realism. I'd like to keep using ACRE2 (I love the positional audio and like distinguishing between direct chat and radio chat - I find these considerably more immersive than one-size-fits-all VOIP), but I suspect the others might not want to, unless there are 'beginners' settings I can use for now.

 

In that respect, I had some questions about the server-side settings: what do the following do? I've done a Google search for them combined with Arma 3 and ACRE2 but haven't found anything.

 

- Unmute clients

- Model interference
- Terrain loss coefficient

 

I'm suspecting/hoping that some of these server settings might help me set up a sort of 'ACRE2 light' for our sessions.

 

Edit: I have found some info in the documentation in the meantime. Do I understand correctly that by turning down the latter two of the values mentioned above, I can make the radios easier to use and rely on for a bunch of beginners?

 

Yes. Also enabling full duplex can help. In the default mode, you cannot receive/transmit at the same time. Additionally if two radios are transmitting, you will only pick the one with the stronger signal or none of them

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