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sickboy

Advanced Combat Environment (A.C.E.) 2 - v1.0 stable

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just another question, ive had a look around and im unable to find it, how do you use a sling rope? eg how do i attach it to the chopper and how do i pick things up etc

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I'm not sure why that's not up here(Check the Features menu):

http://ace.dev-heaven.net/wagn/Documentation

Also do a thread search in the Milestone #2 thread, I know it's explained there. There search feature will take you right to it.

Sorry I'd explain how to do it but I haven't used it in a while so I can't remember.

Good luck.

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just another question, ive had a look around and im unable to find it, how do you use a sling rope? eg how do i attach it to the chopper and how do i pick things up etc

For best results try in a multiplayer game.

Important note: In the latest change to the sling loading system, ropes are attached to the object you want to slingload, not the helicopter.

1. Equip yourself with a slingrope.

2. Go to a vehicle or object you want to sling.

3. Press the interaction menu key. Select "Attach slingrope" (This will tie the slingrope to the vehicle or object).

4. When a helicopter with cargo capabilities is available and hovering close enough over the 'cargo object', press interaction menu key again and select "Hook slingrope" (This will attach the slingrope to the cargo hook of the helicopter)

5. Object can now be transported. Pilot will have the ability to release the cargo at the destination

Copied from the ACE Wagn on 4/28/10

To keep current go to :

http://ace.dev-heaven.net/wagn/Documentation

Edited by Two Dogs
Updated Post

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Yesterday I updated to 327 version and noticed that the AH-1W(with the TOW missile) was added,and I tried it immediately,fantastic! Now I can say I prefer AH-1W than AH-1Z, manual guided missile is much fun than self guided one. So I suddently thought of the UAV, I was tired of its hard locking ground target with the 114 hellfire, could you guys add such TOW missile to it? then it might be much easier and fun to use the UAV destory the ground target.

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You've seen this right? Very helpful. My apologies if you have.

http://ace.dev-heaven.net/wagn/Documentation

Check the 3rd page of the Features section, under Missile Guidance Improvements-> howto.

I hope this helps.

Thats helped as a work around, installed mandos aswell and thats made things 1000% better with and without ACE :)

Just need to properly use the hydras now:o

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@Sickboy

Have you guys considered putting an action on the zodiac to drag it? It would be nice to be able to drag it up on shore and stash it somewhere.

@Coyle

You missed a step in the slingload procedure. After you replace the external slings and are airborne, you will first have an option to "deploy cargo ropes", then you will have the option to lift whatever you are trying to lift. On a side note, the loadmaster is referred to as a crewchief in the U.S. Army and the name "Air Freight Elevator" for the module is really strange. I'm not sure why they don't call it the "Slingload Module". Its probably just a language thing as I'm sure there are people from all over the world helping with ACE.

The crew chief has many jobs in real life. He or she takes care of any cargo or passengers in the back, making sure they are secure and properly in place. Air space surveillance is another priority. Making sure the airspace is clear for turns, climbs, and decents are all a part of it. Also, keeping the pilots aware of where the other aircraft are in a flight of mulitpul aircraft is important. Usually the position is given in clock positions with 12 o'clock being right off the nose and distance is given in rotor discs. For example, you might say "Chalk 2 is at 5 o'clock and 5 discs". This way the pilot knows it's safe to break left or right depending on the position of the other aircraft should they have to make evasive maneuvers. Calling the aircraft in to landing zones is another responsibility of the crew chief. Usually one of the crew chiefs, either left or right will take charge and say they they will call it in. Once that has been established the crew chief will hang outside of the aircraft (pushing the W key in ACE) and watch the rotors and tail. He would then make the call when the main landing gear are clear, then when the tail landing gear is clear, and then give the final call of clear down.

EXAMPLE:

"Right rear will call the landing."

"Mains are clear of obsticles."

"Tail is clear."

"Your clear down right."

At this point the other crew chief would say "Clear down left."

During slindload operations, the crew chief usually lays down and looks through cargo hook hole in the floor. From there the crew chief can tell the pilot to slide left, right, back, or forward to line up the load. The crew chief will notify the pilot when the load is hooked up and will count down to the pilot as the sling ropes get tight and when the load is airborne.

There is much more to being a crew chief. These are just a couple of small examples. These procedures bring up the arguement about 3rd person view in ArmA. While I agree that 3rd person view can be taken advantage of when used by infantry, especially in PvP situations, I feel that it is important for pilots who cannot see their rotors or tail wheel to have the 3rd person view available for landings and slingload operations.

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Hi.

Im new with ArmA 2 and mods. I played vanilla for a long time and I want to try this mod.

How does this mod play out? I know what it does, but does it come with own maps, or can you combine it with the vanilla campaign ??

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ACE doesnt contain any proper missions or campaigns, its mainly a game mechanics mod, it does add a load of additional units and weapons.

Ive restarted harvest red with ACE and it all seems to be working ok, I have read that its quite liable to have complications though. I think ACE is compatible with most campaigns :)

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ACE contain some MPmission, see http://ace.dev-heaven.net/wagn/Documentation#Missions%20Bundled%20with%20ACE

And note, that once you start playing campaign mission with ACE enabled and reach save point, you will either have to finish this mission with ACE or restart mission from beginning if you choose not to play with ACE later.

