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kilo1-1

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Everything posted by kilo1-1

  1. kilo1-1

    Leights OPFOR Pack

    It's looking great, Leight. Are you still working on Eastern European civilians or did that end up not working for you?
  2. Yes, it seems like everyone has a drop in performance with ACE3, however it isn't as bad as it once was. Does anyone know if there is a wakeup time that can be edited for ACE3 basic medical, similar to how it was for AGM? It seems you can't automatically wakeup like you could in AGM.
  3. Yes, all the weapons are plagued by floating attachments, magazines, weapon sights, etc.
  4. Our server crashed with HLC MP5s but I just changed the mod load order of the MP5s and it worked fine after.
  5. When its done. They are many issues they are working on for the next release. Go on their GitHub and you can track the progress of the next release.
  6. Excellent work as always, Toadie! I will try out the SAWs this weekend. They look amazing!
  7. I don't think it has been documented yet but it would be very helpful for server administrators. Not in this initial release. They are redoing the fast rope system entirely. I believe its on the 3.1.0 roadmap. And does anyone else get poor performance when using ACE? I notice an overall lower average FPS compared to AGM or vanilla Arma. I am not sure what's causing it.
  8. The PwS install seems to be broken. There are no files in the optional folder and no userconfig files for the server.hpp either. When you try to start the game up with the PwS install it gives an error about the missing server.hpp file.
  9. Excellent! Great job to everyone involved on the project.
  10. ACE 3.0.0 is finished! https://github.com/acemod/ACE3/releases
  11. While it is a bit disappointing to see that ACE3 was pushed back by two weeks, they were planning on releasing it last Wednesday but then the 1.44 patch came out which pushed everything back. Looking at the Github, it seems the 3.0 branch commits are winding down and currently the 3.0 milestone is 100% complete. You never know though because the next time you look at it, five issues pop up. I would rather them wait and iron out the bugs for a nice polished release than release a buggy mess. The release seems to be very soon though and hopefully a dev can confirm or deny that.
  12. kilo1-1

    MK18 Mod 1

    Animations are some of the hardest things to do with Arma. Given their difficulties, I think that its probably the best he can do.
  13. I have noticed this too. Not sure why this is happening.
  14. For the compatibility stuff under the optionals folder, do those .pbos auto load or do they manually need to be moved into the addons folder for the extra mods you are running?
  15. kilo1-1

    United States Air Force( 2015)

    Gotcha. Are they still standalone from the mod or are they now merged into the new update?
  16. kilo1-1

    United States Air Force( 2015)

    What about the AFSOC units? The last update I saw about them someone said they were pretty much ready to go?
  17. kilo1-1

    RH M4/M16 pack

    The RH Acc update on PWS is actually the RH M4 mod.
  18. Will Tuesday's fixes make it into the 1.42 patch for today?
  19. kilo1-1

    AI Discussion (dev branch)

    Thanks for the AI status update, oukej. It's great to finally see some upgrades to the AI.
  20. This is not needed in the basic.cfg.
  21. This is crazy! It's very good to hear that mod teams have merged to create one single mod with one goal to achieve the most realistic experience you can on Arma 3. I will be eagerly awaiting its release!
  22. This is excellent news! How would this pack work with ALIVE, especially with the terrains that would need to be rebuilt to fix terrain grid issues? Would this break their map indexing and missions that use the terrains?
  23. I agree. Tom, any chance this can be fixed?
  24. True, then maybe its related to AI view distance but like it has been noted, nothing was added to the AI changelog.
  25. From my understanding, if you have your view distance set past 3km and you are trying to snipe someone past 3km, they will not be visible until they enter a 2999m distance from your position. For dead bodies, they will pop up in front of you when you are 49m from their dead bodies.
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