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Ex3B

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Everything posted by Ex3B

  1. So I went ahead and bought the DLC on sale, its like 1-2 beers at a bar, so why not. I guess some things were done in the interest of "realism", but there are some things with the tanks that just end up being awkward. * For the leopard variants with TI (TI isnpt realistic though is it?), its awkward that the normal key to change vision modes doesn't work, and instead using the zoom key will switch between vision modes (which have different zooms). * Switching to the loader's hatch, and having to choose to take the mg3. I couldn't seem to switch directly from the inside of the tank the the loader's seat. It seems to me that a system like Arma 2's M1A2 TUSK would just be easier to deal with. * Having to press reload after firing each shot, a bit annoying. * FCS working for the main gun and not the coaxial MG... I understand that its realistic, but it also seems realistic that one could still use the rangefinder for the mainguns to get the range to a target that you'll engage with the machinegun.Its a bit annoying to switch to the main gun, get the range, switch back the the mg3, then set the range... But nothing major... Regarding the PT-7B: I thought arma's engine can't have amphibious tracked vehicles using physX, does this mean the PT-76B does not use physX?
  2. With scripts? Not that I know of, but you could do a simple config mod to increase its armor value. I did something like that to make the ugvs less vulnerable to small arms fire.
  3. Disclaimer: I do not have this DLC, but I am thinking of getting it during this steam sale. While I understand and accept your reasoning, couldn't you configure some of the highways/roads/fields to be "airports" as far as the AI is concerned... Alternately, add a placeable dynamic airport object, so that at least the AI can land somewhat competently I know its not so hard to make a placeable dynamic airport object with some simple .cfg file editing (there's a hidden one already for the vanilla static aircraft carrier, all that is needed is to change one line so that airplanes without tailhooks recognize it, and then change the scope setting to allow it to be placed). Fitting Jets into Arma has always been less than ideal, so I understand the point. I also feel that island terrains are better suited for jets. At least with Altis + offshore carriers, you can have distances of 60km between carriers. The scale is problematic, Jets weapon ranges are almost 10x lower than they should be for weapons like the AMRAAM, while jet top speeds are around 1/2 what they should be (like around mach 1, instead of mach 2). That said, they are a lot of fun, and act reasonably well when acting as CAS during combat (ignoring that if you call in CAS, it is there almost immediately, and isn't coming from some base 100+km away). Lastly: Just curious about the 5km/3 km claims: any chance that there was a mix-up in units, 5km is about 3 miles, so if it was 5km, and it was reported as 3 miles for Americans, then I can easily see the units getting mixed up and becoming a claim of 3km... One of the things I want to do, is to mix and match GM assets with vanilla assets, such as sending in Kumas/slammers against some rustbucket T-55s (like in Arma 2, but even moreso with the M1A2 TUSKs against T-34-85s). I can forgive some small arms differences (Arma 3 has enough of a variety of small arms for my purposes), but how do the armored vehicles compare? How does the damage and penetration of the 100mm gun of a T-55 and the 105mm gun of a leopard compare to the vanilla 105mm cannon? Will a T-55 be one-shotting Angaras/Varsuk/Kumas/Slammers? Will an AMV-7 marshall's 40mm gun firing APFSDS be able to take on a T-55? what about a Leopard 1 (it should)? If the GM assets are more or less appropriately balanced with Vanilla+BI DLC assets, I think I'll get it during this sale. Back to the small arms: how does the penetration of the GM 7.62x51 compare to larger BI weapons, like the MAR-10/Cyrus/M320/GM6? What is the ballistic coefficient of the ammo?
  4. Just a follow up, adding appropriately named memory points worked fine, and nothing is broken.
  5. Seems to me that I would only need to define memory points for the MG, and all the other existing memory points would be unaffected. Moreover I can have the same vertex part of multiple selections in the memory layer.
  6. Yes, but I would rather not change nor duplicate the vanillaweapon configs, if all I need to do is change the name of the memory points in the model. So would that work?
  7. Ah, so if I look at the weapon configs, I should be able to find the names that I need for the memory points? So if I look up those names, and add appropriately named memory points to the model, it should work?
