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Canalien

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Everything posted by Canalien

  1. i can't seem to run buldozer from visitor3... it tries to start but then i get a little 'ArmA' error dialog that says 'No entry bin\config.bin/CfgDifficulties/Regular/Flags.VonID'. Then when I click out of that I get another 'Arma' error dialog that says 'Shaders not valid (mismatch of exe and data?)' Following that there's the standard 'ArmA has encountered a problem and needs to close etc etc Send error Report? etc' type box. Any help?
  2. Hi there, something that's always bugged me about ArmA (I think this was also an issue back OFP as far as I remember) is the way that high velocity rates of fire are 'simulated' or more appropriately... cheated. Take the Vulcan on on the VADS for instance: when firing the smallest possible amount at once (1 projectile) the ammo count drops 6 at a time. I believe this may have been a leftover from BIS' original 'laser' tracers which lit up every round... by dropping the count 6 times and only seeing 1 tracer (because, really, only 1 round is being fire) an intermittent tracer load is somewhat simulated. The same goes with the Shilka; ammo count drop on the smalelst burst possible is much higher than the amount of projectiles that actually leave the barrel. Now that we have wonderful toys like SIX tracers which actually can fire intermittently, this original 'cheat' is really obvious visually and the fact that, for example, the Vulcan on the VADS really only has 350 rounds in it for the supposed 2100 is atrocious. It seems to be the case across all high velocity guns in the game; the majority of the rounds supposedly being fired are disappearing into thin air. Any thoughts on ways of rectifying this?
  3. Canalien

    High Velocity Rates of Fire...

    to be honest i'm not really concerned about fps drops. i just want to have the option of having the weapons set up realistically.
  4. Canalien

    High Velocity Rates of Fire...

    yeah typo... should have read 60 rounds per minute
  5. Canalien

    High Velocity Rates of Fire...

    that doesn't sound right to me... by that logic the maximum rate of fire in the game is 60 bullets per second. even rifles fire faster than that and they don't use multipliers.
  6. Canalien

    High Velocity Rates of Fire...

    i really don't know much about scripting, but is it possible to make up a little config.cpp (?) that would alter the appropriate lines in weapons.pbo insteaod trying to mess with it itself?
  7. Canalien

    Sahrani Life

    did the searchjob from workplace 1... it told me to go find a blackhawk in the forest, so i did and then.... nothing. it doesn't give me any further instructions or options and i can't get a new job.
  8. Canalien

    Tank Fire Control Systems

    Haha sweet crowd mangling fury. Well if that's too easy for you, how about simulating some of that sweet six-way programmable Bofors 3P 40/57mm ammo (not that you can use it any either of these tanks)... just kidding :P
  9. Canalien

    Tank Fire Control Systems

    Ah I see, my mistake... So in the default load out there's no use for the HEAT FCS mode because there are no M830 HEAT-MP-T shells in the tank... only M830A1 and APFSDS. That makes more sense if it's the case... any possibility of having the script detect exactly which shells the tank is equipped with at any given time and restricting FCS modes accordingly? (ie... if there are no M830 shells, don't give the HEAT option at all) Or am i still misunderstanding?
  10. Canalien

    Tank Fire Control Systems

    Alright, thanks... so really is there much difference between the MPAT and HEAT FCS options considering it's using the same shell? Any ideas on the auto-reload problem?
  11. Canalien

    Tank Fire Control Systems

    Still unclear as to what all the different FCS modes actually do... aside from the MPAT Proximity fuze, which is obvious... What exactly is the difference between the APFSDS, HEAT and regualr MPAT FCS modes? I seem to be able to use any of the four modes (excluding the coax obviously) with either type of shell... nothing seems to be mutually exclusive. I can load APFSDS rounds for example, select the MPAT (Proximity) FCS mode and still hit choppers. The other three modes seem to pretty much do exactly the same thing no matter what shell type you load. I can get the same results hitting targets using the appropriate shell without having to switch between FCS modes. Also, I find that I don't have to select or reload the shells manually every time I fire as indicated in the original post... It just does it automatically as per vanilla. early beta bugs or am i doing something wrong here? Also, might we see an M1028 Canister round in the future?
  12. Canalien

    Tank Fire Control Systems

    Yep it's white. Now for my own stupid question... what's the purpose of the non-proximity fuzed MPAT shell?
  13. Canalien

    Tank Fire Control Systems

    Gave it a bash, absolutely love it. This is going to be supremely good by the time it gets a 1.0 release. Made a little youtube demo video of the M1A1 smashing a few moving targets... including the money shot of an MI-17 getting knocked out of the air. http://youtube.com/watch?v=QuQOI5P8Rfw
  14. Canalien

    Working GTLD II Rangefinder

    I'd also like to know if there's a way to get AI to lase targets for other players with this thing...
  15. Canalien

    Realistic Ballistics

    ah thanks for that... i've got your and gmjamez stuff all in one addon folder called @RealisticBallistics to reduce the amount of addon folders when i play... any chance you can include the trueview optional pbos in the sight adjustment extras folder within the zip?
  16. Canalien

