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A.C.E. Advanced Combat Environment - Public Beta *2*!

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@Murklor, er... I don't see FN Fal as a way to "enhance the M16". Its a replacement, not an enhancement. And by "CQB sight", it simply means looking over the top of the ACOG, there is no aiming spot at all.

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@Murklor

What do you mean you dont understand ACE keys? :)

Here you can find keybindings for ACE:

Keybindings

Here you can find how to chance them if needed:

How to chance keybindings

I dont know if this is what you needed but i put it here anyways if someone else has problems with bindings etc.

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Wouldn't it also be less suitable for CQB given it higher caliber and (expected, by me at least) less controllability?

For all but one assault rifle, the "CQB sights" allows you to aim over the barrel, call it "high ready" position if you like. For those with high deadzone and no crosshairs, this will be far more accurate than regular shoot-from-the-hip aiming. So even if CQB mode doesn't have a proper sight, it's still very very useful. The only exception is the vanilla M4, which does feature the real backup sight for that scope.

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Wouldn't it also be less suitable for CQB given it higher caliber and (expected, by me at least) less controllability?

For all but one assault rifle, the "CQB sights" allows you to aim over the barrel, call it "high ready" position if you like. For those with high deadzone and no crosshairs, this will be far more accurate than regular shoot-from-the-hip aiming. So even if CQB mode doesn't have a proper sight, it's still very very useful. The only exception is the vanilla M4, which does feature the real backup sight for that scope.

How does that backup sight you're talking about look? I've never seen it. Only aiming over the top of the scope.

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I'm not sure this is true or it verifies on every computer, but I think the following:

The human models have been ported from ArmA1, and just like in ArmA 1 these models somehow do not allow kickback recoil while in first person view. Current recoil looks a bit weird, the rezero time its too high, at least on my computer. In case all of us have the same problem, here is a good 5.56 rifle standing recoil that can be taken as reference:

ACE_556x45_Rifle_Recoil[] = {0,0,0, 0.04,0.015,0.025, 0.08,0,0};

This one is also a bit "fps proof", not so much changes in case of fps drop.

EDIT. Ah, I remember, its ArmA 2 which do not allow kickback in first person view.

Edited by afp

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My promo vid for ACE II. This is best two minutes you'll spend on internet for awhile... course that does depend upon how much porn you surf on a regular basis.

Still being processed as of 6AM EST so the quality might not be that great.

rduOhH22bkQ

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Nicely done vid :)

Made me miss the effects added to ACE 1 actually, would be cool to see something like that for ACE 2 (though I could of course just go grab the mod myself :P)

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DevilDog0352 What mod did you use in video @GL4 or @WarFX ? :)

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My promo vid for ACE II. This is best two minutes you'll spend on internet for awhile... course that does depend upon how much porn you surf on a regular basis.

Still being processed as of 6AM EST so the quality might not be that great.

Very very nice video, but let`s face it, porn is porn :D

Just kidding mate, it`s marvelous :p

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My promo vid for ACE II. This is best two minutes you'll spend on internet for awhile... course that does depend upon how much porn you surf on a regular basis.

nice, what is that map?

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I've noticed ACE made some changes on how the assault helicopters are used... from what I could understand from the documentation it seems the pilot no longer can tell the gunner to switch weapons and lock targets.

This left me wondering about how this is going to work with AI gunners... my preference has always been to fly with AI gunners, but now it seems they can't do their jobs anymore, since they won't respond to commands...

Or am I missing something? how are we supposed to lock targets in ACE with AI gunners?

One more thing: I read in the doc that ACE makes use of Mando's missile GUI system, but going as a gunner is a chopper I didn't see any new actions for targeting... do I need to download it separately?

My apologies if this has been discussed before, but my search didn't return anything useful. This thread has over 2000 replies and the discussions are very fragmented... :P

Cheers

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Just to give some feedback from the Tactical Gamer server regarding ACE2.

I am a supporting member of the Tactical Gamer community which uses ACE2 beta.

There have been alot of nice things added in the latest betas, however there are also some severe changes that people are extremely unhappy about.

1. Removal of MH-6 (the rationale behind this is bizarre and this was one of our primary transport helicopters in MP missions).

2. Fixed bipod that does not swivel on certain MG's. This is absolutely wrong. As a former M249 gunner, I can tell you that while the bipod did not move much side to side, it did slide on the ground or you could simply lift the weapon and put it on the next target (there is also a little left to right play in the bipod). Doing this with the current ACE2 beta is extremely difficult as it often takes 3 or 4 tries before the bipod works on a sandbag wall for example and even then it may not be exactly where you needed it. Older MG's like the M60 (which I also used for many years) had a Harris style bipod with springs on the bipod that allowed for traverse very easily.

3. The backpack system is now next to useless other then carrying a few extra mags. At 30kg even short sprints cause you to black out. That is a typical combat load and yes, if you're in shape, you can run a fair distance with that much gear. You won't run fast, but you can jog for at least 300 meters. At the very least a shift/key combination should be done for a backpack quick-release system. In real life, the rucksacks actually have this.

