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Everything posted by Lothear

  1. @Freddo3000 @genesis92x I see. Thanks. Deleting that part of config, however, did work, but for some reason, the CBA menu disappeard.
  2. It seems that even after the update VCOM still changes skill of AI units even though you set it off in the config file and cba settings. Don't know whether the problem is on my end or not, though I doubt it as it works flawlessly with the older version of VCOM (2.9.1 or whichever it was). No matter what, whenever I place an ai group in Zeus, their skill will jump up to 100 (but not their secondary skills like aiming and such, which stay bellow 100 or even at zero) after like 5-10 s and at this point you have to manually slide it back to your desired skill (which changes all their secondary skills equally). Ido have file patching turned on and config file in the right folder. I tried only the mod version though (both from steam and dropbox). Any idea what I could be doing wrong or where the culprit is? Thanks L
  3. Lothear

    ASR AI 3

    And if you did, just download the older version, resave the missions unbinarized and then remove the pbos just as described. https://github.com/robalo/mods/releases/download/rhs045/asr_ai3_rhs_045.zip
  4. LP, try this test - spawn 3 groups of bluefor in the editor, give each a simple move waypoint, set one to aware, another to combat and the last to safe behaviour. The one being in aware will have no problem, the other two will change to being aware after a few seconds. In other words - this is not related to any sort of engagement, but if you want to eg. make your group creep up on the enemy, you set them to stealth, and they happily ignore it and immediately switch to being aware. I have tested different versions of TPWCAS and found out, that this happens in 5.5.1 (they also ignore hold fire behaviour), doesn't happen in 5.5.2 (but AI sometimes get stuck and don't do anything) and happens in 5.5.3 (they don't get stuck, they don't ignore hold fire). Also same effect either with or without ASR AI. If there is any sort of confusion, PM me please, I'll either try to explain myself a bit better or outright provide you with a test mission. Thanks L
  5. Lothear

    NIArms Release Thread

    Great work on those 416s. Is there any way how to mount a PEQ-15 at 12 o'clock without it sitting too low on the rail? Something like RHS does with their 416s. Thanks.
  6. Lothear

    RHS Escalation (AFRF and USAF)

    I will, thanks, Reyhard.
  7. Lothear

    RHS Escalation (AFRF and USAF)

    What's happened to the russian helicopters? They used to attack vehicles pretty regularly using their ATGM's, even from like 1-2 km's away, but over the course of the last few updates, they have progressively ceased using them. If I ever see them use their ATGM's, it's like one and done and only from a medium range (like 900 meters or so and I didn't even notice it apart from the virtual reality), and up close (600 m and in) they just use their unguided rockets with horrendous accuracy - missing a target by hundreds of meters. Even if you tried to equip them with only ATGM's, they would rather use their canon than fire a rocket. For instance, Ka-52, which is exhibiting the worse behaviour, just circles aimlessly around doing nothing until it gets shot down by enemy tanks. The same goes russian planes as they also like sparing their anti-tank rockets (KH-25's and 29's) for some reason. Honestly, I've never seen them use any. Weird.. US helicopters on the other hand work pretty well, regularly using their anti-tank missiles when renengaging a target. Sorry, I don't want to sound like I am bad-mouthing you or anything, but at this point it's getting pretty frustrating.
  8. Lothear

    RHS Escalation (AFRF and USAF)

