.kju 3245 Posted October 13, 2007 Preface Quote[/b] ]NOT RECOMMENDED TO BE USED IN MULTIPLAYER! THIS WILL BE CONSIDER CHEATING! NOT TESTED IN MULTIPLAYER - THERE IS ALWAYS THE CHANCE TO CRASH THE SERVER WITH MODIFIED DATA - DON'T USE IT IN MP. PERIOD. If the server and all clients would use it, it is a different matter of course. Expect a few updates on individual / specific addons of this pack, as well as additions in the future. Signature files will be provided soon for each individual addon, each pack (Anims, UI_Speedup and Gameplay) and maybe for each pbo version (not sure about that one yet). Remind me please, if I forget about it. Feel free to integrate these addons in your mod / addon etc. Credits should be noted though! Feel free to make suggestions on other useful changes to the rough ArmA. HowTo: Extract in some modfolder's addon directory. Example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">.\ArmA\@PROPER\addons\### InHere ### Note that you can use any of the addons independently. >>> Download <<<: PROPER_Anims_Gameplay_UI_Speedup_Pack_BETA1.rar Armaholic mirror Combat-Prison.net mirror Thanks guys, you rock! List of addons included in the beta pack PROPER_Anims_Healing_Animation Fixed the missing animation when the heal action was performed while kneeling or with a launcher in the arms. For more info see CBTS 2362: You get healed immediately if you are crouching. PROPER_Anims_Move_Transition Ladder fix from the 1.08 hotfix as standalone addon. In addition the infantry movement transition speed was doubled. The "additional step animation problem" might become less obvious. If you have installed queen's gambit or the 1.08 hotfix, you won't need this one. PROPER_Gameplay_Vehicle_Cursor The basic idea is to make targeting enemy units as commander while driving vehicles easier (more OFP like). However I was not yet able to reactivate the cursor if you are the driver of a vehicle. The cursor is back for most vehicles as commander and gunner though. This one is still very much in the testing phase, yet I'd like to get some feedback on this one! PROPER_Gameplay_Vehicle_InsideSoundCoef If you dislike the fact that the (engine sound in particular) sound is way too loud if you are inside vehicles, you will love this one. It reduces sound volume inside vehicles significantly. You will be happy to go easy on with your ears again and have a good voice chat with your buddies while being in some vehicle. Note that the volume is still good in order to hear all the things around you. Especially in the combination with the "PROPER_Gameplay_Vehicle_OccludeAndObstructSounds" addon... it's more like the sound is very pleasantly dampened. Additional info: Quote[/b] ]InsideSoundCoef: How is the volume of the vehicle engine/movement changed when sitting inside that vehicle. By default we play our own voices with half volume. ### IMPORTANT ### The individual vehicles will most likely need more individual tweaking. PROPER_Gameplay_Vehicle_Lock_AI I was not yet able to bring back the cursor for the driver of a vehicle. As a workaround the tab/radar locking is re'enabled for all vehicle weapons. This should make vehicle fight vs AI a lot more enjoyable again! Read the additional info to understand how to avoid an issue with tab/radar locking for non commander slot vehicles (see summary part). Additional info: Quote[/b] ]Weapon lock for all (missing) weapons activated to re'enable tab/radar locking. Activated driverIsCommander to re'enable tab/radar locking. Activated CanSee = 31 (1=Radar; 2=Eye; 4= Optics; 8= Ear; 16= Compass;) for all vehicles to re'enable tab/radar locking. Activated none zero irScanRange values (irScanRangeMin & irScanRangeMax) for the (missing) vehicles to re'enable tab/radar locking. Summary: It does work now. However you need to be the _weapon commanding guy_ in the vehicle. You either need to activate manual control or switch to gunner for a moment as group leader to get the _weapon commanding guy_ status. After that the tab/radar locking also works for driver or commander in ground vehicles without commander slot present in the vehicle (these almost all besides M1Abrams, T72 and BMP2). PROPER_Gameplay_Vehicle_No_Alarm_Sound Removed the uber annoying beep sound inside tanks when hit. PROPER_Gameplay_Vehicle_OccludeAndObstructSounds Well, did you ever felt lost in ArmA tanks - I am sure you did! This is primarily due to the limited sound awareness inside vehicles (compared to OFP in particular). BI tried to introduce a fancy realism effect... as a result inside vehicles you are almost completely deaf. In other words unable to hear the surrounding sound scenery properly, like immediate hostile fire or even direct impacts at your vehicle. This is a good day for you! With this addon, you shall become happy again! Additional info: Quote[/b] ]Deactivated occlude and obstruct effect. A vehicle can occlude / obstruct sounds when sound is outside of the vehicle and listener inside, or the other way around. Obstruction: how much is the direct path free There is some indirect way how can the sound reach the vehicle (open vehicle window), but the direct path is not available (obstruction leaves echoed sound unfiltered). Occlusion: how much is both the direct and indirect path free Describes how much the vehicle is sealed (echoed sound is filtered as well) 1 means not occluded, 0 means fully occluded (db-XX can also be used). obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; How much are low frequencies attenuated by obstruction and occlusion. 