dmarkwick 261 Posted September 14, 2009 Anyone ever noticed that wind direction is nearly always the same? As I've done extensive smoke work, I have :) the wind strength regularly changes, but the direction is about 95% the same direction every time. Only very occasionally have I ever seen smoke in other directions. I agree that within one session, the wind direction should remain the same, or very similar, for the whole time. But I think more directional diversity would be welcome between sessions :) Share this post Link to post Share on other sites
Ebden 10 Posted September 14, 2009 Anyone ever noticed that wind direction is nearly always the same? As I've done extensive smoke work, I have :) the wind strength regularly changes, but the direction is about 95% the same direction every time. Only very occasionally have I ever seen smoke in other directions. I agree that within one session, the wind direction should remain the same, or very similar, for the whole time. But I think more directional diversity would be welcome between sessions :) Wind can change rapidly, if the weather is flukey enough. It's most apparent at sea or along a coastal area (Electrovadsk?). Gusty conditions I would think are the worst case scenario balistically, but it must be a bitch to script that sort of dynamic condition. Someone at the ACE team must have watched clouds drift by as a child, so this'll be old hat to them. Elements to consider for wind: -Wind and clouds usually work together. Don't have 'em blow against each other. -If it's blowing steady 65kts from the west, and you can't shoot straight up the road toward Berzino, then you'll have a hard time keeping a bicycle, motorbike, or even an AAV on the road. Definitely should make driving a rib a bit trickier. Script it in if you can. (http://www.todaystrucking.com/news.cfm?intDocID=19787&CFID=67128&CFTOKEN=11458130) -Also-if it's coming from the west or from the south, the water'll probably be a bit higher. If it's from the south and pouring out for the whole map, flooding should be an issue as well. Again scripting challenges certainly, but something to consider -Depending on the time of day, all other weather aside, you'll have a regular wind shift mid-day from an offshore to an onshore wind (Wind will blow offshore in the early morning with warm ocean and cool land, shifting mid-day as the land heats up and air begins to rise faster on land than it could at sea). -Wind is usually strongest mid-day to the afternoon given the season apparent in ARMA (Summer or early fall), especially if 100% sunny. Just a few thoughts from a long-time mariner. Share this post Link to post Share on other sites
cctoide 0 Posted September 14, 2009 (edited) I did a quick thread search but didn't find anything about this: I assume ACE 2 will have the same weapon selection as ACE, if not just one that's the same size as the original? That was one of the highlights of ACE for me as I got tired of the BI weapons pretty quickly, and it made multiplayer a lot more varied without having to throw vehicles into the mix. Who decided what guns went into ACE? Was it just a question of people volunteering models, textures and so on? I ask because the guns in the first mod were pretty eclectic but didn't seem to follow any particular logic in terms of what was put in and what wasn't. I was surprised to find a POMZ in there, for instance. The illumination rounds and all the different non-combat equipment was also loads of fun to play around with, and useful in multiplayer if only people knew about it... I see that some people were a bit annoyed by the amount of equipment in ACE, and I've heard others complain that the amount of stuff in the ammo crates made it hard to find what you wanted. While I can see the latter being fixed by having boxes divided by type of weapon/equipment and so on, the first is kind of puzzling to me. I guess it depends on what you play ArmA for, but I don't see the bad side of having more choices when it comes to weapons, even if it means 20 5.56mm rifles - assuming someone just felt like doing and donating them and they weren't put it at the expense of better wound coding, for instance. Then again I'm a bit into guns for guns' sake so I suppose that might be more appealing to me than to others. Edited September 14, 2009 by cctoide Share this post Link to post Share on other sites
Evil_Echo 11 Posted September 14, 2009 The number of types of small-arms was not that large, it's the number of variants that fill up the ammo crate. Ideally you'd like to be able to take a stock M4, slap this scope on it, add a GL, maybe a AN/PEQ-2 for grins. But the ArmA game engine does not support this easily. So you make a variant for this, variant for that.... It's all about choices. In game I never use any of the CAR variants because IRL I believe FN-designed weapons are not very good. But they are out there for those that do love them and I'm not about to tell another gamer what rifle to use. The mission designer can always use custom crates if he/she thinks the selection is too broad. ACE2 is going to be a lot more friendly for other mods to interface with. So if you like ACE2 but think it's missing a weapon, create your own model for it. If you play by the rules they should work fine with ACE2. Share this post Link to post Share on other sites
