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Banderas

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Everything posted by Banderas

  1. Hey Eble! Will some of the planes include new weaponry? (thinking of AIM-7 and AIM-120 for the Tomcat...)
  2. Waiting to test this ugly baby when I get home tonight :)
  3. Thanks very much, I'll look into it. I asked this "ace_hit" because I don't recall to see it in any other configs, but I'll search for these data (RL penetration is given I suppose?).
  4. Yesterday I added ACE ammo configurations to the ammo carried by the vehicles class ShellBase; class MissileBase; class CfgAmmo { class vilas_HE73mm : ShellBase { ace_incendiary = 0.300000; }; class vilas_AP73mm : ShellBase { ace_heat = 1; }; class vil_HE122mm : ShellBase { ace_incendiary = 0.300000; }; class vil_HEAT122mm : ShellBase { ace_heat = 1; }; class vil_HE100mm : ShellBase { ace_incendiary = 0.300000; }; class vil_AP100mm : ShellBase { ace_heat = 1; }; class vil_SB100mm : ShellBase {}; class vil_HE115mm : ShellBase { ace_incendiary = 0.300000; }; class vil_AP115mm : ShellBase { ace_heat = 1; }; class vil_SB115mm : ShellBase {}; class vil_HE125mm : ShellBase { ace_incendiary = 0.300000; }; class vil_AP125mm : ShellBase { ace_heat = 1; }; class vil_SB125mm : ShellBase {}; class vil_AT8 : MissileBase { ace_heat = 1; }; class vil_AT11 : MissileBase { ace_heat = 1; }; class VILas_AT3_Sagger : MissileBase { ace_heat = 1; }; }; note: I figured out that "SB" ammo are sabot and "AP" labelled are actually HEAT type shells. Will it be good as it is, or should I give every value for them than counts, for example: class vilas_HE73mm : ShellBase { ace_incendiary = 0.300000; ace_tandemheat = 0; ace_heat = 0; ace_topattack = 0; ace_aa = 0; }; I didn't mess with the original values like "hit", "indirecthit", "explosive", ect. because they seemed correspondent to other such values in the vanilla game (and I didn't see ACE touched those). Examples: 100mm HEAT: vil_AP100mm hit = 490; indirectHit = 20; indirectHitRange = 0.75; typicalSpeed = 1000; explosive = 0.8; cost = 1000; deflecting = 15; model = "\ca\Weapons\shell"; 100mm sabot: vil_SB100mm hit = 425; indirectHit = 0; indirectHitRange = 0; typicalSpeed = 1400; explosive = 0; cost = 1000; deflecting = 12; model = "\ca\Weapons\shell"; Edit: or so I have to give this to every ammo?: ace_hit = xxx;
  5. It seems that GL4 can mess up several of ACE's features, for me it seems that it f*cks up the bipod deployment/weapon rest function.
  6. LOBO Historic tank pack worked for me, althought I only put empty vehicles on the map, but they are work with CAA1. With ACE they have the invulnerability problem, because of the new armor system.
  7. Well in the AA/Javelin/Metis test mission they are dropping flares whenever I shoot an Igla/Strela/Stinger at them
  8. Thanks for the finding! Did you use ACE wound module? After some further testing taking them out with the first shot completely seems a 20-25% probability, a 65-70% for making the crew bail out, and the remaining 5-10% they might be able to drive away or without any sign of damage (no smoke, fire, "lowered" weaponry, crew stays inside) after the first hit. Maybe the standard BI model has some "neutral" or overlapped hitpoint areas. HE-FRAG is of course anti-personnel, they do little to no damage to armor (although in reality they might cause serious damage to light armored vehicles).
  9. How did those Bloodsuckers got out of the Zone? :D Really neat pics, really creepy
  10. what is really needed in ArmA 2 are...... Tier 123 US Park Rrrrangerrrr operators!!!! Because someone has to stop the massacring of that poor bunnies all over Chernarus by some bad-bad poachers...:nerner::nener: http://top-designs.net/arma2/screens/arma2_rabbit1.jpg
  11. Firing on vehicles without ACE wound module kills the crew/passengers pretty much times in the first shot. So it must be the ACE wound module that makes it. It is a good thing that crew and passenger can survive such impacts, but in some cases seemed a little too much crew are running away from certain destroyed vehicles (thinking about the BMP2s here particularly). I say we should examine the relationship between type of vehicle, armor protection and type of warhead and the survivability of the crew inside. I'll report my further findings here. How about the BMP2 frontal armor? Anybody else can confirm the toughness of that? On occasions after being hit from 2 SABOT or HEAT rounds it was still able to fire its guided rockets at me :eek:
  12. Please some other confirm me these: 1. When ACE wound module is active, AI crew even in the least protected armored vehicles have a way too high survivability index (they can even climb out from eg. a BRDM after the hull being hit with HEAT 9 out of 10 times); 2. BMP-2 can take too much punishment on the front armor from 120 or 125mm HEAT and SABOT rounds @victim913 CSW - crew served weapons, see details here: http://ace.wikkii.com/wiki/Features_of_ACE2#Crew_Served_Weapons
  13. I've tried to look into the config some time ago, but no luck so far. Right now I have other things on my hand, but if it won't be fixed by anybody, I might look into it in the future. I just have to improve myself on config "front" :)
  14. Uh-oh I smell a topic closure... I guess he wants new animations to have "untrained" units to fire in totally unproper ways, like on the illustration and many more from BHD I guess :) For AI there is GL4 with switchable AI features and the AI enhancement of Fabrizio_t, if it ever gets released... Edit Yeah, seeminlgy there is a need for a little turkey-shooting here :D
  15. To be honest I found MMA rearm module much more usable than EASA, but I think you should try out if you can use them the same time. MMA rearm requires an ammo truck, while EASA requires a fix hangar on the map.
  16. Of course not the newest, but from the 1970-80s I was thinking mainly. T-72A and B version for example (I'm thinking to add T-80B/BV/U to them maybe...)
  17. I mean Russian Army, I think if I do hiddenselection reskin for the T-72M then I won't make Russian Army variant, nor a CDF version (as an ex-Soviet state they can have their hands on first-class Russian equipment, and not the export variants), but rather Iraqi, SLA or RACS ones.
  18. Ok, so making Russian T-72M with Russian crew would be anachronistic as well.
  19. Banderas

