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A.C.E. Advanced Combat Environment Public Release!

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several quick questions, does ACE use a modified version of the Mando Missile suite?.

1. The reason why I'm asking is that this breaks all of my custom mando missile setups despite setting my mando missiles to use the script suite rather then the addon variant (by setting [false,etc]) in the init.sqf of my mission, I've tested without ACE enabled and it works ok, the second i run with ACE it refuses to work.

2. With regards to the feature "ACE:Penetration", I understand this only tracks player launched munitions, but it mentions

" * Secondary missiles/shrapnel effect is also simulated.

*Rockets/HE tank shells don't penetrate structures but create a powerful secondary fragments effect behind the obstacle"

Does this actually say "create vehicle" the fragments and set velocity them in arc for instance?, I've fired all kinds of different rounds in a MP environment against another player behind various obstacles, walls etc, however I've never actually seen physical fragments or spall being generated, but the other player does die so something is taking effect, i just figured it was the Indirect damage setting?, probably mistaken.

Thank you!.

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I just dont like one thing... West weapons are modeled really nice... but East... AK series are rofl.gif

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An other buggy i had a few times:

Will need to check more into it, but sometimes my character behaves like an 'retarded' person. Sorry can't give it an other name, but his upper body (sholders-head etc)  go uncontrolable when running and walking. This often happens when going uphill afaik. Hard to explain under what exact conditions that happens, maybe others have had it aswell. I'll try to reproduce it one of these days. No 'problem', it just looks...funny.

What is happening to your character is that it is getting tired.  You are running him too much without a break and it affects your weapon sway.  It does seem a bit silly, but it is your weapon swaying so much that it goes outside of your "float zone" and makes your upper body twist with your weapon.  This is yet another sign, besides the audio (heartbeat and heavy breathing) and visual clues (blacking in and out) that let you know your soldier is pushing his limits.

The reason this happens more often when you are going up a hill is because in ACE the stamina system takes into account your elevation change. The steeper your climb, the more quickly you will tire (and I think if you go downhill, you will tire faster than flat ground as well).

Let's see what the future brings to ACE AI. Hopefully it stays compatible. The non-working wound/bleeding system for AI units is a big disappointment. But hey this is only a beta.

Getting the AI to use the wounding system probably would have taken as much work as all the other features in ACE did.  That's just my guess, I'm no scripter/modder.  But there is definitely a trade off between focusing on one thing, like the wounding system working for AI as well as players, and getting multiple features out the door that help change the overall game play of Arma.  But you are right, this is a beta.  Perhaps someone will want to take up the task to make this a reality.  Then again, Arma2 is coming out sometime next year ( icon_rolleyes.gif  We'll see exactly when  nener.gif ) and this mod is meant to move over to that.  AI changes might not go over so well with whatever new AI Arma2 brings, so there is a question of opportunity cost due to that fact.

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Love almost all aspects of @ACE

But the stamina system is way too tough. The incesant blinking black out after a moderate run over a reasonable distance simply screws the gameplay to the point where I give up out of frustration.

Panting and weapon sway I might forgive, but the blacking out strikes me as way over the top, especialy the length of time it goes for. Realy, when considering the load weights and distances it makes a fat slob like me feel reasonably fit.

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Love almost all aspects of @ACE

But the stamina system is way too tough. The incesant blinking black out after a moderate run over a reasonable distance simply screws the gameplay to the point where I give up out of frustration.

Are you jogging or sprinting?  How far exactly is a moderate run? (200m. 300m, more?)  How much weight are you actually carrying? (remember to add up both weights: your personal gear, and your ruck)  Remember that it is in Kilos, which means do the * 2.2 to convert it into pounds if you are a dirty American pig dog like myself.  tounge2.gif

The key is to listen for and recognize the signs before you start blacking out (heavy breathing and an audible heartbeat sound).  If that happens, stop and take a knee.  Taking a knee will make you recover stamina faster than standing. I'm not 100% sure if going prone recovers faster... in earlier versions kneeling was the fastest way to recover, but the point is you can't wear 60lbs of gear and jog forever.  In ACE your flack jacket (and sapi plates), kevlar, boots, and uniform do not count toward your carrying weight either.  If you are trying to move on foot 1km to your objective and expect to be a fresh spring chicken for the upcoming assault, you're sadly mistaken.

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Also, I don't know if its the mod or not but the AI tends to crash helicopters an aweful lot. This happened on the 2nd mission where the helicopter takes off to find you in the night, the one where you have to snipe the officer, and the night mission where you have to blow up tanks.

If I hear a helicopter coming, I generally just wait. I know it'll crash and then I'm safe, which isn't what I should be doing but its what happens. They usually just fly straight into things, or in the night mission straight into the ground. I'd say if I tried to watch them do it, it would happen 70% of the time fairly quickly, but eventually it happens no matter what.