scubaman3D 0 Posted September 14, 2009 I see that some people were a bit annoyed by the amount of equipment in ACE... The weapons in ACE1 were largely the product of cooperation between myself, Dasquade, and Panda. RHS helped a lot with the Russian gear. What I learned from being involved with ACE1 is that people will complain about any and everything. It gets to the point where you just don't care any more. There was a time when I became upset with squabbles over things like the number of weapons but a wise man said to me "F those F-ers" :p Share this post Link to post Share on other sites
dmarkwick 261 Posted September 15, 2009 The weapons in ACE1 were largely the product of cooperation between myself, Dasquade, and Panda. RHS helped a lot with the Russian gear.What I learned from being involved with ACE1 is that people will complain about any and everything. It gets to the point where you just don't care any more. There was a time when I became upset with squabbles over things like the number of weapons but a wise man said to me "F those F-ers" :p LOL, a wise man said that it's easy to spot bad ideas: they come from other people :D Share this post Link to post Share on other sites
Fisgas 10 Posted September 15, 2009 I really liked the variety of weapons ACE 1 had, but a couple of them were really odd to see there, like FN FAL and SR 25. Maybe it was down to what models were available at the time, but still it would make more sense to see maybe the L85 or the FN 2000 instead of those ones. Share this post Link to post Share on other sites
Alex72 1 Posted September 15, 2009 Bah the amount of gear in ACE1 is superb. like said: Make a damn box and add whatever weapon you need if the ACE box holds too much. Very simple. Hope ACE2 will also have a lot of gear to use. Made it very fun to make missions. Much more varied mission types. Alex Share this post Link to post Share on other sites
Lhowon 10 Posted September 15, 2009 I'd like to see ACE try to include more content mods from other people, the British and Chinese ones for example. It would be fantastic to see different countries represented in ACE - you could even combine several mods to flesh out each "faction". Imagine how awesome it would be to have a mostly complete British and Chinese faction in ACE by default. Obviously that would depend on whether the original creators would want that - and I could understand them not wanting to as credit can get a bit lost in a big project like ACE. Share this post Link to post Share on other sites
PuFu 4600 Posted September 15, 2009 (edited) I really liked the variety of weapons ACE 1 had, but a couple of them were really odd to see there, like FN FAL and SR 25. Maybe it was down to what models were available at the time, but still it would make more sense to see maybe the L85 or the FN 2000 instead of those ones. ACE scope was to cover fictional conflicts between US vs RUS vs Rebels/Talibans. Now, weapons such as FN FAL for instance are largely used across the globe, just like the AKs, so would fit better in a rebel conflict scenario Also, note that the weapons have been done by Panda, DaSquade and Scuba, at their own will, with RHS donations for the RUS side. Some were done by request, etc. The specified weapons (l85 and FN 2000), are weapons specifically used by UK and Belgium armies, so they fall out of the ACE scope. I'd like to see ACE try to include more content mods from other people, the British and Chinese ones for example.It would be fantastic to see different countries represented in ACE - you could even combine several mods to flesh out each "faction". Imagine how awesome it would be to have a mostly complete British and Chinese faction in ACE by default. Obviously that would depend on whether the original creators would want that - and I could understand them not wanting to as credit can get a bit lost in a big project like ACE. As you said, that can only be done with consent from their original developers. Also, the size of additional content has been a reason for ACE1 of moaning, as well as means of delivering it. Not to say the bandwidth and server strains that the supporting servers are put under... ACE2 will feature a different Layout: @ACE - the core files and systems, changing the gameplay without adding additional content such as units and vehicles. @ACEX - aditional units and vehicles, adll within ACE2 scope. As said previously, all 3rd party content (if done properly, respecting BIS inheritance etc), could be combined with @ACE and @ACEX, that way, you could use virtualy any units vehicles with ACE systems and features. There are already in the works British units and weapons, as well as PLA army. These also, AFAIK, fall out of ACE scope (which is aimed for US/RUS/rebel factions) Edited September 15, 2009 by PuFu Share this post Link to post Share on other sites