Anyways not sure if I should send that to the ACE2 bug report site as these are really more of an opinion and not a bug. I know you guys have military consultants, but I hope that you will take this advice from an ex-military member and also look at the issue of "fun" as this is still a game and not every aspect of realism can be perfectly simulated.

Chris G.

aka-Miles Teg<GD>

Edited by Miles Teg

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Those 30 kgs are just the stuff that shows up on your gear screen. Add another 15-20 kgs for clothes, body armor, helmet, vest etc., and you get completely different loads. You may perhaps jog a short bit with all that weight, but probably not sprint for more than a few meters.

I think this should be reflected by having a "base" weight value that is then added to when you pick up and carry gear. That would more clearly show how much you are actually carrying.

And the quick release thing for backpacks is a good idea. Then you can ditch the pack in an emergency so that you can run further if you have to.

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Has anyone tried to use the UAV module with ACE2, I've tried it and it just hangs on the loading screen after you access the uav option from the action menu.

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Just to give some feedback....

3. The backpack system is now next to useless other then carrying a few extra mags. At 30kg even short sprints cause you to black out. That is a typical combat load and yes, if you're in shape, you can run a fair distance with that much gear. You won't run fast, but you can jog for at least 300 meters. At the very least a shift/key combination should be done for a backpack quick-release system. In real life, the rucksacks actually have this.

Chris G.

aka-Miles Teg<GD>

I completely agree. 30kg's total is really nothing to a well trained soldier. I tried this the other day on my own, with an old pack as well, and was able to sprint at for at least 100m and jog much further with 30lbs. I never blacked out but was definitely outta breath for a few minutes and I felt like I was gonna puke. I was not incapacitated though. I could still walk and crawl pretty well. Crouching was damn near impossible though as my legs burned to much. I'm pretty damn outta shape but I used to be able to do this in my sleep. Hell I probably did in my sleep a few times. ;)

I just was curious about my ability to do this due to ACE2. Call me crazy but I wanted to know how well I'd do. If I had a recorder for you I would've taped it. My girlfriend was laughing so hard at me, but I gotta say she was amazed I could run that long and not die.

Hell I may be lazy, outta shape and wrecked my body the past decade plus but I can still move. Especially to prove her wrong. :)

I'm not sure if this means anything to the ACE2 team as it was by no means a scientific test. Just a 30yr old having some fun. I could do it though.

I'm sure I looked like a fool! :)

I do like the wound system as it is though. I'm pretty damn used to it at this point. But some more tweaks in my book wouldn't hurt much either. Regardless, I'm satisfied with it. I just figured the ACE2 guys would like to hear that I was making myself look like a fool cause of the mod.

Edited by Manzilla
had 50kgs, meant 30kg

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1. Removal of MH-6 (the rationale behind this is bizarre and this was one of our primary transport helicopters in MP missions).

Hmm yeah there's already been discussion about this, why Littlebirds are no longer realistic/available as part of the ACE2 beta development cycle is a mystery. :)

2. Fixed bipod that does not swivel on certain MG's. This is absolutely wrong. As a former M249 gunner, I can tell you that while the bipod did not move much side to side, it did slide on the ground or you could simply lift the weapon and put it on the next target (there is also a little left to right play in the bipod). Doing this with the current ACE2 beta is extremely difficult as it often takes 3 or 4 tries before the bipod works on a sandbag wall for example and even then it may not be exactly where you needed it. Older MG's like the M60 (which I also used for many years) had a Harris style bipod with springs on the bipod that allowed for traverse very easily.

I haven't tested with a whole lot of weaponry, but I do like the deploy weapon feature a lot :) Personally, I don't think it's too much trouble to shuffle around in non-deployed mode until you get a better angle. But then, I'm not speaking as an extensive RL user either.

3. The backpack system is now next to useless other then carrying a few extra mags. At 30kg even short sprints cause you to black out. That is a typical combat load and yes, if you're in shape, you can run a fair distance with that much gear. You won't run fast, but you can jog for at least 300 meters. At the very least a shift/key combination should be done for a backpack quick-release system. In real life, the rucksacks actually have this.

Aah yes, the most contentious issue of the lot :D personally speaking, I'd be happy to see fatigue optional yet still have the rucks. Maybe even a 2-stage fatigue system, fatigue ONLY for ruck-wearers.

Again, personally, I don't care too much for the current implementation of the fatigue system, however I acknowledge it's place in the mod. I just don't care for the blacking-out and uselessness that happens to you ingame. Knobbling the user to walking speed only might be an alternative option.

Anyways not sure if I should send that to the ACE2 bug report site as these are really more of an opinion and not a bug. I know you guys have military consultants, but I hope that you will take this advice from an ex-military member and also look at the issue of "fun" as this is still a game and not every aspect of realism can be perfectly simulated.

Hmm yeah. :)

There's always some sort of tussle going on between the people who wish for gameplay and the people who wish for realism at all costs. Again, personally, I think one person's added realism is another person's removed realism, again that's all entirely subjective and really the subject of config (my favourite subject right now ;)).

