gossamersolid 155 Posted December 25, 2010 Mando, no offense, but do you consider MMA realistic? Also, isn't the Apache HUD a little cluttered? Do you consider MMA way more realistic and better than vanilla targetting? That's all I asked myself after playing with MMA for the first time about half a year ago lol. I hate playing vanilla targetting now, I inject mando into all missions I play :) Share this post Link to post Share on other sites
viper0311 10 Posted December 25, 2010 Now the magazine you are talking about is"60Rnd_CMFlare_Chaff_magazine" or "60Rnd_CMFlare_Chaff_Magazine" ? Oh, my bad, it is "60Rnd_CMFlare_Chaff_Magazine" I forget ot capitalize the "m" in magazine. And thanks for taking the time to explain it. Also, have a Merry Christmas Mando (or Happy Holidays if you don't celebrate Christmas) Share this post Link to post Share on other sites
mankyle 420 Posted December 25, 2010 If someone had told me that this are Mando Missile equipped vehicles in Arma 2 instead of VBS2 I would believe it. These Patriots look very nice (and Mandoed) Share this post Link to post Share on other sites
xeno426 10 Posted December 25, 2010 If someone had told me that this are Mando Missile equipped vehicles in Arma 2 instead of VBS2 I would believe it.These Patriots look very nice (and Mandoed) Damn, I would love to have some of those models in ArmA2. The Patriot and Su-17 in particular. Share this post Link to post Share on other sites
mandoble 1 Posted December 26, 2010 you're right,i have used javelin with mando without problems for ages,with or without ACE2,than suddenly this bug...Something related to bis patch or ACE2 update Im guessing ACE2 might be tracking the fired round and conclude that if not present the round have exploded. As MMA replaces the fired round by one MMA controled it might happen that ACE2 creates a blast effect where the initial round was seen the last time (in the face of the firer). I cannot test with ACE2 (too big to fit here), so I'm only guessing. I will send the originally fired round far away in the outer space before removin g it, might be it solves the problem. Expect a test version in few hours. Share this post Link to post Share on other sites
metralla 19 Posted December 26, 2010 (edited) Mando Missiles and ACE should be 100% compatible, because what one lacks, the other has it or that what I think, although I'm not an expert aout Arma 2 modding . :D Edited December 26, 2010 by Metralla Share this post Link to post Share on other sites
Isola 10 Posted December 26, 2010 Im guessing ACE2 might be tracking the fired round and conclude that if not present the round have exploded. As MMA replaces the fired round by one MMA controled it might happen that ACE2 creates a blast effect where the initial round was seen the last time (in the face of the firer). I cannot test with ACE2 (too big to fit here), so I'm only guessing. I will send the originally fired round far away in the outer space before removin g it, might be it solves the problem. Expect a test version in few hours. here we are Mandoble! http://dev-heaven.net/issues/16246 Share this post Link to post Share on other sites
mankyle 420 Posted December 26, 2010 Deberia ser mando misiles y Ace 100% compatible si o si, lo que le falta a uno lo tiene el otro... o eso creo vamos que no soy un esperto en el tema de los mod para Arma2. This is an english forum, please post in english. Otherwise the moderatos will punish you. Translation for the non spanish speaking forumites: Mando Missiles and ACE should be 100% compatible, because what one lacks, the other has it or that what I think, although I'm not an expert aout Arma 2 modding Share this post Link to post Share on other sites
mandoble 1 Posted December 26, 2010 Good, then it seems we will have two fixes in parallel ;) About the Patriot, VBS2 may have that and we may have the same for A2 as long as the launcher object is modelled (the box with the 4 tubes) following the same system used by Jackass (BOS) for his Sea Sparrow launcher. vzJ-eV4w_6E Share this post Link to post Share on other sites
sickboy 13 Posted December 26, 2010 Javelin knock-down solved earlier this morning; http://dev-heaven.net/issues/16246 (oh just see it was linked already ;-D) @Mandoble; ACE Core is only 120 MB, that's all you need if you'd like to check things. Share this post Link to post Share on other sites
mandoble 1 Posted December 26, 2010 120Mb is close to the limit, but it would fit (I guess 120Mb uncompressed). Good to know you have already applied a fix, another one will be applied MMA side so any replaced round will be first moved 60Km high, and removed 6 seconds later. Share this post Link to post Share on other sites
Evil_Echo 11 Posted December 26, 2010 Mando Missiles and ACE should be 100% compatible, because what one lacks, the other has it or that what I think, although I'm not an expert aout Arma 2 modding . :D First off, I don't want to trigger any flame wars - going to tread very lightly in this minefield. 1. Both mods are hugely popular and rightly so. 2. Both encourage portability and ease of interface with other mods. 3. Both have good technical support, provide quick turn-around to reported issue, and have an active presence on forums. The issues.... 1. Trying to make any mod compatible with another is a lot of work. Unless the teams are in close synch, one side will always be playing catch-up to the other. 2. ACE and MM take very different technical approaches to how they write mods. That's not a bad thing, but it does make interconnecting the two more difficult. 3. In terms of documentation or interfaces to access inner components, both mods have sections that are opaque. Without enough information/tools, you can't do much to bring the two together. All that being said, there is much that could be done with ACE and MMA to improve how their mods work together. 100% compatible may not be achievable, but more compatible is certainly possible if the right people get together. I'm definitely not one of the right people. Mando decides here. Share this post Link to post Share on other sites
