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

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That parallax effect was close to perfect, and those faint rays were not really an issue at all. Far better than this BIS 2D style sights. I hope you bring it back.

notworthy.gif

..and please don't ruin this awesome mod with all these fictional restrictions, like that prone aiming system (I thought my mouse was broken).

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The prone aiming is great! You can control your upper body by holding down alt while aiming through your sights. It's way faster even when prone because you're not moving your legs at all. You can do this in every position.

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Hi,

What I meant was make a specific unit for that role. For instance, an iraqi POW would be stripped of any combat gear (When following the Geneva Convention for treatment of POWs) such as helmet, webbing and occasionally boots so it dosen't cause a problem when restraining. So basically a guy with No helmet, load bearing gear and shoes. And then the unit can be added to the next release and would be a good realistic addon for mission making.

Anyway, its only a suggestion. But I'd really like the RCWS sorted out. Kinda gets on my nerves.

/A55A51N

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Agree on the limited movement while prone. I can move faster than that in real life. Got whacked a couple of times because of it.

Sway is still too much. Feature "steady aim" still not working because of it.

Many sounds are great now. Awesome work! Really dig the vehicle weapons) However M14, M21, M109, M110 & M9SD were better before (IMO).

Still the best mod around, just wish it would go back to BETA 1 when it comes to sway & get some umph back in the weapons i mentioned. wink_o.gif

Regards

Alex

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What about moving ZU-23-2 and ZU-23-2M from "ACE Russian Army - Armor" into "Static"? Would be good to see some kind of improvement eg. both with different ammo (API-T and HEI-T) selection, ZU-23-2 with optics, ZU-23-2M with TV optics (thermo channel) or with 2 AA missile launchers.

Please switch off this arcade shooting from drivers position ("manual fire") on UAZ, Humvees, trucks etc or make it optional in ace_clientside_config.

Another little bug: try to shoot at the "carclass" gunner he will fall down to the seat and fire from this position. Bit strange isnt it?

Using BMDs cause CTDs  huh.gif

What about adding some wounded animations and usable stretchers? Great if the AI could bandage themselves at least if they arent seriously injured.

Dont know if its good or bad - if there would be an static unarmed medic in every medic tent/vehicle for better medical assistance. Dragged some wounded and some unconscious AI units there - nothing happen. On the other hand human player is able to heal at this medic objects.

Its good that you removed backpacks but for medics, ammo bearer, (AT/AA/MG) assistants, engineers and few units (LRS units) its better to carry them by default with proper loadout.

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1 week after the previous patch release, we are proud to present Patch 3 to you.

Numerous bug fixes, feature adjustments and additions have made it into this Patch, see the Changelog link below.

Changelog: <span style='color:#0066cc'>http://www.acemod.net/wiki/Changelog#v1.03</span>

Update - 185MB (already have A.C.E. installed)

You can update your Mod by running the included Updater (Windows Start Menu, or @ACE\Tools folder), or by downloading from below mirrors

(In case you update with the updater, if you get a message about sixarma-updater.exe being in use, please close the black dos window, and click Retry)

<ul>[*]<span style='color:#0066cc'>6thSense.eu</span>

[*]<span style='color:#0066cc'>A.C.E. Home</span>

Enjoy!

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Can I suggest that before releasing any further "guff" like the russian units, that you prioritise fixing the core issues, such as not being able to load wounded into vehicles, the wounding system etc. Seems a little daft to me to be adding more around a system that still doesn't do what it's supposed to.

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A question concerning the Bradley (changelog says it's removed)...

Is it completely removed, means configs also or is it just replaced with a m113 for example until a new model is ready ?

Xeno

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A question concerning the Bradley (changelog says it's removed)...

Is it completely removed, means configs also or is it just replaced with a m113 for example until a new model is ready ?

Xeno

Latter. The removal message is about the Model alone.

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I've been playing with ACE non stop since it came out and have enjoyed the constant updates to fix things (even if at times a wee bit big).