    Operation unknown wip

    In short: a 10 point hit from a blind fire In long: simple conclusion, as it can be made relatively easily on the basis of the D model PS.: did I really found it or are you just pranking me? :D
  20. ACE uses only Groza models from RH pack (7,62x39mm and 9x39mm versions), they did not replace basic AK rifles, and I don't think they planning to do that. I was thinking about making an addon to give BI Russian soldiers AK-74Ms, but I put that on a sidetrack, as I wasn't sure that it'll be necessary or not, and afterall I always make custom loadout for my troops in the editor. Edit: anyone can confirm me that T-72A models weren't exported, instead the little bit downgraded, export version, the T-72M? So T-72A is only used by Russia/ex-Soviet states and aboard the T-72M were available?
  21. Banderas

    Operation unknown wip

    3 choppers? Aww you don't talk about Super Stallion aren't you? :)
  22. Yes, I mixed them up, because somewhere I read rvmat can contain ammo resistance defined, depending on material type (wood, metal, glass, ect.) so I thought it has to be changes. But now I read after the selection names, I know it's in the p3d model actually. well it might be the case, as I stated it works with almost every other vehicles in the pack. To be honest it's a tiny bit of mistake compared to the amount of work Vilas has done so far. Of course I report it for him asap.
  23. Sorry to sound noob about it, but I didn't ever made an addon, so I know virtually nothing about many things:( So that means that it would need alterations in the *.rvmat files? Well then I'll wait for an update from Vilas in that case I guess.
  24. Thank you, that explains them all :)
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