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yakavetta

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Everything posted by yakavetta

  1. yakavetta

    Advanced Ballistics (WIP)

    Awesome, thank you for adding this. I was tempted to make a quick config to allow this, but I'm glad you tackled it so quickly!
  2. yakavetta

    Advanced Ballistics (WIP)

    I generally play on a server that uses both your mod, and CSE, which causes some major conflicts. I have been testing both your mod, and CSE together, and learned that "cse_sys_winddeflection," is not causing problems. It's actually "cse_f_eh," due to their proprietary eventhandlers, and your use of extended_eventhandlers. So I went through the cse_f_eh file and changed the proprietary eventhandlers to XEH. Here's a video I shot using CSE and your mod, demonstrating how far off the mils are: Here's a hotfix for these two mods, signed with server and client signatures: https://www.dropbox.com/s/c5byq6o0zqe9pld/Advanced%20Ballistics%20CSE%20Fix.rar?dl=0 It basically eliminates the CSE eventhandlers for "fired" commands, and replaces it with XEH, so your mod plays nice with it. Thanks for your work, great mod.
  3. yakavetta

    Advanced Ballistics (WIP)

    I might be missing something with the mirage effect. I'm running this mod, but can't seem to view the mirage, regardless of my parallax adjustment. I'll look at something 1500m away with the LRPS or SOS, at 75x, but can't view any mirage. I can see trace, wind effects, atmospherics, etc. I just can't seem to see the mirage, no matter how I adjust the parallax (100->infinity). I've checked my userconfig and see that it's enabled, and I am definitely seeing parallax adjustments in the top left (I'm not seeing any on screen, though...should the focus change?), and they click from 100->1000, then infinity. It is in red, if that matters. Is there anything I'm missing?
  4. Version 2.0 Now ACE 2 Compliant! To read the changes from v1.3 to now, read this post: http://forums.bistudio.com/showpost.php?p=1490145&postcount=58 **Introduction** The purpose of this reticle pack is to properly calibrate the rifle reticles within ArmA 2, to allow for range estimation and to transform the task of long-distance shooting from nothing more than pressing space bar or just a guessing game, into an exercise in range estimation and bullet drop compensation. This pack also includes more realistic zero's and accurate ballistics, created by NonWonderDog. This will be a niche mod, for those who understand long range shooting and who know how to use mils to range estimate. I have no qualms about that, it's going to be a small percentage of people. But for those who do, this mod will make the task of range estimation MUCH easier, and more realistic. This pack accurately displays milliradian distances between the mil-dot and hash marks on the reticles. While our unit is not affiliated with the real 31st MEU, a lot of us are Military, Law Enforcement, or in some form of public service. Some of us have specialized training in real life, including sniper training. This pack is for those of us who want to be able to use ArmA 2 for more than just a game. I also created this pack to allow for more effective and popular reticles to be used, in addition to the mil-dot system. And frankly...I wanted my rifle reticle in the game. I HIGHLY recommend using this mod with the GMJ's Sight Adjustment. If you want to range estimate, what's the point without being able to adjust your scope? I have included updated range cards for GMJ's sight adjustment as well. The range cards include with this pack include data for the M24/M40, Mk12 SPR, DMR, M107, SVD, KVSK, VSS Vintorez, M16, and AK 74 PSO. **Credits** NonWonderDog – 90% of this mod is his work. I take no credit for the work he has done. This mod was originally an Armed Assault mod, which I then tweaked to create the first version of the 31st MEU Replacement Reticle pack. I have since ported this reticle pack to ArmA 2. I would not have been able to do this had it not been for his work, and permission. Yakavetta – That's me. I did most of the leg work on this, outside of NWD's already amazing work. I did the reticle calibrations and creation, as well as some minor config.bin changes to make it compliant with ArmA 2. I also combined NWD's Ballistics mod for ArmA one with this mod, to make it more realistic. Susnir – Beta testing and feedback. He helped identify some show-stopping bugs, and got me to fix them prior to releasing this mod. Bowman – Beta testing and feedback. He helped identify a minor bug which caused an error message to display on launch, and helped me tweak my config file to be able to launch without an error. Of