<ul>[*] Is there any reason why the Mk13 is now in the primary slot? It was nice to have a decent form of backup when using an M110 or similar...

[*]Is their the possibility for bandoleers or vests of 40mm x46mm like JAM brought to OFP

[*]Is there the possibility of some more different types of 40mm to use like buckshot etcetera?

I look forward to trying the new patch once it finishes DLing.

Regards Mark.

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Can I suggest that before releasing any further "guff" like the russian units, that you prioritise fixing the core issues, such as not being able to load wounded into vehicles, the wounding system etc. Seems a little daft to me to be adding more around a system that still doesn't do what it's supposed to.

Ever thought that not all ACE Members are scripting specialists?

It would be very bad to tell the modelers or else to "stop developing" until some scripts are fixed....  icon_rolleyes.gif

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Sever crashing when mission uses static weapons D30 + M119

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Warning Message: Cannot open object ace_model_vehicles_static\m\cannon\d30.p3d

Error: bin\config.bin/CfgVehicles/D30/Turrets/MainTurret/: Turret body mainTurret not found while initializing the model ace_model_vehicles_static\m\cannon\d30.p3d

Error: bin\config.bin/CfgVehicles/D30/Turrets/MainTurret/: Turret gun mainGun not found while initializing the model ace_model_vehicles_static\m\cannon\d30.p3d

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Warning Message: Cannot open object ace_model_vehicles_static\m\cannon\m119.p3d

Error: bin\config.bin/CfgVehicles/M119/Turrets/MainTurret/: Turret body mainTurret not found while initializing the model ace_model_vehicles_static\m\cannon\m119.p3d

Error: bin\config.bin/CfgVehicles/M119/Turrets/MainTurret/: Turret gun mainGun not found while initializing the model ace_model_vehicles_static\m\cannon\m119.p3d

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I've been playing with ACE non stop since it came out and have enjoyed the constant updates to fix things (even if at times a wee bit big).

<ul>[*] Is there any reason why the Mk13 is now in the primary slot? It was nice to have a decent form of backup when using an M110 or similar...

I look forward to trying the new patch once it finishes DLing.

Regards Mark.

Yeah that truly sucks. I really liked the mk13 being in the secondary slot. Oh well, it was fun while it lasted.

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I've been playing with ACE non stop since it came out and have enjoyed the constant updates to fix things (even if at times a wee bit big).

<ul>[*] Is there any reason why the Mk13 is now in the primary slot? It was nice to have a decent form of backup when using an M110 or similar...

I look forward to trying the new patch once it finishes DLing.

Regards Mark.

Yeah that truly sucks. I really liked the mk13 being in the secondary slot. Oh well, it was fun while it lasted.

Maybe if you study the gear dialog closely, you'll find something that'll help you  whistle.gif

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I've been playing with ACE non stop since it came out and have enjoyed the constant updates to fix things (even if at times a wee bit big).

<ul>[*] Is there any reason why the Mk13 is now in the primary slot? It was nice to have a decent form of backup when using an M110 or similar...

I look forward to trying the new patch once it finishes DLing.

Regards Mark.

Yeah that truly sucks. I really liked the mk13 being in the secondary slot. Oh well, it was fun while it lasted.

Maybe if you study the gear dialog closely, you'll find something that'll help you  whistle.gif

Well maybe if my DL was finished and I could start it up I would. whistle.gif

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<ul>[*] Is there any reason why the Mk13 is now in the primary slot? It was nice to have a decent form of backup when using an M110 or similar...

[*]Is their the possibility for bandoleers or vests of 40mm x46mm like JAM brought to OFP

[*]Is there the possibility of some more different types of 40mm to use like buckshot etcetera?

<ul>[*]reason is you can now carry TWO primary weapons and switch between them.

[*]nope. You need to unload greanades from backpacks once you run out of those readilly accesable. No need to introduce a separate system (that could only make hte whole thing more buggy.)