0 = no attenuation (LF goes through), 1 = full attenuation (LF attenuated the same way as HF). Note: not implemented yet, 0 and 0.25 is currently used. PROPER_Gameplay_Vehicle_Tank_Armor Doubled armor value for all tank based vehicles. Well in my view armor vs armor / armor vs infantry combat is very boring, if almost all the time one sabot is enough to disable or destroy a tank. Be careful not to use this addon on public MP servers. This will be very obvious cheating, so DO NOT DO IT!. PROPER_Gameplay_Weapon_AA_Launcher The strela and stinger have like 1000% hit percentage in ArmA. They are even able to make a turn, if they missed the target, and do a second approach. Thanks to BigDawgKS, we at least have a test addon on the table now to improve the AA simulation gameplay wise. Further testing and feedback is direly need here! (bad English I guess..) Additional info: Quote[/b] ]BigDawgKS http://bugs.armed-assault.net/view.php?id=2481 Strela and Stingers are too accurate. When I lowered both to around 12 and 0.2 respectively and tested it, the missiles performed significantly worse, missing very frequently. After playing around with these values some more, I found a missile with a maneuverability value of 15 and a trackOverSteer value of 1.0 was about 40-50% likely to miss a moving target depending on the angle and distance. A missile with a maneuverability value of 20 or above and trackOverSteer value of 3.0 or above is very unlikely to miss. The trackOverSteer (introduced in ArmA) in particular makes the missile much more accurate, combined with the proximity fuses now present in ArmA it's clear why the missiles would be a lot better at tracking and hitting their targets than in OFP. There's no engine bug however, as I explained above it is definitely possible for the missiles to fail tracking their targets, the config values for BIS's missiles just need to be tweaked (lowered). ### IMPORTANT ### These values will most likely need even more tweaking. Thrust, thrustTime and initTime could and should be consider as well to improve the simulation. PROPER_UI_Speedup_RscMapControl Well Doolittle was requesting an improvement of the loading times of the map view upon the first load. Most likely this is not possible for ArmA. However this addon does some config and texture preloading, so maybe, just maybe there is a slight improvement here. Further testing and feedback is direly need here! Further improvement might be possible with preloading the map objects (p3ds). For more info see CBTS 2749: Cache map icons like tree and mountain. Additional info: Quote[/b] ]Preload given textures from config classes. Any texture corresponding to the entry below is preloaded and kept in the memory permanently. The actual texture file is looked up in the corresponding config entry. Lookup values: "*" - path is relative to Data unless it starts with a backslash "\*" - path is always absolute "@*" - model name (rel. to data3d) is given in the config - load all textures for it referenced by it "\@*" - model name (abs) is given in the config - load all textures for it referenced by it In future other values or combinations may be possible, like for textures which need to be loaded, but not all mipmaps are needed. ### IMPORTANT ### Right now from only basic testing, there seems hardly a reduction effect of loading time or a resolution the initial map switch lag. Further improvement might be possible with preloading the map objects (p3ds). Preload given config classes. Any texture corresponding to the entry below is preloaded and kept in the memory permanently. The actual texture file is looked up in the corresponding config entry. Lookup values: "*" - the class including all subclasses is made permanent. "." - only this class is made permanent. "fastFind" - optimize searching in this class. Additional Notes: The ArmA.rpt is polluted a bit by the PROPER_Gameplay_Vehicle_Cursor addon. I think the inheritance or cfgPatches isn't perfectly correct. Any help or ideas are appreciated a lot! <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Updating base class Turrets->, by proper_gameplay_vehicle_cursor\config.cpp/CfgVehicles/M113/Turrets/ Updating base class MainTurret->NewTurret, by proper_gameplay_vehicle_cursor\config.cpp/CfgVehicles/M113/Turrets/MainTurret/ Updating base class Turrets->, by proper_gameplay_vehicle_cursor\config.cpp/CfgVehicles/UAZ_AGS30/Turrets/ Updating base class MainTurret->NewTurret, by proper_gameplay_vehicle_cursor\config.cpp/CfgVehicles/UAZ_AGS30/Turrets/MainTurret/ Updating base class Turrets->, by proper_gameplay_vehicle_cursor\config.cpp/CfgVehicles/UH60MG/Turrets/ Updating base class MainTurret->NewTurret, by proper_gameplay_vehicle_cursor\config.cpp/CfgVehicles/UH60MG/Turrets/MainTurret/ Credits: ~ raedor and BI for 1.08 ladder and anim hotfix ~ BigDawgKS for the suggestion value changes to improve the AA launcher in terms of gameplay. enjoy Q Share this post Link to post Share on other sites