    I've noticed that the T90 is no longer using Shtora for some reason as it used to. You guys decided to remove it or is this just a bug? Anyway, thanks for the awesome update.
  9. Hey LJ, just little heads-up. The AFRF support mod has made the Pecheneg to have a single fire mode, but it is supposed to be only full auto. Hope you can take a look. Many thanks.
  10. Pretty much, yes. And it didn't even matter whether it was combat, stealth or safe mode. There was also a bug in 5.5.1, where AI completely ignore forced hold fire. I guess it went away with me turning on LOS or changing something else in the config. Knowing that 5.5.1 behaves pretty similar to 5.5.3 (ai switching to aware) and 5.5.2 being the "odd one" that works well, it makes me wonder if it also happens in 5.5.3, but I cannot confirm as I haven't inspected it.
  11. I usually used it in conjuction with ASR, but for testing purposes it was solely tpwcas with vanilla units.
  12. Sure. Well I can only say that so far it happened only in single player and only to the units spawned in editor as I didn't test it any further. I first noticed it in a mission I was creating for myself. I did some testing later on - I placed a group and gave it a simple move waypoint about 200 or 300 meters away, set the behaviour to combat or stealth and instead of sticking to it they happily switched to aware. Then multiple groups, within a quarter of a minute or so all were back to aware. That occured in the versions 5.5.1 and 5.5.3, not in 5.5.2 though, but in 5.5.2 ai get stuck instead and you have tu manually move them via Zeus. L
  13. Many, many thanks for the update, LJ.
  14. I'd suggest you try a new antivirus software. I've got my own share of experience with this process. After the latest Windows update it spiked the CPU usage and seriously slowed down my computer, changing to AVG has completely resolved it. Hope it helps.
  15. I am sorry, JR, but I'm gonna throw one more issue into the mix. With AFRF support mod the AI shoots the PKP semi-auto 95% of the time, removing the support mod ai shoots full auto as it is supposed to. Tested in editor, singleplayer mission, only RHS USAF, AFRF, JSRS and JSRS AFRF support mod were loaded. I hope I've included all the details this time. Thanks. L EDIT Ok, what the actual problem is is that it adds a semi-auto mod to the gun. Next time I need to also test the weapons, not just ai behaviour.
  16. In my case it's all solo content ;) And it may very well be only happening in singleplayer only. The other person I noticed it was happening to was also only bullsh*tting in the editor.
  17. Take your time, LJ. It's just a hobby you do in your free time after all. Enjoy your vacation. Is it really all the addons your group uses? Beceause I can only see JSRS AFRF support mod, not the USAF one, which is the culprit. And as far as I can tell I haven seen it happen to other people.
  18. So far I can confirm M9, 1911 and Glock. Edit And also the handheld GL. So all the pistols from USAF. Rifles seems fine as long as they have non-USAF secondaries.
  19. LJ, I believe it must be the pistols. I did some testing (with just RHS, Project Opfor, Cup terrains, and JSRS and its support mod) and I noticed that even with vanilla rifles (Spars 16s), if the unit had an RHS pistol, they switched to them. This reminds me of this (http://feedback.rhsmods.org/view.php?id=3971).
  20. I see. I hopped into the game to test it again. What I can say for sure is that it only happens with USAF pistols, not AFRF. There was (still is in 4.5) a bug in RHS:USAF that made AI use their secondaries, but that was rather rare. I obviously know very little about modding so I cannot tell whether the support mod could make that behaviour more prominent. All I can tell is that other RHS support mods make no problem at all and without the USAF one it works as it is supposed to. Quite mysterious so far, isn't it? Thanks, LJ.
  21. Awesome. Love you LJ! No homo Many thanks.
  22. Lothear

    ASR AI 3

    Do you use Ace? A while back people complaint about the grenade spam and it turnt out to be caused by ace_ai.pbo.
  23. Thank you, LJ! Yeah, it was only happening with USAF support mod enabled. If I use JSRS all alone or Dynasound, the problem disappears.
  24. Thank you for the update, LJ. I am sorry to bother you immediately after you released the update, but could you take a look at the bug in the USAF support mod that makes ai use their pistols instead of rifles? I reported it back in Demceber, but it's kinda stayed under the radar. Thanks.
  25. Hey LP, great mod. I've been using it for a while now and it makes the ai so much more realistic. However, after being stuck on 5.5.2 version for a long time I finally switched to 5.5.3 version and I've noticed one issue, the mod always resets the group behaviour (from stealth or combat) back to aware within a matter of seconds. I tried toying with the user config but so far no good. I suppose this is just a bug and not an intended behaviour, right? Thanks.