course we're no longer friends since he made me rewrite the entire config! He also helped me tweak the zero's and range cards for every weapon. He spent a LOT of time helping me perfect this. Mabes, Adair, Binkowski – All beta testers, and all helped get this mod out the door. **Installation Notes** Three simple steps: Extract, Select, Instruct: 1)To install this package, extract all of the contents to your ArmA 2 directory, so you have all of the above .7z files in that directory. For people who bought it over Steam, that will most likely be c:\Program Files\Steam\Steamapps\Common\ArmA 2\. For everyone else, you need to navigate to your ArmA 2 directory and copy all of the .7z files into the root directory. You will need to use your favorite unzip program which supports .7z. Winrar will work just fine for those who use Winrar. 2)Next select which .7z file you want. You can read about what each .7z package modifies on the next page. You can only use one .7z at a time. If you extract one, and then later decide you want to use a different one, simply extract the one you want and over-write the files you previously extracted. Once you've completed the next step, you wont have to do that again. All you will have to do to change which reticle pack you use is simply unzip the pack in your ArmA 2 folder, and let it overwrite the previous pack you are using. 3)Finally, you need to instruct ArmA 2 to actually use this mod folder. There are three ways to do this: For Steam users, open steam. Click on the “My Games†tab of Steam. Rick-click “ArmA 2†and click “Properties.†Click on the “Set Launch Options†button. Type “-mod=@31st_MEU_Replacement_Reticles†If you've already got another mod in there, then simply add the @31st_MEU_Replacement_Reticles to your initilization string, so it should look similar to this: “-mod=@mod1;@mod2;@mod3:@31st_MEU_Replacement_Reticles†For non-Steam users who use the shortcut method. First, if you don't have a shortcut to ArmA 2, create a shortcut to your ArmA2.exe. Next, right-click that shortcut, and click on “properties.†In the “Target†line, you should see something like “C:\Program Files\Publisher\ArmA 2\ArmA2.exe†After the last quotation mark, add a space and then type “-mod=@31st_MEU_Replacement_Reticles†If you've already got another mod in there, then simply add the @31st_MEU_Replacement_Reticles to your initilization string, so it should look similar to this: “-mod=@mod1;@mod2;@mod3:@31st_MEU_Replacement_Reticles†For people who use an ArmA 2 launcher, make sure you add this addon to your ArmA 2 launcher's list of addons. Then launch ArmA 2! Non-ACE Users: If you are not using ACE 2, you will need to navigate to “ArmA 2\userconfig\31stMEU\†and open the .hpp file. You will need to change “#define RETICLE_ACE†to “//#define RETICLE_ACE†NOTE: If you are using GMJ's Sight Adjustment, simply extract the “Range Cards.7z†into your @GMJ_SightAdjustment\Addons folder. It will overwrite the old range cards. **Contact** If you need to contact me about this release, I can easily be contacted on www.31stmeu.org. If you have any questions that you can't ask on that forum, you can send a private message to “Yakavetta†on 31stmeu.org or to “BigDaddy5†on the Bohemia forums. **Permissions** If you would like to use my work, I have no problem with that. I ask that give credit where it is due. If you want to use NonWonderDog's work, you have to ask him. I have not asked for permission to give out his work. He allowed me to use his work for my mod pack, so if you want to use his mod pack, you need to ask him. The reticles I listed above, however, I designed and am free to distribute. I just ask that you give me credit when you do, and include a link to www.31stmeu.org. Due to the nature of this mod, I can not give out permission to use the ballistics. While some of the ballistics I redid, a lot of them are still NWD's. So in order to use the ballistics for any other mods, you would need to obtain NWD's permission as well. Thanks, and I hope you find this pack as useful as I do! **Download** Armaholic mirror: - 31st MEU Replacement Reticles and Realistic Ballistics v2.0 Download Link Or if that doesn't work, try here: http://www.sendspace.com/file/bu08z9
  5. Got it. I've never used numpad 0 to zoom in, but it would explain the issue I've had with a few mounted weapons when rmb would only work a couple of times.
  6. I'd like to bump this one back to the top. I'm having this issue too. I can place the spotting scope, and enter it, but I can't see anything while inside of it. Here's what I am able to do: I've tried searching but everything I've come across basically says once you enter the scope, you're golden. Obviously I'm not having that luck.
  7. yakavetta

