fincuan
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Everything posted by fincuan
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A.C.E. Advanced Combat Environment Mod 2
fincuan replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
They do make a sound in real life, and I bet the guys who have really been out there can testify. My experiences come from peace-time training. The specific sound depends on the type of the round. The two I got to hear most, let's say type "old" and type "new" 81mm mortars, were slightly different. I'm not very good at describing these in english, but let's try: Type "new" only made a sort of SWISHSWISHSWISH-sound. If you whisper that over and over again you get some kind of idea. Definitely no whistling at all. Type "old" was the same, but with a bit of whistling added in. If the shell was going to land close the sound could be pretty loud. Artillery, at least our 122mm D-30s, sounded almost like jets flying overhead. Not as loud, but a similar sound. -
Very few infantrymen apart from Predator and the different Terminator-models are equipped with the system, and USMC has neither of those in their inventory. In my opinion that's a very good reason why it should be like it is, only for vehicles that would realistically have some kind of FLIR available.
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Helicopter Joystick mapping - Best set for ACE pilots? - what is your config?
fincuan replied to p75's topic in ARMA 2 & OA - GENERAL
The Saitek X52 throttle thumb-slider is also excellent for FOV, as it allows one to smoothly adjust it to any possible position. -
GMJ Sight Adjustment for ArmA2
fincuan replied to noamles's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks for the info sholio, and thanks for your addon. Proof of concept or not, it works well for Arma2. I decided to use it for some of my custom stuff because certain missions still use displaySetEventhandler for halo-scripts and such, and your addon provides an easy way(the loop) to reset the addon-based ones at certain intervals. -
GMJ Sight Adjustment for ArmA2
fincuan replied to noamles's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
They are overriden because the other addon overrides the existing GMJ_SA displayEventHandler with its own. Same problem with the HALO stuff etc. You could solve this by resetting the SightAdjustment displayEH periodically, like every 10 seconds. Alternatively, if both addons should work properly, you could make custom versions of them that use this: http://www.ofpec.com/forum/index.php?topic=31384.0 It has a few bugs, so PM me should you decide to use it and I'll tell you how to fix them. -
No need for that either, there are alternatives. Someone probably knows more, but these two I've tried myself and found to be working: www.free-track.net/english http://www.cachya.com/
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Publicvariable problem
fincuan replied to Patou's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
The underline(_) means it's a variable local the the scope in which it's used and can't be declared public. It should be just classement. Also, and I don't know if it's intentional or not, but you're assigning briefing.sqf's scripthandle to a variable called nul, which in my opinion isn't needed here. -
Arma 2 Weapon Ranging and Correction Tables
fincuan replied to Daniel_Malloy's topic in ARMA 2 & OA - GENERAL
Whoever said the M017's zero-point varies with zoom is correct. A few other weapons also have same "feature", and out of the top of my head I'd say they were the DMR and SPR. It's easy to fix from the configs, and I believe I already posted the needed config file in another thread on the subject. I'll try to look it up. edit: Found it http://forums.bistudio.com/showthread.php?p=1355681#post1355681 -
Arma 2 Weapon Ranging and Correction Tables
fincuan replied to Daniel_Malloy's topic in ARMA 2 & OA - GENERAL
Nice effort About SVD's PSO-1: Under 1000 meters you'd basically adjust the scope to the correct range and aim with the top triangle. The triangles under that are for 1100, 1200 and 1300 meters. At least that's how it should go with the real one. I have no idea if this is the case in Arma2. The reticle they've used is a bit weird, because the ones I've seen looked like this: Source: http://commons.wikimedia.org/wiki/File:PSO-1_reticle_Romanian_2.JPG -
Speeding through a village, going downhill at a pretty high speed, we ran straight into the back of a parked civilian vehicle. Having recovered from that I ordered the driver to continue, and 100 meters onwards he ran over an old granny(Sorry!). The next few kilometers went fine, but not for long: We were again going downhill on a road with pretty poor visibility, and my drivers decided to cut into the turn a bit. I bet they're still scraping us off that civvy truck... Yes, AI was doing the driving :)
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Respectfully request FreeTrack support
fincuan replied to mbmonk's topic in ARMA 2 & OA - SUGGESTIONS
It is possible with a software called PPJoy, but that one doesn't work on x64 systems. edit: To clarify that a bit: PPJoy creates a virtual controller, which in turn can be used to deliver Freetrack outputs to the game. On x86 systems Freetrack should install it automatically. -
Respectfully request FreeTrack support
fincuan replied to mbmonk's topic in ARMA 2 & OA - SUGGESTIONS
Nope, at present head-tracking devices aren't "just controllers", which is why we have all these threads in the first place. Joysticks and other controllers have their own common interface(at Bushlurker's post you can see what interaces they support) that every device uses, while in head-tracking such things don't exist yet, or at least aren't in common use. -
Aye it's a nice replacement for the laser rangefinder we don't have(without community addons), but frankly I feel like cheating every time I press space. ZAP, identity, type and range are all there. With little effort one could probably write a scripts that automatically sets your sights to the "space range" :)
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Concealment, that's the word you're looking for.