smiley nick 51 Posted October 13, 2007 Brillent! Thanks Q Share this post Link to post Share on other sites
USMC NEEDER 0 Posted October 13, 2007 Sweet! Checking it out now! Share this post Link to post Share on other sites
paragraphic l 2 Posted October 13, 2007 Nice, downloading now and checking right away great to hear you cahnge the sound levels inside vehicles, especially for armored vehicles. hope from now on I never have to change ingame sound levels during mp-games Share this post Link to post Share on other sites
imutep 0 Posted October 13, 2007 Sounds nice..give a try Share this post Link to post Share on other sites
NonWonderDog 0 Posted October 13, 2007 Quote[/b] ]PROPER_Gameplay_Weapon_AA_LauncherThe strela and stinger have like 1000% hit percentage in ArmA. They are even able to make a turn, if they missed the target, and do a second approach. Thanks to BigDawgKS, we at least have a test addon on the table now to improve the AA simulation gameplay wise. Further testing and feedback is direly need here! (bad English I guess..) Additional info: Quote BigDawgKS http://bugs.armed-assault.net/view.php?id=2481 Strela and Stingers are too accurate. When I lowered both to around 12 and 0.2 respectively and tested it, the missiles performed significantly worse, missing very frequently. After playing around with these values some more, I found a missile with a maneuverability value of 15 and a trackOverSteer value of 1.0 was about 40-50% likely to miss a moving target depending on the angle and distance. A missile with a maneuverability value of 20 or above and trackOverSteer value of 3.0 or above is very unlikely to miss. The trackOverSteer (introduced in ArmA) in particular makes the missile much more accurate, combined with the proximity fuses now present in ArmA it's clear why the missiles would be a lot better at tracking and hitting their targets than in OFP. There's no engine bug however, as I explained above it is definitely possible for the missiles to fail tracking their targets, the config values for BIS's missiles just need to be tweaked (lowered). ### IMPORTANT ### These values will most likely need even more tweaking. Thrust, thrustTime and initTime could and should be consider as well to improve the simulation. I've got pretty much exactly this in my rocketBallistics.pbo of my realistic ballistics mod, except I've programmed in (almost) exactly correct thrust, thrustTime, and initTime. Just sayin... Of course, all the other missiles in the current version are perfectly wretched. I'm trying to fix that, slowly. I'd really like to know what trackOverSteer actually does, though, since I'm trying to give all the missiles their real (?) maximum lateral accelerations. (i.e. 22g for the Stinger, 12g for the Strela-2) My guess is that "maneuvrability" is latax in some form or another (multiples of g?), while "trackOversteer" is a feed-forward variable. "TrackLead" is apparently a boolean toggle between two different (but equally goofy) tracking logics. I can't figure out what equations are used, though. Any ideas? Share this post Link to post Share on other sites
sickboy 13 Posted October 13, 2007 Nice one Q! A lot of things some ppl were eagerly waiting for someone to complete Share this post Link to post Share on other sites
ricki 0 Posted October 13, 2007 gives me alot Quote[/b] ]Cannot evaluate 'ReadOnlyVerified' - no file see my note on the true mod addon, about access = 3. tell me what you think. are the original vehicle classes all access = 3 by default ? edit: will test it now while in a MP game. regards rocko Share this post Link to post Share on other sites
Insanatrix 0 Posted October 13, 2007 I've got pretty much exactly this in my rocketBallistics.pbo of my realistic ballistics mod, except I've programmed in (almost) exactly correct thrust, thrustTime, and initTime. Â Just sayin...Of course, all the other missiles in the current version are perfectly wretched. Â I'm trying to fix that, slowly. I'd really like to know what trackOverSteer actually does, though, since I'm trying to give all the missiles their real (?) maximum lateral accelerations. (i.e. 22g for the Stinger, 12g for the Strela-2) Â My guess is that "maneuvrability" is latax in some form or another (multiples of g?), while "trackOversteer" is a feed-forward variable. Â "TrackLead" is apparently a boolean toggle between two different (but equally goofy) tracking logics. Â I can't figure out what equations are used, though. Â Any ideas? i think trackoversteer means that instead of the missle going directly for the lock it tracks its path and aims for an impact point along the targets path. Share this post Link to post Share on other sites