  8. Has anyone succeeded in adding a titan missile pylon? I previously was able to change what weapon a pylon used by just changing the pylon weapon and ammo, like this: But substituting the relevant Titan missile class names doesnt work. I even tried modifying titan missile ammo properties with this,: proxyShape="\A3\Weapons_F_Tank\Ammo\Missile_ATGM_01_F"; but nothing seems to work
  9. Well, the Nyx-AT is capable of fighting pretty much any ground vehicle, preferably "armored vehicles", which are sometimes loosly called "tanks" by some audiences. With a 50 HMG, protection against small arms, a low profile, and thermal imaging; its also decent against infantry... but less so than the 20mm cannon variant. The AT- nyx would be a type of tank destroyer. Historically... Tank destroyers have been a rather broad class of vehicles that has changed over time. In WW2 they were mostly tracked vehicles with minimal armor, carrying either an open top turret, or no turret (but were enclosed). But this isn't WW2: https://en.wikipedia.org/wiki/Tank_destroyer#Post-World_War_II "With the development of flexible anti-tank missiles, which were capable of installation on almost any vehicle in the 1960s, the concept of the tank destroyer has morphed into light vehicles with missiles." It then goes on to cite some vehicles that are rather Nyx- like (https://en.wikipedia.org/wiki/M50_Ontos ), and some that are rather Rhino like (light armor, large main gun that can also fire ATGMS (https://en.wikipedia.org/wiki/2S25_Sprut-SD ) The ability to fire ATGMs has lead to overlap with assault guns, and overlap was already starting in WW2 The article also cites an overlap with the development of APCs... some APCs have a mixed armament with ATGMs (so again, light armor, but has an AT weapon), while others are built on an APC chassis with ATGMs mounted (like TOWs on M113s and such: https://en.wikipedia.org/wiki/NM142) In this case, the Rhino and the Gorgon and the Kaymsh can all overlap with the TD role. Sabot rounds are often preferable though, because of the faster time to target (and if it were modeled in Arma, lower change of being intercepted by an active defense system). The article does mention in the 21st century section: "Missile carrying vehicles however are referred to as anti-tank missile carriers instead of tank destroyers." China made a "rhino-like" TD, that was phased out in favor of ATGM carriers: https://en.wikipedia.org/wiki/Type_89_(tank_destroyer) While the Stryker MGS was never intended as a tank destroyer, and the Italian Centauro ended up serving not as a TD as it was designed, but as fire support like the Stryker MGS does, Well, HE lethality is another topic, and airbursting shells would be awesome. We also have some funny HE mechanics with 30mm (or was it 40mm?) HE rounds that penetrate walls and such, but explode on each surface they hit even when penetrating https://en.wikipedia.org/wiki/Assault_gun "They were not intended to be deployed as tank substitutes or dedicated tank destroyers.[4] Nevertheless, as the conflict progressed, the increasing proliferation of tanks on the battlefield forced many assault gun units to engage armor in defense of the infantry, and led to armies becoming more dependent on multipurpose designs which combined the traditionally separate roles of an assault gun and a tank destroyer." "Currently there appears to be a move toward wheeled vehicles fitting a "tank destroyer" or "assault gun" role, such as the M1128 Mobile Gun System of the US Army, the Centauro Wheeled Tank Destroyer of the Italian and Spanish Armies, the Chinese anti-tank gun PTL-02 and ZBL08 assault gun, and the French AMX-10 RC heavy armoured car." Its very hard to differentiate "asault gun" from TDs... especially now with ATGMs... https://en.wikipedia.org/wiki/M551_Sheridan - large claiber, low velocity gun, light armor... seems like an assault gun, until you fire an ATGM out of it, and then it can serve as a TD. HEAT rounds are also a factor too, since a low velocity HEAT round is about as deadly as a high velocity HEAT round of the same caliber. Not MBT, for sure, but since they also call it a Tank Destroyer, that suggests it would be appropriate to send these against MBTs... or at least use them to defend against MBTs in a direct fire role. WW2 TDs had light armor, but a large enough gun that it didn't matter in a tank vs tank engagement - either one could one shot the other. They were basically as good as a tank for fighting tanks, but weren't as versatile as tanks in other aspects. They could hang back and support infantry, but not spearhead assaults, or participate in high speed flanking attacks like tanks could. Anyway, back ot the topic: Airmobile, long range indirect fire support with the Maruks, and a powerful main gun that will one shot pretty much anything except tanks... and can knock out tanks with 1 hit from the right angles (not the front)... yes, its useful, but I don't think its great as a tank-destroyer.