Hbomber110 0 Posted September 15, 2009 ACE scope was to cover fictional conflicts between US vs RUS vs Rebels/Talibans.Now, weapons such as FN FAL for instance are largely used across the globe, just like the AKs, so would fit better in a rebel conflict scenario The specified weapons (l85 and FN 2000), are weapons specifically used by UK and Belgium armies, so they fall out of the ACE scope. In ACE1 there was as many variants of a single weapon system (HK416 for instance) that the USMC dont even have than variants of the M16 , M4 , M249 all together... Share this post Link to post Share on other sites
PuFu 4600 Posted September 15, 2009 In ACE1 there was as many variants of a single weapon system (HK416 for instance) that the USMC dont even have than variants of the M16 , M4 , M249 all together... And? did that stopped you from playing without them if those bothered you? I really don't understand when ppl are complaining when they got MORE gear than they need...Do your missions using whatever you want from what it is provided i guess... quoting myself again: Also, note that the weapons have been done by Panda, DaSquade and Scuba, at their own will, with RHS donations for the RUS side. Some were done by request, etc. Share this post Link to post Share on other sites
mr_centipede 31 Posted September 15, 2009 My thought is that ACE should only bring games functionality (gameplay changes/features) something like SLX mod, so new units/weapons are not really necessary unless the new units/weapons requires changes at the core level (model, just like NWD FCS needs new tank model). But I think you guys already discuss this several pages/months ago. Something about filesizes. Either way, I'll download it anyhow... new units/weapons or not Share this post Link to post Share on other sites
sickboy 13 Posted September 15, 2009 My thought is that ACE should only bring games functionality (gameplay changes/features) something like SLX mod, so new units/weapons are not really necessary unless the new units/weapons requires changes at the core level (model, just like NWD FCS needs new tank model). But I think you guys already discuss this several pages/months ago. Something about filesizes.Either way, I'll download it anyhow... new units/weapons or not This is exactly why you would only use ACE without ACEX, and one of the very reasons we went down this road And with the earlier mentioned Installer and Updater system, you won't download a single bit of ACEX, if you do not wish to :) Share this post Link to post Share on other sites
jhoson14 10 Posted September 15, 2009 For what i have understanded... A guy who uses ACE will be able to play with another who had ACEX; right?. But if he go out of ammo and try to grab the gun from the body of a dead guy who uses ACEX...What will happen Since he dont have those extra guns on his game files? The body will have no ammo or weapon? Share this post Link to post Share on other sites
sickboy 13 Posted September 15, 2009 For what i have understanded... A guy who uses ACE will be able to play with another who had ACEX; right?.But if he go out of ammo and try to grab the gun from the body of a dead guy who uses ACEX...What will happen Since he dont have those extra guns on his game files? The body will have no ammo or weapon? There are various ways we can approach the split up. We've made a split up based on preliminary data, but are still working on the details. There are still a few grey areas left. :) All our addons are setup dynamically, which makes switching them between the modfolders, or moving items around, effortless. We'll have it sorted out before release :) Share this post Link to post Share on other sites
scubaman3D 0 Posted September 15, 2009 In ACE1 there was as many variants of a single weapon system (HK416 for instance) that the USMC dont even have than variants of the M16 , M4 , M249 all together... 1st thing to note is that MARSOC absolutely uses M416. 2nd thing to note is ACE contained more than just USMC units. Share this post Link to post Share on other sites
Alex72 1 Posted September 15, 2009 Very nice approach with the ACE & ACEX idea! Superb guys - as always. :) Share this post Link to post Share on other sites
cescollino 10 Posted September 15, 2009 would be nice to see the heat coming out from motors of tanks and helicopters ecc :bounce3: Share this post Link to post Share on other sites