ricki 0 Posted October 14, 2007 <s>seems it is not compatible with TrueMods especially TrueView ?</s> <s>my gunner views are really fd up</s> edit: ok i did understand what this mod does -sry but my bmp gunner sight is crap now, something is blocking my sight. for the t-72 the smoke-pyros are blocking my sight a bit. i find it a bit unusual to have the cursor moving up and down, and not being able to move the "sight" itself. suppose i got too many mods running to see some effects edit: i think the .rpt "polution" is normal but like i said in my first post, i got alot of these readonlyverified stuff. regards rocko Share this post Link to post Share on other sites
r71 0 Posted October 14, 2007 "If you dislike the fact that the (engine sound in particular) sound is way too loud if you are inside vehicles, you will love this one." OMG! I love it My ears thank you. Share this post Link to post Share on other sites
.kju 3245 Posted October 14, 2007 Quote[/b] ]I've got pretty much exactly this in my rocketBallistics.pboof my realistic ballistics mod, except I've programmed in (almost) exactly correct thrust, thrustTime, and initTime. Just sayin... Doh Excellent work NonWonderDog. Your work is on my hd for quite some time ... its an indication of the time I have to check other people stuff in detail.. Thanks for the note - I'll check your work asap! --- @rocko: It must be from another addon. My rpt doesn't show any of these. Didn't you mention that you have this messages in the TrueMods thread as well? Quote[/b] ]but my bmp gunner sight is crap now, something is blocking my sight. The PROPER_Gameplay_Vehicle_Cursor addon isn't mean for actual playing (yet). It is only for testing and getting feedback. I re'enable the cursor for all weapons, where it was missing. So for some vehicles you now have a good optics with a cursor disfiguring your view. Again it is only for testing purposes. Quote[/b] ]i find it a bit unusual to have the cursor moving up and down, and not being able to move the "sight" itself. Yeah thats one of the problem here. I think it has to do with the limitation BI had to introduce for multiple gunner positions... the KA50 can only move his optics / sight up and down as well... Quote[/b] ]for the t-72 the smoke-pyros are blocking my sight a bit. Can you upload a screenshot of that one please. From the impression I'd say, this comes from another addon or the combination. Share this post Link to post Share on other sites
Commando84 0 Posted October 14, 2007 man this mod seems almost like a successor to Ecp mod or Slx that came to ofp back in the days this has so many features it will take days to test them all. Share this post Link to post Share on other sites
NonWonderDog 0 Posted October 15, 2007 i think trackoversteer means that instead of the missle going directly for the lock it tracks its path and aims for an impact point along the targets path.I think I'm close to figuring it out, and I think what you're describing is "trackLead".These are my current thoughts on the matter: maneuvrability -- maximum lateral acceleration in Gs trackOversteer -- scalar multiplier for desired lateral velocity at any point in time: i.e. something like latvel = (angle error) * someconstant * trackOversteer trackLead -- tracking logic to use: 0: Steer directly to target 1: Steer to predicted target position There are fractional values of trackLead used in the config, but it behaves as a boolean in my tests. Anything nonzero behaves exactly like trackLead = 1. It's possible that maximum acceleration is actually maneuvrability*trackOversteer. I don't think the numbers are angular rates, since that isn't consistent with anything else in ArmA, but I could be wrong. I need to do a lot more testing. I've definitely figured out why ATGMs don't work, though. They always take the shortest path to a target exactly 1500m in front of your optics. If your target is less than 1500m away and moving, you will miss. If your target is greater than 1500m away, the missile will never get there. Instead, the missile will continue to fly to the point 1500m away from you -- which means it will fly in vertical loops. The missile was obviously supposed to fly along the line defined by your optics and the point 1500m away, but that's not what happens. Share this post Link to post Share on other sites
max power 21 Posted October 15, 2007 I knew that that is what was happening! Only I thought that the beam riding and SACLOS missiles were flying as if they were laser designated, I had no idea that there was some invisible target 1.5km away. [intellectual masturbation] I think that the problem here is that the target is static. Maybe if there was a way to make a target that takes its position from the missile and the local axis of the vehicle's gun sight- that is, the target was always slightly ahead of the missile, and always in the centre of the player's sights- it would behave more like a real missile. [/intellectual masturbation] I wonder if this object takes its position coordinates from the orientation of the vehicle's barrel or if it is actually physically part of the model, like a node or a proxy or something. Share this post Link to post Share on other sites
