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Everything posted by king homer
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ACE 1.5 Beta (Advanced Combat Environment)
king homer replied to xeno's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Probably because Patch 1.54 was released yesterday and we did not yet have time to make this compatible. :rolleyes: A little bit of patience effect wonders. Thanks for these images. I'm sure we can use them to improve the LAV-25. It might take a while since there are a tons of other optics waiting for further investigation. ;) -
ACE 1.5 Beta (Advanced Combat Environment)
king homer replied to xeno's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I guess we can say "yes" to at least the config work. -
ACE 1.5 Beta (Advanced Combat Environment)
king homer replied to xeno's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You checked the keys for the self interaction menue? -
ACE 1.5 Beta (Advanced Combat Environment)
king homer replied to xeno's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It is not possible to change the reticle with the vision mode - that's the reason you must cycle through the different optics. -
ACE 1.5 Beta (Advanced Combat Environment)
king homer replied to xeno's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
http://ace.dev-heaven.net/wagn/Stepped_zoom_and_optic_modes_in_weapon_stations Some vehicles have different optics for different vision modes, that's it. Reticles will be changed soon. Absolutely right. -
[OA] New config values, who has info about?
king homer replied to [frl]myke's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Which one of these new values is necessary to make a vehicle lockable by Javelin for instance? I coulnd't figure out so far what's the difference. OA vehicles can be locked but previously added, own tanks can't be shot at. -
ACE 1.5 Beta (Advanced Combat Environment)
king homer replied to xeno's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Select the gun, right click a target or use tab to cycle through active ones, switch to L Hellfires (should be the next weapon) - target lock should be still present - fire. The magnification level on some tanks is fixed to a certain level - like the real counterpart. This is not a bug. -
ACE 1.5 Beta (Advanced Combat Environment)
king homer replied to xeno's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You run OA Beta? If not, the ammo box freezes are a 1.52 bug. -
The Stryker MGS made by BIS is missing the commander position, that is the biggest flaw. The commander uses the hatch mounted M2, while the gunner uses a coaxial M240 (as mentioned before) - the remote controled gunner M2 as it is right now is highly unrealistic.
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CM Operation Flashpoint 3 announced | "Oops, they're doing it again..."
king homer replied to Undeceived's topic in OFFTOPIC
This made my day. -
ACE 1.5 Beta (Advanced Combat Environment)
king homer replied to xeno's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
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ACE 1.5 Beta (Advanced Combat Environment)
king homer replied to xeno's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You did ever test the BIS Strykers, didn't you. Your post makes clear you have absolutely no clue whats that all about. FFS, I guess no one of you ever checked out the Strykers we added and compared them to the ones coming with OA. Just the flashy desert tan in your eyes and every other sense is gone. In the end we will still see only BIS Strykers ingame, destroying the complete immersion set up by ACE. I guess I can disable the ACE Strykers therefore. -
[OA] New config values, who has info about?
king homer replied to [frl]myke's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I can only think of the MAAWS with the internal range finder. But normally either a missile is guided or you have to use special optics to compensate missile drop. True. Only specific vehicle based weapons work with ballisticsComputer. -
CM Operation Flashpoint 3 announced | "Oops, they're doing it again..."
king homer replied to Undeceived's topic in OFFTOPIC
This is all I can say for the moment: -
Looks like some particle directly on the lens of your camera. Dust maybe.
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Tank Fire Control Systems
king homer replied to NonWonderDog's topic in ARMA - ADDONS & MODS: COMPLETE
ACE2 implented a variant of NWD's FCS for Arma2/OA. -
ACE 1.5 Beta (Advanced Combat Environment)
king homer replied to xeno's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
There are serveral presets easily to distinguish by their name to avoid downloading the wrong version. The A2OA preset has CBA_OA automatically disabled. :rolleyes: -
Magazine slots
king homer replied to Chris1986's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
http://community.bistudio.com/wiki/CfgVehicles_Config_Reference#weaponSlots This one determines what weapon and how many magazines can be carried by a soldier. The reference is missing the slots where radio, map, GPS goes in. You can add this via 131072. Typical OA soldier loadout looks like this: -
[OA] New config values, who has info about?
king homer replied to [frl]myke's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
As far as I understand you: Yes you can have different type of optics in different steps of zoom. As example the gunner optics for ACE' M1A1: class OpticsIn { class Wide { initFov = ACE_FOV_BASE_VALUE / 3; minFov = ACE_FOV_BASE_VALUE / 3; maxFov = ACE_FOV_BASE_VALUE / 3; gunnerOpticsModel = "\ca\Weapon\2Dscope_M1gun10.p3d"; visionMode[] = {"Normal","Ti"}; thermalMode[] = {0,1}; }; class Narrow : Wide { gunnerOpticsModel = "\ca\Weapon\2Dscope_M1gun10.p3d"; initFov = ACE_FOV_BASE_VALUE / 10; minFov = ACE_FOV_BASE_VALUE / 10; maxFov = ACE_FOV_BASE_VALUE / 10; }; }; As you can see, I defined the gunnerOpticsModel in each of the zoom classes. The vision- and thermalmode is inherited but you can define another if you want to. -
ACE 1.5 Beta (Advanced Combat Environment)
king homer replied to xeno's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
On some keyboards these keys do not work properly ingame (mine included). That's why I advise you to change the keys to something else. For instance: I use POS1 and END key for those two. -
ACE 1.5 Beta (Advanced Combat Environment)
king homer replied to xeno's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You have to set them up in the ace_keys.hpp. -
[OA] New config values, who has info about?
king homer replied to [frl]myke's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
0 = no stabilization 1 = stabilization of x-axis 2 = stabilization of y-axis 3 = stabiliziation of both -
[OA] New config values, who has info about?
king homer replied to [frl]myke's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
These weapons are used on all vehicles equipped with CROWS (HMMWVs, Strykers). -
ACE 1.5 Beta (Advanced Combat Environment)
king homer replied to xeno's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I can't confirm. Be aware of minimum lasing range. First tab activates FCS, second tab activates laser. Working perfectly here. -
ACE 1.5 Beta (Advanced Combat Environment)
king homer replied to xeno's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Rename the file and test it. Test it ingame and see if any errors occur, if not you can leave it like that. No need to delete it.