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CSLA 2 Update1

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How come it doesn't happen to you, Jezz? Happens to me without fail every time (useful when I can't be bothered reaching for the Esc Key smile_o.gif).

The only bug I've found so far is that when I'm in a CSLA vehicle I can see other vehicles outside, which looks very bizaare to say the least.

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Hi, the only moded files in my OFP® are the anims (now DMA Anims 1.0), the BIS SU25, BIS AH64, BIS OH58, BIS G36A; but inside the CSLA Mod folder there's only what it installed, i haven't touched nothing there. I've just found out some things that look bad in my opinion or that give small proplems & this info could help the CSLA members and the players that use it.

P.D: The down syndrome isn't a help, the alzheimer or the parkingson; look at Michael J. Fox. Let's cu

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How come it doesn't happen to you, Jezz? Happens to me without fail every time (useful when I can't be bothered reaching for the Esc Key smile_o.gif).

The only bug I've found so far is that when I'm in a CSLA vehicle I can see other vehicles outside, which looks very bizaare to say the least.

paa textures... its better to use pac often...

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After reinstalling it without FFUR everything is perfect again. I really like the misiions. Awesome Work

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i have sugestion about Task Force Rumburak mission :-) (Arabela 1980 biggrin_o.gif )

mission ends when all enemy tanks are destroyed, but there is such issue that crew of a tank can be dead but tank is operational (few % of it at least, but looks like destroyed one), maybe would be better to check if all crew members of tanks are dead and then end mission ? becouse i was forced to drive around for some time shooting all tanks just to check if they are realy destroyed (they looked to be destroyed, but one of them wasnt)

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The thing that causes heavy, heavy lag for me seems to be helicopter exhaust smoke scripts bugging, for example, I started the Red Hammer campaign and the exhaust smoke starts off nice and smooth with good FPS. But after a while the script starts to overlap or something, causing the puffs of smoke to become much blacker and further in between. Same thing with looking at Chinooks and Blackhawks flying, sometimes their exhaust scripts seem to be running 5 times for each chopper, causing really bad lag, I mean like 40 fps dropping to 5 fps once the chopper comes on screen. They do work fine for a while before they mess up. That's what I have noticed.

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The thing that causes heavy, heavy lag for me seems to be helicopter exhaust smoke scripts

I havn't been experiancing any lag until i played the two Hind missions. The worst one being the one involving a convoy protected by two enemy helos. So i'll concur with Gollum1 on that issue.

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the one only problem I have with this mod is that the explosions...ould you maybe tune them down a bit? this is one of the best mods I have downloaded, maybe the best. but a jeep exploding doesn't make an explosion the size of a2-3 story building. I can see it for a fuel/ammo truck but not a jeep. thats my only problem.

I havent experienced a whole lot of lag in campaign, a little in the cutscenes but other than that fine. (I am only on the 1st mission though... confused_o.gif

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It seems that the lag occurs mainly with choppers , it source should be the new added scripts...weird .. we can trust sanctuary to fix that though

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Why bombs doesent fall of the helicopters: Mi-8, Mi-17, Mi-24 loaded with FAB.

They stay on and that is anoying when I use them all, ammo is at zero.

Please answer me. confused_o.gif

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the new campaign is cool but there's way too many (and too long) cutscenes and Apocalyptica's version of "One" repeats quite a lot. anyway the new stuff is awesome and the campaign is enjoyable thumbs-up.gif

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Why bombs doesent fall of the helicopters: Mi-8, Mi-17, Mi-24 loaded with FAB.

They stay on and that is anoying when I use them all, ammo is at zero.

Please answer me. confused_o.gif

it was answered, search in this topic ;-)

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Just did some more testing on the helo smoke, I started the retaliation campaign and while you were over the sea in an Mi-8 the FPS gradually started dropping and the exhaust smoke became blacker and thicker. It was obvious that the script was executing over and over and over again much too quickly. Finally when the chopper landed my FPS was about 2 (down from 50) and the smoke was pitch black, almost obscuring the helo.

Once the Mi-8 engine turns off, bang, 2 fps -> 70 fps.

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beautiful mod, between CSLA and civ3 i have my summer holidays gaming needs sorted.

bug: csla boat Machinegun optika (v button) is having problems

notworthy.gif

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why is it i have to close out of the game every mission in the campain after dying ? i mean, i alt F4 becuase theres no retry or continue button or u are dead when i die... its getting very anoyying... help.gif

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Few more tests...

OT64C in game has 12,7 mm KPVT gun (3500 rounds APSD + HE) plus MG (2000 rounds).

