Blackbuck 9 Posted May 20, 2009 Throwing a fragmentation grenade at your feet sorts that out wonders :-) Not an ideal solution but in warfare it's okay. Share this post Link to post Share on other sites
guttersnipe 1 Posted May 20, 2009 (edited) Throwing a fragmentation grenade at your feet sorts that out wonders :-) Not an ideal solution but in warfare it's okay. Can't seem to muster the energy between blackouts to pull the pin.... still it's what the company chaplain would have wanted .... ***meant to say, the 2nd issue i mention re:respawn doesn't affect the Team Switch option in SP, only a prob in MP*** Edited May 20, 2009 by Guttersnipe additional info Share this post Link to post Share on other sites
G3_Nut 10 Posted May 20, 2009 Is there anyway to get around the fact that ace is completey taking away the freedoms of using other mods? i cant use other infantry units or even add them as a group etc. Fantastic mod, and there is no way i want to stop using ACE now, but not being able to use other Unit mods just makes it boring, being stuck with only the units in ACE is quite restrictive for mission making. Thanks for the fantastic work. Has made Arma a new game:D Share this post Link to post Share on other sites
Binkowski 26 Posted May 20, 2009 @Sparks Yeah, frontal shots with HP never a good idea, try side or rear armor should do some better damage. And you are right, try disabling the tanks treads as well, or it's gun. If it can't move, or it's gun can't move. It's a sitting duck :D. Share this post Link to post Share on other sites
twisted 128 Posted May 21, 2009 Is there anyway to get around the fact that ace is completey taking away the freedoms of using other mods? i cant use other infantry units or even add them as a group etc.Fantastic mod, and there is no way i want to stop using ACE now, but not being able to use other Unit mods just makes it boring, being stuck with only the units in ACE is quite restrictive for mission making. Thanks for the fantastic work. Has made Arma a new game:D mate, go to your arma/dta/ace directory. open client side config. edit the section below "ACE Mod" - "Class hiding" and set the appropriate values to true. Share this post Link to post Share on other sites
G3_Nut 10 Posted May 21, 2009 (edited) mate, go to your arma/dta/ace directory. open client side config. edit the section below "ACE Mod" - "Class hiding" and set the appropriate values to true. Edit : ok made a mistake at first, reinstaleld ace, got everything working like a charm, thanks alot man, you are a legend thanks for the reply mate. Edited May 21, 2009 by G3_Nut Share this post Link to post Share on other sites
Alex72 1 Posted May 21, 2009 Think i saw something about CTD's with v1.08? Anyone else have it? I made a small straight forward mission to test some things and everytime the fight kinda kick in for real i CTD. Afghan Village, (D) USMC units, VDV units, M113's, UAZ's. Im trying to see what is doing this but it takes some time to find who or what is responsible. But it never happened with 1.07. Alex Share this post Link to post Share on other sites
Alpha-Kilo 36 Posted May 21, 2009 1) Why does it take between 3 and 14 shots to kill an AI? 2) the AI medic is ignoring me Quoted from Guttersnipe's posting #202 Exactly these two features stop me from playing ACE very often and I wish there was a way to make one-shot-kills possible as in stock ArmA and I think AI medics should be more attentive. But perhaps they just don't like human players. I know that ACE is intended for MP and I play SP, so maybe there is no solution... Somewhere on this forum I read an explanation for feature 1) which said that suppressed weapons are weaker and don't kill at a large distance. I don't claim to be an expert, but I cannot imagine that it is realistic that someone who is hit - even if he is wearing body armour and the gun has a silencer - falls to the ground, lies there like dead for half a minute without moving, gets up and continues fighting as if nothing has happened. By the way, I once shot an AI with an admittedly suppressed pistol in his face at point blank range and he got a up a few moments later. Is this realistic and intended by the ACE team? Share this post Link to post Share on other sites
Alex72 1 Posted May 21, 2009 Im guessing tweaking values and staying within ARMA's engine frame is not easy. Hence all the beta versions. Its not finished. In real life people dont die as you think they do on movies either. You miss vital organs very very often and it results in a shock for the hit. After that initial shock goes away and you understand you wont die/not as bad as you thaught you get up to get medical attention. That is at least one scenario. People in war report soliders with hanging guts outside the body and still continues to walk and talk. People dont drop that simple when you shoot over far distances. Firefights are long and then you call in tanks or something to pound the place. But im pretty sure its not easy to make this perfect, and im sure the ACE team tries their best to get it as good as it can get. Alex Share this post Link to post Share on other sites