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The key is to listen for and recognize the signs before you start blacking out (heavy breathing and an audible heartbeat sound).  If that happens, stop and take a knee.  Taking a knee will make you recover stamina faster than standing. I'm not 100% sure if going prone recovers faster... in earlier versions kneeling was the fastest way to recover, but the point is you can't wear 60lbs of gear and jog forever.  In ACE your flack jacket (and sapi plates), kevlar, boots, and uniform do not count toward your carrying weight either.  If you are trying to move on foot 1km to your objective and expect to be a fresh spring chicken for the upcoming assault, you're sadly mistaken.

Hmmm I just did some testing carrying the same load (18.67kg) over the same ground where I lost it with the system last night and can now see what you mean.

At first I thought the system was a bit inconsistant as I was experiencing black outs after sprinting just 50m but going over 100m on other occasions. Then as I learnt what I was meant to be listening for it got easier.

The heavy breathing and heart beat increase in sound but at its lowest volume was barely audible especialy under the noise of combat. So when I was getting frustrated it was after combinations of jogging and short sprints with too short pauses inbetween, moving just fast enough to reduce my stamina too low levels when I felt I needed it most

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Excellent!  I hope I have shed some insight on it then.  I've been testing ACE for as long as Shacktac has been involved in testing, so I have a good grasp on how it all works. I see how people who are just picking up this mod can get frustrated by it though.  Back in the early days it was much more crippling, believe me.  Today's system is very nice in comparison.  Things may or may not get tweaked in future updates/versions, but this really is reasonable from a realism/game play balance.

Another thing you might want to try, especially if you are carrying more weight, is to walk occasionally instead of jogging if you know it is safe, or you are in tight spots anyways where being at the ready could do you well (like urban movements, especially in groups).

As well, I think most of us try to keep our weight under 20 kilos so that long movements (over 500m or something like that) doesn't become a big jog a couple minutes, kneel for a half a minute, and repeat affair to keep from wheezing.

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Also, I don't know if its the mod or not but the AI tends to crash helicopters an aweful lot. This happened on the 2nd mission where the helicopter takes off to find you in the night, the one where you have to snipe the officer, and the night mission where you have to blow up tanks.

If I hear a helicopter coming, I generally just wait. I know it'll crash and then I'm safe, which isn't what I should be doing but its what happens. They usually just fly straight into things, or in the night mission straight into the ground. I'd say if I tried to watch them do it, it would happen 70% of the time fairly quickly, but eventually it happens no matter what.

Well, in the real KA-50, they weren't made with very good Night Fighting equipment. Basically they hand you a pair of NVG's and say. Here you go. So it could be that, not sure if ACE did anything to edit the Kamov but yeah.

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Quote[/b] ]

Something that turns those pesky radio commands down in volume or off all together.

check the in the \ArmA\Dta\ACE\ folder for "ace_clientside_config" and set the radio messages to silent or stealth etc.

Quote[/b] ]TrueMod UI to decrease the font size for all in game text, so i can use all of my screen

TrueMod GPS down in the lower right hand side of the screen

Have you tried it any of the TrueUI mod together with ACE? I know proper mods work alright with it, i am unsure of True ones.

I am unsure if this should be implemented into ACE by default, since you should be able to use 3rd party mods like true ones for whatever UI you prefer.

Anyways, it is not up to me to decide if those should be implemented or not.

Cheers for that

I did try TrueUI with ACE unfortunately the server is set up only to except ACE with Bsign, oh well

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It might be that AI is very hard to get to use all new stuff that ACE has. But if the wounding and bleeding system does not cause any action on behalf of AI units your mission as a squad leader becomes overwhelming.

As well as giving commands and fighting you also have to start nursing the AI units taking care that they are not slowly bleeding to death just ignoring their wounds until they become a major threat to them. And even then they just report that they are injured, but do not act in any way.

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Just played 8+ hours of multi.

This is the most fun I can remember having playing online, since the old flashpoint days.

Thanks again ACE Team, after 3 years, Arma is finally enjoyable.

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Also, I don't know if its the mod or not but the AI tends to crash helicopters an aweful lot. This happened on the 2nd mission where the helicopter takes off to find you in the night, the one where you have to snipe the officer, and the night mission where you have to blow up tanks.

If I hear a helicopter coming, I generally just wait. I know it'll crash and then I'm safe, which isn't what I should be doing but its what happens. They usually just fly straight into things, or in the night mission straight into the ground. I'd say if I tried to watch them do it, it would happen 70% of the time fairly quickly, but eventually it happens no matter what.

Well, in the real KA-50, they weren't made with very good Night Fighting equipment. Basically they hand you a pair of NVG's and say. Here you go. So it could be that, not sure if ACE did anything to edit the Kamov but yeah.

lol so in real life, they just send up pilots that regularly crash? Something seems fundamentally wrong with that.

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@Phill,

No, I did not say that. I said that the KA-50 was not created for night fighting.

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General Note: If certain features don't work, next to the wrong XEH Version possibility, it's also possible you have an old SPON Core installed.

