Raul Marrero 6 Posted October 21, 2018 I can't open the long TFAR radio in any NATO ship in my clan's dedicated server. When I try, I get a dialog saying 'Resource not found' or something similar Share this post Link to post Share on other sites
Devastator_cm 434 Posted October 21, 2018 what is your TFAR version? Did you try it with TFAR 1.0? Share this post Link to post Share on other sites
Raul Marrero 6 Posted October 21, 2018 I didn't know version 1.0 was out, do you know if I can use it while my teammates are usingn older versions? :/ Share this post Link to post Share on other sites
Devastator_cm 434 Posted October 21, 2018 no all need to use the same version Share this post Link to post Share on other sites
Αplion 1122 Posted October 25, 2018 Small FIX released changelog For AI controlled ships/submarines, the behavior is tweaked: - In case commander/group of ship/submarine has CombatMode "BLUE" (Never fire), it will not attack to enemies but only defend. - In case commander/group of ship/submarine has CombatMode "GREEN" (Hold fire - defend only) or "WHITE" (Hold fire, engage at will), it will attack only if it is attacked 1 Share this post Link to post Share on other sites
Αplion 1122 Posted October 25, 2018 Another small fix today (for Submarines only) ... changelog So from now on, if submarine is submerged you can get in only through DDS. Share this post Link to post Share on other sites
Αplion 1122 Posted October 31, 2018 Fast Attack Missile Boat Roussen-class WIP ... https://en.wikipedia.org/wiki/Roussen-class_fast_attack_craft 9 Share this post Link to post Share on other sites
VileBeggar 36 Posted October 31, 2018 Nice! Any chance of a Royal Navy vessel in the future? Share this post Link to post Share on other sites
Αplion 1122 Posted October 31, 2018 1 minute ago, VileBeggar said: Nice! Any chance of a Royal Navy vessel in the future? Yes I have some in mind ;) 3 Share this post Link to post Share on other sites
R0adki11 3949 Posted October 31, 2018 5 minutes ago, Αplion said: Yes I have some in mind ;) Hopefully a Type 45 destroyer or a Type 82 destroyer is on your list of Royal Navy Vessels. 1 Share this post Link to post Share on other sites
Αplion 1122 Posted October 31, 2018 8 minutes ago, R0adki11 said: Hopefully a Type 45 destroyer or a Type 82 destroyer is on your list of Royal Navy Vessels. Actually I had this one in my mind ... https://en.wikipedia.org/wiki/HMS_Daring_(D32) 4 Share this post Link to post Share on other sites
R0adki11 3949 Posted October 31, 2018 2 hours ago, Αplion said: Actually I had this one in my mind ... https://en.wikipedia.org/wiki/HMS_Daring_(D32) Sounds great, especially as Daring is the is the lead ship of the Type 45 class of Royal Navy Vessels. 4 Share this post Link to post Share on other sites
VileBeggar 36 Posted November 1, 2018 On 2018-10-31 at 3:56 PM, R0adki11 said: Sounds great, especially as Daring is the is the lead ship of the Type 45 class of Royal Navy Vessels. That would be amazing! Share this post Link to post Share on other sites
panos1221 11 Posted November 2, 2018 On 31/10/2018 at 11:52 AM, Αplion said: Fast Attack Missile Boat Roussen-class WIP ... https://en.wikipedia.org/wiki/Roussen-class_fast_attack_craft Amazing!!!!!! Share this post Link to post Share on other sites
Flinty 454 Posted November 3, 2018 Would love to see the HMS Bulwark or HMS Queen Elizabeth, but no sweat if they're not in the scope of the mod 2 Share this post Link to post Share on other sites
Αplion 1122 Posted November 8, 2018 New FIX released ... changelog - Fixed: Good news for the servers which has vehicle purchase functionalities. Issues by the spawned (via script or Zeus) submarines/ships in dedicated server solved. From now on all GUIs and systems will work fine for such vehicles as well. - Fixed: issue with inventory on Virginia and Yassen submarines. - Fixed: On dedicated servers under Cruise Missiles panel, fire button turns to "red" marking, when used to fire a missile. 2 Share this post Link to post Share on other sites
Timo B. 1 Posted November 12, 2018 So as far as i've gathered the helicopter not being able to land in MP is not fixable? Share this post Link to post Share on other sites