Alpha-Kilo 36 Posted May 21, 2009 Thanks for the comment,Alex. I also think the ACE team has been doing their very best and I have no reason at all to disbelieve you. But in this forum my concern is gameplay, not reality. I believe that the real horrors of war cannot be shown in a computer game. And if they could I most probably wouldn't want to play this game. What I am saying is that an injured AI should not be able to fight just like an AI in the best of health. I would expect his vision to be impaired and his aim shaky, his movements erratic, etc. And regardless of what you may say I expect an AI to die if he is shot in his unprotected face from less than a meter, even though I know that real people who intend to commit suicide sometimes manage to miss vital parts of the brain and survive - these things do happen, but this is the unlikely event which should not be portrayed in 98 per cent of the cases. Plus, I am not talking about surviving in real life, I am talking about fighting in a game. I also have a feeling that we keep hearing the stories of soldiers who are able to walk and talk or even fight despite substantial wounds, simply because these stories are rare and deserve to be told. I am not saying it doesn't happen, but I am saying it doesn't always happen. If you agree with this, then how should the likeliness of fighting after being hit be portrayed in the game? Fortunately I have no real life experience of fighting a battle with my guts hanging out - I just guess I would perform much less efficiently than an AI in the ACE mod. I don't know about you, but I already find it hard to continue work after hitting my finger with a hammer. Please don't misunderstand me: I am not being ironic and I don't want to hurt anybody's feelings who has such gruesome stories to tell. I just want to see these things in a somewhat believable proportion in the game. It just isn't practical as it is now. Understanding the limitations of computers I think it would be fair to let a small percentage of AI live after a hit but the majority should die just to simulate the inability to fight. But ACE has the wound system. Would it be possible to keep most of the wounded AI alive but stop them from fighting? And why are the medics ignoring me when I need their help? Again: I am talking about gameplay issues in SP-mode and I am asking questions with due respect to those who are involved. I don't expect the perfect fix to pop up out of nowhere just to please me. I 'd like to know if the ACE team has been considering these questions and what they think: If they are happy with the system as it is - fair enough. Share this post Link to post Share on other sites
Evil_Echo 11 Posted May 21, 2009 The ACE developers know about the current issues with the wound system. Body armor worn by most soldiers these days is at least class-III. Meaning it will stop shrapnel and pistol rounds quite easily and more than likely 5.56mm rounds as well. Stopping the round does not mean the impact does not hurt, you will at least experience blunt-force trauma. There are higher class ratings, but that armor gets increasingly burdensome to wear due to heat and fatigue issues. Even non-penetrating wounds hurt like heck and most people will be at least temporarily incapacitated. At some point a victim may resume conciousness and resume fighting, albeit not at 100% performance levels. In my own private MP missions I've unloaded a burst or two from a M4 into a soldier and not dropped them. Which is a common complaint IRL from soldiers in Iraq/Afghanistan too - the M4 is too weak against body armor. As a result I switched tactics - either headshots, legshots, or using 7.62mm weapons instead. These days you can find me on the battlefield most days carrying Hk417 varients and dropping enemy infantry in 1-2 shots quite often. My teammates have also learned to keep an eye on the enemy medics or the troops you left to bleed out will come back at you after a visit from Doc Ivan. :eek: Share this post Link to post Share on other sites
miles teg 1 Posted May 21, 2009 I have no problems with the ACE wound system. Overall I think it works very well and has been improved substatially. I've never had anyone who I shot in the face live past that one shot. Like Echo, I try and do headshots. But more importantly I learned to shoot the wounded body a few times just to make sure that they're dead. Double/triple taps during combat is an absolute must in the ACE mod and in real life. With that said, some people will never be satisfied. There is no way that ACE can please all people. I hated the fatigue system and I bitched and bitched about it much to ACE's annoyance. However, slowly I learned to appreciate the fatigue system once I lightened my weapons/equipment load. I found that indeed it was quite realistic. Now I actually