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Everything posted by Defunkt
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RHS Escalation (AFRF and USAF)
Defunkt replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No doubt you're right, sorry poor choice of words on my part, I mean now that I can execute my own code without circumventing a pre-defined EH.- 15864 replies
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RHS Escalation (AFRF and USAF)
Defunkt replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I can't speak to RHS's reasons but I do have to say I for one like my Arma as script-light as possible and now that we don't need it for EventHandler chaining I also avoid utilizing CBA in my own stuff (and rather appreciate not needing it for RHS). No offence intended, CBA has always been very well made but I just like knowing there's nothing executing that I don't need.- 15864 replies
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RHS Escalation (AFRF and USAF)
Defunkt replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well that's great to hear though personally I'd much rather see it separate from CBA (or at least still available config-only). Config-only it can be included in a mod like RHS (while still allowing them to remain dependency-free), ACE and also ASDG for stand-alone use. If it's all the same data there should be no issue with it being loaded in all three at once.- 15864 replies
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RHS Escalation (AFRF and USAF)
Defunkt replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm all for inter-operability I just don't think the ideal way to arrive at it is for any one party to say "we're doing it this way" and rely on a rabid userbase to pester everybody else into doing it the same way. Case in point, I'd really like to see RHS and ACE both talk to Robalo/Spartan about working from a shared repo for common ammunition and magazine classes that can be referenced throughout the whole community and act as a single source (including any/all extra config values each party's various extensions require) - then everything will inter-operate out of the box. This is a better way to create standards (wherever possible).- 15864 replies
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RHS Escalation (AFRF and USAF)
Defunkt replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well I'd have said the precedent you speak of is already in place in the form of a folder full of optional pbos for a variety of different mods. Be that as it may, I hope that whatever RHS decide (personally I think they'd be mad to accept responsibility for ACE-compatibility), there's a clearly stated policy around which we might see some effective moderation. I truly hope this thread doesn't spend the 4-6 weeks between RHS updates full of whining about ACE compatibility.- 15864 replies
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RHS Escalation (AFRF and USAF)
Defunkt replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I disagree. ACE are in control of ACE development and anything required config-wise is bound to alter as they iterate, better for them to control those values on their own release cycle.- 15864 replies
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Don't really see the need to consider ACE because ideally I think this should be a dependency of theirs (or, perhaps more likely, Robalo and they share the same config file), makes sense to me if Spartan is the source either way. But ACE can just super-class these with additional config entries.
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If this new addon is to be ASDG_JAM (Joint Ammunition & Magazines) I vote JointRails becomes ASDG_JAR (Joint Accessories & Rails). JAM JAR!
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ArmA III Ballistics Overhaul
Defunkt replied to Spartan0536's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks Spartan, with your data, Robalo's config-nous and a little buy-in from weapon makers this could deliver a really meaningful community standard. -
Nice one Eric, this is a worthy initiative and hopefully should eventually make life much better for players and modders alike.
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Wut? Me? Well, it could happen (next time I decide I need a diversion from my crushing work schedule) but if it's ever to see the light of day I'd hope somebody with a lot more spare time might get to grips with it. But it's good that you're a 1TBSer.
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My read of magazineGroups on the Biki suggests it's little more than a shorthand/macro for writing neater magazines arrays. In and of itself it doesn't in fact solve any problem that we're actually having and would contribute very little to a JAM-like solution. Sure, addon makers could just enter a single asdg_mags_stanag or whatever but all that's really saving you is a little copy and paste.
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Nonsense, doesn't depend on magazineGroups at all. You config a full set of all of the typical magazine types (backed by a full set of ammo types - with consistent ballistic data) and addon makers reference those in their magazines arrays. Don't need magazineGroups and we could all die waiting for them.