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3. The backpack system is now next to useless other then carrying a few extra mags. At 30kg even short sprints cause you to black out. That is a typical combat load and yes, if you're in shape, you can run a fair distance with that much gear. You won't run fast, but you can jog for at least 300 meters. At the very least a shift/key combination should be done for a backpack quick-release system. In real life, the rucksacks actually have this.

Is it just me or has anyone tried ditching lots of stuffs after your first black out, waited til the breathing and heart beat are gone, still running and then still black out very quickly like you still had all the load on? Was the dropped items not acknowledged? Clearly the weight updated on my screen from 75kg to 14kg but I still blacked out like I was still carrying 75kg... anyone? Due to this reason, I doubt a quick release feature for rucksacks for ACE2 would be useful at all.

Edited by jasonnoguchi

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I completely agree. 30kg's total is really nothing to a well trained soldier. I tried this the other day on my own, with an old pack as well, and was able to sprint at for at least 100m and jog much further with 30lbs.

How much did you run with? 30lbs is about 14,5 kgs, quite different from 30 kgs. Also, see my previous post, the weight shown is just what's on the gear screen, the total weight carried is a lot more than that (at least for soldiers, it will be lower for insurgents/guerillas that don't carry a lot of heavy stuff).

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Hi masters,

I put the ACE2's Wounding system module on the map (empty First), and after each respawn ("base method") , the AI stay freeze or dont see my human soldiers again.

Ps. The problem happens with the Arma2 First Aid Modules, too...

How I Fix this?

Best Regards

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How much did you run with? 30lbs is about 14,5 kgs, quite different from 30 kgs. Also, see my previous post, the weight shown is just what's on the gear screen, the total weight carried is a lot more than that (at least for soldiers, it will be lower for insurgents/guerillas that don't carry a lot of heavy stuff).

I'm old and outta shape. I haven't run like that in 3yrs so 15kgs is probably like 40kgs for a soldier today. Yeah I know there's more weight involved and only displays the gear but still 20-30kgs extra shouldn't cause a blackout that fast for someone that's training all the time and in the shit themselves.

I'm a bad example to use cause I'm not up to my "fighting weight" anymore but surely a soldier with more recent experience is around and can chime in. 10 to 1 says they laugh at the thought of a run/jog with 20-30kgs extra. These boys are some machines nowadays days. ;)

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Just to give some feedback from the Tactical Gamer server regarding ACE2.

I am a supporting member of the Tactical Gamer community which uses ACE2 beta.

There have been alot of nice things added in the latest betas, however there are also some severe changes that people are extremely unhappy about.

1. Removal of MH-6 (the rationale behind this is bizarre and this was one of our primary transport helicopters in MP missions).

2. Fixed bipod that does not swivel on certain MG's. This is absolutely wrong. As a former M249 gunner, I can tell you that while the bipod did not move much side to side, it did slide on the ground or you could simply lift the weapon and put it on the next target (there is also a little left to right play in the bipod). Doing this with the current ACE2 beta is extremely difficult as it often takes 3 or 4 tries before the bipod works on a sandbag wall for example and even then it may not be exactly where you needed it. Older MG's like the M60 (which I also used for many years) had a Harris style bipod with springs on the bipod that allowed for traverse very easily.

3. The backpack system is now next to useless other then carrying a few extra mags. At 30kg even short sprints cause you to black out. That is a typical combat load and yes, if you're in shape, you can run a fair distance with that much gear. You won't run fast, but you can jog for at least 300 meters. At the very least a shift/key combination should be done for a backpack quick-release system. In real life, the rucksacks actually have this.

Anyways not sure if I should send that to the ACE2 bug report site as these are really more of an opinion and not a bug. I know you guys have military consultants, but I hope that you will take this advice from an ex-military member and also look at the issue of "fun" as this is still a game and not every aspect of realism can be perfectly simulated.

Chris G.

aka-Miles Teg<GD>

I strongly second this, I'm a TG regular also and these things need to be addressed.

Also, 20-30kg is NOTHING bro. These exaggerated stamina features are over the top.

Edited by Njayjay

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Hi masters,

I put the ACE2's Wounding system module on the map (empty First), and after each respawn ("base method") , the AI stay freeze or dont see my human soldiers again.

Ps. The problem happens with the Arma2 First Aid Modules, too...

How I Fix this?

Best Regards

i have the same problem :- (

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How much did you run with? 30lbs is about 14,5 kgs, quite different from 30 kgs. Also, see my previous post, the weight shown is just what's on the gear screen, the total weight carried is a lot more than that (at least for soldiers, it will be lower for insurgents/guerillas that don't carry a lot of heavy stuff).

+1 for Manzilla

With Javelin or Stinger I do black out after a 20-30 metres in game.

In real life I am better, I swear. :o

It's quite strange to see your AIs blacking out ... at every move it makes.

And he does not recover fast enough.

It's like always effects that are new are too strong as if the developer wants people to realize them more than any other new effects ... ok, ok ... thanx for the effects, I love that effect - developers! Just my 2 cents that they are too strong. I am not sixty and my AIs looks quite fit, I mean: tall and about a 22,3 yrs old ... so what?

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