like the fatigue system alot. As for body armor, it would be great to see it emulated better, but from what I understand it's not quite possible to do it perfectly. In real life, the only parts of typical body armor that are rated Level III (NIJ Standards) are those protected by ceramic or steel/titanium plates. These plates will stop rifle rounds. The rest of the vest is usually rated Level IIIA which means that it will stop most pistol rounds but NOT rifle rounds unless you are very lucky. That is a big reason why US soldiers still die from small arms fire. Likewise the helmets they wear DO NOT stop rifle bullets. I've heard so many soldiers believe that their helmets will stop a rifle round. But sadly its not the case. For the reasons stated, its very difficult to accurately simulate modern body armor in ArmA. However... what COULD be better simulated is the vastly increased protection that body armor gives against hand grenades. It would be nice to see a script where body armor equipped soldiers suffer less deaths from hand grenades and small HE rounds like the M203 and VOP-25 rounds. I can't count how many times I've died instantly in MP ACE games (usually on the Tactical Gamer servers) from hand grenades and M203/GP-25 grenades. These should mostly just wound the soldiers aside from a direct hit. So that's one area where perhaps ACE could make some improvements. But for sure the 7.62x51 NATO weapons should stay nice and heavy hitting. They indeed provide a nice alternative. However the 5.56mm weapons are still tons of fun. Also as other people mentioned, the new M249 sound is horrible. I was a M249 gunner in the US Army and for certain, this new sound is nothing like the real thing. The real thing is sharp sounding and you can hear the distinctive sound of belt links being ejected and falling to the ground. I can't comment on the M240 as I never fired that weapon (only the M60 GPMG). OH and before I forget... was the Apache's rotor sound changed? I haven't heard it yet on this new version. If not, PLEASE change it. The sound used was a recording made at a certain wierd angle or something because the AH-64 is not nearly as annoying sounding most of the time in real life. I've had lots of them fly over me and around my unit's area of operation in real life and never remembered them that insanely loud and annoying sounding. Other then that, I can't complain too much. I'm absolutely enjoing the ACE mod and overall I'm just blown away how good the mod is. So your team has TONS to be proud of. It really has totally transformed the game and is a good example of the community working together. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
afp 1 Posted May 21, 2009 (edited) Guys, you noticed any lag in the last version? My configuration is rather old (core2 E6600 + 9800GT) and really sensitive to changes. I think I have lost about 10-15 FPSs, I used to have 50-55 without action and now its like 40-45... But the point is that the image looks a bit framed when moving the mouse left-right, first I thought its from a specific server but its on more of them... Also, during the action, it goes up to locking the movement, which is really annoying. Anyone else noticed or is it just my computer? EDIT: Yep, it is confirmed, I also used 6thSense mod and I dont get this FPS drop... Edited May 22, 2009 by afp Share this post Link to post Share on other sites
G3_Nut 10 Posted May 21, 2009 (edited) Guys about weapons being too weak, it seems pretty realistic to me, because 5.56 is not worth a sh*t unless you hit a vital area, why do you think US SF are hogging the SCAR-H, because it has true 1 shot drop power. I have a friend who was a mountain commando in the Turkish military until 2004, he served for 5 years as a corporal in a fully fledged combat unit, and was there when they adopted the 5.56 HK33 and stopped using the 7.62 HKG3. He told that after just 2 operations, the 5.56HK33s were put away, they went to the stores and all took back the 7.62 G3's, he said it was the 1st time that they had confirmed hits on targets, only to watch them drop their gear and run away, usually, he said after using the G3 you are used to seeing a sack of potatoes after hitting the target, no matter what body part you hit. And before you guys question weather he is telling the truth, i am 110% certain he is, he has plenty of photographs and videos:cool: Look at how much the ISAF troops in A-stan are complaining about the lack of stoppin power in a 5.56, and most of you seem to be forgetting that the 5.56 was developed to wound, not kill, the thing that went wrong was the developers didn't anticipate that wounded soldiers don't get dragged away if they can still fire their weapon. As far as i can tell, ACE is spot on with the 5.56 stopping power, i don't know about you guys but the most shots it took me to kill someone was 3. not 14:eek: Fantastic work ace team, regards. Edited May 21, 2009 by G3_Nut Share this post Link to post Share on other sites
