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fireship4

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About fireship4

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  1. fireship4

    WarFX : Blastcore

    Most weapons that use a suppressor are used with normal ammunition, and therefore the sonic crack of the bullet will will still be heard when it passes someone. The rounds velocity is not changed. I think the only situations where it would be are if the gun uses an internal suppressor or if the magazines are SD type (lower powder charge and velocity).
  2. fireship4

    WarFX : Blastcore

    That may have something to do with it being IR blocking smoke, in the video you can see white smoke aswell.
  3. fireship4

    WarFX : Blastcore

    I can confirm "orb-like" (maybe slightly stretched orb) tracers are indeed available in ACE currently, and are turned on through a switch (possibly in userconfig file I forget). I use them and like them.
  4. Worked fine for me a minute ago, CSM2OA + BAF (BAF not tested).
  5. The userconfig files seem to be missing when getting CSM2OA from zeus (the only mirror I know for it). This causes the mod to be unusable (game wont start). I have messaged Terox, so hopefully it will be fixed. In the mean time you can use the userconfig file from CSM2 (don't forget to comment out the line in the userconfig if you dont use acex_sm. I save it as "UTF without BOM" (an encoding format) because thats what I do with the ace .hpp files, so just in case).
  6. To all those having problems downloading from the zeus server. I fixed it by typing "http://zeus-community.net/important/" into my browser and then right clicking on the necessary file and selecting "save link as".
  7. fireship4

