karlmoebius
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12 GoodAbout karlmoebius
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karlmoebius started following ACE3 - A collaborative merger between AGM, CSE, and ACE
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ACE3 - A collaborative merger between AGM, CSE, and ACE
karlmoebius replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think the night vision settings could use some more granulation; if possible, a checkbox to toggle the overlay, and the grain settings have a seemingly large jump from 0 and .01 (assuming 1 = 100%), .01 would be a 10% increase in effects, and it appears to just jump up. If that's because it "activates" the inborn settings of the goggles and then applies a little grain on top of that? Additionally, now that ACE has shifted over to CBA, is it possible to disable pbo's through CBA without having to remove them from the folder? What I mean is a toggle at the top of the heading, "disable module" so modules usage can be selective through CBA? -
Athena - An ARMA 2nd Screen Application
karlmoebius replied to skruis's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Small glitch I've found; I use the steam frame counter, and if you allow the thing to open the window, steam thinks it's part of the game and puts a frame counter on it. And since the monitor that I have athena is on is a different resolution, the frame counter is huge and flickers annoyingly. Is there a way in the settings to choose whether or not it auto launches?- 763 replies
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Athena - An ARMA 2nd Screen Application
karlmoebius replied to skruis's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This might be one-off problem, but my battleye Blocked loading of the AthenaExtension_x64.dll tonight. I'll play again tomorrow night and see if it's a problem on my end, but I'd thought you'd want a heads up nonetheless.- 763 replies
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- 2nd screen
- athena
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In your generate settings, can you set a radio out of allowed frequency? the lr is set to 0. set it to 99 instead? can you set the active channel to "0"? the SR radio active channel is setting to 0, Is the number allowed to be zero? is the object owner allowed to be "false"? the speaker mode is set to "true", the code requires a numeral. the lr settings command only has 8 (0-7) entries, the sw 9 (0-8) the lr settings has one too many settings.
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RHS Escalation (AFRF and USAF)
karlmoebius replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Remember that at a distance, ARMA will sink the visual character into the ground slightly while the actual hitboxes stay as if they were standing flat on the ground. Head shots to a "sunk in" character can actually be hitting the chest hit box. Aim for just above their head (standing) and see if you're hitting the right hitbox.- 16577 replies
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ACE3 - A collaborative merger between AGM, CSE, and ACE
karlmoebius replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
it's based on an older version of ACE3, with different commands. Unpack the mission, edit the supplied sqf's with the new command, addDamageToUnit: https://github.com/acemod/ACE3/blob/master/addons/medical/functions/fnc_addDamageToUnit.sqf or in zeus, use the command on an npc -
ACE3 - A collaborative merger between AGM, CSE, and ACE
karlmoebius replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
[patient1, random 1 +.3, selectRandom ["head","body","hand_l","hand_r","leg_l","leg_r"], selectRandom ["stab","bullet"/*,"falling"*/]] call ace_medical_fnc_addDamageToUnit; [patient1] call ace_medical_fnc_handleDamage_advancedSetDamage; where; [unit, damage amount, placement of damage, type of damage] add damage to the unit. large amounts of help from this: -
ACE3 - A collaborative merger between AGM, CSE, and ACE
karlmoebius replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm curious; the fracture damage isn't commented out in ACE_Medical_Treatments.hpp, but enableFractures is flagged false in ACE_Settings.hpp. Is there a possibility that the fracture damage type can be applied to players by accident? -
ACE3 - A collaborative merger between AGM, CSE, and ACE
karlmoebius replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So, I'm in central USA and battleye cannot be connected to during ARMA startup, so six .dll files in ACE3 can't be verified by the central server, so a big chunk of ACE3 is disabled. It happened to most of the group I played with friday evening/night. Just wanted to throw out a head's up. Might be fixed in the morning (saturday), and might be somewhat tangentially related to the DDOS attacks going on Friday. Ideally I would love if Battleye had a light on their webpage to indicate the status of their server; green for up, red for down. Would really help in this situation. -