  10. But that isn't at all what you said in the post I was replying to. You said that you did this virus upload at the csat position south of miller, had reinforcements arrive by helicopter, which you then shot and obtained a 5.8mn suppressor. I attempted to do just that, and viper showed up with 6.5mn suppressors. I have since followed other advice and obtained a 5.8mm suppressor from a recon soldier around the volcano.
  11. It never stops coming, but it changes locations. Nothing happens if you skip them. If you do enough of them, you can "level up" the insurgents (al alternative is to give them lots of weapons), and get your rep with them higher. I also find them helpful for clearing certain locations - they help, and you don't need to hire a team to help you, and you get bonuses for it... but often until they've leveled up, they aren't very helpful and you need to take out the objective on your own.
  12. #1) As I said, I forgot explosives and it wasn't a problem. There's conveniently a truck nearby with an RPG-42 and some rockets (HE and HEAT). Inside the dome is a fuel truck. Open one of the doors, stand outside the structure and aim in at the fuel truck... boom. Now that I think about it... I wonder if a 20mm gmg could have taken it down. I was able to get at least one of those from a checkpoint. I could have flown in with a disassebled gmg, placed one backpack where I could see the dome, get the other, set up the GMG, and just unload on the dome from a distance.... or done it with multiple RPG/Vorona/titan rockets/missiles from a distance. #2) As I understand it, you don't find the antidote... I don't remember the exact dialogue, but when I blew up the facility, Miller mentioned something baout me making a big distraction. As I understand it, he somehow gets the antidote out when you blow up the facility. I didn't do the doctor or L'ensemble endings, but #3) Maybe the autonomous weapons are a bigger problem than I realized, but the path I took in from the mountains (near the Tigris), to the facility (with the double high H barrier wall), I only noticed 1 (or was there a 2nd?) auto-HMG guarding the entrance. Also that H barrier wall was annoying, near the back where the terrain is higher, its only about hip-height, but you still can't vault over it... so much for sneaking in the back (although I think you can sneak in through a warehouse). If I had some grenades or a 40mm launcher, I could take them out withouth directly exposing myself, as soon as I see the tripod legs.
  13. I've encountered frozen flying units twice. Once was when I was shooting down the neophron, the second was a time a kajman was sent for me. I *think* its related to the way you can enable dynamic simulation of stuff in the editor, where it stops simulating unless a player (or unit?) is nearby. In the case of the Kajman (and I think the Neoph as well, but I'm less sure) I had a save with a frozen kajman off in the distance. I was at the bridge connecting the two islands (I forget which one is balavu). I was on the southern end of the northern island, and the helo was near the southern end of the bridge, to the east... frozen. As I drove down the bridge (in an ifrit GMG or qillin) it unfroze and attacked. It seemed to unfreeze based on distance from me, so I think its related to distance from the player, and trying to make the game play smoother. So I finally stopped messing around with endless syndicate assists, and cache hunting, and went to Tuvanaka to desroy the lab... went with Miller, because... why not, the doctor can't do anything with the cure except give it to maybe 5 people. Syndicate won't have the resources to make more of it, sure they could sell it to the highest bidder, who then makes more, but that just delays things. But I have some questions: where did you get the tank? I just fley in with a Xian -actually got very close to a Tigris, which left me alone for some reason, but tried to light me up when I took off to leave, maybe I was just flying low enough on the way in. Xians I think are way more OPd than the Orca (could have rocket strafed the lab and been done). I heard about a tank, but just went in on foot with no explosives. Luckily they have a fuel truck in there, and anothe truck with an rpg-42... convenient. In the end, the auto turrets don't seem like they would have been too much of a problem to get past anyway... Samjo did tick off a list of my achievements when asking for the cure... I wonder, would this dialogue have changed if I went further with the syndicate missions (never did the car bomb stuff in this save)? Also, how does the ending change if you give the cure to the doctor or Samjo, even the NATO ending said the cure was slow to be synthesized (why?), but I can't imagine giving it to Samjo or the doctor gets the cure done any faster. Lastly, can anyone post a summary of the other side quests... I heard about something with a body in the mangroves, a mysterios body quest, some smuggling with planes, robbing the gendarme... haven't done them. Well, actually I got the robbing gendarme quest to show up with intel from vaglala, and somehow I completed the quest by robbing a house in georgetown using a map of caches and points of interest online... but I seem to be missing something in between that would have actually directed me to that house.