Edit: hmm, wagn seems not to support direct links, so search http://ace.dev-heaven.net/wagn/Documentation for Community->Missions

Edited by LkFp

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Sure it does, it took me a while to find it though.

http://ace.dev-heaven.net/wagn/Missions

You can play it with any mission but certain things like the wound system, other Modules and most ammo, items, weapons won't show up. If you want to experience ACE2 in it's full glory hole you have to open the mission in the Editor and make a few additions/changes. You don't have to do this but again you won't get the whole ACE2 experience but it's still a blast.

Enjoy!

Edited by Manzilla

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Kellys Heroes ACE Servers & YAS Repository updated to b.330-Hotfix

Kelly's Heroes ACE2 YAS AddonSync AutoConfig URL - sponsored by Nat & Whisper

http://www.kellys-heroes.eu/updater/ArmA2ACE-Repository/ArmA2ACE-Repo.7z

Kelly's Heroes Community YAS AddonSync AutoConfig URL - sponsored by Nat & Whisper (Repo for Islands & other Mods)

http://www.kellys-heroes.eu/updater/ArmA2Community-Repository/ArmA2Community-Repo.7z

URLs are case sensitive (ie lowercase & uppercase matters). So make sure the Auto-Config-URL is entered exactly as above, otherwise may result in 404.

YAS users: Do not forget to perform "Delete Extra Files" procedure through YAS after updated.

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Re those with long running CAA1 issues, a hotfix (for CAA1) was added:

http://ace.dev-heaven.net/wagn/CAA1

Re Wagn questions:

http://www.wagn.org/wagn/Documentation

How to use Wagn, Browsing. "You can open and close any card by clicking on it's name or the triangle icon to the left of it. When the cursor is over the top bar, you'll also see the arrow icon and some additonal tabs. Clicking the arrow takes you to the card's own page. ".

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@Sickboy

Have you guys considered putting an action on the zodiac to drag it? It would be nice to be able to drag it up on shore and stash it somewhere.

Indeed a very good ideia. Already created a ticket at DevHeaven about this?

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No doubt. He needs to make the ticket, I'll definitely vote yay for that feature. I wonder if he knows that the devs rarely consider a feature posted here?

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hi,

don't wanna bother you again with another newbie-post :o but I've asked myself that for too long and 4 u it must be easy to give me an answer ...

so:

do I have to copy the .bikey-files stored in the \store\keys-folders of the \@[MOD]-folders into ArmA 2[install-folder]\keys-folder / into the @[MOD]\keys-folder ?

more general: under which circumstances do I have to copy (or even modify) the .bikey-files anywhere ?

So, in fact I wanna know about the sense of the .bikey-files, of which every part of ACE-mod comes with :)

thx for answers in advance, guys.

Tom

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The Left Windows key now appears to have some sort of purpose. What does it do and can I get rid of it? I need it for Mando Missiles.

I like the shaking effect on the Little Birds. Would it be appropriate/possible to add to the A-10 when the gun is firing?

And I don't know if this is true to life or not, but the guided missile on the modernized Su-25 can kill you if you're not careful. A slight bank in the wrong direction will detonate it because it hangs around so long after launch.

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The Left Windows key now appears to have some sort of purpose. What does it do and can I get rid of it? I need it for Mando Missiles.

I like the shaking effect on the Little Birds. Would it be appropriate/possible to add to the A-10 when the gun is firing?

And I don't know if this is true to life or not, but the guided missile on the modernized Su-25 can kill you if you're not careful. A slight bank in the wrong direction will detonate it because it hangs around so long after launch.

Have you gone over this page or checked it for some of the answers you seek? Just about everything is explained there, and unfortunately there's a lot of info in the Milestone #1 and #2 threads.

http://ace.dev-heaven.net/wagn/Documentation

The left win key is can be the interaction key though I thought it was the right win key. All the key can be changed in the userconfig/ace/ace_keys.hpp.

Good luck.

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I like the shaking effect on the Little Birds. Would it be appropriate/possible to add to the A-10 when the gun is firing?

Most probably when BIS publishes last MLODs. Or when somebody makes ArmA1 A-10 MLOD up to ArmA2 level.

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Have you gone over this page or checked it for some of the answers you seek? Just about everything is explained there, and unfortunately there's a lot of info in the Milestone #1 and #2 threads.

http://ace.dev-heaven.net/wagn/Documentation

The left win key is can be the interaction key though I thought it was the right win key. All the key can be changed in the userconfig/ace/ace_keys.hpp.

Good luck.

The devs rarely seem to update the documentation immediately after every update, so I didn't think to check. The key binding page says that a BI glitch may swap your windows keys, so a recent update must have set it off on my computer.

/* KEY LIST // English (US) 104-key provided by tcp */

/* ================================================================================================================= */

/*

WINL = 219

WINR = 220

Would something bad happen if I set both Windows keys to Undefined? I don't play with the wounding module much, so I don't have much use for Interact.

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This is a comment. This part of the userconfig.hpp doesn't do anything other than showing you which number is each key. Deleting/changing anything in this part will do nothing. Instead, if you want to adjust key bindings you need to go to where the key for "interact" is defined and change that from 220/219 to something else.

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Most probably when BIS publishes last MLODs. Or when somebody makes ArmA1 A-10 MLOD up to ArmA2 level.

Excuse me for the offtopic, but what is those MLODs?

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