mandoble 1 Posted December 26, 2010 Is that aside of the Javelin problem is there anyother compatibility issue? Share this post Link to post Share on other sites
sickboy 13 Posted December 26, 2010 Thanks for the workaround too, better two than none, eh ? :D I would also gladly hear about existing issues, neither one of us can do much without reports :) Share this post Link to post Share on other sites
Reezo 45 Posted December 26, 2010 Is that aside of the Javelin problem is there anyother compatibility issue? - Night vision not working in camera modes (does not turn on..only normal/FLIR is possible)..used to work perfectly; - MINOR ISSUE: Night vision used to reset once exiting Camera mods (you would get back in a dark helicopter and then..oh wait..must be NV off..). Share this post Link to post Share on other sites
metralla 19 Posted December 26, 2010 First off, I don't want to trigger any flame wars - going to tread very lightly in this minefield.1. Both mods are hugely popular and rightly so. 2. Both encourage portability and ease of interface with other mods. 3. Both have good technical support, provide quick turn-around to reported issue, and have an active presence on forums. That is why I think it is a shame that these 2 mods can not be 100% compatible, otherwise the immersion of the game would be more fun within your means. ;) Either way it is appreciated that both mods have to enjoy it more if this game. :868: :pet2: Share this post Link to post Share on other sites
Evil_Echo 11 Posted December 26, 2010 Ok then - the issue of compatibility has been discussed enough. Let's move on. Share this post Link to post Share on other sites
mandoble 1 Posted December 26, 2010 MMA Test Javelin Fix In addition to the fix already included inside ACE2, there is another extra one inside MMA for the Javelin issue, which should be gone. Another change is the Engine On criteria in order to lock on with TOP and DIR modes, now if the vehicle has consumed some fuel it will be "lockable", even with engine stopped. Albertors, NV are always turned off automatically when you activate any TV, this is not a bug, basically, if the camera emits a black image, NVs cannot intensify anything there, so your only tool would be the FLIR. Now, if the NV were ON when TV was activated, NVs will be ON again when TV screen is closed (the minor issue). NV effects, if present, are kept only with MCC cameras (B52, F4, F15, F111, Torm1, Patriot, ...). The above test mission is just to confirm that the problem is definitively gone, if so these changes will be included in next MMA release. Share this post Link to post Share on other sites
Reezo 45 Posted December 26, 2010 Albertors, NV are always turned off automatically when you activate any TV, this is not a bug, basically, if the camera emits a black image, NVs cannot intensify anything there, so your only tool would be the FLIR. Makes perfect sense, thank you! Now, if the NV were ON when TV was activated, NVs will be ON again when TV screen is closed (the minor issue). Thanks for fixing the minor issue! Share this post Link to post Share on other sites
viper0311 10 Posted December 27, 2010 Is that aside of the Javelin problem is there anyother compatibility issue? I was testing out the other launchers with mando, and I noticed this same problem with the 9K38 Igla when crouching, the 9K32 Strela-2 with crouching, and the M47 Dragon. I posted an update on the ACE issue tracker that dealt with the Javelin issue. Share this post Link to post Share on other sites
PTV-Jobo 820 Posted December 27, 2010 Viper, correct. Those launchers including the NLAW also have this issue too. I only noticed the Javelin myself since that is usually the only one I use--other than the AT4, heh. Share this post Link to post Share on other sites
DangerMouse6 10 Posted December 27, 2010 DangerMouse6, I guess from the gunner seat you should be able, but better to have other Track-IR users repying to your question.For the AH64 monocle to color is fixed to green on purpose, so the change hud color will have no effect. Thanks for the clarification on the HUD. Hopefully someone has figured out how to tie the guns to TIR. Another question: Is there any way to bind a key to each mode? Instead of one key to cycle modes, I'd like to have a different key for each mode so that I can bind them to the 3 position dogfight switch on my stick. I'd also like to bind keys for menu options. I'd like a specific key for each MFD, for example, as well as a specific key to toggle the hud on and off so that it isn't necessary to scroll through a menu to get at these features. Is this currently doable? Share this post Link to post Share on other sites
mandoble 1 Posted December 27, 2010 (edited) Viper, Betsalel, have you tried the mission posted yesterday with the jav fix? The fix applied there should affect to all the missiles, not only to the javelin. I have modified the mission adding also some enemy choppers and an Stinger soldier so you can choose from the editor which one to use as player. DangerMouse what you propose is pretty doable, but long time ago I decided to use the very minimum possible number of keys to prevent compatibility problems with other mods as well as with A2 itself (as 99% of the keys already have a purpose in-game). What I've done (and you can test in the mission linked in this post jumping in the A10 to the right of the player) is to allow forward and backward HUD mode switching (pressing at the same time RIGHT-SHIFT). So, for default MMA key settings press L.CTRL to switch to next HUD mode and press R.SHIFT + L.CTRL to switch to previous HUD mode. Edited December 27, 2010 by Mandoble Share this post Link to post Share on other sites
sickboy 13 Posted December 27, 2010 (edited) .. please ignore, questions already answered :D (Mando Jav-workaround works for all launchers) Edited December 27, 2010 by Sickboy Share this post Link to post Share on other sites
mandoble 1 Posted December 27, 2010 Finally some clear input, thanks Sickboy :) A new release including these changes will be ready for tomorrow. Share this post Link to post Share on other sites