  14. There's only 1 neophron, if you kill it, it won't show up any more. I killed it with a Tigris. After that they send in a Xian. Kill that and it won't show up anymore After that, its just Kajmans. Even so, I just use the Orca (its armed in the Orca/killer whale black and white camo) to go from point A to point B, it doesn't attract more attention when flying around than a Xian does. I haven't tried yet, but the Orca should be able to sling load picksup and SUVs, and take them back home.
  15. Yes, you've at least seen them on in the editor, on the wiki? https://armedassault.fandom.com/wiki/Offroad#Offroad (Services) Only the FIA version says "repair" in the name, but the "Services" is also a repair offroad. There's on in vagalala, and I've seen others around, but I don't remember where. I also saw a repair van... I think in Georgetown, but not certain, I did mark it on my map, may post later. Look for one of these guys
  16. I also had them poorly equipped like that. Then I just kept doing attacks with them so they could "level up". When they are at level 0, I'd see mostly guys with a Kozlice and Pm9mm handguns, and maybe 1 guy with an AK with only 1 magazine. At level 2 they were using RPKs, tac vests, Ak12s, atc Ah, thanks, I went there, sniped one from 500+ meters with a silenced CMR, and the other 3 just kept on walking. I was able to walk over to the dead recon and take the 5.8mm suppressor. I'm now going around with Viper suit+Helmet, Woodland Carrier rig special, assault pack (woodland) or some other backpack, and a green hex CAR-95-1 with a suppressor and AMS during the day (ARCO or NVS during the night). I finally got past virus upload, no bug encountered on the release version. Because of your comment, I didn't take the ID card, just so I could get that QRF with suppressors. What I got was an armed Orca with a squad of Viper, all with a conventional loadout: wielding Type 115s with 6.5mm suppressors. It wasn't a total waste though, I had a qilin with a minigun parked nearby, and I shredded the crew+viper team, and was able to get the Orca (it needed some repairs, but I had a toolkit and flew it back home where I had a repair offroad). Its often more convenient than taking a Xian.
  17. Hmmm, I guess that's what I get from taking the cheesy way... I just destroyed those radars with rockets from the Xian
  18. As I said, I concede, you are right and its non-canon. I think it would only have taken minor changes to make it canon compatible. According to the timeline, Preventative diplomacy takes place on 10 August, so not relevant. You agree that CSAT was fighting NATO on 9 Aug during Final Strike, Resurgent West, and Air Superiority. The last mission stats around 05:00, lets say its takes at least an hour. You point out that by the evening of 9 Aug, by the mission of Moral Fiber, CSAT had pulled back. That takes place at 19:00 So according to canon, at some point between about 06:00 and 19:00, CSAT gives up and pulls back. Since its undefined when that takes place, an mission where you fight CSAT at 15:15 on 9 Aug would not contradict canon... but, your next point seals it: I agree Yes, I see its not meant to be canon. I agree that you can't just disregard what doesn't fit, but Bravo Zero One could have made it fit without changing much, its a shame. I don't think they would need to re-write the entire showcase's events. The timing is OK, not great, but OK. The showcase mentions radar picking up contacts 100km away, indicating that CSAT air attacks weren't originating from Altis or Stratis - so perhaps they weren't prepared for the NATO invasion... there are numerous ways to explain away the timing (No Shikras based on Altis, dissent within CSAT ranks, as we saw in Stepping Stone with the Chinese wanting to avoid conflict, but the north african members wantin to continue. Maybe they initially thought they had enough time to get the East wind device off the island, but then decided an airstrike might buy a little more time... etc). So if you'll agree the timing is OK, we're left with the NATO and CSAT positions as the problems. For the most part, changing the map markers and briefing text is all that's needed, as that doesn't actually affect the mission. I forget where exactly the CSAT armor was located, but if its not in the north East, they could easily just move it there. They are just stationary targets to showcase the A2G capabilities of the black wasp. I mean... it seems like it would have been so easy to fit that mission into canon, and the time and date suggest that they had canon in mind (of all the dates and times in the year, they chose the roughly 12 hour window when NATO had control of the airport, and it wasn't explicitly shown that CSAT had disengaged). I don't know why they didn't just make it fit canon, it would have been easy. When showcases come out before/without a suitable canon setting, it makes sense not to have them be canon. The VTOL showcase for instance... when it was made, it would be pretty hard to make a mission like that fit canon. Sure you could fery a viper team from sosovu to Balavu or something, but since the Viper involvement was supposed ot be covert, a canon compatible CSAT showcase would just be a couple taxi rides, without using the Xian's combat capabilities. If Old Man had come out first, they could have made an interesting VTOL showcase in that setting, "But that's certainly not going to happen". Years old non-canon showcases won't be completely remade to match new canon, but the Jets showcase could have been made canon compatible from the start, yet they made it clearly non-canon, but with nods to canon... I don't understand their thinking...
