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Steve 161st

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Everything posted by Steve 161st

  1. Steve 161st

    Interiors for CUP buildings

    Luckily, I grabbed a screenshot at the time: Hope this helps.
  2. Steve 161st

    Interiors for CUP buildings

    Tried this mod for the first time a short while ago and absolutely love what it adds! We may have found one bug thought. We think the issues was with one building not correctly finding its damage model so when we were inside it and it got damaged, the game glitched like mad until we were all ejected from the building and the damaged building was not enterable. It was the Restaurant building in Cherno that we had this issue with. We could not replicate it with other buildings - i.e. on deliberately damaging them, the correct model appeared and people were not spat out of the building.
  3. When looking at the settings available in game for CF_BAI Detect, there are two values available for each state. E.g. Player Visibility - Standing Chance AND Player Visibility - Standing Knowledge Presumably the first of these is how much the player's stance (standing in this case) affects the likelihood of being spotted. But what does the second value do and how does it affect game play? Many thanks
  4. Steve 161st

    JSRS SOUNDMOD - CE.19.0829

    Anyone else noticed a significant frame drop with the latest version of JSRS? A test with no other items on the map with and without JSRS seems to cause a 5-10fps drop for me. I've not done this test with the previous version of JSRS but all my group do seem to have noticed a drop since the latest version released so I thought it would be worth testing.
  5. Steve 161st


    Well said!
  6. Steve 161st

    NIArms Release Thread

    Spot on, da12thMonkey! 3D sights need short, large diameter bodies to make work with ARMA. (Or a new PIP technique!) I would love to have done the low power short dot magnifications in 3D and switched to 2D for the higher powers but it wasn't possible for all the reasons da12thMonkey describes. With regards to magnification, I just felt the S&B sights would be overpowered compared to vanilla sights / other game assets if I used BI conventions so to keep things in balance, chose to do the WFOV technique for zoom levels. And having to use 2D sight techniques for every zoom resulted in the slightly odd low power/wide angle zoom to replicate what the players are used to as an 'un-zoomed' image. So I would definitely NOT claim what I am doing is more correct than Toadie. (In fact I'd say I was 'wrong' - I just did not want to abuse game mechanics / make imbalanced equipment with my mods.) Toadie's stuff is awesome (as is da12thMonkey's) and much more complete than my mods. Their work inspired me to have a go at mod making. Looking forward to whatever they decide to make next!
  7. The issue I discovered with the Performance Binary breaking the MicroDGR GPS seems to be back with the latest update to ARMA. Anyone else got this issue?
  8. Steve 161st

    IIIE Operator Gear Package

    Anyone else get a config error relating to TFR radios when running this? I'm running the older TFR 0.9.12 not the latest 1.x beta. Not sure if that's related. The exact error is: No entry 'bin\config.bin/CfgVehicles/TFAR_anprc155.scope'.
  9. Rolling back from the Arma3 performance binary to the stable branch seems to have fixed this issue...
  10. I've run into a rather odd problem recently with ACE3 MicroDagr. The displayed direction now only seems to be able to hold one of 4 states (regardless of MicroDagr mode) These are 45.0deg, 135.5deg, 225.0deg and 314.5deg. I.e. the reading will snap to the closest of these values regardless of what direction I'm actually facing. I get this behaviour if I only ACE3 and CBA so it does not look like a mod conflict issue. I've also physically removed ACE3 and re-installed it through Steam which has not fixed it. Additionally, I've removed my *Player*.vars.Arma3Profile in case that had become corrupt which also had no effect. Any other in game compass/direction device (e.g. vanilla GPS etc.) is unaffected. Does anyone have any idea as to what causes this or what could fix it?
  11. Steve 161st

    JSRS SOUNDMOD - CE.19.0829

    Thank you SOOOO much for your work on this mod over the years. It's a superb enhancement to immersion within ARMA. I can only echo gogsworld's statement of being really sorry that circumstances now mean that you can't continue with the mod. Best wishes
  12. Steve 161st

    RHS Escalation (AFRF and USAF)

    Thanks for the link to the 'For Developers' page - I'd completely forgotten about that! The mod I'm making compatible is my own - so no issues there. I agree that I'm not changing any RHS content so legally think there is no issue but as a (much smaller scale!) mod maker myself, thought I should check first - even if it's purely just for courtesies sake.
  13. Steve 161st

    RHS Escalation (AFRF and USAF)

    I wasn't sure if this was the best place to post this but... I was hoping to make a mod I'm working on compatible with RHS gripods / fwd lower rail attachments. Do I need to ask permission first before attempting this? (And if the answer is yes, may I have permission, please?)
  14. Steve 161st

    RHS Escalation (AFRF and USAF)

    Thanks VERY much!
  15. Steve 161st

    RHS Escalation (AFRF and USAF)

    I'm looking at making a future mod compatible with RHS's M249 magazine proxies. One thing that (I think!) makes this tricky is the M249 has the ability to load STANAG magazines in an adaptor which means the mag proxy's position and rotation is set to use this STANAG adaptor. (Meaning the box mags are quite strange rotations and locations from where you might first expect them) I don't suppose anyone knows and would be prepared to share the relative rotation and position of the softpack and boxmags from the proxy would they? It would save me a LOT of trial and error tweaking....
  16. Steve 161st

    RHS Escalation (AFRF and USAF)

    But I think the main point was it was intentional/for game play purposes so not an oversight. And a big thanks to the whole RHS mod team. Excellent stuff! Really liking the Dev branch releases on Steam as well. (Quite excited by the new content in there too!)
  17. Steve 161st

    RHS Escalation (AFRF and USAF)

    Understood - thanks for the quick reply. It would have been nice if items had both a weight and volume statistic when the game was written!
  18. Steve 161st

    RHS Escalation (AFRF and USAF)

    Let me know if you'd rather this goes in the feedback tracker - but are the weights of the 7.62x51 M240 boxes not significantly too light? This might be deliberate for game play but most of RHS's weights are normally very accurate so thought this might be an oversight? The 50rnd soft packs look about right but the 100rnd box is less than 50% heavier.
  19. Steve 161st

    RHS Escalation (AFRF and USAF)

    As an observation, both in the standard and dev build of USAF, 5.56x45 PMAGs appear to be slightly offset to the right of the weapon. (Metal/STANAG mags do look to be centred properly.) By the way, many thanks for adjusting/correcting these mag widths in the dev version.
  20. 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
  21. I'm pretty sure with the way the ACE3 team has implemented CBA settings, you can now enable and disable just about anything you want without deleting pbos. All of the modules are very sensibly/helpfully named so I'd suggest going through all the options and seeing what you want and don't want.
  22. That's probably more to do with ACE's barrel length simulation effect on bullet velocity
  23. Is there not a setting you can turn off to do this? (As opposed to deleting .pbos?)
  24. Steve 161st

    CZ BREN 2

    I've just pinged you a quick PM with a small example which might be helpful. Keep up the great work!