Simon C 0 Posted September 15, 2009 would be nice to see the heat coming out from motors of tanks and helicopters ecc :bounce3: You've just reminded me of something here: http://www.g2mil.com/abramsdiesel.htm #3 Engine heat limits the Abrams in supporting urban operations The engine heat causes problems in tank/infantry tactics against fortified areas and in urban terrain. The standard tactic is for tanks to crawl forward blasting anything that moves while infantry follows close behind and on top of tanks to protect their vulnerable top, flank and rear areas. M-60 tanks even have a standard telephone receiver outside so infantry leaders can talk to the tankers. Any gunman popping out of a door, window, or hole was promptly gunned down by this team. However, the Abrams blows out 1000F degree heat from its rear, making it impossible for infantrymen to follow behind or ride on top. Since the U.S. military has recognized the need to prepare for urban warfare, it needs to recognize this problem. Would it be possible to add a similar sort of effect to Overpressure/Backblast to the rear of the Abrams? Seeing as it's apparently very hot behind it. If not an injuring effect, then a blurring effect would look good. :) @Cescollino: I'd like to see this too. :) Share this post Link to post Share on other sites
Akilez 10 Posted September 15, 2009 First of all a HUGE thank you for the incredible experience ACE has provided us all. You guys don't get near enough credit for all the work you do. With that in mind is there some 'cut off point' of features and content for the initial release of ACE for ArmA 2? Cheers guys! Share this post Link to post Share on other sites
sparks50 0 Posted September 15, 2009 What I learned from being involved with ACE1 is that people will complain about any and everything. It gets to the point where you just don't care any more. The sad thing is that the forums are the place mod makers gather feedback. But its also the place where the nitpicking and complaining people go to do their thing. In the meantime, the wast majority who loved the weapons and other things about this mod are playing the game and having a great time. Its like the principal, who never sees the school but the bad kids who are called into in hes office. I hope the windmeter will be included in the light-version. Along with all standard weapons "ACEified" with backup sights, adjustable sights etc:bounce3: Share this post Link to post Share on other sites
fincuan 0 Posted September 15, 2009 In the meantime, the wast majority who loved the weapons and other things about this mod are playing the game and having a great time. This ACE was provided to us for free and was still massive in content, as well as good in quality, so I don't complain(well, not much). The extra weapons and such aren't certainly a bad thing either, and it's good to hear that they still have a place in the mod. Share this post Link to post Share on other sites
frag85 10 Posted September 16, 2009 You've just reminded me of something here:http://www.g2mil.com/abramsdiesel.htm Would it be possible to add a similar sort of effect to Overpressure/Backblast to the rear of the Abrams? Seeing as it's apparently very hot behind it. If not an injuring effect, then a blurring effect would look good. :) @Cescollino: I'd like to see this too. :) Another thing is the Abrams takes much longer to start up than a standard diesel tank. Share this post Link to post Share on other sites
cctoide 0 Posted September 16, 2009 (edited) Something that might be nice for ACE 2 is slightly better publicity... I don't mean in terms of advertising the mod, since everyone who wants it knows what it is already, but in terms of download sites and web presence. When I first got into ArmA1 and saw ACE mentioned I googled around a lot, but finding the proper place to get it from and keep it updated took a lot of searching and asking around - I wasn't very deep into the community. There seems to be an official-ish ACE site at ace.usmc-warriors.org, but it also looks dead and lacks any download links or mentions of ACE 2. When I had to update to 1.19 I also had to search around until I found I could download it from Armaholic (though at the time their file was corrupt). It might just have been bad searching on my part, but it seemed to me I had to trawl obscure parts of the community to find the files. It was pretty late into ArmA's lifespan, though, just a few months before A2 - the original game sat on my shelf for a long time before I finally found decent servers and ACE. Also, better documentation would be a plus, but I suppose the team is already swamped in feature requests and basic functionality, so it gets sidelined. I learned of a lot of ACE features through reading long infodumps in wikis and forum threads from people who figured out things - a lot of stuff probably didn't get used because people couldn't find anything on it. Edited September 16, 2009 by cctoide Share this post Link to post Share on other sites