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Great! I have proposed this in general terms to Spartan0536; http://forums.bistudio.com/showthread.php?173466-ArmA-III-Ballistics-Overhaul&p=2938530&viewfull=1#post2938530
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ArmA III Ballistics Overhaul
Defunkt replied to Spartan0536's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Spartan; Robalo of ASDG_JointRails has agreed in principle to the idea of also curating a JointMagazines addon which might define a complete set of ammunition types and all of the usual magazines used by present-day, and ArmA's future-war, firearms; a modern JAM (the Joint Ammo & Magazines mod from OFP days). Given the uptake of JointRails and the current 'magazine-hell' I think we might reasonably expect most weapon addon makers to reference these rather than defining all of their own ammunition (though they would still be free to define their own 'specials'). The upsides to such a thing are massive; - No more need for cobbled together magazine compatibility patches by the weapon makers or other third parties (which often aren't versioned or regularly maintained). - Consistent ballistic performance across all firearms in ArmA 3. Of course it's your data (now that it's soon to also include common Soviet rounds) that could provide the foundation and make all of this possible. As your values are also destined to appear in ACE3, the number of "can you make it ACE compatible" posts that this would circumvent is another big tick. Every weapon that referenced these ammunition classes would be already ACE compatible at the most fundamental level. If there were extra config values that needed to be entered for Ruthberg's enhancements then they could also be added here potentially. Without getting into any procedural specifics (i.e. workflow, communication channels, naming conventions), how would you feel about this idea in principle? It would get your work to the widest possible audience through a single efficient channel. -
1920 x 1080, Small(est, V.Small?) Interface Size. I'm not sure, I may have futzed with my FOV settings at some point (but this is the only scope that does this for me); fovTop=1; fovLeft=1.78; uiTopLeftX=0.32397005; uiTopLeftY=0.26499999; uiBottomRightX=0.67602992; uiBottomRightY=0.73500001; IGUIScale=0.47; EDIT: Pic
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Ideally it isn't just about being able use magazines across mods, it's also about consistent ballistic performance (ideally backed up by real-world data).
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On my display there's a hairline gap down the right-hand side of the Beast scope overlay. I wonder if that's what he means.
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Vis-a-vis RAM vs whatever ACE might cook up. I'd like to say that I really appreciate the 'lighter' touch that RHS tends towards where scripting is concerned and I believe from chatting to Olds in the CUP channel once that this parallels his philosophy; work with the game engine to maximize its potential rather than trying to strong-arm every situation with scripts and extension calls. The fact that both RHS and CUP have control of all of their vehicle sources means they're well placed to use geometry and materials to great effect. There's room and cause for differing approaches.
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These are pretty special, will be using a lot. Thanks for sharing your work.
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Robalo, how about adding a JointMuzzles class entry in CfgPatches so those mods that still have it as a dependency (i.e. 3CB Weapons) will run with the implementation now in JointRails? ---------- Post added at 10:02 ---------- Previous post was at 09:45 ---------- Also, have you ever considered creating an ASDG JointMagazines? Spartan reports that he's close to publishing ballistic data for Soviet rounds which to my mind means his (already popular) calculations are possibly now suitable for use in a total community-wide ammunition revamp. In the same way JointRails saves us from accessory-hell, it'd be great if somebody (ASDG would be ideally placed) were to create a config-only addon that defines every ammunition type in the vanilla game as well as all of the usual magazines used in modern NATO/Warsaw weapons. Instead of having to cobble together cross-mod compatible magazine patches we might reasonably hope that addon makers just adopt these standard types instead. Just a thought.
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I would also prefer the main addon is not dependent on ACE.
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Can't say I'm likely to mix RHS (Mmmmm...) and vanilla (Eeeeewww... future-war) vehicles but it's vitally important that there's a standard that the two, and then hopefully other 3rd parties, can adhere to. Good work, looking forward to it.
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RHS Escalation (AFRF and USAF)
Defunkt replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Not to take anything away from the many amazing artists in RHS but damn; everything Sabre touches turns to pure awesome.- 15864 replies
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RHS Escalation (AFRF and USAF)
Defunkt replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Observe the RHS license (essentially don't modify the original files or distribute in any form other than as originally received) and you can use RHS with any other mod you'd like (including Epoch). Whether it works as desired or not in combination with those other mods is for you to determine, RHS will likely only assist with incompatibilities where they recognise that the other addon is in some way complimentary to RHS (this probably wouldn't include Epoch) and they're not in any way bound to assist as they provide the addon as a stand-alone 'Total Conversion'. In general, don't report bugs that you can't recreate with just RHS running, it's a waste of the developers' time. There's a section of the ArmA playerbase that likes to look down on anything that isn't military simulation (Zombie/Apocalypse/RPG/Life mods, i.e. Epoch) but that's just someone else's opinion/preference and not something you really need to concern yourself with.- 15864 replies
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