  19. Question: where did you encounter this recon scout? I haven't seen them show up as part of a normal QRF, but I know there are predetermined enemies in certain areas with special weapons (like the checkpoint north of vagalala has a machine gunner with a Navid). Someone here referenced getting that supressor as part of the special QRF to the virus upload, but if there were some place I could go and get it right now... that would be great.
  20. I'm not saying you contested it, I'm just mentioning elements of cannon that are compatible with the Jets DLC showcase. Ah, I didn't actually replay it before posting, I just watched a youtube vidoe and noticed the intro cinematic had a compatible date: It seems that video cut some parts out? because what you mentioned doesn't appear in the video. Found this one: Yea, that mission breifing does not fit... Its a shame, because it seems they could have made it fit... it even seems that they tried to make it fit with the date and time... and then they give that mission briefing... I guess you are right. You just said that they defended the airport without the AAF's help... to me that means CSAT contested NATO's capture of the airport. If it were uncontested, then CSAT would have retreated and NATO would have captured it without resistance. So NATO and CSAT did directly fight for control of the airport, and the showcase mission takes place at a time when NATO had control of the airport, enemy forces hadn't capitulated, and just hours after stiff resistance from CSAT ground forces. It could have easily been made cannon compatible. If you ignore the breifing in the map screen, and a few markers placed on the map, it would have fit.
  21. I just wanted to point out that the Skate helmet is one of the few pieces of armor that you can wear without getting any exclamation points at all. I guess it makes sense if it is actually a skate helmet, but it should still be coded to be a valied disguise piece if they show Gendarmes using the skate helmet (and I'm glad they do, I used to use it for them before any official BI content had them using it... the color does match after all). Strangely, the black basic helmet also gets a red exclamation point (I'm unsure if it does in combo with Gendarme gear, I rarely use gendarme gear instead of CSAT gear)... apparently a basic helmet is forbidden military equipment... An EOD vest on the other hand is just fine to carry around (really bad storage though, bring a backpack). I wonder if other colors of basic helmet are acceptable... if so, one should be able to walk around with an EOD vest and a helmet (with neckguard even?), without attacting attention... until you pull the SMG/ADR-97/carbine out of your backpack 😛
  22. I've never gotten all green yet. I'm using a viper suit and a viperhelmet, and still at orange.... same as with normal CSAT fatigues and a normal CSAT helmet. I thought adding a LBV harness or TAC vest (since standard CSAT use them) with the std fatugues would improve things... doesn't seem to. Wearing a carrier rig or gendarmerie vest doesn't seem to change things. I tried sunglasses, dunno if htey help, they don't get me to green. I tried viper gear, using no vest, a viper harness, the exact loadout of the viper soldier, still no green... does weapon type matter (was using a CMR and not type 115, but with the viper 6.5mm stealth suppressor)? I killed some CSAT soldiers near the infected village in Lugano, they all had covered face... witha shemag, uses the same slot as a helmet... but I haven't tried wearing this with glasses yet (should cover the face, and be what CSAT wears). I don't know what to wear other than glasses. I think there was a bandana variant that took the glasses slot and coveredthe nose and mouth rather than the top of the skull? Regarding caches, I like that they are in fixed spots, they took me to some cool locations I didn't know about. They also provide the only non-black market source of ammo for some weapons. I have a loadout I like, but the caches can still give me options in case I decide I want to use a different loadout on a different mission - at least one task I found the Asp-1 Kir to be very useful (clearing a CSAT harbor base on norther Balavu, while trying to upload the virus, but the glitch stopped me). If nothing else, raid them for gear to sell for ammo for something you like (like promet ammo or Mar-10 or MX ammo). I used them to get NV goggles the first night (before the doctor comes banging on your door), and was able to get quite a lot done the first night without fightingby going to the non-randomized caches (then assaulted a checkpoint and got viper to come, where I downed their chopper with my stolen tigris). I don't think a pacifist route is possible. Even the example you give involves blowing up a house with a live Gendarme in it... not to mention some other missions... but