    US Soldier Template

    Nicely done, Bink. Another great release, as always.
  8. Thanks Manzilla! I appreciate all feedback. Armaholic also updated their mirror: http://www.armaholic.com/page.php?id=6817 I've added this to the first post as well.
  9. Alright, I've updated this reticle pack to version 2.0. It's been a while, but here are the latest updates: 1) Made this compliant with ACE 2. I've included a userconfig file. If you want to play with this reticle pack and ACE, simply extract your desired reticle pack into the root ArmA 2 directory, and viola. It will work. If you are not using ACE 2, you will need to go to ArmA 2\userconfig\31stMEU\ and open up the .hpp in there. You will then need to change the last line from "#define RETICLE_ACE" to "//#define RETICLE_ACE" This will make it so you don't receive any errors when you are not running ACE. 2) Tweaked the optics on a few weapons. The M107 now has a true 4.5-14x optic. Before this update, it was actually about 5.6-14x, but now it's 4.5 as it should be. The TAC-50, M109, and AS50 all have the same optic, 4.5-14x, as well. Also, I changed the M110 from a fixed 10x optic to a variable powered 3-10x. 3) Fixed the config dependencies. I have updated the readme to reflect these changes. The readme is long, so if you do not feel like reading everything or at least looking at the pretty pictures I presented in it, at least read the installation notes on page 3. It's a pretty straight forward install: Pick, and Extract, then add to your shortcut or ArmA 2 launcher. If you do not have ACE 2, then you will need to modify the userconfig. Some of the reticles will not change in ACE, specifically most of the OpFor weapons because the ACE Team is using the same reticles in their mod. But for non-ACE users, they will change. For ACE users, as well as non-ace, the bluefor weapons will change. Download: http://fs05n4.sendspace.com/dl/7eeab6c1be6338c0a0a22d2aea1c7e1f/4b5776233213a145/bu08z9/31st%20MEU%20Replacement%20Reticles.7z Or try this: http://www.sendspace.com/file/bu08z9
  10. Hmmm...interesting. Didn't know that. I'll have to tinker around with our server. Thanks for the tip.
  11. Another wind question...is it possible to make the wind be controlled server-side? The reason I request this is for the teamwork aspect...right now, the spotter can't read the shooter's wind, and vice-versa. So the spotter can call the distance, but not the windage. I like having wind, but I would prefer if everybody on the server "felt" the same wind, if that's possible. Great job to everyone on ACE, thus far it's lived up to expectations.
  12. Obviously BIS can't please everyone at once, so I thought I'd start to undertake the task of trying this. What I'd like to do is make the scoped rifles is make it so you bring the rifle up to your face like normal. But your screen doesn't change to the "in-scope" screen, but rather the rifle stays in front of your face. When it's in front of your face, this is what you see: Obviously when you walk, you'd see the M4-style weapon bounce, and it'd be nearly impossible to hit anything, but when your prone'd out and hold your breath, it'd be much easier to hit stuff. Later, if this is possible, I'll see about variable-powered scopes, but for now I'm just wondering if it's even possible or if I'm barking up the wrong tree. I don't really know what aspect I'd need to configure to do that, right now.
  13. Thanks kju. I've already fixed the config. I'm working on two other projects right now, and I haven't released an updated version yet. I'm actually working on another major update to this too, before I release an update. So make that 3 other projects... @MirindoR - First off, that ACOG doesn't have a 4x magnification, so I'm not even considering it. Second, in order to do something like that, you should read this thread: http://forums.bistudio.com/showthread.php?t=84407
  14. yakavetta