Devastator_cm 434 Posted November 12, 2018 I have an alternative solution but didn't test it yet in dedicated Share this post Link to post Share on other sites
-BAKE- 11 Posted November 16, 2018 Hello. I'm new to the forums but fell in love with your mod after being introduced to it in an exile server. However, I discovered that very few of the ship features actually worked in game like they do in the editor. I was wondering if you had any insights from running intro them your self? Pretty much only the direct use weapons work. Such as the main artillery gun/ artillery computer. Player controlled cwis /igla. And using weapons officers seat to lock and fire seasparrows at aircraft. None of the custom panels you made function in the server. For example, anti ship missile consol. You can fire missiles, but can't change gps/radar, seaskim/ fly high, pop up/seaskim modes. So missiles fire straight up and come down and kill the crew if stationary. It also seems like weapons officer/sonar both have laser degs. But can't be activated nor locked on to. I'll try to record a video to better show what I mean later. But was just wondering if you had gotten this question before and knew a starting point. The server admin says the ships "work" and any issues are on the mod or EXILE side of things Forgot to mention the server is RadierGamingPlay Tanoa Exile. Since It runs a bunch of mods, maybe something is conflicting. However, will all those mods loaded, everything still seems to work in editor when I play around. The only thing I think I am missing is infistar anti cheat the server runs. Share this post Link to post Share on other sites
Devastator_cm 434 Posted November 16, 2018 Just now, -BAKE- said: None of the custom panels you made function in the server. For example, anti ship missile consol. You can fire missiles, but can't change gps/radar, seaskim/ fly high, pop up/seaskim modes. So missiles fire straight up and come down and kill the crew if stationary. Thanks for your comments. The problem which you describe above is fixed with the last release. Are you sure your server admin updated the mod? Share this post Link to post Share on other sites
-BAKE- 11 Posted November 17, 2018 I am not sure no. I know it relies heavily on A3 launcher. Which isn't updated too often. I'll have to look at the mod list again. But it seems like it's just ruining HAMF core Share this post Link to post Share on other sites
Devastator_cm 434 Posted November 17, 2018 we released the fix for that issue (spawned vehicles with broken GUIs) on 8th November. Share this post Link to post Share on other sites
-BAKE- 11 Posted November 17, 2018 2 hours ago, Devastator_cm said: we released the fix for that issue (spawned vehicles with broken GUIs) on 8th November. Mod was updated today and everything works! (I Think) trying to learn the limitations on the cruise missiles on Tanoa map. Fired a few and seemed like if they leave the map (into the black space) they blow up. I tried to fire some across the map but my buddy said they never arrived. The missiles try to do like 50m AGL correct? but wont be able to like, fly over a mountain? Share this post Link to post Share on other sites
Devastator_cm 434 Posted November 17, 2018 they can fly over the mountains as long as there is no sudden height change, i.e. it goes in 50meter and suddenly arrives to a slope with 150 meters. In such case it will not find any chance to adjust the altitude. Therefore, a weapon officer should plan the flight path properly via waypoints to bring the missile to its target where there are no sudden height changes. Share this post Link to post Share on other sites
Αplion 1122 Posted November 17, 2018 New update - fix today 17-Nov changelog - Added: Zeus Modules to make Cruise missile attacks - Fixed: Zeus remote controlled units can access GUIs without any issue - Fixed: Some sounds and textures issues are solved - Fixed: Scope for HAFM_Helper and HAFM_Flagpole fixed. They are not in object list anymore - Tweaked: Torpedoes detects target ships existence better to trigger the detonation - Tweaked: User manual has new section for mission makers and Zeus 2 Share this post Link to post Share on other sites