OT64C IRW - KPVT is 14,5 mm (see the model, barrel looks thick!wink_o.gif, it is said that basic load for it is only 500 rounds (1/7 of those we met in mod) and there are API, AP-T and incendiary bullets, no HE or APSD...

30 mm HE rounds of BMP2 seems overpowered, OTOH anti-tank rounds (called AP - IRW AP-T and APDS) hit make a little effect at armoured target. "KPVT" of OT64C with HE rounds is dangerous even for tanks, so called APSD give no effect.

HEATs overpowered, HE too, tank ATGMs underpowered , some AP rouns of all types seems little underpowered. T80 survived 7 TOWs!, blow up after 8th; 50 Bradley 25 mm HE round were enough for tank crew to bail out, after 130 HE hits it was wreck... T72B was less vulnerable here (in fact basic armour protection level is similar for both or even T72B have advantage here).

All armour balance not the best for tank-lovers.

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I found an error today but everytime I got it I was on 4x speed and it disappeared too fast.

All I can really tell you:

1 Mechanized US Infantry Squad

1 UH-60 (Rockets)

2 or 3 Russian Infantry squads

I think its something to do with the helicopter I think.

Sorry I don't have more information for you

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Why do i not have any of the effects in the game that i keep

hearing about ?

I have FFur 5.0 installed about 2 weeks before release.. and

i downloaded this mod and i dont have the same effects. Why ? banghead.gifcrazy_o.gif

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@Franz_Schall [sWAF]:

This addons are not required for any mission! They are required only for FFUR effect pack. If you delete FFUR_cfg.pbo from your CSLA\Addons folder you can play Dynamic Nogova Campaign without FFUR effects pack.

EDIT:

If you will still have problems with those missing addons, plz unpack Dynamic Nogova Campaign mission and delete these addons ("throwkok", "bn_tracers122") from classes "addOns[]=" and "addOnsAuto[]=" in mission.sqm file.

Or wait for fixed version from Hellfish6.

Just got back from vacation - will fix these ASAP. Thanks for the heads up! smile_o.gif

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Why do i not have any of the effects in the game that i keep

hearing about ?

I have FFur 5.0 installed about 2 weeks before release.. and

i downloaded this mod and i dont have the same effects. Why ? banghead.gif  crazy_o.gif

Can some one please tell me what is rong confused_o.gif

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if you installed the FFUR effects that came with CSLA and you already have FFUR installed there might be some kind of conflict.

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Can some one please tell me what is rong  confused_o.gif

Install the FFuR 5.0 in an ModFolder and the CSLA Mod in another one.

I did so and no error occurred.

And take care not to load both modFolders together.

Afaik you can install both on your computer without inflicting each other.

For increased convenience use Kegetys' OFP Launcher if you don't use untill yet.

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Well 2 weeks ago i downloaded FFur 5.0, then i downloaded

CLSA 2 update 1 with Ffur, stupid mastake. Then i delete the CLSA 2 folder, reinstalled with out ffur, still dont get any effects like ive heard about, it mostly looks normal to me, why ? confused_o.gif

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I have question, what version of BN_tracer.pbo is used ? it seems it's not latest one ...

where i can find this information about "additional" addons and theirs versions ?

when nowhere then i suggest next time this to be "added" into readme ... makes "fixing" easier ...

my next question is ... will be there support for "upcoming" ECP ?

related to performance ... well that's problem...

i have 1.5GB DDR400, ATI X800pro 256MB, AMD 3800+ cpu etc and it fps lags for me ...

let say menu animation, it jumps between 12 and 75fps (vsync) and for unknown reason these drops to 12 are at ... nearly same looking places as where is 75 .... makes no sense why ...

but when there are some troop units etc ... 3-22fps maximally .... i tried mess with resolution, texture resolutions, disable shadows etc ....

difference goes maximally in 1-3 fps each step ...

EDIT: i found answer about that BN_tracers .... when i used version 1.24 i got ingame error can't find package BNtracers123 ... great ... so there is older version used and i can't use newer? smile_o.gif

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I was re-playing the Resistance Campaign with CSLA, and i noticed that the RPG's are just totally unbalanced! The AI always misses if the target is more than 50 metres away, and even at that range, the rocket is to weak to even take out an M113. crazy_o.gif

Maybe this is more realistic, but it makes many Original OFP missions completely unplayable.

Maybe you should consider replacing the NH-75 wih an ordinary RPG-7 completely, and make sure the AI can aim it.

Edit: I notice it takes 6 Rockets (Compared to the Original game's 2), to take out a T72. This is just undoable. I'm sure this makes Tank combat more interesting, but to the ground infantry, this is just unfair!

I really don't want to sound like I am complaining, this mod Rocks!

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