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About VKing

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  1. Do you happen to know what exactly broke in the custom maps with the upgrade?
  2. VKing

    Targeting improvements

    I like the new AFV crew looking indicators for the reason that they very basically emulate two important functions available to commanders in armoured vehicles. The ability for the commander to non-verbally designate a target for the gunner. This is normally done via a button that automatically slaves and rotates the turret to point at the area the commander's independent optics are currently looking at. In older tanks like the M1A1 the commander would take over control of the turret itself and move it manually to what he wanted the gunner to look at. This ties into point 2, which is The ability for the commander to see what the gunner is looking at. In almost any tank or AFV there's a commander's gun sight extension, which is essentially a cloned view of what the gunner is seeing though his primary sight. This is essential for the commander to help the gunner identify his target and to verify that the gunner is about to engage the target the commander designated. I don't think the new indicators are nearly as good as having access to those functions themselves would be, but it's a huge improvement over the more WW2-like gunner-commander interaction that's in the game right now.
  3. VKing

    3CB BAF Units

    But why can't you add equipment in the config instead of only via script? Whether or not the delay is necessary I can't say, but the ideal situation would be that the unit started with all or most of its default equipment, and then you would add ACE-specific equipment and check if randomization is enabled via module. Edit: And as I showed, you randomize all your unit's equipment anyway, then anti-randomize it later. You should really look into streamlining that, if nothing else.
  4. VKing

    3CB BAF Units

    This doesn't work. Your code always changes your units' inventory anyways. Compacted and generalized your code looks like this: // Always randomise [_this, true] call UK3CB_BAF_Units_MTP_fnc_randomize_units; // Add specific load outs _this call UK3CB_BAF_Units_MTP_fnc_unit_loadout; sleep 6.0; // Check the module and do it again if (!(missionNamespace getVariable ["UK3CB_enableRandomizedUnits", true])) then { // Recall the function, but disable randomisation [_this, false] call UK3CB_BAF_Units_MTP_fnc_randomize_units; }; And fnc_randomize_units changes the equipment regardless of if it's called with true or false as a parameter. If it's false, all it does is choose the first item in the UK3CB_allowedX array instead of picking a random one. It doesn't not change the unit's equipment. I understand what you want to do, but why don't you have a complete equipment config on your units and then randomize via the script, instead of adding all the equipment via script?
  5. VKing

    3CB BAF Units

    Hi, I'm having a problem with the init scripts you run on your units to randomize the equipment: Because you run the randomization script no matter what, and have a seven-second delay in the code no matter what the module settings are, other gear scripts are pretty impossible to use. At this point we've had to coach our mission makers to not use your units, but add your equipment to other soldiers to avoid everything being reset after the mission starts. Can you please consider adding a complete set of gear to your unit configs and changing the behaviour of your script so it only randomizes your units when the module enables it, instead of being on by default? Thanks.
  6. VKing

    Eurofighter Typhoon AWS

    Oh, yes, the patterns are definitely nice.
  7. VKing

    Eurofighter Typhoon AWS

    Because it looks like you could have used a much smaller texture with no visible downsides, not to mention the massive waste of space on those maps (though I realize you didn't make the model). The bigger the texture, the more pixels are just wasted on empty space. Hell, you can still see the compression artefacts that makes the texture look like it came from a jpeg scaled up 4-8 times. The size of the texture files themselves aren't big, it's true (I suspect because they're mostly monochrome), so it's not a big downside in this case. But you tout 4k textures as your first and primary selling point and, frankly, they don't hold up to what you implicitly promise with those resolutions. I mean look at this: This amount of pixelation and artefacting shouldn't hold up on an Arma 1 model, much less a 4096x4096 Arma 3 texture. TL;DR: My problem is that it looks bad.
  8. VKing

    Eurofighter Typhoon AWS

    What's the point of having 4k textures when they look like this? Also you forgot a 16mb tga file in your pbo.
  9. Yup, that's a neat idea, and it works, too. Layering is massively better than making individual graphics for each type. I never got to the point of making an interface, though, never had time. I can't help you with the GUI stuff but if you need any help with the code or marker graphics give me a shout.
  10. Make an object, preferably a Jerry Can, then use the function on the object. You can now carry the object around and use it as a fuel source to refuel vehicles.
  11. VKing

    3CB BAF Weapons

    Can you please fix the sound eminating from the player when using the "Switch vehicle lights" keybind? When used with the toggle IR Laser/Flashlight function (which is on the same keybind - the sound happens at any time you hit the key combo), it will create a loud click that can be heard from almost a hundred metres away in multiplayer.
  12. If you were paying attention, you'd be fielding these complaints to the RHS bug tracker, since it's their artillery pieces and their charges and their ranges. Shoo. I'm fairly certain Russia and some of the old soviet states still use the 1/6000 circle mil, which isn't based on the milliradian like the western 1/6400 circle, but was derived by adding an extra order of magnitude to the old 1/600 system the russian empire used for field artillery.
  13. This is a neat mod, though a little brutal code-wise (hopefully ACE will have a better system for multiple rangetables later). I'm afraid your mod doesn't really work, however, since the RHS artillery pieces show all their angles in degrees, while the rangetables you have are all in mils.
  14. You can attach multiple explosives to the same trigger, but you can't detonate them all at the same time yet. There's a system in the works that will allow this, it might be in the next feature release.
  15. There's nothing different about the Comanche gunner's optic apart from most of the zoom levels being ground stabilized. Were you expecting something different?