maybe you meant stealthy, with minimal casualties. Well, I don't mind that the game presses you on time, it doesn't have to be exactly GTA: Tanoa. I also like the non-randomized caches... but maybe that's for "cheating", and getting a faster start when I have to restart because of some bug. Points about miller popping up out of nowhere are valid, and the triggers needed to make him tell you to go to Harcourt. I also agree that they could really use a mission to introduce the disguise system. I still don't really know how it works... I hear some sort of worker disguise can get you into airports, the industrial port, and the mine.... where can I get such a disguise without killing civilians, and what items do I need? Bah, I checked that outlet when I was trying to reset the UPC... but I guess my game was already bugged at that point, because saves shortly after that had the virus upload but nothing happens, and saves a little later didn't even have the option of uploading the virus. Also, did I read right, a 5.8mm suppessor, not a 6.5? I've been wanting one of those for a while, for use with a CAR-95-1, and its abundant ammo supply. CUrrently making due with a CMR-76, but that ammo isn't quite as abundant. The CMR has its advantages, but I really want the CAR-95-1 for a more general purpose weapon with better CQB utility.
  23. So I went and checked, and it does fit in with the timeline. So a few things that fit: 1) The stepping stone campaign (cannon, no?) shows a carrier group heading to Altis. 2) The mission "Air superiortiy" where NATO takes the airfield takes place on 9 Aug 2035, starting just after 05:00 3) The Jets DLC showcase takes mentions that they just took the airport, and takes place on 9 Aug 2035 at 15:15. In the Jets DLC showcase, you intercept CSAT jets believed to be making a strike on the newly acquired airbase. So it would fit right in with the cannon if that was CSATs last attempt to resist the NATO invasion, and it gave up after that. In the campaign, IIRC, CSAT contests the capture of the airport, then decides to retreat to the north east after the airport falls to NATO. The Jets DLC fits in if we just assume they launched an airstrike against the airport before making the decision to withdraw. Even if not cannon, the data and time certainly seem like it was intended to be, and is cannon compatible. Also Jets DLC came out before Tac-ops, and Tac-Ops could have omitted the carrier fleet, and simply said that they needed to secure Malden to allow the LPDs/LHDs/transports to pass through. On the other hand... the lack of any fast mover air support is hard to explain if there was a whole carrier group that should have 20-40 blackwasps on hand... but if we accept that as valid, we'd have to say Tac-Ops is not cannon either... instead of the carrier and blackwasp didn't exist at the time they made the campaign... although they could go back and retcon it by adding a few flybys from jets, similar to how they added some of the SAM assets to the campaign when Encore came out.
  24. In the beta version, I flex a xian to do some rocket strafing, took out the main radar, had to circle around a while before things spawned. In the beta I had some problems of going somewhere to fast, and things not spawning until a while after I arrive. Did you turn the radar on? I got locks and fired AA missiles just fine Haven't tried it yet, but I don't think there should be a problem. I'd guess its related to your problem with the tigris. Anyway, restarted Old Man on Sunday with the update, no issues so far... but instead of going to sleep and meeting Miller in the morning, I went around getting caches since I already knew were several were, got NV goggles, neutralized the checkpoint north of home, shot down a Kajman with Viper team, and got viper gear from the ejected bodies... Starting the first real missions with viper suit, helmet, special purpose rig (may take the NATO GL rig instead), and a suppressed CMR-76 (relatively abundant ammo and suppressed) with an ARCO for night, and an AMS for day (still need to pick up a TWS... which cache has one of those? Should be fine. Does anyone know if its possible to get a 5.8mm suppressor? I'd love to go around with a suppressed CAR-95-1 or CAR-95-GL, instead of the CMR.
  25. can anyone even tell me what to do to reset the power after uploading the virus? I only have been able to upload the virus and have the task get checked at the lumberyard CSAT base, I can't even upload it at the CSAT computers in vaglala. In the only place I've had it upload and check the task, the next task is to reset the UPS, which is supposed to be "nearby", but I can't find any object nearby that I can do anything with, nor anything that looks like a UPS. If I at least knew what to look for... I may have to give up on this task, and this save...
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