guttersnipe 1 Posted May 21, 2009 RE:AI medic perhaps they just don't like human players. well, can't blame them, given the ill usage I give their opposite numbers, red cross or no red cross :)Just to reiterate - as someone else said ... I can't imagine using Arma without A.C.E any more ... In fact I've just started to convert all my coop & Sp missions to be A.C.E compatible (hoping to release a mission pack soon). As stated above A.C.E is def. friendlier to MP, though with a reappraisal of the limitations I’ve found a lot of renewed pleasure in some of my old SP missions. And yes, I do tend to pack a 7.62 these days (but then I was brought up with the old L1A1 SLR (mighty good stopping power). . . In the last 3-4 missions I've played over 5ish hours I'd say 70 % of the AI need to be put down like dogs with 5-9 7.62 shots - from which I can only assume there is an engine limitation - because everrything else is too professional about this mod. That said : One round in the face should be enough. If not, it surely should prevent the Ai continuing to act like seasoned pros. Sometimes they're bounding around within 2 seconds .!? Medical anomalies aside (personally three 5.56 round might slow me down)... and I can't stress this enough : - it makes mission scripting, esp. trigger activation v. awkward.... If you can do anything for us on this front devs it'd be massively appreciated. Share this post Link to post Share on other sites
milobr 0 Posted May 22, 2009 Guys, I'm sorry I didn't search for it, but it's damn hard to try to find a answer between 222 pages. I love this mod, but the AI is a mess. AI Squad members don't stay together, in the middle of a firefight you see your squad scattered all over the battlefield. I've tried to disable this by using disableAI "TARGET" but it doesn't work. Help please. Share this post Link to post Share on other sites
LeftSkidLow 1 Posted May 22, 2009 Has anyone else seen a bug where the first passenger to board a helicopter is unable to get out. I've seen it 3 times since the new patch, but I'm not sure if its the domination missions or not. One time a guy was unable to get out so he killed himself to respawn and the helicopter kicked ME out in flight! Share this post Link to post Share on other sites
icebreakr 3159 Posted May 22, 2009 I've noticed that players that approach rear MI-17 doors (open) get slaughtered by tail rotor, although rotor is 10 feet behind :) model/config error? Share this post Link to post Share on other sites
icfhoop 0 Posted May 23, 2009 I may have missed a solution but 222 pages is a lot so here is my question... How come when I put a 3rd party addon such as Podaga island with my ACE; my ACE functions stop such as the dragging system, and examining option? Thanks. Share this post Link to post Share on other sites
xeno 234 Posted May 23, 2009 How come when I put a 3rd party addon such as Podaga island with my ACE; my ACE functions stop such as the dragging system, and examining option? Dragging system and examing others works fine on Podaga. Which other addons are you using ? Does the mission overwrite onPlayerConnected ? Xeno Share this post Link to post Share on other sites
manzilla 1 Posted May 23, 2009 Yeah I have no problems with Podaga and ACE. The only thing I ever noticed was GL shells don't explode. Not sure if that was ever fixed though, I haven't played FDF in a while. Share this post Link to post Share on other sites
Simon C 0 Posted May 23, 2009 Yeah I have no problems with Podaga and ACE. The only thing I ever noticed was GL shells don't explode. Not sure if that was ever fixed though, I haven't played FDF in a while. They seem to explode for me, I guess it has been fixed. The explode mostly on me though, which is never a good sign. :p Share this post Link to post Share on other sites
icfhoop 0 Posted May 23, 2009 This is all i have running besides Podaga: "C:\Program Files\Atari\ArmA\arma.exe" -nosplash -mod=@ACE;@Opteryx;@aceip;@RTEditor;DBE1 Share this post Link to post Share on other sites
CarlGustaffa 4 Posted May 23, 2009 Guys, I'm sorry I didn't search for it, but it's damn hard to try to find a answer between 222 pages.I love this mod, but the AI is a mess. AI Squad members don't stay together, in the middle of a firefight you see your squad scattered all over the battlefield. I've tried to disable this by using disableAI "TARGET" but it doesn't work. Help please. Try enableAttack. Share this post Link to post Share on other sites
icfhoop 0 Posted May 24, 2009 (edited) Sorry to bring this up once again, but for some reason out of the blue today, my features once again stopped working. This time because i was using Opteryx's maps, funny thing is ive been using them with ACE since ACE first came out. I don't know why but like i said ACE features randomly stopped working. EDIT: I fixed the problem, seems another XEH was interfering with ACE. Edited May 24, 2009 by icfhoop Fixed Problem Share this post Link to post Share on other sites