Please verify you use one of the latest versions (v0.5.3 and up)

It might be that AI is very hard to get to use all  new stuff that ACE has. But if the wounding and bleeding system does not cause any action on behalf of AI units your mission as a squad leader becomes overwhelming.

As well as giving commands and fighting you also have to start nursing the AI units taking care that they are not slowly bleeding to death just ignoring their wounds until they become a major threat to them. And even then they just report that they are injured, but do not act in any way.

http://www.acemod.net/forums/project.php?issueid=837

Quote[/b] ]The page needs loggin into, probably a developer only page? Anyways, please do take a look at ECS addon how AI has been enhanced.
When registering at our forums, you get access to the Project Tools automatically.

At least, after you verify your e-mail address I guess.

However, we've now opened the Project Tools "View-Only" for Unregistered Members, so ppl don't have to register just to read what's going on.

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I just dont like one thing... West weapons are modeled really nice... but East... AK series are  rofl.gif

Didn't Zeus mod have RHS included in its pack? I'm a bit worried about the weapon jamming too, since M4 didn't jam even after 20 clips of full-auto wow_o.gif hopefully that will be put to "to-do"?

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I just dont like one thing... West weapons are modeled really nice... but East... AK series are  rofl.gif

Didn't Zeus mod have RHS included in its pack? I'm a bit worried about the weapon jamming too, since M4 didn't jam even after 20 clips of full-auto wow_o.gif hopefully that will be put to "to-do"?

Being worked on. If anyone bumps a ticket into the Project Tools about this issue, we will update it with status etc smile_o.gif

A "How To" on the Tools, for anyone interested:

http://www.acemod.net/wiki/Documentation:Project_Tools

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Quote[/b] ]Red_Barron:

What is happening to your character is that it is getting tired. You are running him too much without a break and it affects your weapon sway. It does seem a bit silly, but it is your weapon swaying so much that it goes outside of your "float zone" and makes your upper body twist with your weapon. This is yet another sign, besides the audio (heartbeat and heavy breathing) and visual clues (blacking in and out) that let you know your soldier is pushing his limits.

The reason this happens more often when you are going up a hill is because in ACE the stamina system takes into account your elevation change. The steeper your climb, the more quickly you will tire (and I think if you go downhill, you will tire faster than flat ground as well).

Thanks for answering, i might be wrong but afaik i didn't had the useal warnings (breathing, blacking-out) when the weapon sway/upperbody kicked in. I will keep an eye on it though...

Again, not complaining here smile_o.gif .

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To all the people with stamina problems:

You rest much faster when kneeling and extra fast when prone. Standing still takes the most time for stamina to regenerate.

You loose stamina faster when going uphill even slightly and the more steep it is the more you loose. Running downhill has opposite effect.

SF units have AFAIK better stamina.

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We're all having a great time with this! Just a few bugs:

We noticed you can't strip down and load up the static 50 cal. When you load ammo it links up then disappears. The Mk19 works fine. You can even stick it in an RKSL crate and ship it off to the front line! Amazing stuff.

Also with the parachutes, it seems the FOV starts off way too far zoomed in. If you then press V, it fixes it, but it also jams your controls.

Both bugs tested in MP with 4 people. No other XEHs or SPON addons.

Does ACE alter the standard FOV at all? I usually run UNA FOV fix but it doesn't seem to be working.

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@ Dec. 30 2008,13:12)]To all the people with stamina problems:

You rest much faster when kneeling and extra fast when prone. Standing still takes the most time for stamina to regenerate.

You loose stamina faster when going uphill even slightly and the more steep it is the more you loose. Running downhill has opposite effect.

SF units have AFAIK better stamina.

Thanks for the tip PandaPL

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Hi all,

I got a small question:

How can i use that feature:

Quote[/b] ]IRStrobes

The IR Strobe allows for easy recognition and location status of friendly forces while maintaining covert operation in the field.

This is a must have accessory to assist avoiding friendly fire accidents and to support the overall safety of field personnel during night time missions.

The IR Strobe is only visible to allied personnel using night vision devices.

It permits operators using night vision goggles, scopes, binoculars and other night vision tactical devices to maintain the exact location of their team members, search dogs, vehicles and pre-positioned equipment.

Is there a Strobe i can pick up, to use this feature? I didnt find any Item, related to this funkion, in any ACE-Boxes.

Thanks

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Overall, I think adding how-to-use descriptions in the wiki would increase the popularity of the mod. Currently most people only play roughly half of the mod, but they are still amazed. Just a request on my part smile_o.gif

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Overall, I think adding how-to-use descriptions in the wiki would increase the popularity of the mod. Currently most people only play roughly half of the mod, but they are still amazed. Just a request on my part smile_o.gif

"Most people" being who? Did you do a population survey when I wasn't looking?

Certainly more information in the "how-to" section would be nice, but there's no need to back up a logical request with fudged pseudo-math.

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