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Adjusting the range straight from the scope works very well in the "active battle conditions" of A2. I prefer very much landing the first shot on an immobile target vs. trying to guess the range, missing and adjusting fire while the target has started scrambling for cover. We already have "the invincible space-bar rangefinder" in stock A2, but thanks to CBA a better, or at least more realistic, solution is available: GMJ_SightAdjustement, SPON_Rangefinder and NWD_Ballistics work in A2 with little changes.
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Bullet ballistics change with variable scopes
fincuan replied to evilnate's topic in ARMA 2 & OA - TROUBLESHOOTING
It adjusts the zero automatically in relation to the zoom-level, which many find quite inconvenient. It was the first thing I fixed in my own game, and easy to do: class CfgPatches { class rifles_zerofix { units[] = { }; weapons[] = { }; requiredVersion = 1.02; requiredAddons[] = {"CAweapons", "CAweapons2"}; }; }; class cfgWeapons { class Default; class Riflecore; class Rifle; class M107: Rifle { distanceZoomMin = 500; distanceZoomMax = 500; }; class M24: Rifle { distanceZoomMin = 300; distanceZoomMax = 300; }; class M40 : M24 {}; //Inherits from M24 class huntingrifle: M24 { distanceZoomMin = 150; distanceZoomMax = 150; }; class DMR : Rifle { distanceZoomMin = 300; distanceZoomMax = 300; }; class SVD : Rifle { distanceZoomMin = 300; distanceZoomMax = 300; }; class SVD_CAMO : SVD {}; //Inherits from SVD class ksvk : Rifle { distanceZoomMin = 500; distanceZoomMax = 500; }; }; Save as config.cpp in a folder called "rifles_zerofix", pbo the folder and enable as a mod. Can't test it right now, but there shouldn't be any big errors. The distance you can of course set to whatever you wish, but those above should be a good starting point. -
A.C.E. Advanced Combat Environment Public Release!
fincuan replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Absolutely not. The more kinetic energy a bullet has the more damage it does. It'll slow down considerably to 1000 meters, which results in less damage, a lot less compared to 100 meters. See here for an example(it only goes up to 457 meters, but gives a general idea): http://en.wikipedia.org/wiki/External_ballistics#Using_ballistics_data -
Current situation: Arma2: Players Online: 884 Servers Online: 583 Arma: Players Online: 142 Servers Online: 211 Yeah, it's indeed failing miserably...
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Problem with getPos and getPosASL
fincuan replied to tophe's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I guess that is just good programming practice, and it also makes sure _unit has a value in all scopes of the script. For example if that piece above looked like this: deleteVehicle _unit; if (condition) then { [indent]_unit = _type createVehicle _position;[/indent] }; _unit wouldn't have a value outside the if-statement. If you set it to any value before the if-part and then change the value within the "if" all works ok. -
Problem with getPos and getPosASL
fincuan replied to tophe's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here's the trigonometry way: // Takes two Arma-positions as argument and returns the 2D distance between them private["_sij1","_sij2","_et"]; _sij1 = _this select 0; _sij2 = _this select 1; _et = sqrt( ((_sij2 select 0)-(_sij1 select 0))^2 + ((_sij2 select 1)-(_sij1 select 1))^2 ); _et -
What joysticks work with this game????
fincuan replied to Cheeba's topic in ARMA 2 & OA - TROUBLESHOOTING
Saitek X52, Saitek Pro pedals and MS Sidewinder FFB2 all working. If only we had proper throttle control in the game... -
Both signed. These Freetrack threads are like one big perpetual motion machine already :)
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Please Re-Enable Freetrack in Arma2.
fincuan replied to stilton's topic in ARMA 2 & OA - SUGGESTIONS
I gues we'll just have to take NP discussions to the TIR thread then :) At least it's relevant there. -
New 1.02 Patch on German download Version - change to English?
fincuan replied to shadowze's topic in ARMA 2 & OA - TROUBLESHOOTING
Yes, I'm afraid it will if the server enforces signature-checking. -
Please Re-Enable Freetrack in Arma2.
fincuan replied to stilton's topic in ARMA 2 & OA - SUGGESTIONS
Continued from here: http://forums.bistudio.com/showthread.php?t=72569&page=23