    Realistic Ballistics

    There's a problem with the PSO as well in the new 2.1 i'm afraid... (bloody fantastic work otherwise! I get the following error picking it up: Cannot open object nwd_scopefix wd_pso-1-1-ak74.p3d Also, is there a way in future to make the illuminated reticles display uncoloured through the night vision goggles? Currently they still show up coloured while everything else is green. I noticed though that the BIS vanilla Aimpoint CompM2 on the M4 seems to react properly to night vision goggles; the red dot turns green like everything else. I'm not complaining though, just a possible thought for a future update!
  17. Canalien

    Realistic Ballistics

    yes, it brings an entirely new scope of realism to the game, i'd recommend it to anyone and would definitely call it (combined with the elevation/windage adjustment addon) the best thing that has ever been put into arma... if, once JAM gets sorted out and releases something it can be combined with that it will be even more amazing.
  18. Canalien

    Realistic Ballistics

    argh i found out what was wrong... i usually load up @Truemods, and it, for some reason, gives binoculars the power to zoom in and out... retards. now that i've got rid of that, my rangefinding is spot on with your binoculars. really, really great work, can't tell you how much i appreciate this mod. not sure what was going on with the SoldierESniper binoculars... they're definitely there, my mistake. but yeah unfortuantely 'B' doesn't work with the East Binoculars...
  19. Canalien

    Realistic Ballistics

    yes i tried with the 7x magnification versions, but for some reason it also expands the size of the measuring reticle (cutting off everything above 4), throwing off all measurements because the mil sizes are no longer accurate. still not sure at which zoom level the american binos are actually 7x... or why exactly they zoom at all
  20. Canalien

    Realistic Ballistics

    great... this is the best thing I've seen in ArmA yet... question about the binoculars though; the american M22s are zoomable... not exactly sure at which magnifcation (i'm talking in terms of fully zoomed in or fully zoomed out as there is no way to tell what exactly where you're at) i should be measuring for distance offsets... or exactly what equation i should be using... ie as far as I know at 7x magnification on the real deal; Distance = known size/mils on reticle x 1000 so for example we'll assume a man in arma is approximately 1.8metres tall and through the binoculars he's about 2.5 mils tall, so 1.8/2.5 = 0.72, x 1000 = 720 metres away... is that correct on these binoculars? it doesn't seem to work out with the M22s at full zoom (which I'm assuming is 7x magnification) i'm guessing it might have something to do with the binoculars with higher magnifications also increasing the size of the mil reticle for some reason... is this an engine limitation? i'm guessing that inaccurate mil measurements in the reticle would be to blame for completely throwing off measurements... in which case there's not much use for them... also, for some reason when using an OPFOR unit that by default has binoculars in their inventory (for example the Officer), pressing 'B' will not get out the binoculars with this mod running... you have to manually select them from the action menu... it seems to work for BLUFOR units though. in addition, if you manually add the binoculars to a unit that doesn't have them (for some CRAZY reason, the OPFOR sniper has NO BINOCULARS! , they will automatically get the M22s every time... so in short you can't manually add the BPOs to a unit in the editor... so... i'm assuming I'm probably doing somethign wrong in all of the above circumstances
  21. Canalien

    Realistic Ballistics

    Brilliant! This might be a stupid question but... what are you using to get those range readouts? ie... the 'Current Distance: 1300 metres" message
  22. can anyone mirror the new 1.3 version? XAM's download server seems to max out at about 45K and the download has now frozen at 67%... does anyone even have it yet?
  23. Canalien

    Evolution V1.0 Large scale respawn coop

    Completed 1.2 this morning on the OGN Australia COOP Server with a small group... took 534 mins.. Noticed that you don't get any points for transporting people any more? Also the mission where you have to contact the informant for info on the terrorists had an error... got a giant error code on the screen when I selected it an the informant was located 14km south east of the airbase floating in the water way past Ramahdi. Oddly, I wasn't getting points for killing tanks in the Missile harrier, and when I was gunner in the Cobra the pilot (who was squad leader) was getting all the points. When we swapped roles he still got all the points for kills. Can't think of anything else right now... don't you dare remove that roving rain/fog. I would LOVE to see a version of this mission that restricts weapons/vehicles depending on the role you take from the start... ie.. Spec Ops get all the cool weapons by moving up ranks but can't pilot aircraft or drive anything armed crew don't get the real cool weapons but can drive/gun armed vehicles.. better vehicles depending on rank pilots get hardly any weapons but can pilot aircraft...
  24. Canalien

    Zoom for tank commanders

    Yeah what happened to the tank interior? Now it's either full optics or 3rd person... And when holding space to enter command mode of a vehicle (even if you're not in commander position... ie you are group leader and are in driver seat of a Stryker and trying to command your gunner) the cursor is locked to whatever viewpoint you have... you can't move it around the screen without trying to move your vehicle there either... (holding space doesn't enter it into a 'free float' mode) which makes it absolutely useless for trying to select targets.
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