    Arma2TS

    Cake or babies?
  8. Hi Mark, sorry you stopped work on the mod - hope things get better. Real life takes priority. In case you do get back into it, I've had a couple of problems when using the mod with ace (I do disable ACEX_SM). I'm getting things in the RPT that I worry might be changing the behaviour of ACE. Here is the relevant stuff: ===================================================================== == C:\Program files\Bohemia Interactive\ArmA 2\beta\Arma2.exe == "C:\Program files\Bohemia Interactive\ArmA 2\beta\Arma2.exe" -nosplash -name=fireship4 "-mod=beta;@hifi;@cba;@ace;@acex;@acex_pla" -cpuCount=2 -maxmem=2048 ===================================================================== Exe timestamp: 2010/03/09 10:15:04 Current time: 2010/03/09 10:28:01 Updating base class Single->Single, by hifi_ak107\config.cpp/CfgWeapons/AK_107_GL_pso/Single/ Updating base class Burst->Burst, by hifi_ak107\config.cpp/CfgWeapons/AK_107_GL_pso/Burst/ Updating base class FullAuto->FullAuto, by hifi_ak107\config.cpp/CfgWeapons/AK_107_GL_pso/FullAuto/ Updating base class LowROF->Mode_FullAuto, by hifi_m134\config.cpp/CfgWeapons/TwinM134/LowROF/ Updating base class HighROF->LowROF, by hifi_m134\config.cpp/CfgWeapons/TwinM134/HighROF/ Updating base class close->HighROF, by hifi_m134\config.cpp/CfgWeapons/TwinM134/close/ Updating base class short->close, by hifi_m134\config.cpp/CfgWeapons/TwinM134/short/ Updating base class medium->LowROF, by hifi_m134\config.cpp/CfgWeapons/TwinM134/medium/ Updating base class far->medium, by hifi_m134\config.cpp/CfgWeapons/TwinM134/far/ Updating base class Single->Single, by hifi_m16\config.cpp/CfgWeapons/m16a4_acg/Single/ Updating base class Burst->Burst, by hifi_m16\config.cpp/CfgWeapons/m16a4_acg/Burst/ Updating base class Single->Single, by hifi_m16\config.cpp/CfgWeapons/M16A4_ACG_GL/Single/ Updating base class Burst->Burst, by hifi_m16\config.cpp/CfgWeapons/M16A4_ACG_GL/Burst/ Updating base class B_9x18_Ball->BulletBase, by hifi_sonic_cracks\config.cpp/CfgAmmo/B_9x18_SD/ Updating base class B_9x18_Ball->BulletBase, by hifi_sonic_cracks\config.cpp/CfgAmmo/B_9x19_Ball/ Updating base class B_9x19_Ball->BulletBase, by hifi_sonic_cracks\config.cpp/CfgAmmo/B_9x19_SD/ Updating base class MGun->Mode_FullAuto, by hifi_m240coax\config.cpp/CfgWeapons/M240_veh/manual/ Updating base class BulletBase->B_9x18_Ball, by x\ace\addons\c_weapon\config.bin/CfgAmmo/B_9x18_SD/ Updating base class BulletBase->B_9x18_Ball, by x\ace\addons\c_weapon\config.bin/CfgAmmo/B_9x19_Ball/ Updating base class BulletBase->B_9x19_Ball, by x\ace\addons\c_weapon\config.bin/CfgAmmo/B_9x19_SD/ Updating base class Mi24_Base->Mi24_Base, by ca\air2\config.bin/CfgVehicles/Mi24_Base_RU/ Updating base class Mi24_Base->Mi24_Base, by ca\air2\config.bin/CfgVehicles/Mi24_Base_CDF/ Updating base class UH1_Base->Helicopter, by hifi_uh1\config.cpp/CfgVehicles/UH1Y/ Updating base class Turrets->Turrets, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/BMP2_Base/Turrets/ Updating base class MainTurret->MainTurret, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/BMP2_Base/Turrets/MainTurret/ Updating base class Turrets->Turrets, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/BMP2_Base/Turrets/MainTurret/Turrets/ Updating base class MainTurret->MainTurret, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/AAV/Turrets/MainTurret/ Updating base class Helicopter->UH1_Base, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/UH1Y/ Updating base class Mode_FullAuto->MGun, by x\ace\addons\c_vehicle\config.bin/CfgWeapons/M240_veh/manual/ Updating base class Mode_FullAuto->LowROF, by x\ace\addons\c_vehicle\config.bin/CfgWeapons/TwinM134/LowROF/ Updating base class LowROF->HighROF, by x\ace\addons\c_vehicle\config.bin/CfgWeapons/TwinM134/HighROF/ Exe version: 1.05.63826 55.831 (0) XEH: PreInit Started 60.51 (0) XEH: PreInit Finished 61.456 (0.047) XEH: PostInit Started 0:01:00.671 (0:00:00.047) [x\cba\addons\common\init.sqf:4] MISSINIT: missionName=nointro, worldName=utes, isMultiplayer=false, isServer=true 0:01:02.806 (0:00:00.047) [x\cba\addons\versioning\versioning.sqf:5] : cba_versioning_versions=["#CBA_HASH#",["cba","ace","acex"],[[[0,3,1,84],-1],[[1,0,10,316],-1],[[1,0,10,210],-1]],[[0,0,0],0]], cba_versioning_versions_server=any 62.923 (0.047) XEH: PostInit Finished 85.01 (0) XEH: PreInit Started 88.094 (0) XEH: PreInit Finished 0:01:30.370 (0:00:00.000) [x\cba\addons\common\init.sqf:4] MISSINIT: missionName=, worldName=utes, isMultiplayer=false, isServer=true 90.379 (0) XEH: PostInit Started 0:01:31.617 (0:00:00.000) [x\cba\addons\versioning\versioning.sqf:5] : cba_versioning_versions=["#CBA_HASH#",["cba","ace","acex"],[[[0,3,1,84],-1],[[1,0,10,316],-1],[[1,0,10,210],-1]],[[0,0,0],0]], cba_versioning_versions_server=any 91.7 (0) XEH: PostInit Finished 140.384 (0) XEH: PreInit Started 143.618 (0) XEH: PreInit Finished 0:02:24.401 (0:00:00.000) [x\cba\addons\common\init.sqf:4] MISSINIT: missionName=, worldName=utes, isMultiplayer=false, isServer=true 144.41 (0) XEH: PostInit Started 0:02:24.908 (0:00:00.000) [x\cba\addons\versioning\versioning.sqf:5] : cba_versioning_versions=["#CBA_HASH#",["cba","ace","acex"],[[[0,3,1,84],-1],[[1,0,10,316],-1],[[1,0,10,210],-1]],[[0,0,0],0]], cba_versioning_versions_server=any 144.961 (0) XEH: PostInit Finished 326.236 (0) XEH: PreInit Started 329.531 (0) XEH: PreInit Finished 329.958 (0.05) XEH: PostInit Started 0:05:29.870 (0:00:00.050) [x\cba\addons\common\init.sqf:4] MISSINIT: missionName=nointro, worldName=utes, isMultiplayer=false, isServer=true 0:05:30.486 (0:00:00.050) [x\cba\addons\versioning\versioning.sqf:5] : cba_versioning_versions=["#CBA_HASH#",["cba","ace","acex"],[[[0,3,1,84],-1],[[1,0,10,316],-1],[[1,0,10,210],-1]],[[0,0,0],0]], cba_versioning_versions_server=any 330.676 (0.05) XEH: PostInit Finished
  9. Pretty sure they are automatic, and are engaged when a missle is launched.
  10. Panda, as far as I know, you cannot get a warning if you have an IR missle on you. They are passive. You can get RWR (radar warning recievers?) but they are not normally on helos, and only notify on track, launch etc. of a radar guided missle. Some vehicles use IR jamming devices, which I believe flood the sensor on MANPADS etc. by having an IR light on the bird. So yes, flares launched automatically on missle launch is unrealistic where man-portable missles are concerned as far as I know, as most if not all are IR guided. Flares are launched preventatively and if the pilot sees the launch.
  11. Well, I haven't tested the IR glowsticks yet, but we used the normal ones before for ground ops so we could see nearby friendlies more easily, and for LZs. As long as they are as visible as the normal ones were through NVGs, and are invisible without them, they are doing what they are meant to in-game. Maybe they could be tweaked, but I don't know in which ways as I've never seen one outside of a fireworks display, fair etc.
  12. It is used for friendly marking, so you can see them with NVGs - basically the same as an IR strobe. They can be attached through the action menu when equipped and show up as a small glowing dot through NVGs. Can also be dropped to mark positions and LZs, etc.
  13. Are you able to think of a solution to the updater overwriting ace_keys every time you use it? Also can I will make one negative comment: the default keys for ACE have always been ridiculous - for example PgUp and PgDn etc. are already in use elsewhere in ArmA2, and I had hoped this would be corrected, but no matter - it is a small distraction as you can change them. Possible bugs (Native to Vanilla?): On completely destroying a tyre on the Stryker (nothing else) the crew will bail. Also if you stand near enough to the stryker that you should be in cover (even crouched and prone I think), it is able to shoot through itself and kill you. Well done guys and thankyou.
  14. I moved the beta folder and let the suite DL it for me. On completion there was nearly nothing in it, even though the suite thought it was up to date. Im in the process of moving the stuff back and adding it to the newly created stuff in the beta folder. I have a suspicion that the suite also checks other places for the files? Is that possible?
  15. I finally got it working, by following the quick start guide. The problem with the videos on the first page is that they dont show how to edit the presets, and not doing this (when starting from scratch) means you wont get anywhere.
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