    Caliber calculation

    It's based on the initspeed, typicalspeed, airFriction, and hit.
  15. @STGN - Correct, which is what the second youtube was demonstrating. However, it would be nice to be able to create some first focal plane reticles for the variable powered scopes. Right now, everything is in the second focal plane, in-game.
  16. @kju - I'll check it out @vilas - I've got a little bit on my plate at the moment, as I'm working with another mod creator on their mod and working on a stand alone mod of my own, but if you want to send me some stuff to start with, I can look into it and see what you're looking for. I can't make any promises at this time, though, since my hands are a bit full, but I will definitely let you know!
  17. 1) I like the way I1944 did that. I'll probably see how they did it, and may include this in future updates. 2) This addon does include the NWD ballistics for ArmA 1, although I tweaked them a little for ArmA 2, including adding several of the new rifles. @RUKH - I typically just use 1.8m for each soldier, and I get pretty darn accurate results. I created a map and placed targets at 100m increments for each range card. It may not be 100% accurate out to farther ranges, but out to about 700-800, those cards should be pretty darn close. @kju - what error are you receiving? Are you using the latest version?
  18. yakavetta

    Muzzlevelocity

    This mod will only change the muzzle velocities on weapons which share magazines yet have different barrel lengths. I took a look through the config that Fincuan uses, and it's good work. The ballistics chart included in the 31st MEU Reticles and Ballistics should still hold true as well, as he didn't adjust the velocities on any of the precisions weapons there. It's a good mod overall, great release!
  19. yakavetta

    Muzzlevelocity

    This mod shouldn't cause problems with the 31st MEU Reticles side of the mod, but it may cause some issues with the ballistics side. I used the default BIS method of changing the magazine initspeed for determining muzzle velocity, and then I changed the air resistance within the bullet itself. It shouldn't actually cause an bugs, however. I would expect, at worst, the ballistics of each weapon will choose one or the other. At best, the range cards included within the 31st MEU pack will not be calibrated for the this ballistics mod, and the bullet drop compensating reticles (BDC, ACOG, etc) wont be calibrated properly either. But otherwise, I can't imagine there being any real issues. I'll play around with this, and figure out what exactly has been changed in each weapon. I haven't downloaded it at all yet, so I don't know what exactly it's done, but I will. I'll contact Fincuan via PM and discuss it further. Any method for helping create more realistic ballistics is a very welcome addition!! Great job, Fincuan!
  20. Is the trigger pull for each soldier controlled within the config, or is there an rtm for it? What's the RTM name, if there is? Thanks!
  21. I thought I saw that .rtm in the animation pbo, but I didn't see the call for that in any config. I'll have to dig deeper, I guess. Thanks!
  22. That will only work for each mission, though, and each soldier the EH is attached to, wont it? What if I want it for the model? I've got animations and everything sorted, I think I'm just coding my config wrong. ---------- Post added at 03:08 AM ---------- Previous post was at 01:58 AM ---------- I think I have an idea on how to go about this now. Right now I have the animation tied to "reloadmagazine." I'm going to try and link it to the trigger pull instead, and see how that plays out.
  23. I'm trying to get this animation I've got to play after each shot of a bolt action. Currently, when I press "R" to reload, it'll play just fine, but I can't figure out how to make it play automatically after each shot. Odds are I'm doing it wrong. What I'm doing now is calling the animations under here: class CfgMovesBasic { class Default; }; class CfgMovesMaleSdr : CfgMovesBasic { }; class cfgmovesjin : CfgMovesMaleSdr I've created a skeleton class to call for the parts of the model, and I've created the parts of the model as a group within O2. I just don't know how to make the animations play automatically when each round is fired. Any advice would be greatly appreciated!
  24. @zGuba - I'll tinker around with the config some more and see what else needs to be adjusted @GD Mast - Unfortunately, it's going to have to stay like that. The .p3d is what controls when the reticle gets illuminated, and I haven't been able to get in touch with NonWonderDog to get the the mlod's. The current models worked well in Armed Assault, but they do not properly work in ArmA2. In fact, when I was originally porting this over, the Mk12 reticle was illuminated. But it was illuminated in reverse, meaning it was red during the day, and black at night. So I just made the reticle all black and removed the illumination. The ACOG, though, stayed illuminated during both daylight and night time hours. I found this to be acceptable. I hope I can get the mlod's so I can go in and actually change that, but I wouldn't hold your breath. I contacted NWD prior to the initial 1.0 port, and I didn't hear anything from him.
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