NonWonderDog 0 Posted October 15, 2007 I think that's what Mandoble's trying now, but it's probably such a horrible balancing act to find the "right" target distance. I don't think it would be impossible to implement the actual tracking logic in a script, though, and it would certainly be possible for BIS. You'd just need to find the difference between the missile position: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">position _missile and where it should be: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">positionCameraToWorld [0,0,0] + weaponDirection.*((vehicle player) distance _missile) For wire-guided missles the correction would be proportional to the angular difference as seen from the sights (scaled by predicted range), while for beam-riders it would be proportional to the lateral difference as seen from the missile (the beam pattern is scaled with predicted range so it's always 2 meters square). The two tracking logics are essentially identical, though, so it doesn't matter how the script does it. If you wanted to get picky, beam riders are a bit less likely to reacquire guidance if they fall off the beam. This assumes you totally control the missile velocity in script, which is probably sub-optimal. I think Mando Missiles just makes the missiles follow a target that can be moved around, which is probably better (if less flexible). Share this post Link to post Share on other sites
Garack 0 Posted October 17, 2007 Hm i installed PROPER_Gameplay_Vehicle_OccludeAndObstructSounds and PROPER_Gameplay_Vehicle_InsideSoundCoef but i hear anything as loud as before in a tank--- named the folder @noise and started with armaLauncher. mod will load up..how can i reduce volume to zero and test it? how to unpack these pdo and pack them back? or a bug? or a bug in my ears.:) Share this post Link to post Share on other sites
manzilla 1 Posted October 17, 2007 Just checking but did you put an AddOns folder inside the @noise modfolder? I'm sure you did but I figured it didn't hurt to ask. If you want to unpack and then repack the .pbo try: 1.) pboview http://www.armaholic.com/page.php?id=1434 2.) ArmAUnpbo http://www.armaholic.com/page.php?id=416 cpbo also but I couldn't find a link. I personally use pboview. I occassionally have troubles using the other 2 I listed. I'm doing something wrong, I'm positive, when using those 2. PboView seems to work everytime for me. As far as reducing the volume.... can't help you there. Someone much brighter at this than I can for sure. Share this post Link to post Share on other sites
Garack 0 Posted October 17, 2007 No way.. Yes i have a "Addon" folder in @noise. And in the addon folder are these two .pbo I tweaked this line: // Global define to tweak the insideSoundCoef for all units at the same time. #define PROPER_InsideSoundCoef_GlobalCoefficient 0.001 to 0.0001 and 0.1 Nothing happens. Sitting in a tank in Editor is the same loud noise.. Changed Value to 0 and nothing happens. Put only PROPER_Gameplay_Vehicle_InsideSoundCoef In Addons folder and nothing happens. I Use TrueMods + ArmaEffects + FDF Sounds ..Thats the problem? Yes it is. started with no addons and It WORKED! But in 3Person sound is as loud as before. Now 2 Questions: How to get sounds in 3rd a bit silenced? And: How to get work with other addons? Problem i figured out is FDF_Sounds. Withou it all is ok. But i wanna use FDF..Edit: Same with Modern Warfare Soundmod Share this post Link to post Share on other sites
.kju 3245 Posted October 17, 2007 hello Garack Quote[/b] ]How to get sounds in 3rd a bit silenced? reduce volume of the sound file itself (wss/ogg/wav). Quote[/b] ]FDF_Sounds / Modern Warfare Soundmod The reason is that those two overwrite the insideSoundCoef value for most / all classes again. There are three solutions: 1.) ask the sound makers to change it in the official version 2.) make your private edited version of the addon / pbo. 3.) make a new addon which has <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">requiredAddons[] = {"TheSoundModClassYouUse"}; and redefine the values in there (therefore you don't have to modify the original addon / pbo). Share this post Link to post Share on other sites
ricki 0 Posted October 17, 2007 if he loads the proper files at last, will they then overwrite the sound mod changes ? like "..arma.exe -mod=@1;@Soundmod;@PROPER -nosplash" this is how I did with TrueMod. hopefully TrueMod doesnt overwrite PROPER ?? Share this post Link to post Share on other sites
Garack 0 Posted October 17, 2007 hmm, might work, how can i tell ArmaLauncher to load a mod at first Share this post Link to post Share on other sites
.kju 3245 Posted October 17, 2007 Good thought ricki However I am unsure if it works in this case. Switching the order of the modfolders is worth a try though. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">TrueMod doesnt overwrite PROPER It is down to each individual value. Classes can be updated and changed by various addons at the same time. Only if they try to change the same value, only one can win. Share this post Link to post Share on other sites