_leech
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Posts posted by _leech
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any mod that makes it possible to clearly see through sights while wearing thermal goggles?
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On 2/21/2019 at 4:09 PM, Nichols said:Females character and animations...removing the constant movement/twitching and completely removing the unrealistic head bob. That is the next DLC.
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wish
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28 minutes ago, kklownboy said:what rounds?
but trying to be dead on like laser can be and is problematic, I've run into this all the time. That's why I try out the weapon combos and just use "dope". It is the feel that gets you the one shot. And turn off the magic reticule... its what makes you sad... . Live with the site and the environment/weapon system you choose/ rounds....
using .338
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1 hour ago, Steve 161st said:In game, just go to 'Options -> addon options' and it's very likely the very first item on the drop down list will be ACE Advanced Ballistics. Just turn that off.
The developers really have made it extremely easy to customise these days... There's masses of options in that menu to customise ACE to exactly how you want it.
Simples
thanks i tried disable it in options but still hitting above target
1 hour ago, nkenny said:I'm sorry if it came across as snarky, however: I am not seeing any inaccuracies with vanilla, or RHS for that matter, optics. Quite the opposite.
Which weapons, at what distance, under which conditions. Those are rather relevant in this case.
currently in vr on top of a tower with a MAR-10 / Kahlia shooting 700m but not hitting after zeroing even after disabling ballistics, wind and so on
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1 hour ago, kklownboy said:@ _leech; play vanilla?
still want everything from ace except that
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14 minutes ago, nkenny said:Because you fail to provide any context or example I will assume you are trying to throw hand grenades while looking through binoculars. I'm sorry. CUP M67 hand grenades are not calibrated to RHS Vector rangerfinder's point of aim. In fact they are not alike at all.
Was that helpful?-k
very helpful thanks
i just want projectiles to hit on point like in vanilla, anyone know if thats possible?
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1 hour ago, Steve 161st said:That's probably more to do with ACE's barrel length simulation effect on bullet velocity
any way of disabling this?
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11 hours ago, Belbo said:ace_winddeflection_enabled = false;
still when setting wind deflection to false or deleting the pbo the projectile still hits far above target
how come this is?
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anyone know which pbo's to remove if you wanna stop wind from affecting projectiles?
i removed:
ace_advanced_ballistics
ace_ballistics
ace_weather
ace_winddeflection
but when adjusting the scope, the bullet still hits far from target
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For some reason this script works for me ONLY when i have the FFAA mod loaded. When it's not loaded i get this error when selecting where on the map to view from the satellite:
Also,, i get this error everytime i spawn in (with FFAA): And without FFAA:
And this error (like @Mojo_Dog) everytime i return to the editor (with and without FFAA loaded):
Anyone know how to fix this?
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Btw the FFAA mod has a vehicle (the M250 Nasams) that uses this exact script.
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Also what exactly does the ECL40 grenade do?
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Love the Famas and yeah new sounds would be great. I've noticed that the 'barrel attachment' grenades cant be equipped from inventory (might have been mentioned). They can only be equipped at spawn when they are already attached.
Also, it would be great to see a functioning bipod for the Famas C in the future.
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I can make other drones follow me like the falcon but not the stomper for some reason, i can only make it drive to waypoints. Whenever i try to make it follow me; nothing happens.
Anyone know why this is or how to fix it?
Thanks
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Don't know if it's been mentioned before, but you shouldn't be able to start the engine / take off while you're still climbing up the ladder of the jet.
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On 3/9/2017 at 2:25 PM, peegee said:You can already set your speeds as toggle. I use combat pace/jog as toggle. I walk by holding spacebar, sprint with SHIFT and temporarily use compat pace/jog with CTRL when I'm already moving.
In controls the "temporary" controls are hold keys. For example; "optics" is toggle aim, "optics temporary" is hold key to aim, which is really efficient.Don't know if my post is not explained good enough, hence you guys trying to teach me about controls :D
But there's only one walking speed right now. And i'd like the ability to toggle a slower one. For ambient civi's walking around, and for the player itself.
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Thx for the advice. Not exactly what i was looking for though because i was hoping that bis would change this in the base game but if the adjustments includes slower walking then it might be of use.
A similar request has been suggested before with scroll wheel which would be really great too, but i wouldn't mind a simpler (and easier achievable) way of changing speeds like with a key toggle.
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3 hours ago, pvt. partz said:Ah no
Run = shift +W
jog = W
Pace= holster or pack weapon away
walk= W+2xSS
Not sure if that helps
There is a neat little "holster weapon HERE if you like
Shift+W would be sprinting and W would be running (anyways thats what the field manual says).
The overall of what i'm saying is that i think the current unarmed walking animation doesn't look good or has much cinematic potential so therefore a way of toggling a slower walking speed would be a great improvement.
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3 minutes ago, pvt. partz said:are you asking about the ability to change pace or do you want to see the character walk slower. If it's the latter you are after try TPW.
I would like to have the ability to change walking speeds (and running speeds). Has tpw made a mod for that?
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I guess the default key binding for changing pace is 2xC instead of C which is what i use but you get the idea
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Just now, lordprimate said:Im pretty sure that is a feature not a bug. You splash when you fall from great heights, you do not bounce.
that might be true that its intended. just seems a bit too extreme in my eyes
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It's too fast imo. I get that most players would not wanna move too slow when walking, so therefore i think there should be an option to toggle between slower/faster walking. This would also work great for cinematics and just overall feel and gameplay. The sideways walking animation (A/D+W) seems much more natural and relaxed and looks much better, so something like that would improve the game a lot i think.
Right now you can only change between running and walking when unarmed.
I think it should be something more like this:
- When in standard unarmed running pace - C toggles between slower/faster running.
- When walking is toggled - C toggles between slower/faster walking.
Agree?
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Hello Sanchez
Right now nearby expositions obliterates heads and the same with falling from high heights / not pulling chute.
Not sure if this has to do with what is mentioned above about hit / calibre, but would it be possible to only have heads obliterate on DIRECT hits?
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Small bug report if you're not already aware of this
- You get obliterated when falling from high heights / not pulling chute
- Blood splatters comes from helmet on non lethal hits
- Ultra-fast gibs from player flying through map via gib-cam upon obliteration should maybe be disabled as default?
- Drones like the falcon (and the stomper) shows blood / gibs on crash
Spoiler -
Bis could learn something from that cam-shake in this vid (especially at landing):
(landing at 4:54)
[WIP] Jedburgh Outfitters... formerly known as Black Hornet PRS
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted
patientlty waiting for a public download this thing is much needed