RHS Escalation (AFRF and USAF)
karlmoebius replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So, I don’t know if these are on purpose or bugs, and it could be a glitch only I’m seeing: - All of the HMMWV’s don’t have any TFAR radios associated with them, but all the other vehicles I’ve tried do. - M249’s do not have replaceable barrels in ACE3 Graphical glitches. Now, to be honest, I wouldn’t know how to fix some of the off center laser ones (as well as the ill-fitting NVG's); that could be just something to just grin and bear with. http://steamcommunity.com/sharedfiles/filedetails/?id=688240997 http://steamcommunity.com/sharedfiles/filedetails/?id=688241030 http://steamcommunity.com/sharedfiles/filedetails/?id=688241063 http://steamcommunity.com/sharedfiles/filedetails/?id=688241093 http://steamcommunity.com/sharedfiles/filedetails/?id=688241135 http://steamcommunity.com/sharedfiles/filedetails/?id=688256143 http://steamcommunity.com/sharedfiles/filedetails/?id=688241168 http://steamcommunity.com/sharedfiles/filedetails/?id=688241203 http://steamcommunity.com/sharedfiles/filedetails/?id=688241258 http://steamcommunity.com/sharedfiles/filedetails/?id=688241288 http://steamcommunity.com/sharedfiles/filedetails/?id=688241316 http://steamcommunity.com/sharedfiles/filedetails/?id=688241346 http://steamcommunity.com/sharedfiles/filedetails/?id=688241504 http://steamcommunity.com/sharedfiles/filedetails/?id=688241531 http://steamcommunity.com/sharedfiles/filedetails/?id=688241554 http://steamcommunity.com/sharedfiles/filedetails/?id=688241688 http://steamcommunity.com/sharedfiles/filedetails/?id=688241646 http://steamcommunity.com/sharedfiles/filedetails/?id=688241614 http://steamcommunity.com/sharedfiles/filedetails/?id=688241752 http://steamcommunity.com/sharedfiles/filedetails/?id=688241802 http://steamcommunity.com/sharedfiles/filedetails/?id=688241842 http://steamcommunity.com/sharedfiles/filedetails/?id=688241893 http://steamcommunity.com/sharedfiles/filedetails/?id=688241921 Nothing wrong with it but… it’s terribly dirty. I just want some wipes or something http://steamcommunity.com/sharedfiles/filedetails/?id=688241477 all part of this album: http://steamcommunity.com/profiles/76561197989613156/screenshots/?appid=107410&sort=newestfirst&browsefilter=myfiles&view=imagewall Otherwise, I think this is the greatest update ever!- 16577 replies
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Helmet Mounted Displays MOD
karlmoebius replied to kimi_uy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This has probably been asked before, but is there a way to be able to cycle colors on the HUD? The light green is great at night, but during the day it blends in beautifully with the terrain and some of the sky. A-10's I think can change their colors from green to orange, and some other planes (f-16) can even display red. Is there a setting I can change in the mod as is to adjust the color, or is that something that needs to be programmed in? -
I don't know if this is just on my end, but for me the EXPS3 eotech magnifier is semi translucent on the rifle (just the magnifier), and it's all the EXPS3's. I can see lights through it.
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I found a graphical glitch, I think: on the M27, the M16 rail covers (both of them) are shifted left and down from where they're supposed to be. Otherwise, I've love it if the full length versions of the 416 family were included, and you do some great work!
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Helmet Mounted Displays MOD
karlmoebius replied to kimi_uy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm getting an distortion problem with the boxes around ground targets; if I look at them centered, they're exactly around the vehicle, but the more I look off bore, the more the box shifts away from around the target. It's even more dramatic when looking down through the left or right doors, then the boxes are horrifically away from around their intended targets. Even Dslyecxi noted the distortion in his video "Getting Ugly" where he was flying as an Apache pilot. It's almost like the viewpoint of the pilot is pivoting around a point behind the rotation point of the view of where the boxes are being projected. Is this a bug or just a thing? -
Hey, are you thinking about adding the FCS12 digital sight to the M3? saab.com/globalassets/commercial/land/weapon-systems/support-weapons/carl-gustaf-m4/image-download/carl-gustaf-m4_8pg_brochure_d6.pdf (for refrence on the m4) adsinc.com/online-catalogs/range-finders-weapons-optics/aimpoint-aimpoint-fcs12/ (for the refence to the FCS12)