[*]There are only smoke rounds and HEDP rounds for M203 in service (and a less-then leathal one, but...). The buckshot round used in M79 cannot be used in M203 (M79 can use M203 rounds IRL, but M203 cannot use any M79 round).

There is no buckshot round for M203, even thou it was requested years ago.

Quote[/b] ]
Can I suggest that before releasing any further "guff" like the russian units, that you prioritise fixing the core issues, such as not being able to load wounded into vehicles, the wounding system etc. Seems a little daft to me to be adding more around a system that still doesn't do what it's supposed to.

Ever thought that not all ACE Members are scripting specialists?

It would be very bad to tell the modelers or else to "stop developing" until some scripts are fixed....  icon_rolleyes.gif

Specialisation.

With some little exceptions the script and config writers within ACE have little clue about modelling.

Scripting people and modelling people are two separate teams. smile_o.gif

Makes sense if you think about it, since you cannot model with one hansd and script with the other hand it's better to specialize only in one and just have general idea about the other, so that you can consult your ideas.

Another thing is that the russian infantry models were donated to the mod.

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[*]Is their the possibility for bandoleers or vests of 40mm x46mm like JAM brought to OFP

Ftw! That was class bit of kit that 'JAM' bought to Ofp!  pistols.gif

Thanks for the update ACE!  xmas_o.gif

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Oh THX for update ACE  thumbs-up.gif

btw now i see you have added ericm's ka-52 ,but can you tell me why not ericm's mi-24huh.gif? /i guess you will say "we are waiting for RKSL release"/

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@ Feb. 16 2009,23:27)]
<ul>[*] Is there any reason why the Mk13 is now in the primary slot? It was nice to have a decent form of backup when using an M110 or similar...

[*]Is their the possibility for bandoleers or vests of 40mm x46mm like JAM brought to OFP

[*]Is there the possibility of some more different types of 40mm to use like buckshot etcetera?

<ul>[*]reason is you can now carry TWO primary weapons and switch between them.

[*]nope. You need to unload greanades from backpacks once you run out of those readilly accesable. No need to introduce a separate system (that could only make hte whole thing more buggy.)

[*]There are only smoke rounds and HEDP rounds for M203 in service (and a less-then leathal one, but...). The buckshot round used in M79 cannot be used in M203 (M79 can use M203 rounds IRL, but M203 cannot use any M79 round).

There is no buckshot round for M203, even thou it was requested years ago.

Quote[/b] ]
Can I suggest that before releasing any further "guff" like the russian units, that you prioritise fixing the core issues, such as not being able to load wounded into vehicles, the wounding system etc. Seems a little daft to me to be adding more around a system that still doesn't do what it's supposed to.

Ever thought that not all ACE Members are scripting specialists?

It would be very bad to tell the modelers or else to "stop developing" until some scripts are fixed....  icon_rolleyes.gif

Specialisation.

With some little exceptions the script and config writers within ACE have little clue about modelling.

Scripting people and modelling people are two separate teams. smile_o.gif

Makes sense if you think about it, since you cannot model with one hansd and script with the other hand it's better to specialize only in one and just have general idea about the other, so that you can consult your ideas.

Another thing is that the russian infantry models were donated to the mod.

now that is damn nice!!!

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I've been playing with ACE non stop since it came out and have enjoyed the constant updates to fix things (even if at times a wee bit big).

<ul>[*] Is there any reason why the Mk13 is now in the primary slot? It was nice to have a decent form of backup when using an M110 or similar...

I look forward to trying the new patch once it finishes DLing.

Regards Mark.

Yeah that truly sucks. I really liked the mk13 being in the secondary slot. Oh well, it was fun while it lasted.

Maybe if you study the gear dialog closely, you'll find something that'll help you  whistle.gif

Well maybe if my DL was finished and I could start it up I would.  whistle.gif

Well maybe if my DL exe (from updater) has worked and I could start it up I would.  whistle.gif

biggrin_o.gif

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